BlackICE Scripting

class

StimBroadcasterComponent

  • 6 properties
  • 48 functions

Extends game.ScriptableComponent game.Component ent.IComponent IScriptable ISerializable

Properties

PropertyTypeOffset
activeRequestsStimRequest?[]0x0 scripted
currentIDuint0x10 scripted
shouldBroadcastbool0x14 scripted
targetsgame.NPCstubData[]0x18 scripted
blockedStimsStimIdentificationData[]0x28 scripted
fallbackIntervalfloat0x38 scripted

Functions

  • bool IsStimProcessingBlocked(ent.EntityID sourceID, game.data.StimType stimType, CName? stimName) RTTI
  • bool ResolveStimProcessingCooldown(ent.EntityID sourceID, game.data.StimType stimType, CName? stimName, float cooldown) RTTI
  • bool OnBlockStimProcessingCooldownEvent(BlockStimProcessingCooldownEvent evt) RTTI
  • bool IsStimBlocked(StimIdentificationData data) RTTI
  • void AddBlockedStim(StimIdentificationData data) RTTI
  • void RemoveBlockedStim(StimIdentificationData data) RTTI
  • void RemoveBlockedStim(game.DelayID delayID) RTTI
  • void TriggerSingleBroadcast(WeakHandle<game.Object> contextOwner, game.data.StimType gdStimType, float? radius, sense.StimInvestigateData? investigateData, bool? propagationChange) RTTI
  • void AddActiveStimuli(WeakHandle<game.Object> contextOwner, game.data.StimType gdStimType, float? lifetime, float? radius, sense.StimInvestigateData? investigateData, bool? propagationChange, bool? shouldOverride) RTTI
  • void SetSingleActiveStimuli(WeakHandle<game.Object> contextOwner, game.data.StimType gdStimType, float? lifetime, float? radius, sense.StimInvestigateData? investigateData, bool? propagationChange) RTTI
  • void RemoveActiveStimuliByName(WeakHandle<game.Object> contextOwner, game.data.StimType gdStimType) RTTI
  • void SendDrirectStimuliToTarget(WeakHandle<game.Object> contextOwner, game.data.StimType gdStimType, game.Object target, sense.StimInvestigateData? investigateData, float? delay, bool? purelyDirect, bool? propagationChange) RTTI
  • bool OnBroadcastEvent(BroadcastEvent evt) RTTI
  • void OnGameDetach() RTTI
  • bool OnStimTargetsUpdate(StimTargetsEvent evt) RTTI
  • void ClearStimTargets() RTTI
  • bool HasStimTarget(StimTargetData data) RTTI
  • void AddStimmTarget(StimTargetData data) RTTI
  • bool HasStimTargets() RTTI
  • void AddActiveStimulus(game.data.StimType gdStimType, float lifetime, bool? shouldOverride, float? radius, sense.StimInvestigateData? investigateData, bool? propagationChange) RTTI
  • void RemoveActiveStimByID(StimRequestID id) RTTI
  • StimRequestID ProcessStartRequest(game.data.StimType gdStimType, float lifetime, float? radius, sense.StimInvestigateData? investigateData, bool? propagationChange) RTTI
  • void ProcessStopRequest(game.data.StimType gdStimType) RTTI
  • void RemoveRequest(int index) RTTI
  • void RemoveRequest(StimRequest request) RTTI
  • void ClearRequests() RTTI
  • void AddNewDelayEvent() RTTI
  • bool OnRecurrentStimuliEvent(RecurrentStimuliEvent evt) RTTI
  • bool RebroadcastStimuli(RecurrentStimuliEvent evt) RTTI
  • void StopTriggeringStims() RTTI
  • StimRequest? CreateStimRequest(game.data.StimType gdStimType, float? duration, float? radius, sense.StimInvestigateData? investigateData, bool? propagationChange) RTTI
  • bool IsEqual(sense.StimuliEvent stim, game.data.StimType gdStimType) RTTI
  • bool IsRequestDuplicated(game.data.StimType gdStimType) RTTI
  • StimRequest? GetRequestByID(StimRequestID id) RTTI
  • StimRequest? GetRequestByName(game.data.StimType gdStimType) RTTI
  • StimRequest? GetRequestByArrayIndex(int index) RTTI
  • int FindRequestIndexByName(game.data.StimType gdStimType) RTTI
  • int FindRequestIndexByID(StimRequestID id) RTTI
  • int FindRequestIndex(StimRequest request) RTTI
  • StimRequestID AssignNextValidUniqueID() RTTI
  • StimRequestID GenerateRequestID(uint id, bool valid) RTTI
  • int DetermineHowManyRepeats(StimRequest request) RTTI
  • bool OnStatusEffectApplied(game.events.ApplyStatusEffectEvent evt) RTTI
  • void TriggerNoiseStim(WeakHandle<game.Object> owner, ETakedownActionType takedownActionType) RTTI
  • static void BroadcastStim(WeakHandle<game.Object> sender, game.data.StimType gdStimType, float radius, sense.StimInvestigateData investigateData, bool propagationChange) staticRTTI global
  • static void SendStimDirectly(WeakHandle<game.Object> sender, game.data.StimType gdStimType, game.Object target, sense.StimInvestigateData investigateData, float delay) staticRTTI global
  • static void nameToStimEnum(CName stimName, out game.data.StimType stimType) staticRTTI global
  • static void BroadcastActiveStim(WeakHandle<game.Object> sender, game.data.StimType gdStimType, float lifetime, float radius, sense.StimInvestigateData investigateData, bool propagationChange) staticRTTI global