BlackICE Scripting

class

VehicleComponent

  • 51 properties
  • 357 functions
  • 4 derived classes

Extends ScriptableDeviceComponent game.DeviceComponent game.Component ent.IComponent IScriptable ISerializable

Properties

PropertyTypeOffset
interactiongame.interactions.Component?0x0 scripted
scanningComponentgame.ScanningComponent?0x10 scripted
customizationComponentvehicle.VehicleCustomization?0x20 scripted
damageLevelint0x30 scripted
coolerDestrobool0x34 scripted
bumperFrontStateint0x38 scripted
bumperBackStateint0x3C scripted
visualDestructionSetbool0x40 scripted
immuneInDecaybool0x41 scripted
healthDecayThresholdfloat0x44 scripted
isBroadcastingHazardStimsbool0x48 scripted
healthStatPoolListenerVehicleHealthStatPoolListener?0x50 scripted
vehicleBlackboardWeakHandle<game.IBlackboard>0x60 scripted
radioStatebool0x70 scripted
mountedbool0x71 scripted
enterTimefloat0x74 scripted
mappinIDgame.NewMappinID0x78 scripted
quickhackMappinIDgame.NewMappinID0x80 scripted
ignoreAutoDoorClosebool0x88 scripted
mappinDestroyedBeforeCreationbool0x89 scripted
timeSystemCallbackIDuint0x8C scripted
vehicleTPPCallbackIDred.CallbackObject?0x90 scripted
vehicleSpeedCallbackIDred.CallbackObject?0xA0 scripted
carAlarmCallbackIDred.CallbackObject?0xB0 scripted
vehicleRPMCallbackIDred.CallbackObject?0xC0 scripted
vehicleDisableAlarmDelayIDgame.DelayID0xD0 scripted
vehicleExitDelayIdgame.DelayID0xD8 scripted
broadcastingbool0xE0 scripted
hasSpoilerbool0xE1 scripted
spoilerUpfloat0xE4 scripted
spoilerDownfloat0xE8 scripted
spoilerDeployedbool0xEC scripted
hasTurboChargerbool0xED scripted
overheatEffectBlackboardworld.EffectBlackboard?0xF0 scripted
overheatActivebool0x100 scripted
hornOnbool0x101 scripted
useAuxiliarybool0x102 scripted
sirenPressTimefloat0x104 scripted
radioPressTimefloat0x108 scripted
raceClockTickIDgame.DelayID0x10C scripted
objectActionsCallbackCtrlgame.ObjectActionsCallbackController?0x118 scripted
trunkNpcBodyWeakHandle<game.Object>0x128 scripted
mountedPlayerWeakHandle<PlayerPuppet>0x138 scripted
isIgnoredInTargetingSystembool0x148 scripted
arePlayerHitShapesEnabledbool0x149 scripted
uiWantedBarBBWeakHandle<game.IBlackboard>0x150 scripted
currentWantedLevelCallbackred.CallbackObject?0x160 scripted
preventionPassengersint0x170 scripted
timeSinceLastHitfloat0x174 scripted
dragTimefloat0x178 scripted
vehicleControllervehicle.Controller?0x180 scripted

Functions

  • void OnGameAttach() RTTI
  • void OnGameDetach() RTTI
  • bool IsVehicleParked() RTTI
  • void PushVehicleNPCDataToAllPassengers(ScriptGameInstance gi, ent.EntityID id) RTTI
  • WeakHandle<vehicle.BaseObject> GetVehicle() RTTI
  • vehicle.Controller? GetVehicleController() RTTI
  • vehicle.ControllerPS? GetVehicleControllerPS() RTTI
  • VehicleComponentPS? GetPS() overrideRTTI
  • bool OnWeaponShootEvent(vehicle.MountedWeaponShootEvent evt) RTTI
  • bool OnMountingEvent(game.mounting.MountingEvent evt) RTTI
  • bool OnUnmountingEvent(game.mounting.UnmountingEvent evt) RTTI
  • void SendAIEvent(CName eventName) RTTI
  • bool OnCurrentWantedLevelChanged(int value) RTTI
  • void OnPreventionPassengerDeath(ent.EntityID deadEntityID) RTTI
  • bool OnVehicleFinishedMountingEvent(vehicle.FinishedMountingEvent evt) RTTI
  • bool OnVehicleStartedUnmountingEvent(VehicleStartedUnmountingEvent evt) RTTI
  • bool OnVehicleQuestNodeActivateRemoteVehicleControl(vehicle.QuestNodeSetVehicleRemoteControlled evt) RTTI
  • bool OnTriggerVehicleRemoteControlEvent(TriggerVehicleRemoteControlEvent evt) RTTI
  • bool OnVehicleStartedMountingEvent(vehicle.StartedMountingEvent evt) RTTI
  • void SendVehicleStartedUnmountingEventToPS(bool isMounting, CName slotID, game.Object character) RTTI
  • void SetSteeringLimitAnimFeature(int limit) RTTI
  • void ManageAdditionalAnimFeatures(game.Object objectt, bool value) RTTI
  • bool OnVehicleSeatReservationEvent(VehicleSeatReservationEvent evt) RTTI
  • bool OnVehicleBodyDisposalPerformedEvent(VehicleBodyDisposalPerformedEvent evt) RTTI
  • void DetermineInteractionState() RTTI
  • void DetermineInteractionState(CName layerName) RTTI
  • bool GetIsMounted() RTTI
  • void InitialVehcileSetup() RTTI
  • void VehicleDefaultStateSetup() RTTI
  • void CreateAndSendDefaultStateEvent(vehicle.EVehicleDoor door, vehicle.EQuestVehicleDoorState state) RTTI
  • bool OnRemoteControlEvent(vehicle.RemoteControlEvent evt) RTTI
  • bool OnForceBrakesQuickhackEvent(vehicle.ForceBrakesQuickhackEvent evt) RTTI
  • bool OnAccelerateQuickhackEvent(vehicle.AccelerateQuickhackEvent evt) RTTI
  • void NotifyAutodriveOfQuickhackChange() RTTI
  • void QueueVehicleImpactLethalHitEvent(WeakHandle<game.Object> target, WeakHandle<game.Object> instigator, CName sourceName) RTTI
  • bool OnExplodeEvent(vehicle.ExplodeEvent evt) RTTI
  • bool OnVehicleNotifyPassengersOfCollision(vehicle.NotifyPassengersOfCollision evt) RTTI
  • void DamagePassengerInCollision(WeakHandle<game.Object> passenger, WeakHandle<game.Object> instigator, Vector4 hitDirection) RTTI
  • bool OnRemoteControlCameraToggleEvent(vehicle.RemoteControlCameraToggleEvent evt) RTTI
  • bool OnToggleBrokenTireEvent(vehicle.ToggleBrokenTireEvent evt) RTTI
  • bool OnAIVehicleDisabledEvent(vehicle.AIVehicleDisabledEvent evt) RTTI
  • void ShouldVisualDestructionBeSet() RTTI
  • void VehicleVisualDestructionSetup() RTTI
  • bool OnVehicleQuestVisualDestructionEvent(VehicleQuestVisualDestructionEvent evt) RTTI
  • void EvaluateInteractions() RTTI
  • void ToggleInitialVehDoorInteractions() RTTI
  • void EvaluateTrunkAndHoodInteractions() RTTI
  • void EvaluateTrunkInteractions() RTTI
  • void EvaluateHoodInteractions() RTTI
  • void ToggleVehReadyInteractions(bool toggle, CName? layer) RTTI
  • void EvaluateDoorState() RTTI
  • void SetDoorAnimFeatureData(vehicle.EVehicleDoor door, vehicle.VehicleDoorState state) RTTI
  • bool OnVehicleLightSetupEvent(VehicleLightSetupEvent evt) RTTI
  • void RegisterInputListener() RTTI
  • void UnregisterInputListener() RTTI
  • void LoadExplodedState() RTTI
  • void SetupThrusterFX() RTTI
  • void ToggleScanningComponent(bool toggle) RTTI
  • void EnableTargetingComponents() RTTI
  • void DisableTargetingComponents() RTTI
  • void ToggleTargetingComponents(bool on) RTTI
  • void BroadcastEnvironmentalHazardStimuli() RTTI
  • void RemoveEnvironmentalHazardStimuli() RTTI
  • void RemoveQuickhackQueue() RTTI
  • bool OnDeath(game.events.DeathEvent evt) RTTI
  • bool OnVehicleWaterEvent(vehicle.WaterEvent evt) RTTI
  • bool OnInteractionActivated(game.interactions.InteractionActivationEvent evt) RTTI
  • bool OnInteractionUsed(game.interactions.ChoiceEvent evt) RTTI
  • void EvaluatePanzerInteractions() RTTI
  • void RegisterToHUDManager(bool shouldRegister) RTTI
  • bool OnHUDInstruction(HUDInstruction evt) RTTI
  • string GetVehicleStateForScanner() RTTI
  • bool GetAnySlotAvailable(bool? checkOccupied) RTTI
  • bool GetAnyDoorAvailable(bool? checkOccupied) RTTI
  • void SetVehicleScannerDirty() RTTI
  • bool OnQuickSlotCommandUsed(QuickSlotCommandUsed evt) RTTI
  • void ExecuteAction(game.interactions.Choice choice, WeakHandle<game.Object> executor) RTTI
  • void ExecuteAction(game.device.Action action, WeakHandle<game.Object>? executor) RTTI
  • void ToggleInteraction(CName layer, bool toggle) RTTI
  • void ProcessExplosionEffects() RTTI
  • void ExplodeVehicle(WeakHandle<game.Object> instigator) RTTI
  • void SendExplodedAIEvent() RTTI
  • void KillPassengers(WeakHandle<game.Object> instigator) RTTI
  • void SetImmortalityMode() RTTI
  • void ClearImmortalityMode() RTTI
  • void StealVehicle(game.mounting.MountingSlotId? slotID) RTTI
  • void ToggleVehicleSystems(bool toggle, bool vehicle, bool engine, VehicleQuestEngineLockState? lockState) RTTI
  • void SetDelayDisableCarAlarm(float evtActivationTime) RTTI
  • bool OnForceCarAlarm(ForceCarAlarm evt) RTTI
  • bool OnDisableAlarm(DisableAlarmEvent evt) RTTI
  • bool OnChangeState(vehicle.ChangeStateEvent evt) RTTI
  • bool OnVehicleQuestCrystalDomeEvent(VehicleQuestCrystalDomeEvent evt) RTTI
  • void DrivingStimuli(bool broadcast) RTTI
  • bool OnRepeatDirectEnvironmentalHazardStimuli(RepeatDirectEnvironmentalHazardStimEvent evt) RTTI
  • void SendDirectEnvironmentalHazardStimuli(game.Object target) RTTI
  • void SetupCrystalDome() RTTI
  • void ToggleCrystalDome(bool toggle, bool? force, bool? instant, float? instantDelay, float? meshVisibilityDelay, bool? fastStop) RTTI
  • void TogglePanzerShadowMeshes(bool toggle) RTTI
  • bool OnVehicleCrystalDomeOffDelayEvent(VehicleCrystalDomeOffDelayEvent evt) RTTI
  • bool OnVehicleCrystalDomeOnDelayEvent(VehicleCrystalDomeOnDelayEvent evt) RTTI
  • bool OnVehicleCrystalDomeMeshVisibilityDelayEvent(VehicleCrystalDomeMeshVisibilityDelayEvent evt) RTTI
  • void ToggleTargetingSystemForPanzer(PlayerPuppet mountedPlayer, bool enable) RTTI
  • void TogglePlayerHitShapesForPanzer(PlayerPuppet mountedPlayer, bool enable) RTTI
  • void DoPanzerCleanup() RTTI
  • bool HasPreventionPassenger() RTTI
  • void RegisterWantedLevelListener() RTTI
  • void DoPreventionVehicleCleanup() RTTI
  • void UnregisterWantedLevelListener() RTTI
  • void UnregisterPreventionPassengerCallbacks(ScriptGameInstance gi, ent.EntityID vehicleID) RTTI
  • void InjectThreat(WeakHandle<game.Object> instigator) RTTI
  • bool OnVehicleForceOccupantOut(VehicleForceOccupantOut evt) RTTI
  • bool OnActionDemolition(ActionDemolition evt) RTTI
  • bool OnActionEngineering(ActionEngineering evt) RTTI
  • bool OnVehicleQuestDoorLocked(VehicleQuestDoorLocked evt) RTTI
  • bool OnVehicleDoorInteraction(VehicleDoorInteraction evt) RTTI
  • bool OnVehicleDoorOpen(VehicleDoorOpen evt) RTTI
  • bool OnVehicleDoorClose(VehicleDoorClose evt) RTTI
  • bool GetVehicleDoorEnum(out vehicle.EVehicleDoor door, CName doorName) RTTI
  • bool OnVehicleDoorInteractionStateChange(VehicleDoorInteractionStateChange evt) RTTI
  • void EvaluateDoorReaction(CName doorID, bool immediate, vehicle.VehicleDoorState doorState) RTTI
  • CName GetAnimEventName(vehicle.VehicleDoorState doorState, vehicle.EVehicleDoor door) RTTI
  • bool OnVehicleExternalDoorRequestEvent(VehicleExternalDoorRequestEvent evt) RTTI
  • bool OnVehicleExternalWindowRequestEvent(VehicleExternalWindowRequestEvent evt) RTTI
  • bool OnVehicleWindowOpen(VehicleWindowOpen evt) RTTI
  • bool OnVehicleWindowClose(VehicleWindowClose evt) RTTI
  • void EvaluateWindowReaction(CName doorID, CName speed) RTTI
  • void EvaluateWindowState() RTTI
  • void SetWindowAnimFeatureData(vehicle.EVehicleDoor door, vehicle.EVehicleWindowState state) RTTI
  • bool OnToggleDoorInteractionEvent(ToggleDoorInteractionEvent evt) RTTI
  • bool OnOpenTrunk(VehicleOpenTrunk evt) RTTI
  • bool OnCloseTrunk(VehicleCloseTrunk evt) RTTI
  • bool OnVehicleDumpBody(VehicleDumpBody evt) RTTI
  • bool OnDumpBodyWorkspotDelayEvent(DumpBodyWorkspotDelayEvent evt) RTTI
  • void MountNpcBodyToTrunk() RTTI
  • bool OnVehicleDumpBodyCloseTrunkEvent(VehicleDumpBodyCloseTrunkEvent evt) RTTI
  • bool OnVehicleTakeBody(VehicleTakeBody evt) RTTI
  • bool OnPickupBodyWorkspotDelayEvent(PickupBodyWorkspotDelayEvent evt) RTTI
  • void FinishTrunkBodyPickup() RTTI
  • void MountBodyToPlayer(WeakHandle<game.Object> npcBody) RTTI
  • void MountEntityToSlot(ent.EntityID parentID, ent.EntityID childId, CName slot) RTTI
  • void UnmountTrunkBody() RTTI
  • bool OnVehiclePlayerTrunk(VehiclePlayerTrunk evt) RTTI
  • bool OnOpenHood(VehicleOpenHood evt) RTTI
  • bool OnCloseHood(VehicleCloseHood evt) RTTI
  • bool OnSummonStartedEvent(vehicle.SummonStartedEvent evt) RTTI
  • bool OnSummonFinishedEvent(vehicle.SummonFinishedEvent evt) RTTI
  • void PlaySummonArrivalSFX() RTTI
  • void PlayDelayedHonk(float honkTime, float delayTime) RTTI
  • void PlayHonkForDuration(float honkTime) RTTI
  • void HonkAndFlash() RTTI
  • void IsPlayerVehicle() RTTI
  • void SetupAuxillary() RTTI
  • void SetupWheels() RTTI
  • bool OnGridDestruction(vehicle.GridDestructionEvent evt) RTTI
  • void CreateHitEventOnSelf(float damageMultiplier, Vector3 impactPoint, WeakHandle<game.Object> otherVehicle, bool rammedOtherVehicle, bool otherVehicleRammed) RTTI
  • void HandleBikeCollisionReaction(float impactVelocityChange, Vector4 impactHitNormal) RTTI
  • bool OnDelayedBikeKnockOffEvent(DelayedBikeKnockOffEvent evt) RTTI
  • void CheckForDrag(float impactImpulse) RTTI
  • bool IsBeingDragged() RTTI
  • void TryToKnockDownBike() RTTI
  • void ReactToHPChange(float destruction) RTTI
  • void ForceAboutToExplodeState() RTTI
  • void UpdateDamageEngineEffects() RTTI
  • void DisableVehicle() RTTI
  • void CancelVehicleExitDelayedEvent() RTTI
  • bool OnVehicleExitDelayedEvent(VehicleExitDelayed evt) RTTI
  • void RepairVehicle() RTTI
  • bool OnVehicleRepairEvent(vehicle.RepairEvent re) RTTI
  • void EnableRadio() RTTI
  • void DisableRadio() RTTI
  • void DestroyRandomWindow() RTTI
  • void TutorialCarDamageFact() RTTI
  • void BreakAllDamageStageFX(bool? auxillaryFX) RTTI
  • void SendDestructionDataToGraph(int gridID, float gridState) RTTI
  • void DetermineAdditionalEngineFX(int gridID, float gridState) RTTI
  • bool IsVehicleInDecay() RTTI
  • bool IsVehicleImmuneInDecay() RTTI
  • float GetVehicleDecayThreshold() RTTI
  • int EvaluateDamageLevel(float destruction) RTTI
  • bool OnVehicleDamageStageTurnOffEvent(VehicleDamageStageTurnOffEvent evt) RTTI
  • void PlayCrystalDomeGlitchEffect() RTTI
  • bool OnVehicleOnPartDetached(vehicle.OnPartDetachedEvent evt) RTTI
  • bool OnVehicleRadioStationInitialized(vehicle.RadioStationInitialized evt) RTTI
  • bool OnRadioToggleEvent(RadioToggleEvent evt) RTTI
  • bool OnVehicleRadioEvent(VehicleRadioEvent evt) RTTI
  • bool OnVehicleRadioTierEvent(VehicleRadioTierEvent evt) RTTI
  • void SendParkEvent(bool park) RTTI
  • bool OnVehicleLightQuestToggleEvent(VehicleLightQuestToggleEvent evt) RTTI
  • bool OnVehicleLightQuestChangeColorEvent(VehicleLightQuestChangeColorEvent evt) RTTI
  • bool OnVehicleCycleHeadLightsEvent(VehicleCycleLightsEvent evt) RTTI
  • bool OnVehicleQuestSirenEvent(VehicleQuestSirenEvent evt) RTTI
  • bool OnVehicleChaseTargetEvent(vehicle.ChaseTargetEvent evt) RTTI
  • bool CanShowMappin() RTTI
  • void CreateMappin() RTTI
  • void DestroyMappin() RTTI
  • void RequestHUDRefresh() RTTI
  • void SetupListeners() RTTI
  • void UnregisterListeners() RTTI
  • void SetupGameTimeToBBListener() RTTI
  • bool OnMinutePassedEvent(MinutePassedEvent evt) RTTI
  • void PassGameTimeToVehBB() RTTI
  • void UnregisterGameTimeToBBListener() RTTI
  • void SetupVehicleTPPBBListener() RTTI
  • void UnregisterVehicleTPPBBListener() RTTI
  • void OnVehicleCameraChange(bool state) RTTI
  • void SetupCarAlarmHonkListener() RTTI
  • void UnregisterCarAlarmHonkListener() RTTI
  • void SetupVehicleSpeedBBListener() RTTI
  • void UnregisterVehicleSpeedBBListener() RTTI
  • void SetupVehicleRPMBBListener() RTTI
  • void UnregisterVehicleRPMBBListener() RTTI
  • bool OnCarAlarmHonk(bool UseCarAlarmStim) RTTI
  • void OnVehicleSpeedChange(float speed) RTTI
  • void CloseSelectedDoors(CName[] doors) RTTI
  • void OnVehicleRPMChange(float rpm) RTTI
  • void StartEffectEvent(game.Object self, CName effectName, bool? shouldPersist, world.EffectBlackboard? blackboard) RTTI
  • bool ShouldCycle() RTTI
  • bool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer) RTTI
  • bool IsRadioEnabled(ScriptGameInstance game) RTTI
  • bool OnVehicleQuestHornEvent(VehicleQuestHornEvent evt) RTTI
  • bool OnVehicleDelayedQuestHornEvent(VehicleQuestDelayedHornEvent evt) RTTI
  • bool OnVehicleHornProbEvent(VehicleHornProbsEvent evt) RTTI
  • bool OnVehicleHornOffDelayEvent(VehicleHornOffDelayEvent evt) RTTI
  • void ToggleVehicleHorn(bool state, bool? isPolice) RTTI
  • void ToggleLightsAndSirens(bool lights, bool sirens) RTTI
  • void ToggleSiren(bool lights, bool sounds) RTTI
  • bool OnVehicleSirenDelayEvent(VehicleSirenDelayEvent evt) RTTI
  • bool QueueLethalVehicleImpactToAllNonFriendlyAggressivePassengers(CName sourceName) RTTI
  • bool OnVehicleFlippedOverEvent(vehicle.FlippedOverEvent evt) RTTI
  • bool GetIsVehicleVisualCustomizationEnabled() RTTI
  • bool GetIsVehicleVisualCustomizationTeaser() RTTI
  • bool GetVisualCustomizationUpdateRequired() RTTI
  • bool GetVisualCustomizationUpToDate() RTTI
  • void PlayVehicleVisialCustomisationCollisionGlitch() RTTI
  • void SignalDamageToVehicleVisualCustomization() RTTI
  • void EnableCustomizableAppearance(bool val) RTTI
  • bool OnExecuteVehicleVisualCustomizationEvent(ExecuteVehicleVisualCustomizationEvent evt) RTTI
  • void ExecuteVehicleVisualCustomization(bool set, bool reset, bool instant) RTTI
  • void DisableCurrentCustomization() RTTI
  • void PlayVehicleVisualCustomizationShader(bool play, bool? instant, bool? affectRims) RTTI
  • bool OnNewVehicleVisualCustomization(NewVehicleVisualCustomizationTemplateEvent evt) RTTI
  • void ApplyVehicleVisualCustomizationTemplate(VehicleVisualCustomizationTemplate template, bool isInstant) RTTI
  • vehicle.VehicleCustomMultilayer[] GetMultilayersForCurrentVehicle(vehicle.VehicleCustomMultilayer[] templateMultilayers) RTTI
  • float PackColorForEffect(Color color) RTTI
  • void ProcessHeatLevelOnVisualCustomization(VehicleVisualCustomizationTemplate previousTemplate, VehicleVisualCustomizationTemplate newTemplate) RTTI
  • bool IsColorChangeLargeEnoughForPolice(Color colorA, Color colorB) RTTI
  • void SendPoliceNotification() RTTI
  • void VisualCustomizationBlockedNotification(string message, game.SimpleMessageType? messageType) RTTI
  • VehicleVisualCustomizationTemplate GetCurrentAppearanceColorTemplate() RTTI
  • bool CanApplyTemplateOnVehicle(VehicleVisualCustomizationTemplate template, bool? ignoreAlreadyApplied) RTTI
  • void CheckAboutToExplodeStateOnFlip() RTTI
  • bool OnHasVehicleBeenFlippedOverForSomeTimeEvent(vehicle.HasVehicleBeenFlippedOverForSomeTimeEvent evt) RTTI
  • void ApplyVehicleDOT(CName? type) RTTI
  • void RemoveVehicleDOT() RTTI
  • bool OnVehicleQuestAVThrusterEvent(VehicleQuestAVThrusterEvent evt) RTTI
  • bool OnVehicleQuestWindowDestructionEvent(VehicleQuestWindowDestructionEvent evt) RTTI
  • bool OnFactChangedEvent(game.FactChangedEvent evt) RTTI
  • bool OnVehicleRaceQuestEvent(VehicleRaceQuestEvent evt) RTTI
  • void ToggleRaceClock(bool toggle) RTTI
  • bool OnVehicleRaceClockUpdateEvent(VehicleRaceClockUpdateEvent evt) RTTI
  • void CleanUpRace() RTTI
  • void CreateObjectActionsCallbackController(WeakHandle<ent.Entity> instigator) RTTI
  • void DestroyObjectActionsCallbackController() RTTI
  • bool OnObjectActionRefreshEvent(game.ObjectActionRefreshEvent evt) RTTI
  • bool OnVehicleQuestToggleEngineEvent(VehicleQuestToggleEngineEvent evt) RTTI
  • bool OnSetIgnoreAutoDoorCloseEvent(SetIgnoreAutoDoorCloseEvent evt) RTTI
  • bool OnUploadProgramProgress(UploadProgramProgressEvent evt) RTTI
  • void CreateQuickHackMappin(GameplayRoleMappinData quickhackMappinScriptData) RTTI
  • void DestroyQuickHackMappin() RTTI
  • static bool IsSlotOccupiedByActivePassenger(ScriptGameInstance gi, ent.EntityID vehicleID, CName slotName) staticRTTI global
  • static bool GetVehicleRecord(ScriptGameInstance gi, ent.EntityID ownerID, out game.data.Vehicle_Record vehicleRecord) staticRTTI global
  • static bool GetFirstAvailableSlot(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle, out CName slotName) staticRTTI global
  • static bool ToggleVehicleWindow(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle, game.mounting.MountingSlotId slotID, bool toggle, CName speed) staticRTTI global
  • static bool QueueEventToPassengers(ScriptGameInstance gi, ent.EntityID vehicleID, red.Event evt, WeakHandle<game.Object>[] passengers, bool delay, float maxDelayAmount) staticRTTI global
  • static bool GetVehicleID(ScriptGameInstance gi, ent.EntityID ownerID, out ent.EntityID vehicleID) staticRTTI global
  • static bool HasAnyPreventionPassengers(WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static int GetNumberOfOccupiedSlots(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static bool OpenDoor(WeakHandle<vehicle.BaseObject> vehicle, game.mounting.MountingSlotId vehicleSlotID, float delay) staticRTTI global
  • static bool IsSlotAvailable(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle, CName slotName) staticRTTI global
  • static bool QueueEventToAllPassengers(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle, red.Event evt, float delay, bool randomDelay) staticRTTI global
  • static bool IsDriverSeatOccupiedByDeadNPC(ScriptGameInstance gi, ent.EntityID vehicleID) staticRTTI global
  • static bool GetAttitudeOfPassenger(ScriptGameInstance gi, ent.EntityID ownerID, game.mounting.MountingSlotId slotID, out EAIAttitude attitude) staticRTTI global
  • static void GetAllPassengers(ScriptGameInstance gi, ent.EntityID vehicleID, bool includeTrunkBody, WeakHandle<game.Object>[] passengers) staticRTTI global
  • static bool CloseDoor(WeakHandle<vehicle.BaseObject> vehicle, game.mounting.MountingSlotId vehicleSlotID) staticRTTI global
  • static bool HasPassengersWithThreatOnPlayer(ScriptGameInstance gi, ent.EntityID vehicleID) staticRTTI global
  • static CName GetFrontPassengerSlotName() staticRTTI global
  • static bool QueueHijackExitEventToInactiveDriver(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static bool IsMountedToProvidedVehicle(ScriptGameInstance gi, ent.EntityID ownerID, WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static bool GetMountedSlotName(ScriptGameInstance gi, WeakHandle<game.Object> owner, out CName slotName) staticRTTI global
  • static WeakHandle<game.Object> GetDriverMounted(ScriptGameInstance gi, ent.EntityID vehicleID) staticRTTI global
  • static game.mounting.MountingSlotId GetFrontPassengerSlotID() staticRTTI global
  • static bool IsMountedToVehicleWithDriverSeatOccupiedByDeadNPC(ScriptGameInstance gi, ent.EntityID passengerID) staticRTTI global
  • static bool GetVehicleNPCData(ScriptGameInstance gi, game.Object owner, out AnimFeature_VehicleNPCData vehicleNPCData) staticRTTI global
  • static bool GetVehicle(ScriptGameInstance gi, WeakHandle<game.Object> owner, out WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static bool IsSlotOccupied(ScriptGameInstance gi, ent.EntityID vehicleID, CName slotName) staticRTTI global
  • static bool HasActiveDriver(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle, ent.EntityID vehicleID) staticRTTI global
  • static bool QueueEventToPassenger(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle, game.mounting.MountingSlotId slotID, red.Event evt, float delay, bool randomDelay) staticRTTI global
  • static void GetPassengersSlotNames(CName[] slotNames) staticRTTI global
  • static bool IsSlotOccupied(ScriptGameInstance gi, ent.EntityID vehicleID, game.mounting.MountingSlotId vehicleSlotID) staticRTTI global
  • static bool CanBeDriven(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static bool GetVehicleFromID(ScriptGameInstance gi, ent.EntityID vehicleID, out WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static bool GetVehicleRecord(WeakHandle<vehicle.BaseObject> vehicle, out game.data.Vehicle_Record vehicleRecord) staticRTTI global
  • static CName GetBackLeftPassengerSlotName() staticRTTI global
  • static bool IsSlotOccupiedByActivePassenger(ScriptGameInstance gi, ent.EntityID vehicleID, game.mounting.MountingSlotId vehicleSlotID) staticRTTI global
  • static CName GetImmobilizedName() staticRTTI global
  • static bool IsDestroyed(ScriptGameInstance gi, ent.EntityID vehicleID) staticRTTI global
  • static bool HasActiveAutopilot(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static game.mounting.MountingSlotId GetDriverSlotID() staticRTTI global
  • static bool IsSameSlot(CName slotId1, CName slotId2) staticRTTI global
  • static bool IsDriver(ScriptGameInstance gi, ent.EntityID ownerID) staticRTTI global
  • static float GetOwnerVehicleSpeed(ScriptGameInstance gi, WeakHandle<game.Object> owner) staticRTTI global
  • static CName[] SetAnimsetOverrideForPassenger(WeakHandle<game.Object> passenger, float value) staticRTTI global
  • static void SendPoliceJustLostPlayerSearchCommand(WeakHandle<vehicle.WheeledBaseObject> vehicle) staticRTTI global
  • static bool CheckVehicleDesiredTag(ScriptGameInstance gi, WeakHandle<game.Object> owner, CName desiredTag) staticRTTI global
  • static bool QueueExitEventToAllNonFriendlyActivePassengers(ScriptGameInstance gi, ent.EntityID vehicleID, game.Object executionOwner, bool broadcastHijack, bool delay) staticRTTI global
  • static CName[] SetAnimsetOverrideForPassenger(WeakHandle<game.Object> passenger, ent.EntityID vehicleID, CName slotName, float value) staticRTTI global
  • static bool HasFlatTire(ScriptGameInstance gi, ent.EntityID vehicleID) staticRTTI global
  • static bool GetSeats(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle, out WeakHandle<game.data.VehicleSeat_Record>[] seats) staticRTTI global
  • static bool QueueEventToAllPassengers(ScriptGameInstance gi, ent.EntityID vehicleID, red.Event evt, float delay, bool randomDelay) staticRTTI global
  • static CName GetDriverSlotName() staticRTTI global
  • static bool HasOnlyOneActivePassenger(ScriptGameInstance gi, ent.EntityID vehicleID) staticRTTI global
  • static bool GetVehicle(ScriptGameInstance gi, ent.EntityID ownerID, out WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static bool GetVehicleType(ScriptGameInstance gi, WeakHandle<game.Object> owner, string type) staticRTTI global
  • static CName GetBackRightPassengerSlotName() staticRTTI global
  • static game.mounting.MountingSlotId GetBackLeftPassengerSlotID() staticRTTI global
  • static void OnThreatInstantDrop(WeakHandle<game.Object> passenger) staticRTTI global
  • static bool GetNumberOfActivePassengers(ScriptGameInstance gi, ent.EntityID vehicleID, out int activePassangers) staticRTTI global
  • static bool IsVehicleOccupiedByHostile(ent.EntityID vehicleID, WeakHandle<game.Object> passenger) staticRTTI global
  • static bool IsMountedToVehicle(ScriptGameInstance gi, ent.EntityID ownerID) staticRTTI global
  • static bool PlayerPassengerHasGodModeFromCheatSystem(ScriptGameInstance gi, ent.EntityID vehicleID, game.GodModeType gmType) staticRTTI global
  • static void PushVehicleNPCData(ScriptGameInstance gi, WeakHandle<game.Object> passenger) staticRTTI global
  • static bool HasActiveDriverMounted(ScriptGameInstance gi, ent.EntityID vehicleID) staticRTTI global
  • static bool QueueEventToAllPassengersRandomly(ScriptGameInstance gi, ent.EntityID id, red.Event evt, float min, float max) staticRTTI global
  • static bool CheckVehicleDesiredTag(WeakHandle<vehicle.BaseObject> vehicle, CName desiredTag) staticRTTI global
  • static bool HasActiveAutopilot(ScriptGameInstance gi, ent.EntityID ownerID) staticRTTI global
  • static bool QueueEventToPassenger(ScriptGameInstance gi, ent.EntityID vehicleID, game.mounting.MountingSlotId slotID, red.Event evt, float delay, bool randomDelay) staticRTTI global
  • static void CheckIfPassengersCanLeaveCar(ScriptGameInstance gi, ent.EntityID vehicleID, WeakHandle<game.Object>[] passengersCanLeaveCar, WeakHandle<game.Object>[] passengersCantLeaveCar) staticRTTI global
  • static WeakHandle<game.Object> GetDriver(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle, ent.EntityID vehicleID) staticRTTI global
  • static bool IsMountedToVehicle(ScriptGameInstance gi, WeakHandle<game.Object> owner) staticRTTI global
  • static bool GetVehicleRecordFromID(ScriptGameInstance gi, ent.EntityID vehicleID, out game.data.Vehicle_Record vehicleRecord) staticRTTI global
  • static bool GetVehicleAllowsCombat(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static bool IsDriver(ScriptGameInstance gi, WeakHandle<game.Object> owner) staticRTTI global
  • static bool CanBeDriven(ScriptGameInstance gi, ent.EntityID ownerID) staticRTTI global
  • static bool HasAnyActivePassengers(ScriptGameInstance gi, ent.EntityID vehicleID) staticRTTI global
  • static bool GetVehicleID(ScriptGameInstance gi, WeakHandle<game.Object> owner, out ent.EntityID vehicleID) staticRTTI global
  • static bool GetVehicle(ScriptGameInstance gi, WeakHandle<game.Object> owner, out WeakHandle<game.Object> vehicle) staticRTTI global
  • static bool IsExecutingAnyCommand(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static bool GetVehicleDataPackage(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle, out WeakHandle<game.data.VehicleDataPackage_Record> vehDataPackage) staticRTTI global
  • static bool IsAnyPassengerCrowd(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static bool IsVehicleOccupied(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle) staticRTTI global
  • static bool HasSlot(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle, CName slotName) staticRTTI global
  • static game.mounting.MountingSlotId GetBackRightPassengerSlotID() staticRTTI global
  • static bool GetVehicleRecord(ScriptGameInstance gi, WeakHandle<game.Object> owner, out game.data.Vehicle_Record vehicleRecord) staticRTTI global
  • static bool QueueEventToAllNonFriendlyAggressivePassengers(ScriptGameInstance gi, ent.EntityID vehicleID, red.Event evt, float delay) staticRTTI global
  • static bool IsSlotOccupiedByOtherEntity(ScriptGameInstance gi, ent.EntityID vehicleID, game.mounting.MountingSlotId vehicleSlotID, ent.EntityID expectedEntity) staticRTTI global
  • static void GetSeatsStatus(ScriptGameInstance gi, WeakHandle<vehicle.BaseObject> vehicle, out int totalSeatSlots, out int occupiedSeatSlots, out int reservedSlots) staticRTTI global
  • static bool IsDriverSlot(CName slotId) staticRTTI global