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