BlackICE Scripting

class

VehicleTransition

  • 2 properties
  • 74 functions
  • 17 derived classes

Extends DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

PropertyTypeOffset
stateMachineInitDataWeakHandle<VehicleTransitionInitData>0x0 scripted
exitSlotCName0x10 scripted

Functions

  • bool IsVehicleExitBlocked1Frame(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void DeactivateTimeDilationCW(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPlayerAllowedToEnterDriverCombat(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPlayerAllowedToEnterCombat(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPlayerAllowedToExitCombat(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetVehicleStatusEffects(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool shouleAdd) RTTI
  • void SetFirearmsGameplayRestriction(game.stateMachine.GameScriptInterface scriptInterface, bool shouleAdd) RTTI
  • bool IsDriverInVehicle(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPassengerInVehicle(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsVehicleRemoteControlled(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SendAnimFeature(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ResetAnimFeature(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ResetVehParams(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SendIsCar(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ResetIsCar(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetIsInVehicle(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsVehicleDriver(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetVehicleType(game.stateMachine.StateContextScript stateContext, int value) RTTI
  • void SetIsInVehicleCombat(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsInVehicleWindowCombat(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsInVehicleDriverCombat(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetVehicleClass(game.stateMachine.StateContextScript stateContext, int value) RTTI
  • void SetIsEnteringCombat(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsExitingCombat(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsExitingVehicle(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsWorldRenderPlane(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsCar(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetWasStolen(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetWasCombatForced(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetRequestedTPPCamera(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetSide(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsUnmountDirectionClosest(game.stateMachine.StateContextScript stateContext, vehicle.ExitDirection unmountDirection) RTTI
  • bool IsUnmountDirectionOpposite(game.stateMachine.StateContextScript stateContext, vehicle.ExitDirection unmountDirection) RTTI
  • void SetVehFppCameraParams(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool isPassenger, bool? side, bool? combat) RTTI
  • void ResetVehFppCameraParams(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • int GetVehType(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • int GetVehClass(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool GetAdjacentSeat(CName slotName, out CName nextSlotName) RTTI
  • bool IsAdjacentSeatAvailable(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName slotName) RTTI
  • void SendEquipToHandsRequest(game.stateMachine.GameScriptInterface scriptInterface, game.ItemID itemID) RTTI
  • void RequestVehicleCinematicCamera(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void RequestToggleVehicleCamera(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ResetVehicleCamera(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ToggleWindowForOccupiedSeat(game.stateMachine.GameScriptInterface scriptInterface, CName slotName, bool shouldopen) RTTI
  • game.MountEventData? GetUnmountingEvent(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsExitForced(game.stateMachine.StateContextScript stateContext) RTTI
  • void RemoveUnmountingRequest(game.stateMachine.StateContextScript stateContext) RTTI
  • void RemoveMountingRequest(game.stateMachine.StateContextScript stateContext) RTTI
  • void StartLeavingVehicle(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void PlayVehicleExitDoorAnimation(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ExitWorkspot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool isInstant, bool? upsideDown) RTTI
  • void PlayerStateChange(game.stateMachine.GameScriptInterface scriptInterface, int newstate) RTTI
  • game.IBlackboard? GetVehicleBlackboard(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • WeakHandle<game.data.VehicleDataPackage_Record> SetupVehicleDataPackage(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • WeakHandle<game.data.VehicleDataPackage_Record> GetVehicleDataPackage(game.stateMachine.StateContextScript stateContext) RTTI
  • void GetVehicleInventory(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetVehicleCameraParameters(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • game.PuppetVehicleState GetPuppetVehicleSceneTransition(game.stateMachine.StateContextScript stateContext) RTTI
  • void TryToStopVehicle(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool? force) RTTI
  • bool IsInScene(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • WeakHandle<vehicle.BaseObject> GetVehicleObject(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • WeakHandle<VehicleComponentPS> GetVehiclePS(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsInVehicleWorkspot(game.stateMachine.GameScriptInterface scriptInterface, CName slotName) RTTI
  • bool DriverSwitchSeatsCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool PassangerSwitchSeatsCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void PauseStateMachines(game.stateMachine.StateContextScript stateContext, game.Object executionOwner) RTTI
  • void ResumeStateMachines(game.Object executionOwner) RTTI
  • game.data.DriverCombatType GetVehicleDriverCombatType(vehicle.BaseObject vehicle) RTTI
  • bool DoesVehicleSupportFireArms(vehicle.BaseObject vehicle) RTTI
  • EquipmentManipulationAction GetDriverCombatWeaponManipulationRequest(vehicle.BaseObject vehicle) RTTI
  • CName GetDriverCombatWeaponTag(vehicle.BaseObject vehicle) RTTI
  • static bool DoesVehicleSupportCombat(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool CanEnterDriverCombat() staticRTTI global
  • static bool CheckVehicleDesiredTag(game.stateMachine.GameScriptInterface scriptInterface, CName desiredTag) staticRTTI global