BlackICE Scripting

class game

Object

game.Object

  • 32 properties
  • 363 functions
  • 73 derived classes

Extends ent.GameEntity ent.Entity IScriptable ISerializable

Derived

AIAdjustableStreamingRangeTarget, BunkerMapObject, CCTVCamera, CPOMissionDevice, Candle, CasinoTableObject, DEBUG_ItemRebalancer, DEBUG_VirtualShopkeeper, DebugInteractionObject, DebugTextDrawer

Show 63 more of 73 derived classes

FakeDoor, FakeFeature, GravityChangeTrigger, InspectDummy, InspectionObject, JumpPod, Master_Test, MovableQuestTrigger, NcartStationMarker, PSD_Trigger, SampleDeviceClass, SampleEntityWithCounter, SampleInteractiveEntityThatBumpsTheCounter, SceneScreen, Slave_Test, VirtualItem_TEMP, WireRepairable, cp.Conveyor, cp.ConveyorObject, cp.MeatBag, cp.PlayerDetector, cp.PlayerDetector_PseudoDevice, cp.StairsTrigger, cp.TestPhysXDynamicMovement, cp.TestPlatformController, cp.TimerTest, dbg.Spawner, game.AreaVolume, game.AudioClueObject, game.AugmentedRealitySign, game.Controller, game.CoverObject, game.CpoArmouryItem, game.CpoPickableItem, game.DebugFreeCamera, game.DestructibleObject, game.DeviceBase, game.FreeCamera, game.LadderObject, game.LootBag, game.LootContainerBase, game.LootObject, game.NetrunnerPrototypeNetworkNode, game.PhotoModeCameraObject, game.PhotomodeLightObject, game.PickupObject, game.Remains, game.TimeDilatable, game.WeakspotObject, game.ui.CasinoChips, game.ui.CyberspaceUIObject, game.ui.EntityPreviewGameObject, game.ui.WorldMapGameObject, gen.LevelRandomizer, mp.PersistentTestBox, muliplayer.InteractionTest, sample.VisClueMaster, sample.VisClueSlave, sample.VisWireMaster, sample.VisWireMasterTwo, sample.VisWireSlave, sample.VisWireSlaveTwo, vehicle.BaseObject

Properties

PropertyTypeOffset
persistentStategame.PersistentState?0x168
playerSocketgame.PlayerSocket0x1D0
uiSlotComponentent.SlotComponent?0x218
tagsred.TagList0x230
audioResourceNameCName0x1C8
visibilityCheckDistancefloat0x1F8
forceRegisterInHudManagerbool0x0 scripted
prereqListenersGameObjectListener?[]0x8 scripted
statusEffectListenersStatusEffectTriggerListener?[]0x18 scripted
lastEngineTimefloat0x28 scripted
accumulatedTimePasssedfloat0x2C scripted
scanningComponentgame.ScanningComponent?0x30 scripted
visionComponentgame.VisionModeComponent?0x40 scripted
isHighlightedInFocusModebool0x50 scripted
statusEffectComponentgame.StatusEffectComponent?0x58 scripted
markAsQuestbool0x68 scripted
e3ObjectRevealedbool0x69 scripted
workspotMapperWorkspotMapperComponent?0x70 scripted
stimBroadcasterStimBroadcasterComponent?0x80 scripted
squadMemberComponentSquadMemberBaseComponent?0x90 scripted
sourceShootComponentgame.SourceShootComponent?0xA0 scripted
targetShootComponentgame.TargetShootComponent?0xB0 scripted
receivedDamageHistoryDamageHistoryEntry[]0xC0 scripted
forceDefeatRewardbool0xD0 scripted
killRewardDisabledbool0xD1 scripted
willDieSoonbool0xD2 scripted
isScannerDataDirtybool0xD3 scripted
hasVisibilityForcedInAnimSystembool0xD4 scripted
isDeadbool0xD5 scripted
lastHitInstigatorIDent.EntityID0xD8 scripted
hitInstigatorCooldownIDgame.DelayID0xE0 scripted
isTargetedWithSmartWeaponbool0xE8 scripted

Functions

  • CName GetName() RTTI
  • void GetAudioName() RTTI
  • string GetDisplayName() RTTI
  • string GetDisplayDescription() RTTI
  • ScriptGameInstance GetGame() RTTI
  • void EnableTransformUpdates(bool enable) RTTI
  • bool IsSelectedForDebugging() RTTI
  • bool IsPlayerControlled() RTTI
  • WeakHandle<game.Object> GetOwner() RTTI
  • string GetTracedActionName() RTTI
  • void RegisterInputListener(IScriptable listener, CName? name) RTTI
  • void RegisterInputListenerWithOwner(IScriptable listener, CName name) RTTI
  • void UnregisterInputListener(IScriptable listener, CName? name) RTTI
  • void GetCurveValue(out float x, out float y, CName curveName, bool isDebug) RTTI
  • CName GetCurrentContext() RTTI
  • bool PlayerLastUsedPS5Pad() RTTI
  • bool PlayerLastUsedPad() RTTI
  • bool PlayerLastUsedKBM() RTTI
  • bool TriggerEvent(CName eventName, IScriptable? data, int? flags) RTTI
  • game.ObjectPS? GetPS() RTTI
  • game.ObjectPS? GetBasePS() RTTI
  • bool HasTag(CName tag) RTTI
  • void ReplicateAnimFeature(game.Object obj, CName inputName, anim.AnimFeature value) RTTI
  • void ReplicateAnimEvent(game.Object obj, CName eventName) RTTI
  • void QueueReplicatedEvent(red.Event evt) RTTI
  • void ReplicateInputFloat(game.Object obj, CName inputName, float value) RTTI
  • void ReplicateInputBool(game.Object obj, CName inputName, bool value) RTTI
  • void ReplicateInputInt(game.Object obj, CName inputName, int value) RTTI
  • void ReplicateInputVector(game.Object obj, CName inputName, Vector4 value) RTTI
  • ent.SlotComponent? GetUISlotComponent() RTTI
  • void RegisterToHUDManagerByTask(bool shouldRegister) RTTI
  • void RegisterToHUDManagerTask(game.ScriptTaskData data) RTTI
  • void RegisterToHUDManager(bool shouldRegister) RTTI
  • void HandleDeathByTask(WeakHandle<game.Object> instigator) RTTI
  • void HandleDeathTask(game.ScriptTaskData data) RTTI
  • void HandleDeath(WeakHandle<game.Object> instigator) RTTI
  • bool OnDeviceLinkRequest(DeviceLinkRequest evt) RTTI
  • void OnTransformUpdated() RTTI
  • game.PersistentID GetPersistentID() RTTI
  • PSOwnerData GetPSOwnerData() RTTI
  • CName GetPSClassName() RTTI
  • void SendEventToDefaultPS(red.Event evt) RTTI
  • bool IsConnectedToSecuritySystem() RTTI
  • SecuritySystemControllerPS? GetSecuritySystem() RTTI
  • bool IsTargetTresspassingMyZone(game.Object target) RTTI
  • bool OnAddOrRemoveListenerForGameObject(AddOrRemoveListenerForGOEvent evt) RTTI
  • bool OnAddStatusEffectTriggerListener(AddStatusEffectListenerEvent evt) RTTI
  • bool OnRemoveStatusEffectTriggerListener(RemoveStatusEffectListenerEvent evt) RTTI
  • bool OnRequestComponents(ent.EntityRequestComponentsInterface ri) RTTI
  • bool OnTakeControl(ent.EntityResolveComponentsInterface ri) RTTI
  • bool OnPostInitialize(ent.PostInitializeEvent evt) RTTI
  • bool OnPreUninitialize(ent.PreUninitializeEvent evt) RTTI
  • bool OnGameAttached() RTTI
  • bool OnDetach() RTTI
  • bool ShouldForceRegisterInHUDManager() RTTI
  • bool ShouldRegisterToHUD() RTTI
  • void RequestHUDRefresh(HUDActorUpdateData? updateData) RTTI
  • void RequestHUDRefresh(ent.EntityID targetID, HUDActorUpdateData? updateData) RTTI
  • bool CanPlayerScanThroughWalls() RTTI
  • bool IsScannerDataDirty() RTTI
  • void SetScannerDirty(bool dirty) RTTI
  • bool CanRevealRemoteActionsWheel() RTTI
  • bool IsInitialized() RTTI
  • bool ShouldReactToTarget(ent.EntityID targetID) RTTI
  • sense.Component? GetSensesComponent() RTTI
  • game.AttitudeAgent? GetAttitudeAgent() RTTI
  • TDBID GetScannerAttitudeTweak() RTTI
  • EAIAttitude GetAttitudeTowards(game.Object target) RTTI
  • bool HasAttitude(EAIAttitude attitude) RTTI
  • bool IsHostile() RTTI
  • bool IsNeutral() RTTI
  • AITargetTrackerComponent? GetTargetTrackerComponent() RTTI
  • ent.Entity?[] GetEntitiesAroundObject(float? range, game.TargetSearchFilter? searchFilter) RTTI
  • NPCPuppet?[] GetNPCsAroundObject(float? range) RTTI
  • void OnEventReplicated(red.Event evt) RTTI
  • void PassUpdate(float dt) RTTI
  • void Update(float dt) RTTI
  • bool OnStatusEffectApplied(game.events.ApplyStatusEffectEvent evt) RTTI
  • void HandleICEBreakerUpdate(game.events.ApplyStatusEffectEvent evt) RTTI
  • void StartStatusEffectVFX(game.events.ApplyStatusEffectEvent evt) RTTI
  • void StartStatusEffectSFX(game.events.ApplyStatusEffectEvent evt) RTTI
  • bool OnStatusEffectRemoved(game.events.RemoveStatusEffect evt) RTTI
  • void StopStatusEffectVFX(game.events.RemoveStatusEffect evt) RTTI
  • void StopStatusEffectSFX(game.events.RemoveStatusEffect evt) RTTI
  • bool OnHit(game.events.HitEvent evt) RTTI
  • bool OnMiss(game.events.MissEvent evt) RTTI
  • void DamagePipelineFinalized(game.events.HitEvent evt) RTTI
  • bool ResolveHitIstigatorCooldown(ent.EntityID instigatorID) RTTI
  • bool OnHitInstigatorCooldown(HitInstigatorCooldownEvent evt) RTTI
  • void HandleStimsOnHit(game.events.HitEvent evt) RTTI
  • bool OnVehicleHit(game.events.VehicleHitEvent evt) RTTI
  • bool OnHitProjection(game.events.ProjectedHitEvent evt) RTTI
  • bool OnAttitudeChanged(game.events.AttitudeChangedEvent evt) RTTI
  • void ProcessDamagePipeline(game.events.HitEvent evt) RTTI
  • void ReactToHitProcess(game.events.HitEvent hitEvent) RTTI
  • void OnHitBlockedOrDeflected(game.events.HitEvent hitEvent) RTTI
  • void OnHitAnimation(game.events.HitEvent hitEvent) RTTI
  • void OnHitUI(game.events.HitEvent hitEvent) RTTI
  • void DisplayHitUI(game.ui.DamageInfo[] dmgInfos) RTTI
  • void DisplayKillUI(game.ui.KillInfo killInfo) RTTI
  • void OnHitSounds(game.events.HitEvent hitEvent) RTTI
  • void OnHitVFX(game.events.HitEvent hitEvent) RTTI
  • bool OnDamageReceived(game.events.DamageReceivedEvent evt) RTTI
  • float GetReceivedDamageByPlayerLastTimeStamp() RTTI
  • void ProcessDamageReceived(game.events.DamageReceivedEvent evt) RTTI
  • void Record1DamageInHistory(game.Object source) RTTI
  • bool OnRecord1DamageInHistoryEvent(Record1DamageInHistoryEvent evt) RTTI
  • void FindAndRewardKiller(game.KillType killType, WeakHandle<game.Object>? instigator) RTTI
  • void RewardKiller(WeakHandle<game.Object> killer, game.KillType killType, bool isAnyDamageNonlethal) RTTI
  • void ForceDefeatReward(bool value) RTTI
  • void DisableKillReward(bool value) RTTI
  • bool OnChangeRewardSettingsEvent(ChangeRewardSettingsEvent evt) RTTI
  • bool OnWillDieSoonEventEvent(WillDieSoonEvent evt) RTTI
  • void CheckIfPreventionShouldReact(WeakHandle<game.Object>[] damageDealers) RTTI
  • bool IsVehicle() RTTI
  • bool IsPuppet() RTTI
  • bool IsPlayer() RTTI
  • bool IsPaperdoll() RTTI
  • bool IsReplacer() RTTI
  • bool IsVRReplacer() RTTI
  • bool IsJohnnyReplacer() RTTI
  • bool IsNPC() RTTI
  • bool IsContainer() RTTI
  • bool IsShardContainer() RTTI
  • bool IsPlayerStash() RTTI
  • bool IsDevice() RTTI
  • bool IsSensor() RTTI
  • bool IsTurret() RTTI
  • bool IsActive() RTTI
  • bool IsPrevention() RTTI
  • bool IsDropPoint() RTTI
  • bool IsWardrobe() RTTI
  • bool IsDrone() RTTI
  • bool IsValidHostileTarget() RTTI
  • bool IsItem() RTTI
  • bool IsDead() RTTI
  • bool IsDeadNoStatPool() RTTI
  • void UpdateAdditionalScanningData() RTTI
  • bool OnOutlineRequestEvent(OutlineRequestEvent evt) RTTI
  • bool OnDebugOutlineEvent(DebugOutlineEvent evt) RTTI
  • bool OnScanningModeChanged(game.ScanningModeEvent evt) RTTI
  • bool OnScanningLookedAt(game.ScanningLookAtEvent evt) RTTI
  • bool OnLookedAtEvent(LookedAtEvent evt) RTTI
  • bool OnPulseEvent(game.VisionModeUpdateVisuals evt) RTTI
  • void PulseNetwork(bool revealNetworkAtEnd) RTTI
  • TakeOverControlSystem? GetTakeOverControlSystem() RTTI
  • game.Object? TryGetControlledProxy() RTTI
  • FocusModeTaggingSystem? GetTaggingSystem() RTTI
  • bool CanBeTagged() RTTI
  • bool OnTagObjectEvent(TagObjectEvent evt) RTTI
  • FocusForcedHighlightData? GetDefaultHighlight() RTTI
  • void UpdateDefaultHighlight() RTTI
  • EFocusOutlineType GetCurrentOutline() RTTI
  • EFocusForcedHighlightType GetDefaultHighlightType() RTTI
  • bool HasHighlight(EFocusForcedHighlightType highlightType, EFocusOutlineType outlineType) RTTI
  • bool HasOutlineOrFill(EFocusForcedHighlightType highlightType, EFocusOutlineType outlineType) RTTI
  • bool HasHighlight(EFocusForcedHighlightType highlightType, EFocusOutlineType outlineType, ent.EntityID sourceID) RTTI
  • bool HasHighlight(EFocusForcedHighlightType highlightType, EFocusOutlineType outlineType, ent.EntityID sourceID, CName sourceName) RTTI
  • bool HasRevealRequest(game.VisionModeSystemRevealIdentifier data) RTTI
  • void CancelForcedVisionAppearance(FocusForcedHighlightData data) RTTI
  • void ForceVisionAppearance(FocusForcedHighlightData data) RTTI
  • void SendReactivateHighlightEvent() RTTI
  • WeakHandle<game.Object>[] GetObjectToForwardHighlight() RTTI
  • bool OnHUDInstruction(HUDInstruction evt) RTTI
  • void TryOpenQuickhackMenu(bool shouldOpen) RTTI
  • void SendQuickhackCommands(bool shouldOpen) RTTI
  • void SetCurrentlyUploadingAction(ScriptableDeviceAction action) RTTI
  • ScriptableDeviceAction? GetCurrentlyUploadingAction() RTTI
  • void SendForceRevealObjectEvent(bool reveal, CName reason, ent.EntityID? instigatorID, float? lifetime, float? delay) RTTI
  • void RestoreRevealState() RTTI
  • bool HasFinisherAvailable() RTTI
  • bool BlockWorkspotFinishers() RTTI
  • bool BlockFinisherThreshold() RTTI
  • bool CanReceivePoiseDamage() RTTI
  • bool IsInFinisherHealthThreshold(WeakHandle<game.Object> playerPuppet) RTTI
  • bool GetIsInFastFinisher() RTTI
  • bool IsHighlightedInFocusMode() RTTI
  • bool IsScanned() RTTI
  • braindance.VisionMode GetBraindanceLayer() RTTI
  • bool IsObjectRevealed() RTTI
  • FastTravelSystem? GetFastTravelSystem() RTTI
  • NetworkSystem? GetNetworkSystem() RTTI
  • bool CanOverrideNetworkContext() RTTI
  • bool IsAccessPoint() RTTI
  • void StartPingingNetwork() RTTI
  • void StopPingingNetwork() RTTI
  • CName GetNetworkLinkSlotName(out WorldTransform transform) RTTI
  • CName GetNetworkLinkSlotName() RTTI
  • CName GetRoleMappinSlotName() RTTI
  • CName GetQuickHackIndicatorSlotName() RTTI
  • CName GetPhoneCallIndicatorSlotName() RTTI
  • bool IsNetworkLinkDynamic() RTTI
  • Vector4 GetNetworkBeamEndpoint() RTTI
  • bool IsNetworkKnownToPlayer() RTTI
  • bool CanPlayerUseQuickHackVulnerability(TDBID data) RTTI
  • bool IsConnectedToBackdoorDevice() RTTI
  • bool IsInIconForcedVisibilityRange() RTTI
  • void EvaluateMappinsVisualState() RTTI
  • bool IsGameplayRelevant() RTTI
  • bool ShouldSendGameAttachedEventToPS() RTTI
  • TDBID GetContentScale() RTTI
  • bool IsGameplayRoleValid(EGameplayRole role) RTTI
  • EGameplayRole DeterminGameplayRole() RTTI
  • EMappinVisualState DeterminGameplayRoleMappinVisuaState(SDeviceMappinData data) RTTI
  • float DeterminGameplayRoleMappinRange(SDeviceMappinData data) RTTI
  • bool OnGameplayRoleChangeNotification(GameplayRoleChangeNotification evt) RTTI
  • bool IsHackingPlayer() RTTI
  • bool IsQuickHackAble() RTTI
  • bool IsQuickHacksExposed() RTTI
  • bool IsBreached() RTTI
  • bool IsBackdoor() RTTI
  • bool IsActiveBackdoor() RTTI
  • bool IsBodyDisposalPossible() RTTI
  • bool IsControllingDevices() RTTI
  • bool HasAnySlaveDevices() RTTI
  • bool IsFastTravelPoint() RTTI
  • bool IsExplosive() RTTI
  • bool HasImportantInteraction() RTTI
  • bool HasAnyDirectInteractionActive() RTTI
  • bool ShouldEnableRemoteLayer() RTTI
  • bool IsTechie() RTTI
  • bool IsSolo() RTTI
  • bool IsNetrunner() RTTI
  • bool IsAnyPlaystyleValid() RTTI
  • bool IsHackingSkillCheckActive() RTTI
  • bool IsDemolitionSkillCheckActive() RTTI
  • bool IsEngineeringSkillCheckActive() RTTI
  • bool CanPassEngineeringSkillCheck() RTTI
  • bool CanPassDemolitionSkillCheck() RTTI
  • bool CanPassHackingSkillCheck() RTTI
  • bool HasDirectActionsActive() RTTI
  • bool HasActiveDistraction() RTTI
  • bool HasActiveQuickHackUpload() RTTI
  • bool IsInvestigating() RTTI
  • bool IsInvestigatingObject(game.Object targetID) RTTI
  • bool IsTaggedinFocusMode() RTTI
  • bool IsQuest() RTTI
  • bool OnSetAsQuestImportantEvent(game.SetAsQuestImportantEvent evt) RTTI
  • void ToggleQuestImportance(bool isImportant) RTTI
  • void MarkAsQuest(bool isQuest) RTTI
  • bool IsGrouppedClue() RTTI
  • bool HasAnyClue() RTTI
  • bool IsClueInspected() RTTI
  • LinkedFocusClueData GetLinkedClueData(int clueIndex) RTTI
  • int GetAvailableClueIndex() RTTI
  • void PurgeScannerBlackboard() RTTI
  • bool OnlinkedClueTagEvent(linked.ClueTagEvent evt) RTTI
  • bool CompileScannerChunks() RTTI
  • void FillObjectDescription(out game.ScanningTooltipElementDef[] arr) RTTI
  • game.ScanningTooltipElementDef[] GetScannableObjects() RTTI
  • bool ShouldShowScanner() RTTI
  • bool IsScaningCluesBlocked() RTTI
  • bool IsBraindanceBlocked() RTTI
  • bool IsPhotoModeBlocked() RTTI
  • void ResolveFocusClueExtendedDescription(int clueIndex) RTTI
  • void ResolveFocusClueConclusion(int clueIndex, game.ScanningTooltipElementDef conclusionData) RTTI
  • void ResolveFacts(SFactOperationData[] facts) RTTI
  • FocusCluesSystem? GetFocusClueSystem() RTTI
  • bool IsAnyClueEnabled() RTTI
  • bool HasAnyStoredClues() RTTI
  • bool IsCurrentTarget() RTTI
  • bool IsCurrentlyScanned() RTTI
  • NodeRef GetFreeWorkspotRefForAIAction(game.data.WorkspotActionType aiAction) RTTI
  • WorkspotEntryData? GetFreeWorkspotDataForAIAction(game.data.WorkspotActionType aiAction) RTTI
  • bool HasFreeWorkspotForInvestigation() RTTI
  • int GetFreeWorkspotsCountForAIAction(game.data.WorkspotActionType aiAction) RTTI
  • int GetNumberOfWorkpotsForAIAction(game.data.WorkspotActionType aiAction) RTTI
  • int GetTotalCountOfInvestigationSlots() RTTI
  • StimBroadcasterComponent? GetStimBroadcasterComponent() RTTI
  • SquadMemberBaseComponent? GetSquadMemberComponent() RTTI
  • game.StatusEffectComponent? GetStatusEffectComponent() RTTI
  • game.SourceShootComponent? GetSourceShootComponent() RTTI
  • game.TargetShootComponent? GetTargetShootComponent() RTTI
  • void OnAnimFeatureReplicated(CName inputName, anim.AnimFeature value) RTTI
  • void OnAnimEventReplicated(CName eventName) RTTI
  • Vector4 GetPlaystyleMappinLocalPos() RTTI
  • Vector4 GetPlaystyleMappinSlotWorldPos() RTTI
  • WorldTransform GetPlaystyleMappinSlotWorldTransform() RTTI
  • game.FxResource GetFxResourceByKey(CName key) RTTI
  • bool OnDelayPrereqEvent(DelayPrereqEvent evt) RTTI
  • bool OnTriggerAttackEffectorWithDelay(TriggerAttackEffectorWithDelay evt) RTTI
  • bool OnToggleOffMeshConnections(ToggleOffMeshConnections evt) RTTI
  • void EnableOffMeshConnections(bool player, bool npc) RTTI
  • void DisableOffMeshConnections(bool player, bool npc) RTTI
  • bool OnPhysicalDestructionEvent(ent.PhysicalDestructionEvent evt) RTTI
  • HUDManager? GetHudManager() RTTI
  • void TriggerMenuEvent(CName eventName) RTTI
  • Vector4 GetAcousticQuerryStartPoint() RTTI
  • bool CanBeInvestigated() RTTI
  • PreventionSystem? GetPreventionSystem() RTTI
  • game.data.Quality GetLootQuality() RTTI
  • bool GetIsIconic() RTTI
  • bool GetIsBroken() RTTI
  • bool IsAmmoLoot() RTTI
  • bool IsSniperAmmoLoot() RTTI
  • bool IsHandgunAmmoLoot() RTTI
  • bool IsShotgunAmmoLoot() RTTI
  • bool IsRifleAmmoLoot() RTTI
  • bool OnScaleAndLockLeftHandWeaponsCompensateInStashEvent(ScaleAndLockLeftHandWeaponsCompensateInStashEvent evt) RTTI
  • bool OnUnifyIconicsUpgradeCountWithEffectiveTierInStashEvent(UnifyIconicsUpgradeCountWithEffectiveTierInStashEvent evt) RTTI
  • AnimationSystemForcedVisibilityManager? GetAnimationSystemForcedVisibilityManager() RTTI
  • void ToggleForcedVisibilityInAnimSystem(CName sourceName, bool isVisibe, float? transitionTime, ent.EntityID? entityID, bool? forcedVisibleOnlyInFrustum) RTTI
  • void ClearForcedVisibilityInAnimSystem() RTTI
  • bool HasVisibilityForcedInAnimSystem() RTTI
  • bool OnToggleVisibilityInAnimSystemEvent(ToggleVisibilityInAnimSystemEvent evt) RTTI
  • bool OnCustomUIAnimationEvent(CustomUIAnimationEvent evt) RTTI
  • bool OnSmartGunLockEvent(game.smartGun.SmartGunLockEvent evt) RTTI
  • bool IsTargetedWithSmartWeapon() RTTI
  • void ProlongWeaponGlitchNPCDebuff(PlayerPuppet player) RTTI
  • bool OnAutoSaveEvent(AutoSaveEvent evt) RTTI
  • void RequestAutoSaveWithDelay(float value, int maxAttempts, bool isForced) RTTI
  • bool RequestAutoSave(bool isForced) RTTI
  • static void ForceVisionAppearance(game.Object self, FocusForcedHighlightData data) staticRTTI global
  • static bool IsCooldownActive(game.Object self, CName cooldownName, int id) staticRTTI global
  • static int GetTargetAngleInInt(game.Object target, game.Object owner, out int backDirection) staticRTTI global
  • static void BreakReplicatedEffectLoopEvent(game.Object self, CName effectName) staticRTTI global
  • static void StopSoundEvent(game.Object self, CName eventName) staticRTTI global
  • static EAIAttitude GetAttitudeTowards(game.Object first, game.Object second) staticRTTI global
  • static bool IsFriendlyTowardsPlayer(WeakHandle<game.Object> obj) staticRTTI global
  • static void SetMeshAppearanceEvent(game.Object self, CName appearance) staticRTTI global
  • static bool TargetIsStunned(WeakHandle<game.Object> target) staticRTTI global
  • static void AudioParameter(game.Object self, CName parameterName, float parameterValue, CName emitterName) staticRTTI global
  • static void StopReplicatedEffectEvent(game.Object self, CName effectName) staticRTTI global
  • static void PlaySoundEvent(game.Object self, CName eventName) staticRTTI global
  • static void RemoveStatusEffectTriggerListener(game.Object target, StatusEffectTriggerListener listener) staticRTTI global
  • static EAIAttitude GetAttitudeBetween(game.Object first, game.Object second) staticRTTI global
  • static void PlaySoundEventWithParams(game.Object self, CName eventName, audio.AudioEventFlags flag, audio.EventActionType type) staticRTTI global
  • static void ChangeAttitudeToNeutral(WeakHandle<game.Object> owner, WeakHandle<game.Object> target) staticRTTI global
  • static void AudioSwitch(game.Object self, CName switchName, CName switchValue, CName emitterName) staticRTTI global
  • static void SendForceRevealObjectEvent(game.Object self, bool reveal, CName reason, ent.EntityID instigatorID, float lifetime, float delay) staticRTTI global
  • static void RemoveModifierGroup(game.Object self, ulong modifierGroupID) staticRTTI global
  • static void ApplyModifierGroup(game.Object self, ulong modifierGroupID) staticRTTI global
  • static void StopEffectEvent(game.Object self, ent.EntityID id, CName effectName) staticRTTI global
  • static void UntagObject(WeakHandle<game.Object> obj) staticRTTI global
  • static void ChangeAttitudeToHostile(WeakHandle<game.Object> owner, WeakHandle<game.Object> target) staticRTTI global
  • static void AddListener(game.Object obj, GameObjectListener listener) staticRTTI global
  • static void StopSound(game.Object self, CName eventName, CName emitterName) staticRTTI global
  • static int StartCooldown(game.Object self, CName cooldownName, float cooldownDuration, bool ignoreTimeDilation) staticRTTI global
  • static bool TargetHasLocomotionMalfunction(WeakHandle<game.Object> target) staticRTTI global
  • static void SetAudioSwitch(game.Object self, CName switchName, CName switchValue) staticRTTI global
  • static TDBID GetTDBID(WeakHandle<game.Object> objectt) staticRTTI global
  • static bool TargetHasDebuff(WeakHandle<game.Object> target) staticRTTI global
  • static void SetAudioParameter(game.Object self, CName paramName, float paramValue) staticRTTI global
  • static float GetTargetAngleInFloat(game.Object target, game.Object owner) staticRTTI global
  • static void AddStatusEffectTriggerListener(game.Object target, StatusEffectTriggerListener listener) staticRTTI global
  • static void ToggleForcedVisibilityInAnimSystemEvent(game.Object owner, CName sourceName, bool isVisibe, float transitionTime) staticRTTI global
  • static bool IsVehicle(WeakHandle<game.Object> objectt) staticRTTI global
  • static int GetAttackAngleInInt(game.events.HitEvent hitEvent, int hitSource) staticRTTI global
  • static void PlayMetadataEvent(game.Object self, CName eventName) staticRTTI global
  • static game.weapon.Object? GetActiveWeapon(WeakHandle<game.Object> objectt) staticRTTI global
  • static FocusForcedHighlightData? SetFocusForcedHightlightData(EFocusOutlineType outType, EFocusForcedHighlightType highType, EPriority prio, ent.EntityID id, CName className) staticRTTI global
  • static void RemoveCooldown(game.Object self, CName cooldownName) staticRTTI global
  • static game.DelayID PlayVoiceOver(game.Object self, CName voName, CName debugInitialContext, float delay, ent.EntityID answeringEntityID, bool canPlayInVehicle) staticRTTI global
  • static void PlaySound(game.Object self, CName eventName, CName emitterName) staticRTTI global
  • static void TagObject(WeakHandle<game.Object> obj) staticRTTI global
  • static float GetFinisherHealthThresholdIncrease(WeakHandle<game.Object> target, WeakHandle<game.Object> playerPuppet) staticRTTI global
  • static int GetTargetAngleInInt(game.Object target, game.Object owner) staticRTTI global
  • static float GetAttackAngleInFloat(game.events.HitEvent hitEvent) staticRTTI global
  • static int GetLocalAngleForDirectionInInt(Vector4 direction, game.Object owner) staticRTTI global
  • static void RemoveListener(game.Object obj, GameObjectListener listener) staticRTTI global
  • static void PlaySoundWithParams(game.Object self, CName eventName, CName emitterName, audio.AudioEventFlags flag, audio.EventActionType type) staticRTTI global
  • static void StartReplicatedEffectEvent(game.Object self, CName effectName, bool shouldPersist, bool breakAllOnDestroy) staticRTTI global