PreventionSpawnSystem class
game.PreventionSpawnSystem
Inheritance
Base: game.IPreventionSpawnSystem
Derived
None.
Properties
None.
Functions
void CancelSpawnRequest(uint requestID)RTTIvoid CancelAllSpawnRequests()RTTIuint RequestUnitSpawn(TDBID recordID, WorldTransform spawnTransform)RTTIuint RequestChaseVehicle(TDBID vehicleRecordID, TDBID[] passengersRecordIDs, vehicle.BaseStrategyRequest strategy)RTTIvoid SetStrategyPreCheckRequests(vehicle.BaseStrategyRequest[] preCheckRequests)RTTIvoid ClearStrategyPreCheckRequests()RTTIbool IsStrategyAvailable(vehicle.PoliceStrategy strategy)RTTIbool IsAnyStrategyAvailable()RTTIvehicle.PoliceStrategy GetRandomAvailableStrategyInRange(byte minStrat, byte maxStrat)RTTIvehicle.PoliceStrategy GetRandomAvailableStrategy(vehicle.PoliceStrategy[] wantedStrategies)RTTIVector4 GetIntersectionInFrontOfPlayerPos()RTTIbool IsPlayerOnHighway()RTTIbool IsPlayerInDogTown()RTTIuint RequestRoadBlockadeSpawn(TDBID[] vehiclessRecordIDs, Vector2 spawnDistanceRange, uint numberNPCsPerCar)RTTIuint RequestAVSpawnPoints(WeakHandle<IScriptable> scriptable, string functionName, Vector2 spawnDistanceRange, uint maxSpawnPoints, bool useOffTrafficPoints)RTTIuint RequestAVSpawnAtLocation(TDBID recordID, Vector3 location)RTTIuint RequestAVSpawn(TDBID recordID, Vector2 spawnDistanceRange, bool useOffTrafficPoints)RTTIvoid ReinitAll()RTTIvoid RequestDespawn(ent.EntityID entityID)RTTIvoid RequestDespawnVehicleAndPassengers(WeakHandle<vehicle.BaseObject> vehicle)RTTIvoid RequestDespawnAll(bool shouldUseAggressiveDespawn)RTTIint GetNumberOfSpawnedPreventionUnits()RTTIbool IsPreventionVehicleEnabled()RTTIvoid FindPursuitPointsRangeAsync(Vector4[] spawnOriginPositions, float radiusMin, float radiusMax, uint unitCount, TDBID[] characterRecords, bool navVisCheck, NavGenAgentSize agentSize, WeakHandle<IScriptable> scriptable, string functionName)RTTIvoid ToggleFreeArea(NodeRef areaReference, bool enable)RTTIvoid TogglePreventionQuestTrigger(NodeRef areaReference, bool enable)RTTIbool GetPreventionSystemCanSpawnInCrowd()RTTIvoid RegisterEntityDeathCallback(WeakHandle<IScriptable> scriptable, string functionName, ent.EntityID entityID)RTTIvoid UnregisterEntityDeathCallback(WeakHandle<IScriptable> scriptable, string functionName, ent.EntityID entityID)RTTIvoid TogglePreventionCrowdSpawns(bool toggle)RTTIvoid TogglePreventionActive(bool isActive)RTTIvoid InterruptAllActionAndCommands(WeakHandle<vehicle.BaseObject> veh)RTTIbool IsPointInPreventionFreeArea(Vector4 point)RTTIbool IsEntityRegistered(ent.EntityID id)RTTIvoid MarkAsDead(ent.EntityID entityID)RTTIvoid NotifyPlayerMounted(bool isPlayerMounted)RTTIbool IsPlayerInSoftDeescalationTrigger()RTTIbool IsInUnmountingRange(Vector3 position)RTTIvoid SpawnRequestFinished(game.SpawnRequestResult requestResult)RTTIvoid DespawnCallback(ent.EntityID entityID)RTTIvoid Debug_EmulateDamageDealt(float damageAmount)RTTIvoid VehicleEarlyInit(vehicle.WheeledBaseObject vehicleObject)RTTIvoid RoadblockadeNPCEarlyInit(game.Puppet puppet)RTTIvoid OnEnterPreventionQuestTrigger(bool disablePreventionSystem)RTTIvehicle.PoliceStrategy SetIfAvailable(vehicle.PoliceStrategy value)RTTI