BlackICE Scripting

class game

ScanningComponent

game.ScanningComponent

  • 24 properties
  • 109 functions

Extends game.Component ent.IComponent IScriptable ISerializable

Properties

PropertyTypeOffset
scannableDatagame.ScanningTooltipElementDef[]0xD8
timeNeededfloat0xB0
autoGenerateBoundingSpherebool0xA9
boundingSphereSphere0xC0
ignoresScanningDistanceLimitbool0xAA
cpoEnableMultiplePlayersScanningModifierbool0xA8
isBraindanceCluebool0x0 scripted
BraindanceLayerbraindance.VisionMode0x1 scripted
isBraindanceBlockedbool0x5 scripted
isBraindanceLayerUnlockedbool0x6 scripted
isBraindanceTimelineUnlockedbool0x7 scripted
isBraindanceActivebool0x8 scripted
currentBraindanceLayerint0xC scripted
cluesFocusClueDefinition[]0x10 scripted
objectDescriptionObjectScanningDescription?0x20 scripted
scanningBarTextTDBID0x30 scripted
isFocusModeActivebool0x38 scripted
currentHighlightFocusForcedHighlightData?0x40 scripted
isHudManagerInitializedbool0x50 scripted
isBeingScannedbool0x51 scripted
isScanningCluesBlockedbool0x52 scripted
isEntityVisiblebool0x53 scripted
OnBraindanceVisionModeChangeCallbackred.CallbackObject?0x58 scripted
OnBraindanceFppChangeCallbackred.CallbackObject?0x68 scripted

Functions

  • float GetScanningProgress() RTTI
  • float GetTimeNeeded() RTTI
  • Sphere GetBoundingSphere() RTTI
  • bool IsScanned() RTTI
  • bool IsScanning() RTTI
  • bool IsBlocked() RTTI
  • void SetBlocked(bool isBlocked) RTTI
  • void SetIsScanned_Event(bool val) RTTI
  • void UpdateTooltipData() RTTI
  • game.ScanningState GetScanningState() RTTI
  • void SetScannableThroughWalls(bool isScannableThroughWalls) RTTI
  • void ToggleScanningBlocked(bool isBlocked) RTTI
  • void OnGameAttach() RTTI
  • void OnGameDetach() RTTI
  • game.Object? GetOwner() RTTI
  • game.ScanningComponentPS? GetMyPS() RTTI
  • void RestoreClueState() RTTI
  • bool ReEvaluateGrouppedCluesState() RTTI
  • bool RegisterGrouppedClue(int clueIndex) RTTI
  • bool GetLinkedClueData(int clueIndex, LinkedFocusClueData linkedClueData) RTTI
  • bool IsBraindanceClue() RTTI
  • braindance.VisionMode GetBraindanceLayer() RTTI
  • ObjectScanningDescription? GetObjectDescription() RTTI
  • bool IsObjectDescriptionEnabled() RTTI
  • bool HasValidObjectDescription() RTTI
  • FocusClueDefinition[] GetAllClues() RTTI
  • TDBID GetScanningBarTextTweak() RTTI
  • int GetAvailableClueIndex() RTTI
  • void GetScannableObjects(out game.ScanningTooltipElementDef[] arr) RTTI
  • game.ScanningTooltipElementDef[] GetScannableDataForSingleClueByIndex(int index, out game.ScanningTooltipElementDef conclusionData) RTTI
  • bool IsConclusionActive(int clueIndex) RTTI
  • bool IsBraindanceBlocked() RTTI
  • bool IsPhotoModeBlocked() RTTI
  • bool IsClueLinked(int index) RTTI
  • bool IsActiveClueUsingAutoInspect() RTTI
  • bool IsClueUsingAutoInspect(int index) RTTI
  • bool IsActiveClueLinked() RTTI
  • CName GetClueGroupID(int index) RTTI
  • FocusClueDefinition GetClueByIndex(int index) RTTI
  • ClueRecordData[] GetExtendedClueRecords(int clueIndex) RTTI
  • void SetClueExtendedDescriptionAsInspected(int clueIndex, int descriptionIndex) RTTI
  • void SetClueState(int clueIndex, bool isEnabled, bool isInspected, bool updateFocusClueSystem, bool ignorePS) RTTI
  • void SetClueState(int clueIndex, bool isEnabled, bool updateFocusClueSystem, bool ignorePS) RTTI
  • void NotifyClueStateChanged(int clueIndex, bool ignorePS, bool updateFocusClueSystem) RTTI
  • bool IsScanningCluesBlocked() RTTI
  • bool IsAnyClueEnabled() RTTI
  • bool HasAnyStoredClues() RTTI
  • bool IsAnyClueValid() RTTI
  • bool IsClueInspected() RTTI
  • bool IsClueProgressing() RTTI
  • bool HasAnyClue() RTTI
  • int GetClueCount() RTTI
  • bool HasClueWithID(int clueID) RTTI
  • void InitializeQuestDBCallbacks() RTTI
  • void UnInitializeQuestDBCallbacks() RTTI
  • void CancelForcedVisionAppearance(FocusForcedHighlightData data, bool? fast, bool? ignoreStackEvaluation) RTTI
  • void ForceVisionAppearance(FocusForcedHighlightData data) RTTI
  • FocusForcedHighlightData? GetQuestHighlight(HighlightInstance highlightInstructions) RTTI
  • FocusForcedHighlightData? GetDefaultHighlight(HighlightInstance highlightInstructions) RTTI
  • FocusForcedHighlightData? GetClueHighlight(HighlightInstance highlightInstructions) RTTI
  • void ToggleHighlight(bool toggle, HighlightInstance highlightInstructions) RTTI
  • FocusForcedHighlightData? GetClueHighlightData(HighlightInstance highlightInstructions) RTTI
  • void UpdateDefaultHighlight() RTTI
  • void ResolveFocusClueOnScannCompleted() RTTI
  • bool Script_IsScanningStateTransitionAllowed(game.ScanningState currentState, game.ScanningState newState) RTTI
  • void HighLightWeakspots() RTTI
  • void SendHighlightEventToWeakspot(game.Object objectt) RTTI
  • bool OnScanningLookedAt(game.ScanningLookAtEvent evt) RTTI
  • void ResolveScannerAvailability() RTTI
  • bool OnEnteventsSetVisibility(ent.events.SetVisibility evt) RTTI
  • bool OnScanningEvent(game.ScanningEvent evt) RTTI
  • bool OnClueLockedByScene(game.SetExclusiveFocusClueEntityEvent evt) RTTI
  • bool OnActivateConclusionFactChanged(game.FactChangedEvent evt) RTTI
  • bool OnHUDInstruction(HUDInstruction evt) RTTI
  • void ProcessHighlightHudInstruction(HighlightInstance instruction) RTTI
  • void ProcessScannerHudInstruction(ScanInstance instruction) RTTI
  • void ProcessBraindanceHudInstruction(BraindanceInstance instruction) RTTI
  • bool OnDisableScanner(DisableScannerEvent evt) RTTI
  • bool OnSetGameplayRole(SetGameplayRoleEvent evt) RTTI
  • bool OnDisableObjectDescription(DisableObjectDescriptionEvent evt) RTTI
  • bool OnSetCustomObjectDescription(SetCustomObjectDescriptionEvent evt) RTTI
  • bool OnClearCustomObjectDescription(ClearCustomObjectDescriptionEvent evt) RTTI
  • bool OnSetCurrentGameplayRole(SetCurrentGameplayRoleEvent evt) RTTI
  • bool OnQuestToggleClueConclusion(ToggleClueConclusionEvent evt) RTTI
  • void SetConclusionAsShown(int clueID) RTTI
  • void SetConclusionState(int clueID, EConclusionQuestState state) RTTI
  • bool WasConclusionShown(int clueID) RTTI
  • bool OnToggleFocusClue(ToggleFocusClueEvent evt) RTTI
  • bool OnClueStateChanged(game.FocusClueStateChangeEvent evt) RTTI
  • bool OnLinkedClueUpdateEvent(linked.ClueUpdateEvent evt) RTTI
  • void UpdateLinkedClues(LinkedFocusClueData linkedCluekData, bool updatePS) RTTI
  • bool OnRevealStateChanged(RevealStateChangedEvent evt) RTTI
  • void SetScannableThroughWallsIfPossible() RTTI
  • bool OnScannableBraindanceClueEnabledEvent(game.OnScannableBraindanceClueEnabledEvent evt) RTTI
  • bool OnScannableBraindanceClueDisabledEvent(game.OnScannableBraindanceClueDisabledEvent evt) RTTI
  • bool OnBraindanceVisionModeChange(int value) RTTI
  • bool OnBraindanceFppChange(bool fppToggle) RTTI
  • void ToggleBraindanceScanning(bool value) RTTI
  • void SignalScannablesBlackboard() RTTI
  • void ToggleBraindance(bool value) RTTI
  • void StartBraindanceClueEffect() RTTI
  • void StopBraindanceClueEffect() RTTI
  • void EvaluateBraindanceClueState() RTTI
  • void HideMappins(bool value) RTTI
  • void NotifyHudManager(bool isClue) RTTI
  • void RequestHUDRefresh() RTTI
  • FocusCluesSystem? GetFocusClueSystem() RTTI
  • void RequestFocusClueSystemUpdate(int clueIndex) RTTI
  • void ForceReEvaluateGameplayRole() RTTI