BlackICE Scripting

class game

TargetShootComponent

game.TargetShootComponent

  • 4 properties
  • 25 functions

Extends ent.IComponent IScriptable ISerializable

Properties

PropertyTypeOffset
weaponRecordgame.data.WeaponItem_Record?0x0 scripted
weaponTDBIDTDBID0x10 scripted
characterRecordgame.data.Character_Record?0x18 scripted
characterTDBIDTDBID0x28 scripted

Functions

  • bool IsTimeBetweenHitsEnabled() RTTI
  • bool IsDebugEnabled() RTTI
  • string GetPackageName() RTTI
  • Vector4 CalculateMissOffset(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, Vector4 shootAtPointWS, float maxSpread, bool useForcedMissZOffset, float forcedMissZOffset, bool isInLowCover) RTTI
  • void SetLastHitTime(float value) RTTI
  • float GetLastHitTime() RTTI
  • float GetBasicGroupCoefficient(WeakHandle<game.Object> weaponOwner) RTTI
  • void InsertRecentHitter(WeakHandle<game.Object> weaponOwner) RTTI
  • float GetValueFromCurve(CName curveName, float lookupValue) RTTI
  • float GetDistanceCoefficientFromCurve(CName curveName, float lookupValue) RTTI
  • float GetVisibilityCoefficientFromCurve(CName curveName, float lookupValue) RTTI
  • game.Object? GetGameObject() RTTI
  • Vector4 HandleBeingShot(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, Vector4 shootAtPoint, float maxSpread, float coefficientMultiplier, out bool miss) RTTI
  • Vector4 HandleBeingShot(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, Vector4 shootAtPoint, float maxSpread, float coefficientMultiplier) RTTI
  • Vector4 HandleMissed(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, Vector4 shootAtPoint, float maxSpread) RTTI
  • float GetDifficultyLevelCoefficient() RTTI
  • float GetHMGGroupMultiplier() RTTI
  • float GetGroupCoefficient(game.Object weaponOwner) RTTI
  • float GetPlayersNumCoefficient(game.Object weaponOwner) RTTI
  • float GetDistanceCoefficient(WeakHandle<game.weapon.Object> weapon, Vector4 targetPosition) RTTI
  • float GetVisibilityCoefficient(game.Object weaponOwner, game.weapon.Object weapon, game.Object target, float visibilityThresholdCoefficient) RTTI
  • float GetCoverCoefficient(game.Object weaponOwner, game.data.WeaponItem_Record weaponRecord, game.Object target) RTTI
  • float GetVisionBlockersCoefficient(game.Object weaponOwner, game.Object target) RTTI
  • float CalculateTimeBetweenHits(TimeBetweenHitsParameters paramss) RTTI
  • bool ShouldBeHit(game.Object weaponOwner, WeakHandle<game.weapon.Object> weapon, game.data.WeaponItem_Record weaponRecord, float visibilityThresholdCoefficient) RTTI