BlackICE Scripting

class game

WorkspotGameSystem

game.WorkspotGameSystem

  • 0 properties
  • 33 functions

Extends game.IWorkspotGameSystem game.IGameSystem IScriptable ISerializable

Properties

None.

Functions

  • void PlayInDeviceSimple(game.Object device, game.Object actor, bool allowCameraMov, CName? actorDataCompName, CName? deviceDataCompName, CName? syncSlotName, float? slideTime, game.WorkspotSlidingBehaviour? slideBehaviour, ent.Entity? callbackEventRecipient) RTTI
  • void PlayInDevice(game.Object device, game.Object actor, CName? workspotStateFlavourName, CName? actorDataCompName, CName? deviceDataCompName, CName? syncSlotName, float? slideTime, game.WorkspotSlidingBehaviour? slideBehaviour, ent.Entity? callbackEventRecipient) RTTI
  • void StopInDevice(game.Object actor, Vector4? posDelta, Quaternion? orientDelta) RTTI
  • game.Object? GetDeviceUser(ent.EntityID deviceID) RTTI
  • bool MountToVehicle(game.Object parent, game.Object child, float slideTime, float animDelay, CName workspotResourceContainer, CName slotName, ent.EntityID[]? syncronizedObjects, CName? entrySlotName, CName[]? animVariables) RTTI
  • void UnmountFromVehicle(game.Object parent, game.Object child, bool? instant, Vector4? posDelta, Quaternion? orientDelta, CName? exitSlotName) RTTI
  • void SwitchSeatVehicle(game.Object parent, game.Object child, CName workspotResourceContainer, CName slotName, CName? exitSlotName, CName[]? activateAnimVariables, CName[]? deactivateAnimVariables) RTTI
  • bool IsInVehicleWorkspot(game.Object vehicle, game.Object child, CName slotName) RTTI
  • bool IsActorInWorkspot(game.Object actor) RTTI
  • void SendDebugCommand(work.WorkspotDebugMode mode, string entId) RTTI
  • void SendDebugCommandEnt(work.WorkspotDebugMode mode, game.Object obj) RTTI
  • void SendDebugCommandFunctionalTests(work.WorkspotDebugMode mode, game.Object obj, IScriptable redscript) RTTI
  • void SendJumpCommandEnt(game.Object actor, int entryId, bool instant) RTTI
  • game.ExtendedWorkspotInfo? GetExtendedInfo(game.Object actor) RTTI
  • int GetIdOfExitAnim(game.Object actor, CName animName) RTTI
  • void SendJumpToAnimEnt(game.Object actor, CName animName, bool instant) RTTI
  • void SendJumpToTagCommandEnt(game.Object actor, CName entryTag, bool instant, ent.EntityID? deviceId) RTTI
  • void SendFastExitSignal(game.Object actor, Vector3? dirLS, bool? stayInWorkspotIfFailed, bool? playSlowExitIfFailed, bool? instant, bool? tryBlendToWalk) RTTI
  • void PlayNpcInWorkspot(game.Object npc, game.Object master, game.Object referenceEntity, CName actorDataCompName, CName? syncSlotName, float? slideTime, CName? syncOffsetSourceCompName) RTTI
  • void StopNpcInWorkspot(game.Object actor) RTTI
  • void SendSlowExitSignal(game.Object actor, CName? animationName, bool? dontWaitForCurrentAnimationToFinish) RTTI
  • bool SendEventToConnectedSpots(game.Object actor, CName eventName) RTTI
  • void SendDynamicSyncBindSignal(game.Object actor, game.Object master) RTTI
  • void SendDynamicSyncUnbindSignal(game.Object actor) RTTI
  • void SendPlaySignal(game.Object actor) RTTI
  • void SendForwardSignal(game.Object actor) RTTI
  • bool SendReactionSignal(game.Object actor, CName reactionName) RTTI
  • bool IsReactionAvailable(game.Object actor, CName reactionName) RTTI
  • bool HasExitNodes(game.Object actor, bool fastExit, bool slowExit, bool? performNavmeshChecks) RTTI
  • void ResetPlaybackToStart(game.Object actor) RTTI
  • void HardResetPlaybackToStart(game.Object actor) RTTI
  • bool IsWorkspotEnabled(game.Object actor) RTTI
  • void SynchronizeItemWithOwner(game.ItemObject item, game.Object owner) RTTI