BlackICE Scripting

class game.data

TPPLookAtPresets_Record

game.data.TPPLookAtPresets_Record

  • 0 properties
  • 20 functions

Extends game.data.TweakDBRecord IScriptable ISerializable

Properties

None.

Functions

  • void NoWeaponPresets(out WeakHandle<game.data.LookAtPreset_Record>[] outList) RTTI
  • int GetNoWeaponPresetsCount() RTTI
  • WeakHandle<game.data.LookAtPreset_Record> GetNoWeaponPresetsItem(int index) RTTI
  • game.data.LookAtPreset_Record? GetNoWeaponPresetsItemHandle(int index) RTTI
  • bool NoWeaponPresetsContains(WeakHandle<game.data.LookAtPreset_Record> item) RTTI
  • void WeaponReadyPresets(out WeakHandle<game.data.LookAtPreset_Record>[] outList) RTTI
  • int GetWeaponReadyPresetsCount() RTTI
  • WeakHandle<game.data.LookAtPreset_Record> GetWeaponReadyPresetsItem(int index) RTTI
  • game.data.LookAtPreset_Record? GetWeaponReadyPresetsItemHandle(int index) RTTI
  • bool WeaponReadyPresetsContains(WeakHandle<game.data.LookAtPreset_Record> item) RTTI
  • void ReloadPresets(out WeakHandle<game.data.LookAtPreset_Record>[] outList) RTTI
  • int GetReloadPresetsCount() RTTI
  • WeakHandle<game.data.LookAtPreset_Record> GetReloadPresetsItem(int index) RTTI
  • game.data.LookAtPreset_Record? GetReloadPresetsItemHandle(int index) RTTI
  • bool ReloadPresetsContains(WeakHandle<game.data.LookAtPreset_Record> item) RTTI
  • void WeaponSafePresets(out WeakHandle<game.data.LookAtPreset_Record>[] outList) RTTI
  • int GetWeaponSafePresetsCount() RTTI
  • WeakHandle<game.data.LookAtPreset_Record> GetWeaponSafePresetsItem(int index) RTTI
  • game.data.LookAtPreset_Record? GetWeaponSafePresetsItemHandle(int index) RTTI
  • bool WeaponSafePresetsContains(WeakHandle<game.data.LookAtPreset_Record> item) RTTI