BlackICE Scripting

class game.map.pins

MappinSystem

game.map.pins.MappinSystem

  • 0 properties
  • 29 functions

Extends game.map.pins.IMappinSystem game.IReplicatedGameSystem game.IGameSystem IScriptable ISerializable

Properties

None.

Functions

  • void ChangeMappinVariant(game.NewMappinID id, game.data.MappinVariant newVariant) RTTI
  • void SetMappinActive(game.NewMappinID id, bool active) RTTI
  • void SetMappinDebugCaption(game.NewMappinID id, string caption) RTTI
  • void SetMappinPosition(game.NewMappinID id, Vector4 position) RTTI
  • void SetMappinScriptData(game.NewMappinID id, game.map.pins.MappinScriptData scriptData) RTTI
  • game.NewMappinID RegisterMappin(game.map.pins.MappinData data, Vector4 position) RTTI
  • game.NewMappinID RegisterMappinWithObject(game.map.pins.MappinData data, WeakHandle<game.Object> objectt, CName? slotName, Vector3? offset) RTTI
  • game.NewMappinID RegisterGrenadeMappin(game.map.pins.MappinData data, WeakHandle<game.Object> grenadeObject) RTTI
  • game.NewMappinID RegisterFastTravelMappin(game.map.pins.MappinData data, game.FastTravelPointData fastTravelData) RTTI
  • game.NewMappinID RegisterRemotePlayerMappin(game.map.pins.MappinData data, WeakHandle<game.Object> playerObject) RTTI
  • game.NewMappinID RegisterVehicleMappin(game.map.pins.MappinData data, WeakHandle<game.Object> objectt, CName? slotName, Vector3? offset) RTTI
  • void UnregisterMappin(game.NewMappinID id) RTTI
  • void GetMappinEntries(game.map.pins.MappinTargetType targetType, out game.map.pins.MappinEntry[] mappins) RTTI
  • void GetMappins(game.map.pins.MappinTargetType targetType, out game.map.pins.IMappin[] mappins) RTTI
  • game.map.pins.IMappin? GetMappin(game.NewMappinID mappinId) RTTI
  • void OnAreaEntered(ent.AreaEnteredEvent evt) RTTI
  • void OnAreaExited(WeakHandle<game.Object> obj, ent.EntityID triggerId) RTTI
  • void OnAreaTypeChanged(ent.EntityID entityID, CName areaType) RTTI
  • void UpdateCurrentLocationName(string locationName, bool isNewLocation) RTTI
  • bool GetPointOfInterestMappinSavedState(uint hash, out ushort mappinPhase, out ushort mappinVariant, out bool active) RTTI
  • bool GetQuestMappinPositionsByObjective(uint objectiveHash, out Vector3[] positions) RTTI
  • WeakHandle<game.map.pins.IMappin> GetMappinFromObjective(WeakHandle<game.JournalEntry> phaseEntry, WeakHandle<game.JournalEntry> objectiveEntry) RTTI
  • WeakHandle<game.map.pins.IMappin> GetMappinFromQuest(WeakHandle<game.JournalEntry> questEntry) RTTI
  • bool GetQuestMappinPosition(uint mappinHash, out Vector3 position) RTTI
  • void SetMappinTrackingAlternative(game.NewMappinID mappinID, game.NewMappinID targetMappinID) RTTI
  • void DebugDiscoverAllPoiMappins() RTTI
  • game.NewMappinID GetManuallyTrackedMappinID() RTTI
  • game.NewMappinID GetDelamainTrackedMappinID() RTTI
  • void UntrackMappin() RTTI