BlackICE Scripting

class game.map.pins

StealthMappin

game.map.pins.StealthMappin

  • 0 properties
  • 66 functions

Extends game.map.pins.RuntimeMappin game.map.pins.IMappin game.map.pins.IVisualObject IScriptable ISerializable

Properties

None.

Functions

  • WeakHandle<game.Object> GetGameObject() RTTI
  • float GetDetectionProgress() RTTI
  • void GetPrevDetectionProgress() RTTI
  • bool DetectionProgressIncreases() RTTI
  • bool DetectionProgressDecreases() RTTI
  • bool WasDetectionAboveZero() RTTI
  • float GetThreatAccuracy() RTTI
  • void GetPrevThreatAccuracy() RTTI
  • bool ThreatAccuracyIncreases() RTTI
  • bool ThreatAccuracyDecreases() RTTI
  • EAIAttitude GetAttitudeTowardsPlayer() RTTI
  • game.map.pins.SenseCone GetSenseCone() RTTI
  • bool IsAlive() RTTI
  • bool IsAggressive() RTTI
  • bool IsScanned() RTTI
  • bool IsTarget() RTTI
  • bool IsTagged() RTTI
  • bool IsPrevention() RTTI
  • bool IsCrowdNPC() RTTI
  • bool IsCombatNPC() RTTI
  • bool IsUsingSenseCone() RTTI
  • bool HasItems() RTTI
  • void UpdateSenseCone() RTTI
  • game.data.NPCRarity GetRarity() RTTI
  • game.data.NPCHighLevelState GetHighLevelState() RTTI
  • void SetVisibleOnMinimap(bool isVisible) RTTI
  • void SetVisibleIn3D(bool isVisible) RTTI
  • void UnregisterMappin() RTTI
  • void UpdateCombatantState(bool isCombatant) RTTI
  • uint GetNumberOfShotAttempts() RTTI
  • bool GetIsDetectionGrowing() RTTI
  • bool HasBeenSeen() RTTI
  • void SetIsPulsing(bool isPulsing) RTTI
  • bool CanSeePlayer() RTTI
  • bool IsHighlighted() RTTI
  • void SetStealthAwarenessState(game.EnemyStealthAwarenessState state) RTTI
  • game.EnemyStealthAwarenessState GetStealthAwarenessState() RTTI
  • bool IsSquadInCombat() RTTI
  • uint GetNumberOfCombatants() RTTI
  • uint GetHighestLootQuality() RTTI
  • bool IsNetrunner() RTTI
  • bool IsDevice() RTTI
  • bool IsPlayerInHostileZone() RTTI
  • bool WillReprimand() RTTI
  • bool IsHiddenByQuestOnMinimap() RTTI
  • bool IsHiddenByQuestIn3D() RTTI
  • game.ReprimandMappinAnimationState GetReprimandAnimationState() RTTI
  • uint GetNPCLevel() RTTI
  • game.data.ArchetypeType GetArchetype() RTTI
  • float GetStatusEffectCurrentPriority() RTTI
  • float GetStatusEffectTimeRemaining() RTTI
  • string GetStatusEffectIconPath() RTTI
  • void UpdateObjectMarkerVisibility(bool canHaveObjectMarker, bool isVisible) RTTI
  • bool IsFriendlyFromHack() RTTI
  • bool HasHackingStatusEffect() RTTI
  • bool GetObjectMarkersEnabled() RTTI
  • bool GetNameplateEnabled() RTTI
  • bool HideUIDetection() RTTI
  • bool IsPlayerInterestingFromSecuritySystemPOV() RTTI
  • void UpdateObjectMarkerThreshold(float threshold) RTTI
  • void UpdateCombatToAwareThreshold(float threshold) RTTI
  • void UpdateSenseConeAvailable(bool available) RTTI
  • bool IsPlayerWanted() RTTI
  • bool IsInCombat() RTTI
  • bool HasLootProcessed() RTTI
  • bool GetSkipIntroAnim() RTTI