BlackICE Scripting

class game.targeting

TargetingSystem

game.targeting.TargetingSystem

  • 0 properties
  • 41 functions

Extends game.ITargetingSystem game.IGameSystem IScriptable ISerializable

Properties

None.

Functions

  • bool GetTargetParts(WeakHandle<game.Object> instigator, game.TargetSearchQuery query, out game.targeting.TargetPartInfo[] parts) RTTI
  • game.Object? GetObjectClosestToCrosshair(WeakHandle<game.Object> instigator, out EulerAngles angleDistance, game.TargetSearchQuery query) RTTI
  • ent.IPlacedComponent? GetComponentClosestToCrosshair(WeakHandle<game.Object> instigator, out EulerAngles angleDistance, game.TargetSearchQuery query) RTTI
  • game.Object? GetTargetClosestByDistance(WeakHandle<game.Object> instigator, game.TargetSearchQuery query, Vector4 position, game.targeting.TargetPartInfo targetPartInfo) RTTI
  • void GetCrosshairData(WeakHandle<game.Object> instigator, out Vector4 crosshairPosition, out Vector4 crosshairForward) RTTI
  • void GetDefaultCrosshairData(WeakHandle<game.Object> instigator, out Vector4 crosshairPosition, out Vector4 crosshairForward) RTTI
  • ent.IPositionProvider? GetDefaultCrosshairPositionProvider(WeakHandle<game.Object> instigator, Vector3? offsetEntitySpace) RTTI
  • ent.IOrientationProvider? GetDefaultCrosshairOrientationProvider(WeakHandle<game.Object> instigator, Quaternion? orientationEntitySpace) RTTI
  • ent.IOrientationProvider? GetOrientationFromCrosshairToTargetOrientationProvider(WeakHandle<game.Object> instigator, WeakHandle<ent.IPlacedComponent> targetComponent, Quaternion? orientationEntitySpace) RTTI
  • game.Object? GetLookAtObject(WeakHandle<game.Object> instigator, bool? withLOS, bool? ignoreTranparent) RTTI
  • WeakHandle<ent.IComponent> GetLookAtComponent(WeakHandle<game.Object> instigator, bool? withLOS, bool? ignoreTranparent) RTTI
  • Vector4 GetLookAtPosition(WeakHandle<game.Object> instigator, bool? withLOS, bool? ignoreTranparent) RTTI
  • Vector4 GetCurrentSpread(WeakHandle<game.Object> instigator) RTTI
  • game.PuppetBlackboardUpdater? GetPuppetBlackboardUpdater() RTTI
  • void AimSnap(WeakHandle<game.Object> instigator) RTTI
  • void LookAt(WeakHandle<game.Object> instigator, out game.aim.AssistAimRequest paramss) RTTI
  • void BreakAimSnap(WeakHandle<game.Object> instigator) RTTI
  • void BreakLookAt(WeakHandle<game.Object> instigator) RTTI
  • bool HasAimSnapActive(WeakHandle<game.Object> instigator) RTTI
  • void OnAimStartBegin(WeakHandle<game.Object> instigator) RTTI
  • void OnAimStartEnd(WeakHandle<game.Object> instigator) RTTI
  • void OnAimStop(WeakHandle<game.Object> instigator) RTTI
  • void SetPlayerAimWeaponPositionProvider(WeakHandle<game.Object> instigator, ent.IPositionProvider positionProvider) RTTI
  • void SetIsMovingFast(WeakHandle<game.Object> instigator, bool isFast) RTTI
  • void SetAimAssistConfig(WeakHandle<game.Object> owner, TDBID presetId) RTTI
  • TDBID GetAimAssistConfig(WeakHandle<game.Object> owner) RTTI
  • game.Object? GetTrackedTargetObject(WeakHandle<game.Object> instigator) RTTI
  • WeakHandle<game.TargetingComponent> GetTrackedTargetComponent(WeakHandle<game.Object> instigator) RTTI
  • void ProcessLookAtFilter(WeakHandle<game.Object> instigator, game.targeting.SystemTargetFilter filter) RTTI
  • game.targeting.SystemTargetFilterTicket RegisterLookAtFilter(WeakHandle<game.Object> instigator, game.targeting.SystemTargetFilter filter) RTTI
  • void UnregisterLookAtFilter(WeakHandle<game.Object> instigator, game.targeting.SystemTargetFilterTicket filterTicket) RTTI
  • void AddIgnoredLookAtEntity(WeakHandle<game.Object> instigator, ent.EntityID ignoredEntityId) RTTI
  • void RemoveIgnoredLookAtEntity(WeakHandle<game.Object> instigator, ent.EntityID ignoredEntityId) RTTI
  • void AddIgnoredCollisionEntities(WeakHandle<game.Object> entity) RTTI
  • void RemoveIgnoredCollisionEntities(WeakHandle<game.Object> entity) RTTI
  • bool IsVisibleTarget(WeakHandle<game.Object> instigator, WeakHandle<game.Object> target) RTTI
  • game.TargetingSet GetTargetingSet(WeakHandle<game.Object> instigator, WeakHandle<game.Object> objectt) RTTI
  • WeakHandle<game.TargetingComponent> GetBestComponentOnTargetObject(Vector4 shootStartPosition, Vector4 shootStartForward, WeakHandle<game.Object> target, game.targeting.SystemScriptFilter componentFilter) RTTI
  • bool IsAnyEnemyVisible(WeakHandle<game.Object> instigator, float? distance) RTTI
  • bool IsAnyEnemyOrSensorVisible(WeakHandle<game.Object> instigator, float? distance) RTTI
  • bool IsAnyActiveVehicleVisible(WeakHandle<game.Object> instigator, float? distance) RTTI