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)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetTargetParts", (TargetingSystem_GetTargetParts x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetTargetParts( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, game.TargetSearchQuery query, game.targeting.TargetPartInfo[] parts );game.Object? GetObjectClosestToCrosshair(WeakHandle<game.Object> instigator, out EulerAngles angleDistance, game.TargetSearchQuery query)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetObjectClosestToCrosshair", (TargetingSystem_GetObjectClosestToCrosshair x) => { return re.Hooks.CallOriginal<re.msgpack.game.GameObject>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetObjectClosestToCrosshair( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, EulerAngles angleDistance, game.TargetSearchQuery query );ent.IPlacedComponent? GetComponentClosestToCrosshair(WeakHandle<game.Object> instigator, out EulerAngles angleDistance, game.TargetSearchQuery query)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetComponentClosestToCrosshair", (TargetingSystem_GetComponentClosestToCrosshair x) => { return re.Hooks.CallOriginal<re.msgpack.ent.IPlacedComponent>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetComponentClosestToCrosshair( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, EulerAngles angleDistance, game.TargetSearchQuery query );game.Object? GetTargetClosestByDistance(WeakHandle<game.Object> instigator, game.TargetSearchQuery query, Vector4 position, game.targeting.TargetPartInfo targetPartInfo)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetTargetClosestByDistance", (TargetingSystem_GetTargetClosestByDistance x) => { return re.Hooks.CallOriginal<re.msgpack.game.GameObject>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetTargetClosestByDistance( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, game.TargetSearchQuery query, Vector4 position, game.targeting.TargetPartInfo targetPartInfo );void GetCrosshairData(WeakHandle<game.Object> instigator, out Vector4 crosshairPosition, out Vector4 crosshairForward)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "GetCrosshairData", (TargetingSystem_GetCrosshairData x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetCrosshairData( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, Vector4 crosshairPosition, Vector4 crosshairForward );void GetDefaultCrosshairData(WeakHandle<game.Object> instigator, out Vector4 crosshairPosition, out Vector4 crosshairForward)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "GetDefaultCrosshairData", (TargetingSystem_GetDefaultCrosshairData x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetDefaultCrosshairData( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, Vector4 crosshairPosition, Vector4 crosshairForward );ent.IPositionProvider? GetDefaultCrosshairPositionProvider(WeakHandle<game.Object> instigator, Vector3? offsetEntitySpace)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetDefaultCrosshairPositionProvider", (TargetingSystem_GetDefaultCrosshairPositionProvider x) => { return re.Hooks.CallOriginal<re.msgpack.ent.IPositionProvider>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetDefaultCrosshairPositionProvider( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, Vector3? offsetEntitySpace );ent.IOrientationProvider? GetDefaultCrosshairOrientationProvider(WeakHandle<game.Object> instigator, Quaternion? orientationEntitySpace)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetDefaultCrosshairOrientationProvider", (TargetingSystem_GetDefaultCrosshairOrientationProvider x) => { return re.Hooks.CallOriginal<re.msgpack.ent.IOrientationProvider>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetDefaultCrosshairOrientationProvider( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, Quaternion? orientationEntitySpace );ent.IOrientationProvider? GetOrientationFromCrosshairToTargetOrientationProvider(WeakHandle<game.Object> instigator, WeakHandle<ent.IPlacedComponent> targetComponent, Quaternion? orientationEntitySpace)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetOrientationFromCrosshairToTargetOrientationProvider", (TargetingSystem_GetOrientationFromCrosshairToTargetOrientationProvider x) => { return re.Hooks.CallOriginal<re.msgpack.ent.IOrientationProvider>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetOrientationFromCrosshairToTargetOrientationProvider( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, WeakHandle<ent.IPlacedComponent> targetComponent, Quaternion? orientationEntitySpace );game.Object? GetLookAtObject(WeakHandle<game.Object> instigator, bool? withLOS, bool? ignoreTranparent)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetLookAtObject", (TargetingSystem_GetLookAtObject x) => { return re.Hooks.CallOriginal<re.msgpack.game.GameObject>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetLookAtObject( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, bool? withLOS, bool? ignoreTranparent );WeakHandle<ent.IComponent> GetLookAtComponent(WeakHandle<game.Object> instigator, bool? withLOS, bool? ignoreTranparent)RTTIVector4 GetLookAtPosition(WeakHandle<game.Object> instigator, bool? withLOS, bool? ignoreTranparent)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetLookAtPosition", (TargetingSystem_GetLookAtPosition x) => { return re.Hooks.CallOriginal<re.msgpack.Vector4>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetLookAtPosition( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, bool? withLOS, bool? ignoreTranparent );Vector4 GetCurrentSpread(WeakHandle<game.Object> instigator)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetCurrentSpread", (TargetingSystem_GetCurrentSpread x) => { return re.Hooks.CallOriginal<re.msgpack.Vector4>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetCurrentSpread( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator );game.PuppetBlackboardUpdater? GetPuppetBlackboardUpdater()RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetPuppetBlackboardUpdater", (TargetingSystem_GetPuppetBlackboardUpdater x) => { return re.Hooks.CallOriginal<re.msgpack.game.PuppetBlackboardUpdater>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetPuppetBlackboardUpdater( game.targeting.TargetingSystem self );void AimSnap(WeakHandle<game.Object> instigator)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "AimSnap", (TargetingSystem_AimSnap x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_AimSnap( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator );void LookAt(WeakHandle<game.Object> instigator, out game.aim.AssistAimRequest paramss)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "LookAt", (TargetingSystem_LookAt x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_LookAt( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, game.aim.AssistAimRequest paramss );void BreakAimSnap(WeakHandle<game.Object> instigator)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "BreakAimSnap", (TargetingSystem_BreakAimSnap x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_BreakAimSnap( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator );void BreakLookAt(WeakHandle<game.Object> instigator)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "BreakLookAt", (TargetingSystem_BreakLookAt x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_BreakLookAt( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator );bool HasAimSnapActive(WeakHandle<game.Object> instigator)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "HasAimSnapActive", (TargetingSystem_HasAimSnapActive x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_HasAimSnapActive( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator );void OnAimStartBegin(WeakHandle<game.Object> instigator)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "OnAimStartBegin", (TargetingSystem_OnAimStartBegin x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_OnAimStartBegin( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator );void OnAimStartEnd(WeakHandle<game.Object> instigator)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "OnAimStartEnd", (TargetingSystem_OnAimStartEnd x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_OnAimStartEnd( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator );void OnAimStop(WeakHandle<game.Object> instigator)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "OnAimStop", (TargetingSystem_OnAimStop x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_OnAimStop( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator );void SetPlayerAimWeaponPositionProvider(WeakHandle<game.Object> instigator, ent.IPositionProvider positionProvider)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "SetPlayerAimWeaponPositionProvider", (TargetingSystem_SetPlayerAimWeaponPositionProvider x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_SetPlayerAimWeaponPositionProvider( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, ent.IPositionProvider? positionProvider );void SetIsMovingFast(WeakHandle<game.Object> instigator, bool isFast)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "SetIsMovingFast", (TargetingSystem_SetIsMovingFast x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_SetIsMovingFast( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, bool isFast );void SetAimAssistConfig(WeakHandle<game.Object> owner, TDBID presetId)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "SetAimAssistConfig", (TargetingSystem_SetAimAssistConfig x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_SetAimAssistConfig( game.targeting.TargetingSystem self, WeakHandle<game.Object> owner, TDBID presetId );TDBID GetAimAssistConfig(WeakHandle<game.Object> owner)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetAimAssistConfig", (TargetingSystem_GetAimAssistConfig x) => { return re.Hooks.CallOriginal<re.msgpack.TDBID>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetAimAssistConfig( game.targeting.TargetingSystem self, WeakHandle<game.Object> owner );game.Object? GetTrackedTargetObject(WeakHandle<game.Object> instigator)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetTrackedTargetObject", (TargetingSystem_GetTrackedTargetObject x) => { return re.Hooks.CallOriginal<re.msgpack.game.GameObject>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetTrackedTargetObject( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator );WeakHandle<game.TargetingComponent> GetTrackedTargetComponent(WeakHandle<game.Object> instigator)RTTIvoid ProcessLookAtFilter(WeakHandle<game.Object> instigator, game.targeting.SystemTargetFilter filter)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "ProcessLookAtFilter", (TargetingSystem_ProcessLookAtFilter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_ProcessLookAtFilter( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, game.targeting.SystemTargetFilter? filter );game.targeting.SystemTargetFilterTicket RegisterLookAtFilter(WeakHandle<game.Object> instigator, game.targeting.SystemTargetFilter filter)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "RegisterLookAtFilter", (TargetingSystem_RegisterLookAtFilter x) => { return re.Hooks.CallOriginal<re.msgpack.game.targeting.SystemTargetFilterTicket>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_RegisterLookAtFilter( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, game.targeting.SystemTargetFilter? filter );void UnregisterLookAtFilter(WeakHandle<game.Object> instigator, game.targeting.SystemTargetFilterTicket filterTicket)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "UnregisterLookAtFilter", (TargetingSystem_UnregisterLookAtFilter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_UnregisterLookAtFilter( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, game.targeting.SystemTargetFilterTicket filterTicket );void AddIgnoredLookAtEntity(WeakHandle<game.Object> instigator, ent.EntityID ignoredEntityId)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "AddIgnoredLookAtEntity", (TargetingSystem_AddIgnoredLookAtEntity x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_AddIgnoredLookAtEntity( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, ent.EntityID ignoredEntityId );void RemoveIgnoredLookAtEntity(WeakHandle<game.Object> instigator, ent.EntityID ignoredEntityId)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "RemoveIgnoredLookAtEntity", (TargetingSystem_RemoveIgnoredLookAtEntity x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_RemoveIgnoredLookAtEntity( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, ent.EntityID ignoredEntityId );void AddIgnoredCollisionEntities(WeakHandle<game.Object> entity)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "AddIgnoredCollisionEntities", (TargetingSystem_AddIgnoredCollisionEntities x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_AddIgnoredCollisionEntities( game.targeting.TargetingSystem self, WeakHandle<game.Object> entity );void RemoveIgnoredCollisionEntities(WeakHandle<game.Object> entity)RTTIre.Hooks.PlaceVoid( "gametargetingTargetingSystem", "RemoveIgnoredCollisionEntities", (TargetingSystem_RemoveIgnoredCollisionEntities x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_RemoveIgnoredCollisionEntities( game.targeting.TargetingSystem self, WeakHandle<game.Object> entity );bool IsVisibleTarget(WeakHandle<game.Object> instigator, WeakHandle<game.Object> target)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "IsVisibleTarget", (TargetingSystem_IsVisibleTarget x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_IsVisibleTarget( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, WeakHandle<game.Object> target );game.TargetingSet GetTargetingSet(WeakHandle<game.Object> instigator, WeakHandle<game.Object> objectt)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "GetTargetingSet", (TargetingSystem_GetTargetingSet x) => { return re.Hooks.CallOriginal<re.msgpack.game.TargetingSet>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_GetTargetingSet( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, WeakHandle<game.Object> objectt );WeakHandle<game.TargetingComponent> GetBestComponentOnTargetObject(Vector4 shootStartPosition, Vector4 shootStartForward, WeakHandle<game.Object> target, game.targeting.SystemScriptFilter componentFilter)RTTIbool IsAnyEnemyVisible(WeakHandle<game.Object> instigator, float? distance)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "IsAnyEnemyVisible", (TargetingSystem_IsAnyEnemyVisible x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_IsAnyEnemyVisible( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, float? distance );bool IsAnyEnemyOrSensorVisible(WeakHandle<game.Object> instigator, float? distance)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "IsAnyEnemyOrSensorVisible", (TargetingSystem_IsAnyEnemyOrSensorVisible x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_IsAnyEnemyOrSensorVisible( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, float? distance );bool IsAnyActiveVehicleVisible(WeakHandle<game.Object> instigator, float? distance)RTTIre.Hooks.Place( "gametargetingTargetingSystem", "IsAnyActiveVehicleVisible", (TargetingSystem_IsAnyActiveVehicleVisible x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct TargetingSystem_IsAnyActiveVehicleVisible( game.targeting.TargetingSystem self, WeakHandle<game.Object> instigator, float? distance );