BlackICE Scripting

class game.ui

CrosshairBaseGameController

game.ui.CrosshairBaseGameController

  • 27 properties
  • 45 functions
  • 24 derived classes

Extends game.ui.WidgetGameController world.ui.IWidgetGameController ink.IWidgetController IScriptable ISerializable

Properties

PropertyTypeOffset
detailsink.WidgetReference0xE0
isActivebool0x108
rootWidgetWeakHandle<ink.Widget>0x0 scripted
psmBlackboardWeakHandle<game.IBlackboard>0x10 scripted
targetBBWeakHandle<game.IBlackboard>0x20 scripted
weaponBBWeakHandle<game.IBlackboard>0x30 scripted
targetEntityWeakHandle<ent.Entity>0x40 scripted
raycastTargetEntityWeakHandle<ent.Entity>0x50 scripted
playerPuppetWeakHandle<game.Object>0x60 scripted
crosshairStategame.PSMCrosshairStates0x70 scripted
visionStategame.PSMVision0x74 scripted
crosshairStateBlackboardIdred.CallbackObject?0x78 scripted
bulletSpreedBlackboardIdred.CallbackObject?0x88 scripted
isTargetDeadbool0x98 scripted
lastGUIStateUpdateFrameulong0xA0 scripted
currentAimTargetBBIDred.CallbackObject?0xA8 scripted
currentRaycastTargetBBIDred.CallbackObject?0xB8 scripted
targetDistanceBBIDred.CallbackObject?0xC8 scripted
targetAttitudeBBIDred.CallbackObject?0xD8 scripted
healthListenerCrosshairHealthChangeListener?0xE8 scripted
deadEyeWidgetink.WidgetReference0xF8 scripted
deadEyeAnimProxyink.anim.Proxy?0x110 scripted
hasDeadEyebool0x120 scripted
isCamoActiveOnPlayerbool0x121 scripted
staminaChangedCallbackred.CallbackObject?0x128 scripted
staminaListenerCrosshairStaminaListener?0x138 scripted
opticalCamoListenerOpticalCamoListener?0x148 scripted

Functions

  • game.ItemID GetWeaponRecordID() RTTI
  • game.IBlackboard? GetWeaponLocalBlackboard() RTTI
  • game.ItemObject? GetWeaponItemObject() RTTI
  • bool IsTargetWithinWeaponEffectiveRange(float distanceToTarget) RTTI
  • bool OnInitialize() RTTI
  • bool OnUninitialize() RTTI
  • bool IsActive() RTTI
  • bool OnPlayerAttach(game.Object playerPuppet) RTTI
  • bool OnPlayerDetach(game.Object playerPuppet) RTTI
  • bool OnPreIntro() RTTI
  • bool OnPreOutro() RTTI
  • game.IBlackboard? GetUIActiveWeaponBlackboard() RTTI
  • ink.anim.Proxy? GetIntroAnimation(bool firstEquip) RTTI
  • ink.anim.Proxy? GetOutroAnimation() RTTI
  • game.PSMCrosshairStates GetCrosshairState() RTTI
  • game.PSMVision GetVisionState() RTTI
  • bool OnPSMCrosshairStateChanged(int value) RTTI
  • void OnCrosshairStateChange(game.PSMCrosshairStates oldState, game.PSMCrosshairStates newState) RTTI
  • void UpdateCrosshairState() RTTI
  • bool OnBulletSpreadChanged(Vector2 spread) RTTI
  • void OnState_Aim() RTTI
  • void OnState_HipFire() RTTI
  • void OnState_GrenadeCharging() RTTI
  • void OnState_Reload() RTTI
  • void OnState_ReloadDriverCombatMountedWeapons() RTTI
  • void OnState_Safe() RTTI
  • void OnState_Sprint() RTTI
  • void OnState_Scanning() RTTI
  • void OnState_LeftHandCyberware() RTTI
  • void UpdateTPPDriverCombatCrosshair(bool value) RTTI
  • void ApplyCrosshairGUIState(CName state, ent.Entity aimedAtEntity) RTTI
  • ScriptGameInstance GetGame() RTTI
  • void UpdateCrosshairGUIState(bool force) RTTI
  • CName GetCurrentCrosshairGUIState() RTTI
  • void RegisterTargetCallbacks(bool register) RTTI
  • bool OnCurrentAimTarget(ent.EntityID entId) RTTI
  • bool OnCurrentRaycastTarget(ent.EntityID id) RTTI
  • bool OnTargetDistanceChanged(float distance) RTTI
  • bool OnTargetAttitudeChanged(int attitude) RTTI
  • bool OnRefreshCrosshairEvent(RefreshCrosshairEvent evt) RTTI
  • void QueueCrosshairRefresh() RTTI
  • float GetDistanceToTarget() RTTI
  • void HandleDeadEye() RTTI
  • bool OnDeadEyeAnimFinished(ink.anim.Proxy anim) RTTI
  • void SetCamoActiveOnPlayer(bool value) RTTI