BlackICE Scripting

class game.ui

WeaponRosterGameController

game.ui.WeaponRosterGameController

  • 46 properties
  • 28 functions

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

Properties

PropertyTypeOffset
weaponNameink.TextWidgetReference0x58 scripted
weaponIconink.ImageWidgetReference0x70 scripted
weaponCurrentAmmoink.TextWidgetReference0x88 scripted
weaponTotalAmmoink.TextWidgetReference0xA0 scripted
weaponAmmoWrapperink.WidgetReference0xB8 scripted
onFootContainerink.WidgetReference0xD0 scripted
weaponizedVehicleContainerink.WidgetReference0xE8 scripted
weaponizedVehicleMissileLauncherContainerink.WidgetReference0x100 scripted
weaponizedVehicleMachinegunContainerink.WidgetReference0x118 scripted
machinegunAmmoink.TextWidgetReference0x130 scripted
machinegunReloadingProgressBarink.WidgetReference0x148 scripted
machinegunReloadingProgressBarFillink.WidgetReference0x160 scripted
missileLauncherAmmoink.TextWidgetReference0x178 scripted
missileLauncherReloadingProgressBarink.WidgetReference0x190 scripted
missileLauncherReloadingProgressBarFillink.WidgetReference0x1A8 scripted
smartLinkFirmwareOnlineink.CompoundWidgetReference0x1C0 scripted
smartLinkFirmwareOfflineink.CompoundWidgetReference0x1D8 scripted
uiEquipmentDataBlackboardWeakHandle<game.IBlackboard>0x1F0 scripted
ammoHackedListenerIdred.CallbackObject?0x200 scripted
BBWeaponListred.CallbackObject?0x210 scripted
BBAmmoLootedred.CallbackObject?0x220 scripted
dataListenerIdred.CallbackObject?0x230 scripted
onMagazineAmmoCountred.CallbackObject?0x240 scripted
remoteControlledVehicleDataCallbackred.CallbackObject?0x250 scripted
psmWeaponStateChangedCallbackred.CallbackObject?0x260 scripted
VisionStateBlackboardIdred.CallbackObject?0x270 scripted
weaponParamsListenerIdred.CallbackObject?0x280 scripted
weaponizedVehicleMachineGunAmmoChangedCallbackred.CallbackObject?0x290 scripted
weaponizedVehicleMissileLauncherChargesChangedCallbackred.CallbackObject?0x2A0 scripted
weaponRecordgame.data.WeaponItem_Record?0x2B0 scripted
activeWeapongame.SlotWeaponData0x2C0 scripted
playerWeakHandle<PlayerPuppet>0x308 scripted
PlayerMuppetWeakHandle<game.Muppet>0x318 scripted
transitionAnimProxyink.anim.Proxy?0x328 scripted
outOfAmmoAnimink.anim.Proxy?0x338 scripted
foldedbool0x348 scripted
isUnholsteredbool0x349 scripted
inVehiclebool0x34A scripted
inWeaponizedVehiclebool0x34B scripted
InventoryManagerInventoryDataManagerV2?0x350 scripted
weaponItemDatagame.InventoryItemData0x360 scripted
weaponizedVehiclePowerWeaponReloadTimefloat0x5C0 scripted
weaponizedVehiclePowerWeaponReloadElapsedTimefloat0x5C4 scripted
weaponizedVehicleMissileLauncherMaxChargesuint0x5C8 scripted
weaponizedVehicleMissileLauncherRechargeTimefloat0x5CC scripted
weaponizedVehicleMissileLauncherRechargeElapsedTimefloat0x5D0 scripted

Functions

  • bool OnInitialize() RTTI
  • bool OnUninitialize() RTTI
  • bool OnPlayerAttach(game.Object playerPuppet) RTTI
  • bool OnPlayerDetach(game.Object playerPuppet) RTTI
  • bool OnMountingEvent(game.mounting.MountingEvent evt) RTTI
  • bool OnUnmountingEvent(game.mounting.UnmountingEvent evt) RTTI
  • bool OnUpdate(float dT) RTTI
  • void RegisterBlackboards() RTTI
  • void UnregisterBlackboards() RTTI
  • bool OnAmmoIndicatorHacked(bool value) RTTI
  • bool OnPSMWeaponStateChanged(int value) RTTI
  • bool OnPSMVisionStateChanged(int value) RTTI
  • bool OnAmmoLooted(bool value) RTTI
  • bool OnWeaponizedVehicleMachineGunAmmoChanged(uint value) RTTI
  • bool OnWeaponizedVehicleMissileLauncherChargesChanged(uint value) RTTI
  • void Fold() RTTI
  • void Unfold() RTTI
  • bool ShouldHideAmmoCount() RTTI
  • void SetRosterSlotData() RTTI
  • void UpdateVehicleRoster(game.mounting.MountingInfo mountingInfo) RTTI
  • void UpdateWeaponizedVehicleMountedPowerWeaponProgressBarVisibility(game.PSMRangedWeaponStates state) RTTI
  • void ResetWeaponizedVehiclePowerWeaponProgressBar() RTTI
  • void ResetWeaponizedVehicleMissileLauncherProgressBar() RTTI
  • void SetRosterSlotData_MP(bool isMelee) RTTI
  • void LoadWeaponIcon() RTTI
  • CName GetItemTypeIcon() RTTI
  • string GetAmmoText(int ammoCount, int textLength) RTTI
  • bool ShouldIgnoreSmartUI() RTTI