BlackICE Scripting

class game.weapon

Object

game.weapon.Object

  • 25 properties
  • 158 functions
  • 8 derived classes

Extends game.ItemObject game.TimeDilatable game.Object ent.GameEntity ent.Entity IScriptable ISerializable

Properties

PropertyTypeOffset
hasOverheatbool0x100 scripted
overheatEffectBlackboardworld.EffectBlackboard?0x108 scripted
overheatListenerOverheatStatListener?0x118 scripted
overheatDelaySentbool0x128 scripted
chargeEffectBlackboardworld.EffectBlackboard?0x130 scripted
chargeStatListenerWeaponChargeStatListener?0x140 scripted
triggerEffectNameCName0x150 scripted
meleeHitEffectBlackboardworld.EffectBlackboard?0x158 scripted
meleeHitEffectValuefloat0x168 scripted
damageTypeListenerDamageStatListener?0x170 scripted
trailNamestring0x180 scripted
maxChargeThresholdfloat0x1A0 scripted
animOwnerint0x1A4 scripted
perfectChargeStartedbool0x1A8 scripted
perfectChargeReachedbool0x1A9 scripted
perfectChargeShotbool0x1AA scripted
lowAmmoEffectActivebool0x1AB scripted
hasSecondaryTriggerModebool0x1AC scripted
weaponRecordgame.data.WeaponItem_Record?0x1B0 scripted
isHeavyWeaponbool0x1C0 scripted
isMeleeWeaponbool0x1C1 scripted
isRangedWeaponbool0x1C2 scripted
isShotgunWeaponbool0x1C3 scripted
AIBlackboardgame.IBlackboard?0x1C8 scripted
isChargedbool0x1D8 scripted

Functions

  • game.IAttack?[] GetAttacks() RTTI
  • game.IAttack? GetAttack(CName recordName) RTTI
  • game.IAttack? GetCurrentAttack() RTTI
  • game.data.TriggerMode_Record? GetCurrentTriggerMode() RTTI
  • WeakHandle<game.weapon.FxPackage> GetFxPackage() RTTI
  • WeakHandle<game.weapon.FxPackage> GetFxPackageQuickMelee() RTTI
  • game.IBlackboard? GetSharedData() RTTI
  • int GetTotalAmmoCount() RTTI
  • game.data.TriggerMode_Record?[] GetTriggerModes() RTTI
  • bool HasAmmoChangeRequest() RTTI
  • bool HasPendingReload() RTTI
  • bool SetAttack(TDBID attackID) RTTI
  • bool OverrideRangedAttackPackage(WeakHandle<game.data.RangedAttackPackage_Record> package) RTTI
  • bool DefaultRangedAttackPackage() RTTI
  • float StartReload(float? durationOverride) RTTI
  • void StopReload(game.weapon.ReloadStatus? reloadStatus) RTTI
  • void AI_ShootAt(ent.IPositionProvider targetPositionProvider, game.Object targetObject, WeakHandle<game.Object> instigator, ushort ammoCost, game.projectile.WeaponParams projectileParams, byte projectilesPerShot, float charge, float? maxSpread, Vector4? muzzleOffset) RTTI
  • void AI_ShootForwards(WeakHandle<game.Object> instigator, ushort ammoCost, game.projectile.WeaponParams projectileParams, byte projectilesPerShot, float charge, Vector4? overridePos, Vector4? overrideForward, Vector4? muzzleOffset) RTTI
  • void AI_ShootSelfOffScreen(game.Puppet targetObject, ushort ammoCost, game.projectile.WeaponParams projectileParams, byte projectilesPerShot, float charge) RTTI
  • void AI_SetAttackData(WeakHandle<game.IAttack> attack) RTTI
  • void AI_PlayChargeStartedSound() RTTI
  • void AI_PlayMeleeAttackSound(bool isQuickMelee) RTTI
  • void SetTriggerDown(bool triggerDown) RTTI
  • void PrepareContinuousAttack(Vector4 startPos, Vector4 startDir) RTTI
  • bool StartPreparedContinuousAttack() RTTI
  • bool StartContinuousAttack(Vector4 startPos, Vector4 startDir) RTTI
  • void StopContinuousAttack() RTTI
  • bool IsContinuousAttackStarted() RTTI
  • WeakHandle<game.data.RangedAttackPackage_Record> GetCurrentRangedAttack() RTTI
  • bool HasScope() RTTI
  • Vector4 GetScopeOffset() RTTI
  • Vector4 GetIronSightOffset() RTTI
  • Vector4 GetMuzzleOffset() RTTI
  • bool IsSilenced() RTTI
  • bool IsVehiclePowerWeaponRear(game.Object vehicle) RTTI
  • bool IsTargetLocked() RTTI
  • bool UpdateTargetingSight(ent.EntityID targetID, Vector4 targetPosition) RTTI
  • void ShootStraight(bool shootStraight) RTTI
  • void SetupBurstFireSound(int numShotsInBurst) RTTI
  • void SetWeaponEffects(WeakHandle<game.data.WeaponVFXAction_Record>[] weaponVFXActionRecord) RTTI
  • void RemoveWeaponEffects() RTTI
  • Transform GetMuzzleSlotWorldTransform() RTTI
  • bool IsControlledByPlayer() RTTI
  • void SetVisible(bool visible) RTTI
  • void PlayMeleeSound() RTTI
  • void StopMeleeSound() RTTI
  • bool OnGameAttached() overrideRTTI
  • void SetupWeaponEffects() RTTI
  • bool OnVisualSpawnAttached() overrideRTTI
  • bool OnPlayerWeaponSetupEvent(PlayerWeaponSetupEvent evt) RTTI
  • bool OnDetach() overrideRTTI
  • bool HasSecondaryTriggerMode() RTTI
  • game.data.WeaponItem_Record? GetWeaponRecord() RTTI
  • bool IsHeavyWeapon() RTTI
  • bool IsRanged() RTTI
  • bool IsMelee() RTTI
  • bool IsShotgun() RTTI
  • bool IsBlade() RTTI
  • bool IsBlunt() RTTI
  • bool IsMonowire() RTTI
  • bool IsMantisBlades() RTTI
  • bool IsThrowable() RTTI
  • bool IsCharged() RTTI
  • void SetCharged(bool charged) RTTI
  • bool WeaponHasTag(CName tag) RTTI
  • game.IBlackboard? GetAIBlackboard() RTTI
  • CName GetTriggerEffectName() RTTI
  • CName GetCurrentMeleeTrailEffectName() RTTI
  • void SetMaxChargeThreshold(float maxCharge) RTTI
  • float GetMaxChargeTreshold() RTTI
  • bool IsMagazineEmpty() RTTI
  • void CatcheTriggerEffectFromWeaponType() RTTI
  • void SendScopeData() RTTI
  • void SendWeaponStatsAnimFeature() RTTI
  • void OnUpdateWeaponStatsEvent(UpdateWeaponStatsEvent evt) RTTI
  • void SendWeaponOwnerVehicleData() RTTI
  • bool HasMonowireWithQuickhackSelected() RTTI
  • CName GetAppearanceNameFromComponent(CName componentName) RTTI
  • CName GetNamePropertyFromWeaponDefinition(TDBID property) RTTI
  • bool GetBoolPropertyFromWeaponDefinition(TDBID property) RTTI
  • int GetNextWeaponOwner() RTTI
  • void SetWeaponOwner(int owner) RTTI
  • void SetWeaponOwner() RTTI
  • bool OnSetWeaponOwner(SetWeaponOwnerEvent evt) RTTI
  • void CheckLocked() RTTI
  • bool OnWaponeventsOwnerAimEvent(game.weapon.events.OwnerAimEvent evt) RTTI
  • bool OnOutlineRequestEvent(OutlineRequestEvent evt) overrideRTTI
  • bool OnForceFadeOutlineEventForWeapon(ForceFadeOutlineEventForWeapon evt) RTTI
  • void HandleVisualEffectsSetup() RTTI
  • game.data.DamageType GetCurrentDamageType() RTTI
  • void SetCurrentMeleeTrailEffect(game.data.DamageType damageType) RTTI
  • bool OnUpdateMeleeTrailEffect(UpdateMeleeTrailEffectEvent evt) RTTI
  • void StartIdleMeleeEffect(game.data.DamageType damageType) RTTI
  • void StartCurrentMeleeTrailEffect(string? attackSide) RTTI
  • void StopCurrentMeleeTrailEffect(string? attackSide) RTTI
  • void OnAttachSetStatPools() RTTI
  • void RegisterStatPoolListeners() RTTI
  • bool OnWeaponRegisterChargeStatListener(WeaponRegisterChargeStatListener evt) RTTI
  • void RegisterChargeStatListener() RTTI
  • void UnregisterChargeStatListener() RTTI
  • void RegisterStatListeners() RTTI
  • bool OnUpdateOverheat(UpdateOverheatEvent evt) RTTI
  • void StartOverheatEffect() RTTI
  • bool OnSetActiveWeapon(game.weapon.events.SetActiveWeaponEvent evt) RTTI
  • bool OnRemoveActiveWeapon(game.weapon.events.RemoveActiveWeaponEvent evt) RTTI
  • int GetBlackboardIntVariable(game.bb.ScriptID_Int32 id) RTTI
  • bool OnUpdateWeaponCharge(UpdateWeaponChargeEvent evt) RTTI
  • void PlayMeleeSound(game.Object self, CName soundName) RTTI
  • void StopMeleeSound(game.Object self, CName soundName) RTTI
  • float GetPerfectChargeWindow() RTTI
  • void PlayPerfectChargeEvent(game.Object self, CName type) RTTI
  • void PlayPerfectChargeUIEvent(CName type) RTTI
  • bool OnStartOverheatEffectEvent(StartOverheatEffectEvent evt) RTTI
  • bool OnUpdateDamageChangeEvent(UpdateDamageChangeEvent evt) RTTI
  • bool OnMeleeHitEvent(MeleeHitEvent evt) RTTI
  • bool OnAmmoStateChangeEvent(AmmoStateChangeEvent evt) RTTI
  • static void TriggerWeaponEffects(WeakHandle<game.weapon.Object> weapon, game.data.FxAction fxAction, world.EffectBlackboard? fxBlackboard) staticRTTI
  • static float GetWeaponCharge(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static float TechPierceChargeLevel(game.weapon.Object self) staticRTTI global
  • static bool IsOfType(game.ItemID weaponID, game.data.ItemType type) staticRTTI global
  • static game.data.ItemType GetWeaponType(game.ItemID weaponID) staticRTTI global
  • static game.ItemID GetAmmoType(game.ItemID weaponID) staticRTTI global
  • static uint GetMagazineAmmoCount(game.weapon.Object self) staticRTTI global
  • static void SendMuzzleOffset(game.weapon.Object weapon, game.Object owner) staticRTTI global
  • static bool IsBlade(game.ItemID weaponID) staticRTTI global
  • static float GetFullyChargedThreshold(game.weapon.Object self) staticRTTI global
  • static CName GetRangedWeaponTag() staticRTTI global
  • static bool IsRanged(WeakHandle<game.data.Item_Record> wpnRec) staticRTTI global
  • static game.ItemID GetAmmoType(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static void KillFXActionFromSet(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.WeaponVFXSet_Record> weaponFxSet, game.data.FxAction fxAction, world.EffectBlackboard fxBlackboard) staticRTTI global
  • static float CanIgnoreArmor(game.weapon.Object self) staticRTTI global
  • static CName GetDriverCombatRangedWeaponTag() staticRTTI global
  • static CName GetShotgunWeaponTag() staticRTTI global
  • static void StopWeaponEffects(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, game.data.FxAction fxAction, world.EffectBlackboard fxBlackboard) staticRTTI global
  • static bool IsMelee(game.ItemID weaponID) staticRTTI global
  • static bool IsRanged(game.ItemID weaponID) staticRTTI global
  • static float GetWeaponChargeNormalized(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static bool IsBlunt(game.ItemID weaponID) staticRTTI global
  • static void SendAmmoUpdateEvent(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static void RegisterChargeStatListener(WeakHandle<game.weapon.Object> weapon, bool register) staticRTTI global
  • static float GetBaseMaxChargeThreshold(game.weapon.Object self) staticRTTI global
  • static bool IsOneHandedRanged(game.ItemID weaponID) staticRTTI global
  • static bool IsMagazineEmpty(game.weapon.Object self) staticRTTI global
  • static void ChangeTriggerMode(game.weapon.Object self, game.data.TriggerMode triggerMode) staticRTTI global
  • static CName GetMeleeWeaponTag() staticRTTI global
  • static bool IsMagazineFull(game.weapon.Object self) staticRTTI global
  • static bool HasAvailableAmmo(game.weapon.Object self) staticRTTI global
  • static bool CanReload(game.weapon.Object self) staticRTTI global
  • static bool IsMelee(WeakHandle<game.data.WeaponItem_Record> wpnRec) staticRTTI global
  • static float GetOverchargeThreshold(game.weapon.Object self) staticRTTI global
  • static bool IsFists(game.ItemID weaponID) staticRTTI global
  • static bool IsCyberwareWeapon(game.ItemID weaponID) staticRTTI global
  • static bool HasAvailableAmmoInInventory(game.weapon.Object self) staticRTTI global
  • static CName GetOneHandedRangedWeaponTag() staticRTTI global
  • static float GetMagazinePercentage(game.weapon.Object self) staticRTTI global
  • static CName GetDriverCombatBikeWeaponTag() staticRTTI global
  • static bool CanCriticallyHit(game.weapon.Object self) staticRTTI global
  • static uint GetMagazineCapacity(game.weapon.Object self) staticRTTI global