BlackICE Scripting

class sense

Component

sense.Component

  • 22 properties
  • 113 functions

Extends ent.IPlacedComponent ent.IComponent IScriptable ISerializable

Properties

PropertyTypeOffset
enableBeingDetectablebool0x140
visibleObjectsense.VisibleObject?0x130
sensorObjectsense.SensorObject?0x120
isEnabledbool0x8B
forceDisableUIbool0x141
highLevelCbred.CallbackObject?0x0 scripted
reactionCbred.CallbackObject?0x10 scripted
wantedLevelChangedCbred.CallbackObject?0x20 scripted
highLevelStategame.data.NPCHighLevelState0x30 scripted
mainPresetTDBID0x34 scripted
secondaryPresetTDBID0x3C scripted
puppetBlackboardWeakHandle<game.IBlackboard>0x48 scripted
uiWantedBarBBWeakHandle<game.IBlackboard>0x58 scripted
hideUIElementsbool0x68 scripted
enabledSensesbool0x69 scripted
shouldStartDetectingPlayerCachedbool0x6A scripted
wasPlayerLastReactionTargetbool0x6B scripted
logSourceESenseLogSource0x6C scripted
playerTakedownStateCallbackIDred.CallbackObject?0x70 scripted
playerUpperBodyStateCallbackIDred.CallbackObject?0x80 scripted
playerCarryingStateCallbackIDred.CallbackObject?0x90 scripted
playerInPerceptionWeakHandle<PlayerPuppet>0xA0 scripted

Functions

  • void SetHearingEnabled(bool enabled) RTTI
  • bool IsHearingEnabled() RTTI
  • void SetCrowdsAggressiveState(bool isAggresive) RTTI
  • bool IsAgentVisible(game.Object objectt) RTTI
  • float GetVisibilityTraceEndToAgentDist(game.Object objectt) RTTI
  • float GetDetection(ent.EntityID entityID) RTTI
  • bool SetDetectionFactor(float detection, CName? shapeName) RTTI
  • void SetDetectionCoolDown(float coolDown) RTTI
  • void SetDetectionDropFactor(float detectionDrop) RTTI
  • bool SetDetectionMinRange(float range) RTTI
  • bool UsePreset(TDBID presetID) RTTI
  • TDBID GetCurrentPreset() RTTI
  • bool AddDetection(sense.Component target, float detection) RTTI
  • bool ResetDetection(ent.EntityID entityID) RTTI
  • sense.IShape?[] GetSenseShapes() RTTI
  • bool HasDetectionOverwrite(ent.EntityID entityID) RTTI
  • void SetDetectionOverwrite(ent.EntityID entityID) RTTI
  • bool RemoveDetectionOverwrite(ent.EntityID entityID) RTTI
  • bool HasDetectionAttitudeOverwrite(CName attitudeGroup) RTTI
  • void SetDetectionAttitudeOverwrite(CName attitudeGroup) RTTI
  • bool RemoveDetectionAttitudeOverwrite(CName attitudeGroup) RTTI
  • float GetDetectionMultiplier(ent.EntityID entityID) RTTI
  • void SetDetectionMultiplier(ent.EntityID entityID, float multiplier) RTTI
  • void CreateSenseMappin() RTTI
  • void CreateHearingMappin() RTTI
  • void RemoveSenseMappin() RTTI
  • void RequestRemovingSenseMappin() RTTI
  • void RemoveHearingMappin() RTTI
  • void UpdateCrowdMappin() RTTI
  • bool HasSenseMappin() RTTI
  • bool HasHearingMappin() RTTI
  • bool SetSensorObjectType(game.data.SenseObjectType objectType) RTTI
  • bool SetVisibleObjectType(game.data.SenseObjectType objectType) RTTI
  • float GetTimeSinceLastEntityVisible(ent.EntityID entityID) RTTI
  • bool SetMainTrackedObject(WeakHandle<game.Object> target) RTTI
  • bool SetMainTrackedObjectTraceZOffset(sense.AdditionalTraceType traceType, float zOffset) RTTI
  • float GetDistToTraceEndFromPosToMainTrackedObject(sense.AdditionalTraceType traceType) RTTI
  • bool SetForcedSensesTracing(game.data.SenseObjectType targetObjectType, EAIAttitude attitudeToTarget) RTTI
  • bool RemoveForcedSensesTracing(game.data.SenseObjectType targetObjectType, EAIAttitude attitudeToTarget) RTTI
  • bool SetTickDistanceOverride(float overrideDistance) RTTI
  • bool SetHasPierceableWapon(bool hasTechWeapon) RTTI
  • void IgnoreLODChange(bool ignoreLOD) RTTI
  • bool SetVisionBlockersIgnoredBySensor(sense.VisionBlockerTypeFlags ignoredVisionBlockers) RTTI
  • void SetIsPlayerInterestingFromSecuritySystemPOV(bool isPlayerInteresting) RTTI
  • bool LogEnabled() RTTI
  • void Log(CName category, string message) RTTI
  • void LogBySource(CName category, string message) RTTI
  • CName LogCategory(string suffix) RTTI
  • void LogStart(ESenseLogSource source, string message) RTTI
  • void LogInfo(string message) RTTI
  • void LogTrueFalse(string message, bool value) RTTI
  • void ToggleComponent(bool condition) RTTI
  • void ToggleSenses(bool condition) RTTI
  • game.Object? GetOwner() RTTI
  • SensorDevice? GetOwnerDevice() RTTI
  • ScriptedPuppet? GetOwnerPuppet() RTTI
  • ScriptedPuppet? GetConstOwnerPuppet() RTTI
  • bool TryCreateSenseMappin() RTTI
  • bool OnSensePresetChangeEvent(sense.PresetChangeEvent evt) RTTI
  • bool OnSenseInitialize(sense.InitializeEvent evt) RTTI
  • void OnDetach() RTTI
  • bool OnHighLevelChanged(int value) RTTI
  • bool OnCurrentWantedLevelChanged(int value) RTTI
  • bool OnDeath(game.events.DeathEvent evt) RTTI
  • bool OnDefeated(game.events.DefeatedEvent evt) RTTI
  • bool OnResurrect(game.events.ResurrectEvent evt) RTTI
  • bool OnReactionChanged(int value) RTTI
  • bool OnTargetAssessmentRequest(TargetAssessmentRequest evt) RTTI
  • bool OnSenseEnabledEvent(sense.EnabledEvent evt) RTTI
  • bool OnSenseVisibilityEvent(sense.VisibilityEvent evt) RTTI
  • bool OnAddToBlacklistEvent(AddToBlacklistEvent evt) RTTI
  • bool OnRemoveFromBlacklistEvent(RemoveFromBlacklistEvent evt) RTTI
  • void PlayerEnteredPerception(WeakHandle<PlayerPuppet> player) RTTI
  • void PlayerExitedPercpetion(WeakHandle<PlayerPuppet> player) RTTI
  • void OnPlayerTakedownStateChange(int takedownState) RTTI
  • void OnPlayerUpperBodyStateChange(int upperBodyState) RTTI
  • void OnPlayerCarryingStateChange(bool carrying) RTTI
  • bool OnDetectedEvent(sense.OnDetectedEvent evt) RTTI
  • bool OnDetectionReachedZero(sense.OnRemoveDetection evt) RTTI
  • bool OnAttitudeChanged(game.events.AttitudeChangedEvent evt) RTTI
  • bool OnAttitudeGroupChanged(game.events.AttitudeGroupChangedEvent evt) RTTI
  • bool OnSuspiciousObjectEvent(AIbehaviorSuspiciousObjectEvent evt) RTTI
  • bool OnStatusEffectApplied(game.events.ApplyStatusEffectEvent evt) RTTI
  • bool OnSecurityAreaCrossingPerimeter(SecurityAreaCrossingPerimeter evt) RTTI
  • bool ReevaluatePlayerInterestFromSecuritySystemPOV() RTTI
  • bool OnReevaluateDetectionOverwriteEvent(ReevaluateDetectionOverwriteEvent evt) RTTI
  • bool OnSensorOwnerChangedEvent(sense.SensorOwnerChangedEvent evt) RTTI
  • void UpdateVisionBlockersIgnoredBySensor() RTTI
  • ScriptGameInstance GetGame() RTTI
  • bool IsTargetPlayer(WeakHandle<game.Object> target) RTTI
  • SecuritySystemControllerPS? GetSecuritySystem() RTTI
  • bool IsTargetInterestingForSecuritySystem(WeakHandle<game.Object> target) RTTI
  • void RefreshCombatDetectionMultiplier(ScriptedPuppet target) RTTI
  • bool IsTargetInteresting(WeakHandle<game.Object> target) RTTI
  • bool IsPlayerRecentlyDroppedThreat(WeakHandle<game.Object> target) RTTI
  • bool IsOwnerHostileTowardsPlayer() RTTI
  • bool IsOwnerHostileTowardsTarget(WeakHandle<game.Object> target) RTTI
  • bool IsOwnerFriendlyTowardsPlayer() RTTI
  • bool IsOwnerFriendlyTowardsTarget(WeakHandle<game.Object> target) RTTI
  • void InitDetectionOverwrite() RTTI
  • bool ReevaluateDetectionOverwrite(WeakHandle<game.Object> target, bool? isVisible) RTTI
  • bool ShouldStartDetecting(game.Object target) RTTI
  • bool ShouldStartDetectingPlayer(PlayerPuppet player) RTTI
  • bool GetShouldStartDetectingPlayerCached() RTTI
  • void SendDetectionRiseEvent(WeakHandle<game.Object> target, bool isVisible) RTTI
  • bool OnHACK_UseSensePresetEvent(game.HACK_UseSensePresetEvent evt) RTTI
  • static void RequestSecondaryPresetChange(WeakHandle<game.Object> obj, string presetName) staticRTTI global
  • static void RequestDetectionOverwriteReevaluation(WeakHandle<game.Object> obj, WeakHandle<ent.Entity> target, float delay) staticRTTI global
  • static void RequestPresetChange(WeakHandle<game.Object> obj, TDBID presetID, bool mainPreset) staticRTTI global
  • static void RequestSecondaryPresetChange(WeakHandle<game.Object> obj, TDBID presetID) staticRTTI global
  • static void ResetPreset(WeakHandle<game.Object> obj) staticRTTI global
  • static void RequestMainPresetChange(WeakHandle<game.Object> obj, string presetName) staticRTTI global
  • static bool ShouldIgnoreIfPlayerCompanion(WeakHandle<ent.Entity> owner, WeakHandle<ent.Entity> target) staticRTTI global