BlackICE Scripting

class vehicle

BaseObject

vehicle.BaseObject

  • 27 properties
  • 202 functions
  • 3 derived classes

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

Properties

PropertyTypeOffset
isVehicleOnStateLockedbool0x6D2
vehicleComponentWeakHandle<VehicleComponent>0xF0 scripted
uiComponentWeakHandle<WorldWidgetComponent>0x100 scripted
crowdMemberComponentCrowdMemberBaseComponent?0x110 scripted
attitudeAgentgame.AttitudeAgent?0x120 scripted
hitTimestampfloat0x130 scripted
drivingTrafficPatternCName0x138 scripted
onPavementbool0x140 scripted
inTrafficLanebool0x141 scripted
timesSentReactionEventint0x144 scripted
timesToResendHandleReactionEventint0x148 scripted
hasReactedToStimulibool0x14C scripted
gotStuckIncrementint0x150 scripted
waitForPassengersToSpawnEventDelayIDgame.DelayID0x154 scripted
triggerPanicDrivingEventDelayIDgame.DelayID0x15C scripted
reactionTriggerEventHandleReactionEvent?0x168 scripted
fearInsidebool0x178 scripted
photoModeActiveListenerred.CallbackObject?0x180 scripted
vehicleUpsideDownbool0x190 scripted
isQhackUploadInProgressbool0x191 scripted
hitByPlayerbool0x192 scripted
currentlyUploadingActionWeakHandle<ScriptableDeviceAction>0x198 scripted
bumpedRecentlyint0x1A8 scripted
bumpTimestampfloat0x1AC scripted
minUnconsciousImpactfloat0x1B0 scripted
driverUnconsciousbool0x1B4 scripted
abandonedbool0x1B5 scripted

Functions

  • game.IBlackboard? GetBlackboard() RTTI
  • WeakHandle<game.data.Vehicle_Record> GetRecord() RTTI
  • bool IsVehicleRemoteControlled() RTTI
  • bool IsVehicleAccelerateQuickhackActive() RTTI
  • bool IsVehicleForceBrakesQuickhackActive() RTTI
  • float GetDistanceToPlayerSquared() RTTI
  • bool IsHackable() RTTI
  • bool IsVehicleInsideInnerAreaOfAreaSpeedLimiter() RTTI
  • bool IsPlayerMounted() RTTI
  • bool IsPlayerDriver() RTTI
  • bool HasPassengers() RTTI
  • bool HasTrafficSlot() RTTI
  • void PreHijackPrepareDriverSlot() RTTI
  • void SetVehicleRemoteControlled(bool enable, bool shouldUnseatPassengers, bool shouldModifyInteractionState) RTTI
  • void ToggleVehicleRemoteControlCamera() RTTI
  • void SetIsHackable(bool enable) RTTI
  • void ActivateNetrunnerQuickhack(vehicle.VehicleNetrunnerQuickhackType chooseHack) RTTI
  • bool IsRadioReceiverActive() RTTI
  • bool WasRadioReceiverPlaying() RTTI
  • void ToggleRadioReceiver(bool toggle) RTTI
  • void SetRadioReceiverStation(uint stationIndex) RTTI
  • void NextRadioReceiverStation() RTTI
  • void SetRadioTier(uint radioTier, bool overrideTier) RTTI
  • void ToggleHorn(bool toggle, bool? isPolice) RTTI
  • void ToggleSiren(bool toggle) RTTI
  • void DetachPart(CName partName) RTTI
  • void DetachAllParts() RTTI
  • void SetHasExploded() RTTI
  • bool HasOccupantSlot(CName slotName) RTTI
  • TDBID GetRecordID() RTTI
  • CName GetBoneNameFromSlot(CName slotName) RTTI
  • void TurnVehicleOn(bool on) RTTI
  • void TurnEngineOn(bool on) RTTI
  • void LockVehicleOnState(bool shouldLock) RTTI
  • bool IsVehicleTurnedOn() RTTI
  • bool IsEngineTurnedOn() RTTI
  • bool IsVehicleOnStateLocked() RTTI
  • void ForceBrakesFor(float seconds) RTTI
  • void ForceBrakesUntilStoppedOrFor(float secondsToTimeout, vehicle.ForceBrakesCallbackListener? callback) RTTI
  • void ActivateTemporaryLossOfControl() RTTI
  • bool AreFrontWheelsCentered() RTTI
  • CName GetAnimsetOverrideForPassenger(CName slotName) RTTI
  • CName GetAnimsetOverrideForPassengerFromSlotName(CName slotName) RTTI
  • CName GetAnimsetOverrideForPassengerFromBoneName(CName boneName) RTTI
  • vehicle.UnmountPosition CanUnmount(bool isPlayer, WeakHandle<game.Object> mountedObject, vehicle.ExitDirection? checkSpecificDirection) RTTI
  • vehicle.CoolExitImpulseLevel DetermineCoolExitImpulseLevel(WeakHandle<game.Object> mountedObject, float maxImpulseHeightThreshold, float minImpulseHeightThreshold) RTTI
  • vehicle.Controller? GetAccessoryController() RTTI
  • bool IsAirControlEnabled() RTTI
  • void EnableAirControl(bool toggle) RTTI
  • bool IsInAir() RTTI
  • bool IsLeaningOnOneWheel() RTTI
  • bool IsFlippedOver() RTTI
  • bool IsSkidding(float wheelSlipThreshold) RTTI
  • vehicle.CameraManager? GetCameraManager() RTTI
  • bool IsPlayerVehicle() RTTI
  • bool IsPlayerActiveVehicle() RTTI
  • bool IsCrowdVehicle() RTTI
  • bool IsVehicleParked() RTTI
  • bool IsAutoDriveModeEnabled() RTTI
  • uint GetCurrentRadioIndex() RTTI
  • CName GetRadioReceiverStationName() RTTI
  • CName GetRadioReceiverTrackName() RTTI
  • void NotifyWindowChange(CName windowName, bool isOpened) RTTI
  • void AddCollisionForce(Vector4 force) RTTI
  • Vector4 GetCollisionForce() RTTI
  • Vector4 GetLinearVelocity() RTTI
  • float GetTotalMass() RTTI
  • void DestructionResetGrid() RTTI
  • void DestructionResetGlass() RTTI
  • CName GetSlotIdForMountedObject(WeakHandle<game.Object> mountedObject) RTTI
  • WorldWidgetComponent?[] GetUIComponents() RTTI
  • void SendDelayedFinishedMountingEventToPS(bool isMounting, CName slotID, game.Object character, float delay) RTTI
  • void PhysicsWakeUp() RTTI
  • bool IsInTrafficPhysicsState() RTTI
  • bool ShouldDamageSystemIgnoreHit(CName hitComponentName) RTTI
  • float GetCurrentSlotLocalPathLength() RTTI
  • float GetCurrentSlotLocalPathProgression() RTTI
  • float GetCurrentSlotEstimatedTimeToArrival() RTTI
  • bool IsExecutingAnyCommand() RTTI
  • AIVehicleAgent? GetAIComponent() RTTI
  • vehicle.VehicleCustomization? GetCustomizationComponent() RTTI
  • bool IsChasingTarget() RTTI
  • float GetTimeChasingTarget() RTTI
  • bool HasNavPathToTarget(ent.EntityID targetID, float duration, bool invert) RTTI
  • bool IsPerformingPanicDriving() RTTI
  • bool IsPerformingSceneAnimation() RTTI
  • bool CanStartPanicDriving() RTTI
  • void EnableHighPriorityPanicDriving() RTTI
  • void ApplyPermanentStun() RTTI
  • bool CommandsFromDriverEnabled() RTTI
  • vehicle.PoliceStrategy GetPoliceStrategy() RTTI
  • void SetPoliceStrategy(vehicle.PoliceStrategy strategy) RTTI
  • Vector3 GetPoliceStrategyDestination() RTTI
  • void SetPoliceStrategyDestination(Vector4 dest) RTTI
  • bool CanSwitchWeapons() RTTI
  • void GetActiveWeapons(out WeakHandle<game.weapon.Object>[] weaponList) RTTI
  • bool IsArmedVehicle() RTTI
  • void EnableNPCCombat(bool enable) RTTI
  • void NPCShoot(Vector4 target, uint projectiles) RTTI
  • bool IsNPCShooting() RTTI
  • bool EverPerformedChase() RTTI
  • bool TrySetHitCooldown() RTTI
  • void ApplyAvgZOffset() RTTI
  • bool IsVehicle() overrideRTTI
  • bool IsPrevention() overrideRTTI
  • float GetCurrentSpeed() RTTI
  • bool IsAbandoned() RTTI
  • bool IsDestroyed() RTTI
  • bool IsStolen() RTTI
  • bool RecordHasTag(CName tag) RTTI
  • bool RecordHasTag(game.data.Vehicle_Record vehicleRecord, CName tag) RTTI
  • bool IsGameplayRelevant() overrideRTTI
  • bool OnRequestComponents(ent.EntityRequestComponentsInterface ri) overrideRTTI
  • bool OnTakeControl(ent.EntityResolveComponentsInterface ri) overrideRTTI
  • bool OnGameAttached() overrideRTTI
  • bool OnDetach() overrideRTTI
  • bool OnDeviceLinkRequest(DeviceLinkRequest evt) overrideRTTI
  • bool OnEventReceived(sense.StimuliEvent stimEvent) RTTI
  • bool OnDelayReactionToMissingPassengersEvent(DelayReactionToMissingPassengersEvent evt) RTTI
  • bool OnTeleport() RTTI
  • void SendEventToDefaultPS(red.Event evt) overrideRTTI
  • bool OnMountingEvent(game.mounting.MountingEvent evt) RTTI
  • bool OnVehicleFinishedMounting(vehicle.FinishedMountingEvent evt) RTTI
  • bool OnUnmountingEvent(game.mounting.UnmountingEvent evt) RTTI
  • void SetInteriorUIEnabled(bool enabled) RTTI
  • bool ReevaluateStealing(WeakHandle<game.Object> character, CName slotID, bool stealingAction) RTTI
  • void StealVehicle(WeakHandle<game.Object> thief) RTTI
  • bool OnWorkspotFinished(CName componentName) RTTI
  • VehicleComponentPS? GetVehiclePS() RTTI
  • CName GetPSClassName() overrideRTTI
  • game.PersistentState? GetControllerPersistentState() RTTI
  • VehicleComponent? GetVehicleComponent() RTTI
  • CrowdMemberBaseComponent? GetCrowdMemberComponent() RTTI
  • game.AttitudeAgent? GetAttitudeAgent() overrideRTTI
  • bool ShouldShowScanner() overrideRTTI
  • bool OnHUDInstruction(HUDInstruction evt) overrideRTTI
  • bool IsQuickHackAble() overrideRTTI
  • bool IsQuickHacksExposed() overrideRTTI
  • void SendQuickhackCommands(bool shouldOpen) overrideRTTI
  • bool OnUploadProgressStateChanged(UploadProgramProgressEvent evt) RTTI
  • bool CanRevealRemoteActionsWheel() overrideRTTI
  • bool ShouldRegisterToHUD() overrideRTTI
  • bool OnSetExposeQuickHacks(SetExposeQuickHacks evt) RTTI
  • FocusForcedHighlightData? GetDefaultHighlight() overrideRTTI
  • EFocusOutlineType GetCurrentOutline() overrideRTTI
  • bool IsNetrunner() overrideRTTI
  • bool CompileScannerChunks() overrideRTTI
  • bool OnLookedAtEvent(LookedAtEvent evt) overrideRTTI
  • bool OnCrowdSettingsEvent(CrowdSettingsEvent evt) RTTI
  • bool OnStuckEvent(vehicle.VehicleStuckEvent evt) RTTI
  • bool OnVehicleDestructionEvent(game.events.VehicleDestructionEvent evt) RTTI
  • bool OnTrafficAudioEvent(vehicle.TrafficAudioEvent evt) RTTI
  • bool OnVehicleBumpEvent(vehicle.VehicleBumpEvent evt) RTTI
  • void HandleTrafficBump(float impact) RTTI
  • void EscalateBumpVehicleReaction() RTTI
  • void TriggerUnconsciousBehaviorForPassengers() RTTI
  • bool OnUnableToStartPanicDriving(vehicle.UnableToStartPanicDriving evt) RTTI
  • bool OnWaitForPassengersToSpawnEvent(WaitForPassengersToSpawnEvent evt) RTTI
  • bool OnHandleReactionEvent(HandleReactionEvent evt) RTTI
  • bool OnTriggerPanicDrivingEvent(TriggerPanicDrivingEvent evt) RTTI
  • void PanicDrivingBehavior() RTTI
  • void TriggerDrivingPanicBehavior(Vector4 threatPosition) RTTI
  • void TriggerFearInsideVehicleBehavior() RTTI
  • void TriggerExitBehavior(float? maxDelayOverride) RTTI
  • void ResendHandleReactionEvent() RTTI
  • void ResetTimesSentReactionEvent() RTTI
  • void ResetReactionSequenceOfAllPassengers() RTTI
  • bool CanNPCsLeaveVehicle() RTTI
  • bool IsTargetClose(Vector4 targetPosition, float distance) RTTI
  • bool OnHit(game.events.HitEvent evt) overrideRTTI
  • bool ShouldPreventionReactToExplosion() RTTI
  • void ReactToHitProcess(game.events.HitEvent hitEvent) overrideRTTI
  • void OnHitSounds(game.events.HitEvent hitEvent) overrideRTTI
  • bool OnDamageReceived(game.events.DamageReceivedEvent evt) overrideRTTI
  • void DamagePipelineFinalized(game.events.HitEvent evt) overrideRTTI
  • void ApplyDamagesToDriver(game.events.HitEvent evt) RTTI
  • bool IsOnPavement() RTTI
  • bool OnPavement(game.OnPavement evt) RTTI
  • bool OnOffPavement(game.OffPavement evt) RTTI
  • bool IsActionQueueEnabled() RTTI
  • bool IsActionQueueFull() RTTI
  • void SetCurrentlyUploadingAction(ScriptableDeviceAction action) overrideRTTI
  • ScriptableDeviceAction? GetCurrentlyUploadingAction() overrideRTTI
  • bool OnInCrowd(game.InCrowd evt) RTTI
  • bool OnOutOfCrowd(game.OutOfCrowd evt) RTTI
  • bool IsInTrafficLane() RTTI
  • bool IsVehicleUpsideDown() RTTI
  • bool ComputeIsVehicleUpsideDown() RTTI
  • game.data.VehicleType GetVehicleType() RTTI
  • bool OnVehicleFlippedOverEvent(vehicle.FlippedOverEvent evt) RTTI
  • bool OnStealVehicleEvent(vehicle.StealEvent evt) RTTI
  • bool IsQuest() overrideRTTI
  • void MarkAsQuest(bool isQuest) overrideRTTI
  • bool OnSwitchVehicleVisualCustomizationStateEvent(SwitchVehicleVisualCustomizationStateEvent evt) RTTI
  • bool OnCheckVehicleVisialCustomizationDistanceTermination(CheckVehicleVisialCustomizationDistanceTermination evt) RTTI
  • bool OnNewVehicleVisualCustomizationEvent(NewVehicleVisualCustomizationEvent evt) RTTI
  • void ExecuteVisualCustomizationWithDelay(bool set, bool reset, bool instant, float? delay) RTTI
  • bool OnProcessVehicleVisualCustomizationLights(VehicleCustomizationLightsEvent evt) RTTI
  • void PlayVehicleVisualCustomizationShader(bool play, bool? instant, bool? affectRims) RTTI
  • WorldWidgetComponent?[] GetCustomizationWidgets() RTTI
  • void SyncVehicleVisualCustomizationDefinition() RTTI