REDNODE / GAME API

Global functions

4,141 functions that belong to no class. Script code calls them by name.

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A 187

static native func Abs(a: Int32) -> Int32
static native func AbsF(a: Float) -> Float
static native func AcosF(a: Float) -> Float
public static final func AcquireHotkeyRestrictionTags(hotkey: EHotkey, hotkeyTags: script_ref<array<CName>>) -> Boolscripted
public static final func ActionDebugHelper(entity: wref<Entity>, actionName: script_ref<String>) -> Boolscripted
public static final func ActionDebugHelper(actionNameCheck: script_ref<String>, entity: wref<Entity>, actionName: script_ref<String>) -> Boolscripted
public static final func ActionDebugHelper(actionNameCheck: script_ref<String>, actionName: script_ref<String>) -> Boolscripted
public static final func ActionSecurityBreachNotificationStatic(lastKnownPosition: Vector4, whoBreached: ref<GameObject>, reporterHandle: wref<GameObject>, type: ESecurityNotificationType) -> ref<SecuritySystemInput>scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AIActionLookAtData_Record>, out lookAtEvent: ref<LookAtAddEvent>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionActivateLightPreset_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionActivateStrongArmsFX_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionAddFact_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionApplyTimeDilation_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionAttackWithWeapon_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionCallReinforcements_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionCallSquadSearchBackUp_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionChangeAttitude_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionChangeCoverSelectionPreset_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionChimeraMetalstorm_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionCompleteCommand_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionConditionalFailure_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionCover_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionCreateGameEffect_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionCustomEffectors_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionDisableAimAssist_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionDisableCollider_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionDroneModifyAltitude_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionEquipOnBody_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionEquipOnSlot_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionFail_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionFailIfFriendlyFire_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionFastExitWorkspot_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionForceDeath_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionForceEquip_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionForceHitReaction_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionForceUnequip_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionGameplayLogicPackage_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionGeneratePointOfInterestTarget_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionInAir_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionLeaveCover_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionMeleeAttackAttemptEvent_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionMeleeAttackManager_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionMissileRainCircular_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionMissileRainGrid_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionModifyStatPool_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionMountVehicle_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionPlaySound_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionPlayVoiceOver_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionQueueAIEvent_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionQueueCommunicationEvent_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionQuickHack_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionRegisterActionName_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionReloadWeapon_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionScaleDurationWithDistance_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSecuritySystemNotification_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSendSignal_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSetEquipPrimaryWeapons_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSetEquipSecondaryWeapons_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSetInfluenceMap_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSetInt_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSetStimSource_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSetTargetByTag_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSetTopThreatPersistance_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSetUnequipPrimaryWeapons_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSetUnequipSecondaryWeapons_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSetWaypointByTag_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSetWorldPosition_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionShootFromCar_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionShootToPoint_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionShootWithWeapon_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSpawnFX_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionSquadSync_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionStartCooldown_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionStatusEffect_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionThrowItem_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionTriggerItemActivation_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionTriggerStim_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionUnequipOnSlot_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionUpdateFriendlyFireParams_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionUseSensePreset_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, record: wref<AISubActionWorkspot_Record>)scripted
public static final func Activate(context: ScriptExecutionContext, subActionRecord: wref<AISubAction_Record>) -> Boolscripted
protected static final func ActivateLightPreset(context: ScriptExecutionContext, record: wref<AISubActionActivateLightPreset_Record>)scripted
public static final func ActivateLightPreset(owner: ref<GameObject>, lightPreset: wref<LightPreset_Record>, opt delay: Float)scripted
static native func ActivateTickForTransformAnimator(entityID: EntityID, componentName: CName, activate: Bool)
public static final func ActivationCheck(context: ScriptExecutionContext, actionRecord: ref<AIAction_Record>) -> Boolscripted
public static final func Add(context: ScriptExecutionContext, record: wref<MovementPolicy_Record>, out policy: ref<MovePolicies>)scripted
private static final func Add(functions: script_ref<array<AICommandNodeFunction>>, nodeType: CName, category: CName, friendlyName: script_ref<String>, paramsType: CName, color: Color)scripted
public static final func AddArea(self: script_ref<Agent>, area: ref<SecurityAreaControllerPS>)scripted
private static final func AddContactData(journal: ref<JournalManager>, contactDataArray: script_ref<array<ref<IScriptable>>>, contactEntry: ref<JournalContact>, trackedEntriesHashList: script_ref<array<Int32>>, includeUnknown: Bool, skipEmpty: Bool, includeWithNoUnread: Bool, includeWithNoReplies: Bool, opt activeDataSync: wref<MessengerContactSyncData>)scripted
public static final func AddDataEntryRequest(context: GameInstance, dataType: EGameSessionDataType, data: Variant)scripted
private static final func AddDrain(out arr: array<SDamageDealt>, type: gamedataStatPoolType, value: Float, dmgType: gamedataDamageType)scripted
public static func AddFact(game: GameInstance, factName: CName, opt factCount: Int32) -> Boolscripted
public static final func AddFastTravelLock(reason: CName, game: GameInstance, opt statusEffectID: TweakDBID)scripted
public static final func AddItemToSpreadMap(player: wref<PlayerPuppet>, key: wref<InteractionBase_Record>, count: Int32, range: Float) -> Boolscripted
public static final func AddListener(obj: ref<GameObject>, listener: ref<GameObjectListener>)scripted
public static final func AddListener(obj: ref<GameObject>, listener: ref<PuppetListener>)scripted
public static final func AddLookat(scriptInterface: ref<StateGameScriptInterface>, recordID: TweakDBID, priority: Int32, lookAtEventsArray: script_ref<array<ref<LookAtAddEvent>>>, out attachLeft: Bool, out attachRight: Bool)scripted
public static final func AddMissingHotkeys(hotkeys: script_ref<array<ref<Hotkey>>>)scripted
public static final func AddPlacementSlot(self: script_ref<InventoryItemData>, slot: TweakDBID)scripted
public static final func AddStatusEffectTriggerListener(target: ref<GameObject>, listener: ref<StatusEffectTriggerListener>)scripted
public static final func AddSupport(self: script_ref<Agent>, id: PersistentID, shouldAdd: Bool) -> Boolscripted
public static final func AddTarget(targetsList: script_ref<array<ref<Target>>>, goTarget: wref<GameObject>, isInteresting: Bool, isVisible: Bool)scripted
public static final func AddTransgression(self: BountyUI, transgression: script_ref<String>)scripted
static native func AIInstantiateObject()
static native func AIInstantiatePrototype()
static native func AIReleaseObject()
public static final func AlertedCondition(context: ScriptExecutionContext) -> Boolscripted
public static final func AlertPuppet(ownerPuppet: wref<ScriptedPuppet>) -> Boolscripted
public static final func AllowFriendlyInCombat(stimType: gamedataStimType) -> Boolscripted
static native func AngleApproach(target: Float, cur: Float, step: Float) -> Float
static native func AngleDistance(target: Float, current: Float) -> Float
static native func AngleNormalize(a: Float) -> Float
static native func AngleNormalize180(a: Float) -> Float
public static final func AnimationsLoadedSignal(ownerPuppet: wref<ScriptedPuppet>)scripted
public static final func AnimationStreamedInCheck(context: ScriptExecutionContext, actionRecord: ref<AIAction_Record>) -> Boolscripted
public static final func AnyMeleeAttack(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func AnyMeleeAttackPressed(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
private static final func AppendTutorialEntries(journal: ref<JournalManager>, path: script_ref<String>, output: script_ref<array<wref<JournalEntry>>>) -> Boolscripted
public static final func ApplyAbility(owner: wref<GameObject>, ability: wref<GameplayAbility_Record>)scripted
public static final func ApplyAbilityGroup(owner: wref<GameObject>, group: wref<GameplayAbilityGroup_Record>)scripted
public static final func ApplyAnimFeature(context: ScriptExecutionContext, itemsToEquip: script_ref<array<NPCItemToEquip>>, sendAnimFeature: Bool)scripted
public static final func ApplyAnimFeature(context: ScriptExecutionContext, itemsToEquip: script_ref<array<NPCItemToEquip>>, record: wref<AISubActionForceEquip_Record>)scripted
public static final func ApplyAnimFeature(context: ScriptExecutionContext, record: wref<AISubActionForceUnequip_Record>)scripted
public static final func ApplyAnimFeature(context: ScriptExecutionContext, itemsToUnequip: script_ref<array<NPCItemToEquip>>)scripted
public static final func ApplyDamage(hitEvent: ref<gameHitEvent>, forReal: Bool, out valuesLost: array<SDamageDealt>)scripted
private static final func ApplyDamageSingle(hitEvent: ref<gameHitEvent>, dmgType: gamedataDamageType, initialDamageValue: Float, forReal: Bool, valuesLost: script_ref<array<SDamageDealt>>)scripted
private static final func ApplyDamageToArmorSingle(hitEvent: ref<gameHitEvent>, dmgType: gamedataDamageType, out initialDamageValue: Float, forReal: Bool, valuesLost: script_ref<array<SDamageDealt>>)scripted
private static final func ApplyDamageToOverShieldSingle(hitEvent: ref<gameHitEvent>, dmgType: gamedataDamageType, out initialDamageValue: Float, forReal: Bool, valuesLost: script_ref<array<SDamageDealt>>)scripted
public static final func ApplyDisabledLayout(label: inkTextRef, root: ref<inkWidget>)scripted
public static final func ApplyEffectors(context: ScriptExecutionContext, record: wref<AISubActionCustomEffectors_Record>)scripted
public static final func ApplyEffectorsArray(owner: wref<GameObject>, arr: script_ref<array<wref<Effector_Record>>>)scripted
public static final func ApplyEnabledLayout(label: inkTextRef, root: ref<inkWidget>)scripted
public static final func ApplyFeature(obj: ref<GameObject>, inputName: CName, value: ref<AnimFeature>, opt delay: Float)scripted
public static final func ApplyFeatureToReplicate(obj: ref<GameObject>, inputName: CName, value: ref<AnimFeature>, opt delay: Float)scripted
public static final func ApplyFeatureToReplicateOnHeldItems(obj: ref<GameObject>, inputName: CName, value: ref<AnimFeature>, opt delay: Float)scripted
public static final func ApplyFinisherBuffs(playerPuppet: wref<PlayerPuppet>, isWorkspotFinisher: Bool)scripted
public static final func ApplyFinisherBuffs(playerPuppet: wref<PlayerPuppet>, isWorkspotFinisher: Bool)scripted
public static final func ApplyGameplayLogicPackage(context: ScriptExecutionContext, record: wref<AISubActionGameplayLogicPackage_Record>)scripted
public static final func ApplyGLP(owner: wref<GameObject>, package: wref<GameplayLogicPackage_Record>)scripted
public static final func ApplyGLPArray(owner: wref<GameObject>, arr: script_ref<array<wref<GameplayLogicPackage_Record>>>, opt ignoreAppliedPackages: Bool, opt withAnimationWrapperOverrides: Int32)scripted
private static final func ApplyLocalizedDamageSingle(hitEvent: ref<gameHitEvent>, dmg: Float, dmgType: gamedataDamageType, poolType: gamedataStatPoolType, forReal: Bool, valuesLost: script_ref<array<SDamageDealt>>)scripted
public static final func ApplyModifierGroup(self: ref<GameObject>, modifierGroupID: Uint64)scripted
public static final func ApplyRemoveEffectors(context: ScriptExecutionContext, record: wref<AISubActionCustomEffectors_Record>)scripted
public static final func ApplyRemoveStatusEffect(context: ScriptExecutionContext, record: wref<AISubActionStatusEffect_Record>)scripted
public static final func ApplyStatModifierGroups(owner: wref<GameObject>, arr: script_ref<array<wref<StatModifierGroup_Record>>>)scripted
public static func ApplyStatPoolModifier(gi: GameInstance, statPoolTypeString: script_ref<String>, rangeBegin: Float, rangeEnd: Float, startDelay: Float, valuePerSec: Float, delayOnChange: Bool, statPoolModType: gameStatPoolModificationTypes)scripted
public static final func ApplyStatusEffect(context: ScriptExecutionContext, record: wref<AISubActionStatusEffect_Record>)scripted
public static final func ApplyStatusEffect(target: wref<GameObject>, statusEffectID: TweakDBID, instigatorEntityID: EntityID) -> Boolscripted
public static final func ApplyStatusEffect(target: wref<GameObject>, statusEffectID: TweakDBID, instigatorEntityID: EntityID, proxyEntityID: EntityID) -> Boolscripted
public static final func ApplyStatusEffect(target: wref<GameObject>, statusEffectID: TweakDBID, opt delay: Float) -> Boolscripted
public static final func ApplyStatusEffect(target: wref<GameObject>, statusEffectID: TweakDBID, instigatorID: TweakDBID) -> Boolscripted
public static final func ApplyStatusEffectDamage(hitEvent: ref<gameHitEvent>, resistPoolRecord: ref<StatPool_Record>, statusEffectID: TweakDBID)scripted
public static final func ApplyStatusEffectForTimeWindow(target: wref<GameObject>, statusEffectID: TweakDBID, instigatorEntityID: EntityID, delay: Float, duration: Float)scripted
public static final func ApplyStatusEffectOnSelf(gameInstance: GameInstance, statusEffectID: TweakDBID, entityID: EntityID) -> Boolscripted
private static final func ApplyTargetOffset(out targetPosition: Vector4, ownerPosition: Vector4, offset: Vector3, shootToTheGround: Bool)scripted
static native func AreDebugContextsEnabled() -> Bool
public static final func AreIncomingEventsSuppressed(self: SecuritySystemData) -> Boolscripted
public static final func AreOutgoingEventsSuppressed(self: SecuritySystemData) -> Boolscripted
static native func ArmouryEquipWeapon(itemID: ItemID, QuickslotID: Int32)
public static func ArraySort(arr: array<Int32>) -> array<Int32>scripted
static native func ArraySortFloats()
static native func ArraySortInts()
public static func ArraySortReverse(arr: array<Int32>) -> array<Int32>scripted
static native func ArraySortStrings()
static native func AsinF(a: Float) -> Float
public static final func AsyncSpawnCommonSlot(gameController: ref<inkIGameController>, parent: ref<inkWidget>, slotName: CName, opt callBack: CName, opt userData: ref<IScriptable>)scripted
public static final func AsyncSpawnCommonSlotController(logicController: ref<inkLogicController>, parent: ref<inkWidget>, slotName: CName, callbackName: CName, opt userData: ref<IScriptable>)scripted
static native func AT_AddATID(widget: wref<inkWidget>, atid: script_ref<String>)
static native func AtanF(a: Float, b: Float) -> Float
public static final func AttackWithWeapon(context: ScriptExecutionContext, record: wref<AISubActionAttackWithWeapon_Record>) -> AIbehaviorUpdateOutcomescripted
public static final func AttributeDataTypeToStatType(type: gamedataAttributeDataType) -> gamedataStatTypescripted
public static final func AudioParameter(self: ref<GameObject>, parameterName: CName, parameterValue: Float, opt emitterName: CName)scripted
public static final func AudioSwitch(self: ref<GameObject>, switchName: CName, switchValue: CName, opt emitterName: CName)scripted
public static final func AVCanBeSpawned(game: GameInstance) -> Boolscripted
public static final func AwardExperienceFromDamage(hitEvent: ref<gameHitEvent>, damagePercentage: Float)scripted
public static final func AwardExperienceFromDeflect(hitEvent: ref<gameHitEvent>)scripted
public static final func AwardExperienceFromLocomotion(player: wref<PlayerPuppet>, amount: Float)scripted
public static final func AwardExperienceFromQuickhack(player: wref<PlayerPuppet>, cost: Float, target: EntityID, category: gamedataHackCategory)scripted
public static final func AwardExperienceFromResourceSpent(player: wref<PlayerPuppet>, value: Float, type: gamedataStatPoolType, opt hitEvent: ref<gameHitEvent>)scripted
public static final func AwardExperienceInstantly(player: wref<PlayerPuppet>, amount: Int32, type: gamedataProficiencyType)scripted
public static final func AwardXP(gi: GameInstance, amount: Float, type: gamedataProficiencyType)scripted

B 30

public static final func BaseStatToAttribute(statType: gamedataStatType) -> TweakDBIDscripted
public static final func BaseStatToPerkMenuAttribute(statType: gamedataStatType) -> PerkMenuAttributescripted
public static func BasicAvailabilityTest(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func Bind(game: GameInstance, entityID: EntityID, componentName: CName, psClassName: CName) -> ref<PersistentState>scripted
public static final func Black(opt alpha: Uint8) -> Colorscripted
public static final func BlockCoverVisibilityReduction(owner: wref<GameObject>)scripted
public static final func BlockedBySceneTier(playerPuppet: wref<PlayerPuppet>) -> Boolscripted
private static final func BlockScalingInStash(stashObj: ref<GameObject>, itemData: ref<gameItemData>)scripted
public static final func Blue(opt alpha: Uint8) -> Colorscripted
public static final func BodyInvestigated(owner: wref<ScriptedPuppet>)scripted
static native func BoolToString(value: Bool) -> String
private static final func BossThreatCalculation(owner: wref<ScriptedPuppet>, ownerPos: Vector4, targetTrackerComponent: ref<TargetTrackerComponent>, newTargetObject: wref<GameObject>, threat: wref<GameObject>, timeSinceTargetChange: Float, currentTime: Float, out threatValue: Float)scripted
public static final func BrandToLocKey(carBrand: CName) -> Stringscripted
public static final func BrandToTexturePartString(carBrand: CName) -> Stringscripted
public static final func BreakItem(gi: GameInstance, owner: ref<GameObject>, itemID: ItemID) -> Boolscripted
public static final func BreakReplicatedEffectLoopEvent(self: ref<GameObject>, effectName: CName)scripted
public static final func BreakWeaponEffectLoop(weapon: ref<WeaponObject>, effectName: CName)scripted
public static final func BroadcastActiveStim(sender: wref<GameObject>, gdStimType: gamedataStimType, opt lifetime: Float, opt radius: Float, opt investigateData: stimInvestigateData, opt propagationChange: Bool)scripted
public static final func BroadcastStim(sender: wref<GameObject>, gdStimType: gamedataStimType, opt radius: Float, opt investigateData: stimInvestigateData, opt propagationChange: Bool)scripted
public static final func Build(n0: CName) -> inkWidgetPathscripted
public static final func Build(n0: CName, n1: CName) -> inkWidgetPathscripted
public static final func Build(n0: CName, n1: CName, n2: CName) -> inkWidgetPathscripted
public static final func Build(n0: CName, n1: CName, n2: CName, n3: CName) -> inkWidgetPathscripted
public static final func Build(n0: CName, n1: CName, n2: CName, n3: CName, n4: CName) -> inkWidgetPathscripted
public static final func Build(n0: CName, n1: CName, n2: CName, n3: CName, n4: CName, n5: CName) -> inkWidgetPathscripted
public static final func Build(n0: CName, n1: CName, n2: CName, n3: CName, n4: CName, n5: CName, n6: CName) -> inkWidgetPathscripted
public static final func Build(n0: CName, n1: CName, n2: CName, n3: CName, n4: CName, n5: CName, n6: CName, n7: CName) -> inkWidgetPathscripted
public static final func BuildInventoryItemSortData(item: script_ref<InventoryItemData>, uiScriptableSystem: ref<UIScriptableSystem>) -> InventoryItemSortDatascripted
static native func BuildWidgetPath(names: array<CName>) -> inkWidgetPath
private static final func BumpQuickHackUploadStatPoolValue(action: ref<ScriptableDeviceAction>, player: ref<GameObject>, gameInstance: GameInstance)scripted

C 526

static native func CalcSeed(object: ref<IScriptable>) -> Int32
public static final func CalculateCoverExposureMethod(puppet: wref<ScriptedPuppet>, target: wref<GameObject>, coverID: Uint64, record: wref<AISubActionCover_Record>, lineOfSightTolerance: Float, trackedLocation: script_ref<TrackedLocation>, exposureMethods: script_ref<array<AICoverExposureMethod>>) -> AICoverExposureMethodscripted
public static final func CalculateCoverExposureMethod(puppet: wref<ScriptedPuppet>, coverID: Uint64, record: wref<AISubActionCover_Record>, target: wref<GameObject>, lineOfSightTolerance: Float, trackedLocation: script_ref<TrackedLocation>, exposureMethods: script_ref<array<AICoverExposureMethod>>) -> AICoverExposureMethodscripted
public static final func CalculateEP1Reward(gi: GameInstance, experienceValue: Float, playerLevel: Float) -> Floatscripted
public static final func CalculateEquipmentItems(puppet: wref<ScriptedPuppet>, equipmentGroupName: CName, out items: array<wref<NPCEquipmentItem_Record>>, opt powerLevel: Int32)scripted
public static final func CalculateEquipmentItems(puppet: wref<ScriptedPuppet>, equipmentGroupRecord: wref<NPCEquipmentGroup_Record>, out items: array<wref<NPCEquipmentItem_Record>>, powerLevel: Int32)scripted
public static final func CalculateGlobalModifiers(hitEvent: ref<gameHitEvent>)scripted
private static final func CalculateHandling(cycleTime: Float, spreadDefaultX: Float, recoilKickMax: Float, recoilDirection: Float, recoilAngle: Float, swaySide: Float, swayBottom: Float) -> Floatscripted
private static final func CalculateMeleeReturnTime() -> Floatscripted
private static final func CalculateMeleeStamina() -> Floatscripted
public static final func CalculateMinorActivityReward(gi: GameInstance, experienceValue: Float) -> Floatscripted
public static final func CalculatePowerDifferential(level: Int32) -> gameEPowerDifferentialscripted
public static final func CalculateSourceModifiers(hitEvent: ref<gameHitEvent>)scripted
private static final func CalculateStamina(weaponTypeToStaminaCost: Float, magazineCapacity: Float, weaponEvolutionToStaminaCost: Float, firePower: Float) -> Floatscripted
public static final func CalculateStatModifiers(addValue: Float, multValue: Float, addMultValue: Float, modifiers: script_ref<array<wref<StatModifier_Record>>>, context: GameInstance, root: wref<GameObject>, targetID: StatsObjectID, opt instigator: StatsObjectID, opt itemStatsID: StatsObjectID) -> Floatscripted
public static final func CalculateStreetStoryReward(gi: GameInstance, experienceValue: Float) -> Floatscripted
public static final func CalculateTargetModifiers(hitEvent: ref<gameHitEvent>)scripted
public static final func CalculateThreatValue(obj: ref<GameObject>) -> Floatscripted
protected static final func CalculateWorldPosition(context: ScriptExecutionContext, record: wref<AISubActionSetWorldPosition_Record>) -> Vector4scripted
public static final func CallBackup(context: ScriptExecutionContext, record: wref<AISubActionCallSquadSearchBackUp_Record>)scripted
private static final func CallBackupOneTarget(source: ref<GameObject>, target: ref<GameObject>, combatVersion: Bool, remainingDuration: Float, purelyDirect: Bool)scripted
public static final func CanActivateOverclockedState(player: ref<GameObject>) -> Boolscripted
public static final func CanAffordAndPerformCyberwareUpgrade(owner: ref<GameObject>, currentQuality: gamedataQuality, upgradeItemRecord: ref<Item_Record>, out costData: CyberwareUpgradeCostData) -> Boolscripted
public static final func CanApplyBreathingEffect(player: wref<PlayerPuppet>) -> Boolscripted
public static final func CanBeDriven(gi: GameInstance, ownerID: EntityID) -> Boolscripted
public static final func CanBeDriven(gi: GameInstance, vehicle: wref<VehicleObject>) -> Boolscripted
public static final func CanBeIgnoredInCombat(stimType: gamedataStimType) -> Boolscripted
private static final func CanBlockBullet(hitEvent: ref<gameHitEvent>) -> Boolscripted
public static final func CancelCommand(obj: wref<ScriptedPuppet>, cmd: ref<NPCCommand>)scripted
public static final func CancelConnection(context: ScriptExecutionContext, record: wref<AISubActionQuickHack_Record>)scripted
public static final func CancelDespawnRequest(gameInstance: GameInstance, opt characterID: TweakDBID) -> Boolscripted
public static func CanChangeAttitudeRelationFor(groupName: CName) -> Boolscripted
public static final func CanCriticallyHit(self: ref<WeaponObject>) -> Boolscripted
public static final func CanCurrentTargetRevealRemoteActionsWheel(context: GameInstance) -> Boolscripted
public static final func CanDownloadFunds(gi: GameInstance, itemID: ItemID) -> Boolscripted
public static final func CanDrop(itemData: script_ref<InventoryItemData>, playerPuppet: wref<PlayerPuppet>) -> Boolscripted
public static final func CanDrop(itemData: wref<UIInventoryItem>, playerPuppet: wref<PlayerPuppet>) -> Boolscripted
public static final func CanEffectCriticallyHit(attackData: ref<AttackData>, statsSystem: ref<StatsSystem>) -> Boolscripted
public static final func CanEnterDriverCombat() -> Boolscripted
public static final func CanEquip(itemData: script_ref<InventoryItemData>, playerPuppet: wref<PlayerPuppet>) -> Boolscripted
public static final func CanGrenadeCriticallyHit(attackData: ref<AttackData>, statsSystem: ref<StatsSystem>) -> Boolscripted
public static final func CanIgnoreArmor(self: ref<WeaponObject>) -> Floatscripted
private static final func CanInteractByEquipmentArea(itemData: script_ref<InventoryItemData>, playerPuppet: wref<PlayerPuppet>) -> Boolscripted
private static final func CanInteractByEquipmentArea(itemData: wref<UIInventoryItem>, playerPuppet: wref<PlayerPuppet>) -> Boolscripted
public static final func CanItemBeDisassembled(gameInstance: GameInstance, itemData: wref<gameItemData>) -> Boolscripted
public static final func CanItemBeDisassembled(gameInstance: GameInstance, itemID: ItemID) -> Boolscripted
public static final func CanItemBeDropped(puppet: ref<GameObject>, itemData: ref<gameItemData>) -> Boolscripted
public static func CanLog() -> Boolscripted
public static final func CanNewActionBeQueued(currentlyUploadingAction: ref<ScriptableDeviceAction>) -> Boolscripted
public static final func CanPartBeUnequipped(data: InventoryItemData, slotId: TweakDBID) -> Boolscripted
public static final func CanPayWithHealthInOverclockedState(player: ref<GameObject>, memoryCost: Int32, out healthReduction: Float) -> Boolscripted
private static final func CanPerformReprimend() -> Boolscripted
public static final func CanPerformTicket(context: ScriptExecutionContext, actionType: wref<AITicketType_Record>) -> Boolscripted
public static final func CanPlayerCraftFromInventory(obj: wref<GameObject>) -> Boolscripted
public static final func CanPlayerSellItem(vendorObject: wref<GameObject>, itemID: ItemID, allowQuestItems: Bool, excludeEquipped: Bool) -> Boolscripted
public static final func CanPlayerTimeSkip(playerPuppet: ref<PlayerPuppet>) -> Boolscripted
public static final func CanPlayerUpgradeFromInventory(obj: wref<GameObject>) -> Boolscripted
public static final func CanPreventionReact(game: GameInstance) -> Boolscripted
public static final func CanProcessPastAllyHelp(stimType: gamedataStimType) -> Boolscripted
public static final func CanRagdoll(obj: wref<GameObject>) -> Boolscripted
public static final func CanReload(self: ref<WeaponObject>) -> Boolscripted
public static final func CanSellNewPerk(player: ref<PlayerPuppet>, perkType: gamedataNewPerkType) -> CanSellNewPerkResultscripted
public static final func CanSellNewPerks(player: ref<PlayerPuppet>) -> CanSellNewPerkResultscripted
public static final func CanThrowWeaponObject(owner: ref<GameObject>, weapon: ref<WeaponObject>) -> Boolscripted
public static final func CanTriggerAlertedDirectly(stimType: gamedataStimType) -> Boolscripted
public static final func CanTriggerAllyHelp(stimType: gamedataStimType) -> Boolscripted
public static final func CanTriggerCombatDirectly(stimType: gamedataStimType) -> Boolscripted
public static final func CanTriggerEnemyHostility(stimType: gamedataStimType) -> Boolscripted
public static final func CanTriggerNeutralHelp(stimType: gamedataStimType) -> Boolscripted
public static final func CanTriggerPreventionCombatDirectly(stimType: gamedataStimType) -> Boolscripted
public static final func CanTriggerPreventionCombatDirectlyEvenInvisible(stimType: gamedataStimType) -> Boolscripted
public static final func CanTripOverRagdolls(obj: wref<GameObject>) -> Boolscripted
public static final func CanUpgradeCyberware(owner: ref<GameObject>, itemID: ItemID, isEquipped: Bool, selectedQuality: gamedataQuality, out upgradeItemQuality: gamedataQuality, out upgradeItemRecord: ref<Item_Record>, out costData: CyberwareUpgradeCostData, opt updateOutputOnFailure: Bool) -> Boolscripted
public static final func CanUse(itemData: script_ref<InventoryItemData>, playerPuppet: wref<PlayerPuppet>) -> Boolscripted
public static final func CanUse(itemData: wref<UIInventoryItem>, playerPuppet: wref<PlayerPuppet>) -> Boolscripted
public static final func CanUseTimeDilation(playerGameObject: wref<GameObject>) -> Boolscripted
public static final func CanWeaponOverheat(gameObject: wref<WeaponObject>) -> Boolscripted
public static func Cast(value: AIbehaviorConditionOutcomes) -> Boolscripted
public static func Cast(value: Bool) -> AIbehaviorConditionOutcomesscripted
public static func Cast(flag: EAIGateSignalFlags) -> AISignalFlagsscripted
public static func Cast(hotkey: EHotkey) -> Int32scripted
public static func Cast(value: Int64) -> AIPatrolContinuationPolicyscripted
static native func Cast;BlackboardID_Bool;BlackboardID(id: BlackboardID_Bool) -> BlackboardID
static native func Cast;BlackboardID_Entity;BlackboardID(id: BlackboardID_Entity) -> BlackboardID
static native func Cast;BlackboardID_EntityID;BlackboardID(id: BlackboardID_EntityID) -> BlackboardID
static native func Cast;BlackboardID_EulerAngles;BlackboardID(id: BlackboardID_EulerAngles) -> BlackboardID
static native func Cast;BlackboardID_Float;BlackboardID(id: BlackboardID_Float) -> BlackboardID
static native func Cast;BlackboardID_Int;BlackboardID(id: BlackboardID_Int) -> BlackboardID
static native func Cast;BlackboardID_Name;BlackboardID(id: BlackboardID_Name) -> BlackboardID
static native func Cast;BlackboardID_Quat;BlackboardID(id: BlackboardID_Quat) -> BlackboardID
static native func Cast;BlackboardID_String;BlackboardID(id: BlackboardID_String) -> BlackboardID
static native func Cast;BlackboardID_Uint;BlackboardID(id: BlackboardID_Uint) -> BlackboardID
static native func Cast;BlackboardID_Variant;BlackboardID(id: BlackboardID_Variant) -> BlackboardID
static native func Cast;BlackboardID_Vector2;BlackboardID(id: BlackboardID_Vector2) -> BlackboardID
static native func Cast;BlackboardID_Vector4;BlackboardID(id: BlackboardID_Vector4) -> BlackboardID
static native func Cast;Double;Bool(a: Double) -> Bool
static native func Cast;Double;Float(a: Double) -> Float
static native func Cast;Double;Int16(a: Double) -> Int16
static native func Cast;Double;Int32(a: Double) -> Int32
static native func Cast;Double;Int64(a: Double) -> Int64
static native func Cast;Double;Int8(a: Double) -> Int8
static native func Cast;Double;Uint16(a: Double) -> Uint16
static native func Cast;Double;Uint32(a: Double) -> Uint32
static native func Cast;Double;Uint64(a: Double) -> Uint64
static native func Cast;Double;Uint8(a: Double) -> Uint8
static native func Cast;EntityID;PersistentID(a: EntityID) -> PersistentID
static native func Cast;EntityID;StatsObjectID(a: EntityID) -> StatsObjectID
static native func Cast;Float;Bool(a: Float) -> Bool
static native func Cast;Float;Double(a: Float) -> Double
static native func Cast;Float;Int16(a: Float) -> Int16
static native func Cast;Float;Int32(a: Float) -> Int32
static native func Cast;Float;Int64(a: Float) -> Int64
static native func Cast;Float;Int8(a: Float) -> Int8
static native func Cast;Float;Uint16(a: Float) -> Uint16
static native func Cast;Float;Uint32(a: Float) -> Uint32
static native func Cast;Float;Uint64(a: Float) -> Uint64
static native func Cast;Float;Uint8(a: Float) -> Uint8
static native func Cast;GlobalNodeID;EntityID(a: GlobalNodeID) -> EntityID
static native func Cast;GlobalNodeID;GlobalNodeRef(a: GlobalNodeID) -> GlobalNodeRef
static native func Cast;GlobalNodeID;PersistentID(a: GlobalNodeID) -> PersistentID
static native func Cast;GlobalNodeRef;EntityID(a: GlobalNodeRef) -> EntityID
static native func Cast;GlobalNodeRef;PersistentID(a: GlobalNodeRef) -> PersistentID
static native func Cast;Int16;Bool(a: Int16) -> Bool
static native func Cast;Int16;Double(a: Int16) -> Double
static native func Cast;Int16;Float(a: Int16) -> Float
static native func Cast;Int16;Int32(a: Int16) -> Int32
static native func Cast;Int16;Int64(a: Int16) -> Int64
static native func Cast;Int16;Int8(a: Int16) -> Int8
static native func Cast;Int16;Uint16(a: Int16) -> Uint16
static native func Cast;Int16;Uint32(a: Int16) -> Uint32
static native func Cast;Int16;Uint64(a: Int16) -> Uint64
static native func Cast;Int16;Uint8(a: Int16) -> Uint8
static native func Cast;Int32;Bool(a: Int32) -> Bool
static native func Cast;Int32;Double(a: Int32) -> Double
static native func Cast;Int32;Float(a: Int32) -> Float
static native func Cast;Int32;Int16(a: Int32) -> Int16
static native func Cast;Int32;Int64(a: Int32) -> Int64
static native func Cast;Int32;Int8(a: Int32) -> Int8
static native func Cast;Int32;Uint16(a: Int32) -> Uint16
static native func Cast;Int32;Uint32(a: Int32) -> Uint32
static native func Cast;Int32;Uint64(a: Int32) -> Uint64
static native func Cast;Int32;Uint8(a: Int32) -> Uint8
static native func Cast;Int64;Bool(a: Int64) -> Bool
static native func Cast;Int64;Double(a: Int64) -> Double
static native func Cast;Int64;Float(a: Int64) -> Float
static native func Cast;Int64;Int16(a: Int64) -> Int16
static native func Cast;Int64;Int32(a: Int64) -> Int32
static native func Cast;Int64;Int8(a: Int64) -> Int8
static native func Cast;Int64;Uint16(a: Int64) -> Uint16
static native func Cast;Int64;Uint32(a: Int64) -> Uint32
static native func Cast;Int64;Uint64(a: Int64) -> Uint64
static native func Cast;Int64;Uint8(a: Int64) -> Uint8
static native func Cast;Int8;Bool(a: Int8) -> Bool
static native func Cast;Int8;Double(a: Int8) -> Double
static native func Cast;Int8;Float(a: Int8) -> Float
static native func Cast;Int8;Int16(a: Int8) -> Int16
static native func Cast;Int8;Int32(a: Int8) -> Int32
static native func Cast;Int8;Int64(a: Int8) -> Int64
static native func Cast;Int8;Uint16(a: Int8) -> Uint16
static native func Cast;Int8;Uint32(a: Int8) -> Uint32
static native func Cast;Int8;Uint64(a: Int8) -> Uint64
static native func Cast;Int8;Uint8(a: Int8) -> Uint8
static native func Cast;ItemID;StatsObjectID(a: ItemID) -> StatsObjectID
static native func Cast;TweakDBID;GarageVehicleID(a: TweakDBID) -> GarageVehicleID
static native func Cast;Uint16;Bool(a: Uint16) -> Bool
static native func Cast;Uint16;Double(a: Uint16) -> Double
static native func Cast;Uint16;Float(a: Uint16) -> Float
static native func Cast;Uint16;Int16(a: Uint16) -> Int16
static native func Cast;Uint16;Int32(a: Uint16) -> Int32
static native func Cast;Uint16;Int64(a: Uint16) -> Int64
static native func Cast;Uint16;Int8(a: Uint16) -> Int8
static native func Cast;Uint16;Uint32(a: Uint16) -> Uint32
static native func Cast;Uint16;Uint64(a: Uint16) -> Uint64
static native func Cast;Uint16;Uint8(a: Uint16) -> Uint8
static native func Cast;Uint32;Bool(a: Uint32) -> Bool
static native func Cast;Uint32;Double(a: Uint32) -> Double
static native func Cast;Uint32;Float(a: Uint32) -> Float
static native func Cast;Uint32;Int16(a: Uint32) -> Int16
static native func Cast;Uint32;Int32(a: Uint32) -> Int32
static native func Cast;Uint32;Int64(a: Uint32) -> Int64
static native func Cast;Uint32;Int8(a: Uint32) -> Int8
static native func Cast;Uint32;Uint16(a: Uint32) -> Uint16
static native func Cast;Uint32;Uint64(a: Uint32) -> Uint64
static native func Cast;Uint32;Uint8(a: Uint32) -> Uint8
static native func Cast;Uint64;Bool(a: Uint64) -> Bool
static native func Cast;Uint64;Double(a: Uint64) -> Double
static native func Cast;Uint64;Float(a: Uint64) -> Float
static native func Cast;Uint64;Int16(a: Uint64) -> Int16
static native func Cast;Uint64;Int32(a: Uint64) -> Int32
static native func Cast;Uint64;Int64(a: Uint64) -> Int64
static native func Cast;Uint64;Int8(a: Uint64) -> Int8
static native func Cast;Uint64;Uint16(a: Uint64) -> Uint16
static native func Cast;Uint64;Uint32(a: Uint64) -> Uint32
static native func Cast;Uint64;Uint8(a: Uint64) -> Uint8
static native func Cast;Uint8;Bool(a: Uint8) -> Bool
static native func Cast;Uint8;Double(a: Uint8) -> Double
static native func Cast;Uint8;Float(a: Uint8) -> Float
static native func Cast;Uint8;Int16(a: Uint8) -> Int16
static native func Cast;Uint8;Int32(a: Uint8) -> Int32
static native func Cast;Uint8;Int64(a: Uint8) -> Int64
static native func Cast;Uint8;Int8(a: Uint8) -> Int8
static native func Cast;Uint8;Uint16(a: Uint8) -> Uint16
static native func Cast;Uint8;Uint32(a: Uint8) -> Uint32
static native func Cast;Uint8;Uint64(a: Uint8) -> Uint64
static native func Cast;Vector3;Vector4(a: Vector3) -> Vector4
static native func Cast;Vector4;Vector3(a: Vector4) -> Vector3
static native func CeilF(a: Float) -> Int32
public static final func ChacheQuickHackList(self: wref<PlayerPuppet>, QHList: array<PlayerQuickhackData>)scripted
public static final func ChacheQuickHackListCleanup(object: wref<GameObject>)scripted
public static final func ChangeAllLightsSettings(owner: wref<GameObject>, settings: ScriptLightSettings, opt time: Float, opt curve: CName, opt loop: Bool)scripted
public static final func ChangeAttitude(context: ScriptExecutionContext, record: wref<AISubActionChangeAttitude_Record>)scripted
public static final func ChangeAttitudeToFriendlyAllSquad(owner: wref<GameObject>, squadMembers: script_ref<array<EntityID>>)scripted
public static final func ChangeAttitudeToHostile(owner: wref<GameObject>, target: wref<GameObject>)scripted
public static final func ChangeAttitudeToNeutral(owner: wref<GameObject>, target: wref<GameObject>)scripted
public static final func ChangeBehaviorState(obj: ref<GameObject>, newState: gamedataNPCBehaviorState)scripted
public static final func ChangeDefenseModeState(obj: ref<GameObject>, newState: gamedataDefenseMode)scripted
private static final func ChangeFastTravelSystemState(enable: Bool, reason: CName, player: wref<PlayerPuppet>, statusEffectID: TweakDBID)scripted
public static final func ChangeForceRagdollOnDeath(obj: ref<GameObject>, value: Bool)scripted
public static final func ChangeHighLevelState(obj: ref<GameObject>, newState: gamedataNPCHighLevelState)scripted
public static final func ChangeHitReactionModeState(obj: ref<GameObject>, newState: EHitReactionMode)scripted
public static final func ChangeLightSettingByRefs(lightRefs: script_ref<array<ref<gameLightComponent>>>, setting: ScriptLightSettings, opt inTime: Float, opt interpolationCurve: CName, opt loop: Bool)scripted
public static final func ChangeLocomotionMode(obj: ref<GameObject>, newState: gamedataLocomotionMode)scripted
public static final func ChangePhaseState(obj: ref<GameObject>, newState: ENPCPhaseState)scripted
public static final func ChangeShieldState(obj: ref<GameObject>, newState: ECentaurShieldState)scripted
public static final func ChangeStanceState(obj: ref<GameObject>, newState: gamedataNPCStanceState)scripted
public static final func ChangeTriggerMode(self: ref<WeaponObject>, triggerMode: gamedataTriggerMode)scripted
public static final func ChangeUpperBodyState(obj: ref<GameObject>, newState: gamedataNPCUpperBodyState)scripted
private static final func ChasePlayer(vehicle: wref<WheeledObject>)scripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIAbilityCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIAmmoCountCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIAssignedVehicleCanReachTargetCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIAssignedVehicleInPanicDriving_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIAssignedVehicleInRace_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIBlockCountCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AICalculateLineOfSightVector_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AICalculatePathCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AICanShootInCarChaseCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AICommandCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AICoverCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIDodgeCountCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIDriverCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIEverPerformedChase_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIExtendTargetCirclingCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIFriendlyFireCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIGameDifficultyCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIGoToCoverCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIHasWeapon_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIHitCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIInArmedVehicleCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIInTacticPositionCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIIsFromDynamicSpawnSystem_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIIsFromPreventionSystem_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIIsHeatStage5Active_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIIsInActiveCameraCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIIsOnNavmeshCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIIsShootingBlockedFromPrevention_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIItemCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AILookAtCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AILoSPositionCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIMovementCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIMovingInCirclesCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AINPCDifficultyCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AINPCRarityCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AINPCTypeCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIOptimalDistanceCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIPercentageChanceCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIPreviousAttackCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIReactionCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIRestrictedMovementAreaCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AISecurityCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AISignalCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AISlotCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AISpatialCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AISquadCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIStateCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIStatPoolCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIStatusEffectCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AITargetCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AITargetInPreventionFreeArea_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AITargetInUnmountingRangeCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AITargetStandingOnTopOfMovingVehicleCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIThrowCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AITresspassingCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIValidCoversCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIVehicleCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIVelocitiesDotCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIVelocityCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIVelocityDotCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIWeakSpotCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIWeaponLockedOnTargetCond_Record>) -> Boolscripted
public static final func Check(context: ScriptExecutionContext, condition: wref<AIWorkspotCond_Record>) -> Boolscripted
public static final func Check(entity: wref<Entity>, interface: wref<PuppetSquadInterface>, check: wref<AITicketCheck_Record>, ticketRecord: wref<AITicket_Record>, out squadMembers: array<wref<Entity>>) -> Boolscripted
public static final func CheckAbilities(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckAbility(object: wref<GameObject>, ability: wref<GameplayAbility_Record>) -> Boolscripted
public static final func CheckAbility(context: ScriptExecutionContext, ability: wref<GameplayAbility_Record>) -> Boolscripted
public static final func CheckActionCondition(puppet: wref<ScriptedPuppet>, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckActionCondition(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckActionConditions(context: ScriptExecutionContext, conditions: script_ref<array<wref<AIActionCondition_Record>>>) -> Boolscripted
public static final func CheckAllNPCStateTypes(puppet: ref<ScriptedPuppet>, npcStates: script_ref<AIActionNPCStates>) -> Boolscripted
public static final func CheckAllPlayerStateTypes(playerPuppet: ref<ScriptedPuppet>, playerStates: script_ref<AIActionPlayerStates>) -> Boolscripted
public static final func CheckAmmoCounts(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckAND(entity: wref<Entity>, interface: wref<PuppetSquadInterface>, check: wref<AISquadANDCondition_Record>, ticketRecord: wref<AITicket_Record>, out squadMembers: array<wref<Entity>>) -> Boolscripted
public static final func CheckAndSetInactivityReasonForVehicleActions(actions: array<ref<DeviceAction>>, scriptableDeviceAction: ref<ScriptableDeviceAction>) -> Boolscripted
private static final func CheckAngle2ObjInternal(owner: wref<gamePuppet>, source: wref<GameObject>, sourcePosition: Vector4, sourceCoverID: Uint64, target: wref<GameObject>, targetPosition: Vector4, targetCoverID: Uint64, coneAngleRange: Vector2, condition: wref<AISpatialCond_Record>, out returnVal: Bool) -> Boolscripted
private static final func CheckAngle3ObjInternal(owner: wref<gamePuppet>, source: wref<GameObject>, sourcePosition: Vector4, sourceCoverID: Uint64, target: wref<GameObject>, targetPosition: Vector4, targetCoverID: Uint64, targetOpt: wref<GameObject>, targetPositionOpt: Vector4, targetCoverIDOpt: Uint64, coneAngleRange: Vector2, condition: wref<AISpatialCond_Record>, out returnVal: Bool) -> Boolscripted
public static final func CheckBehaviorState(puppet: ref<ScriptedPuppet>, behaviorStates: script_ref<array<gamedataNPCBehaviorState>>) -> Boolscripted
public static final func CheckCalculateLineOfSightVector(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckCalculatePaths(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckCommandDuplicates(commands: script_ref<array<ref<QuickhackData>>>, opt characterRecord: wref<Character_Record>)scripted
public static final func CheckCommands(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
private static final func CheckCondition(context: ScriptExecutionContext, condition: ref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckContainsSelf(entity: wref<Entity>, interface: wref<PuppetSquadInterface>, check: wref<AISquadContainsSelfCheck_Record>, squadMembers: script_ref<array<wref<Entity>>>) -> Boolscripted
public static final func CheckCrouchEnterCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func CheckDataRequest(context: GameInstance, dataType: EGameSessionDataType, dataHelper: Variant) -> Boolscripted
public static final func CheckDefenseMode(puppet: ref<ScriptedPuppet>, defenseMode: script_ref<array<gamedataDefenseMode>>) -> Boolscripted
public static final func CheckDifficultyToPerkLevel(perk: gamedataPerkType, difficulty: EGameplayChallengeLevel, id: EntityID) -> Int32scripted
public static final func CheckDifficultyToStatValue(gi: GameInstance, skill: gamedataStatType, difficulty: EGameplayChallengeLevel, id: EntityID) -> Int32scripted
private static final func CheckDistanceInternal(owner: ref<gamePuppet>, sourcePosition: Vector4, targetPosition: Vector4, distanceRange: Vector2, condition: wref<AISpatialCond_Record>, out returnVal: Bool) -> Boolscripted
public static final func CheckDistanceRelationToSector(entity: wref<Entity>, interface: wref<PuppetSquadInterface>, condition: wref<AISquadDistanceRelationToSectorCheck_Record>, closest: Bool, ticketRecord: wref<AITicket_Record>, squadMembers: script_ref<array<wref<Entity>>>) -> Boolscripted
public static final func CheckDistanceRelationToTarget(entity: wref<Entity>, interface: wref<PuppetSquadInterface>, condition: wref<AISquadDistanceRelationToTargetCheck_Record>, closest: Bool, squadMembers: script_ref<array<wref<Entity>>>) -> Boolscripted
public static final func CheckEquipmentGroupForEquipment(context: ScriptExecutionContext, condition: wref<AIItemCond_Record>) -> Boolscripted
public static final func CheckFlatheadStatPoolRequirements(game: GameInstance, actionName: script_ref<String>) -> Boolscripted
public static final func CheckHighLevelState(puppet: ref<ScriptedPuppet>, highLevelStates: script_ref<array<gamedataNPCHighLevelState>>) -> Boolscripted
public static final func CheckIfPassengersCanLeaveCar(gi: GameInstance, vehicleID: EntityID, passengersCanLeaveCar: script_ref<array<wref<GameObject>>>, passengersCantLeaveCar: script_ref<array<wref<GameObject>>>)scripted
public static final func CheckItems(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckLocomotionMode(puppet: ref<ScriptedPuppet>, locomotionMode: script_ref<array<gamedataLocomotionMode>>) -> Boolscripted
public static final func CheckLookats(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckMeleeAttackPressCount(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func CheckMembersAmount(entity: wref<Entity>, interface: wref<PuppetSquadInterface>, check: wref<AISquadMembersAmountCheck_Record>, squadMembers: script_ref<array<wref<Entity>>>) -> Boolscripted
public static final func CheckMountedVehicleDesiredTags(puppet: ref<ScriptedPuppet>, desiredTags: script_ref<array<CName>>) -> Boolscripted
public static final func CheckMovements(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckNPCSpawnedType(game: GameInstance, entityID: EntityID, spawnedTypeToCheck: DynamicVehicleType) -> Boolscripted
public static final func CheckNPCState(puppet: ref<ScriptedPuppet>, npcStates: script_ref<AIActionNPCStates>) -> Boolscripted
public static final func CheckNumberOfTickets(entity: wref<Entity>, interface: wref<PuppetSquadInterface>, ticketRecord: wref<AITicket_Record>) -> Boolscripted
public static final func CheckOR(entity: wref<Entity>, interface: wref<PuppetSquadInterface>, check: wref<AISquadORCondition_Record>, ticketRecord: wref<AITicket_Record>, out squadMembers: array<wref<Entity>>) -> Boolscripted
public static final func CheckOwnerState(puppet: ref<ScriptedPuppet>, npcStates: script_ref<AIActionNPCStates>, checkAll: Bool) -> Boolscripted
public static final func CheckPath(context: ScriptExecutionContext, startPosition: Vector4, endPosition: Vector4, opt offMeshTags: array<CName>) -> Boolscripted
public static final func CheckPerkPrereqs(itemData: ref<gameItemData>, owner: ref<GameObject>, perkRequiredName: script_ref<String>) -> Boolscripted
public static final func CheckPlayerIsChasedAndDistrictArgs(gameInstance: GameInstance, entry: CName, timeDelay: Float) -> ref<PlayRadioArgs>scripted
public static final func CheckPlayerIsChasedAndVehicleEntranceArgs(gameInstance: GameInstance, entry: CName, timeDelay: Float) -> ref<PlayRadioArgs>scripted
public static final func CheckPlayerIsChasedAndVisibilityArgs(gameInstance: GameInstance, entry: CName, timeDelay: Float, state: EStarState) -> ref<PlayRadioArgs>scripted
public static final func CheckPlayerIsChasedArgs(gameInstance: GameInstance, entry: CName, timeDelay: Float) -> ref<PlayRadioArgs>scripted
public static final func CheckPlayerState(playerPuppet: ref<ScriptedPuppet>, playerStates: script_ref<AIActionPlayerStates>) -> Boolscripted
public static final func CheckPrereq(prereqRecord: wref<IPrereq_Record>, target: wref<GameObject>, opt referenceStatsID: StatsObjectID) -> Boolscripted
public static final func CheckPrereqs(prereqs: script_ref<array<wref<IPrereq_Record>>>, target: wref<GameObject>, opt referenceStatsID: StatsObjectID) -> Boolscripted
public static final func CheckPSMBodyCarryState(playerPuppet: ref<ScriptedPuppet>, bodyCarryStates: script_ref<array<gamePSMBodyCarrying>>) -> Boolscripted
public static final func CheckPSMCombatState(playerPuppet: ref<ScriptedPuppet>, combatStates: script_ref<array<gamePSMCombat>>) -> Boolscripted
public static final func CheckPSMLocomotionState(playerPuppet: ref<ScriptedPuppet>, locomotionStates: script_ref<array<gamePSMLocomotionStates>>) -> Boolscripted
public static final func CheckPSMMeleeState(playerPuppet: ref<ScriptedPuppet>, meleeStates: script_ref<array<gamePSMMelee>>) -> Boolscripted
public static final func CheckPSMUpperBodyState(playerPuppet: ref<ScriptedPuppet>, upperBodyStates: script_ref<array<gamePSMUpperBodyStates>>) -> Boolscripted
public static final func CheckPSMZoneState(playerPuppet: ref<ScriptedPuppet>, zoneStates: script_ref<array<gamePSMZones>>) -> Boolscripted
public static final func CheckReactions(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckReginaRewardsPresenceInStash(stashObj: ref<GameObject>)scripted
public static final func CheckRestrictedMovementAreas(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckSignals(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckSlots(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckSlotsForEquipment(context: ScriptExecutionContext, equipmentGroup: CName) -> Boolscripted
public static final func CheckSlotsForEquipment(context: script_ref<ScriptExecutionContext>, puppet: ref<gamePuppet>, equipmentGroup: CName) -> AIbehaviorConditionOutcomesscripted
public static final func CheckSpatial(ownerContext: ScriptExecutionContext, targetContext: ScriptExecutionContext, condition: wref<AISpatialCond_Record>) -> Boolscripted
public static final func CheckSpatials(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckStanceState(puppet: ref<ScriptedPuppet>, stanceStates: script_ref<array<gamedataNPCStanceState>>) -> Boolscripted
public static final func CheckStates(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckStatPools(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckStatusEffectBehaviorPrereqs(target: wref<GameObject>, statusEffectRecord: wref<StatusEffect_Record>) -> Boolscripted
public static final func CheckStatusEffects(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckTargetState(target: ref<ScriptedPuppet>, targetStates: script_ref<AIActionTargetStates>, checkAll: Bool) -> Boolscripted
public static final func CheckTickets(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckTickets(context: ScriptExecutionContext, actionRecord: wref<AIAction_Record>) -> Boolscripted
public static final func CheckTresspassings(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckUpperBodyState(puppet: ref<ScriptedPuppet>, upperBodyStates: script_ref<array<gamedataNPCUpperBodyState>>) -> Boolscripted
public static final func CheckVehicleDesiredTag(gi: GameInstance, owner: wref<GameObject>, desiredTag: CName) -> Boolscripted
public static final func CheckVehicleDesiredTag(vehicle: wref<VehicleObject>, desiredTag: CName) -> Boolscripted
public static final func CheckVehicleDesiredTag(scriptInterface: ref<StateGameScriptInterface>, desiredTag: CName) -> Boolscripted
public static final func CheckVehicles(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
public static final func CheckWeakSpots(context: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Boolscripted
private static final func CheckZDiffInternal(sourcePosition: Vector4, targetPosition: Vector4, ZDiffRange: Vector2, condition: wref<AISpatialCond_Record>, out returnVal: Bool) -> Boolscripted
public static final func ChooseSingleItemsSetFromPool(powerLevel: Int32, seed: Uint32, itemPool: wref<NPCEquipmentItemPool_Record>, out outItems: array<wref<NPCEquipmentItem_Record>>)scripted
static native func Clamp(v: Int32, min: Int32, max: Int32) -> Int32
static native func ClampF(v: Float, min: Float, max: Float) -> Float
public static final func CleanUpGrappleState(caller: ref<DefaultTransition>, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, targetID: EntityID)scripted
public static final func CleanUpGrappleState(caller: ref<DefaultTransition>, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, target: wref<GameObject>)scripted
public static final func ClearCommandCombatTarget(context: ScriptExecutionContext, persistenceSource: Uint32, opt ignoreCombatTargetCommand: Bool)scripted
public static final func ClearHitStim(obj: ref<GameObject>)scripted
public static final func ClearInputBuffer(stateContext: ref<StateContext>)scripted
public static final func ClearItemsForceUnequipped(puppet: wref<ScriptedPuppet>)scripted
public static final func ClearItemsToEquip(puppet: wref<ScriptedPuppet>)scripted
public static final func ClearItemsToUnequip(puppet: wref<ScriptedPuppet>)scripted
public static final func ClearItemsUnequipped(puppet: wref<ScriptedPuppet>)scripted
public static final func ClearSupport(self: script_ref<Agent>)scripted
public static final func ClearWorkspotCommand(puppet: wref<ScriptedPuppet>, opt doNotRepeat: Bool) -> Boolscripted
public static final func CloseDoor(vehicle: wref<VehicleObject>, vehicleSlotID: MountingSlotId) -> Boolscripted
public static final func CloseTicket(context: ScriptExecutionContext, actionType: wref<AITicketType_Record>)scripted
public static final func CloseTickets(context: ScriptExecutionContext, actionRecord: wref<AIAction_Record>)scripted
public static final func CollectFunctions() -> array<AICommandNodeFunction>scripted
static native func ColorToHexString(value: script_ref<Color>) -> String
public static final func ColorToHSB(color: Color) -> HSBColorscripted
public static final func CombatCondition(context: ScriptExecutionContext) -> Boolscripted
public static final func CombatQueriesInit(ownerPuppet: wref<ScriptedPuppet>)scripted
public static final func CombatStartedRequestToPreventionSystem(context: GameInstance, requester: wref<GameObject>)scripted
public static final func CommitToTicket(context: ScriptExecutionContext, actionType: wref<AITicketType_Record>)scripted
public static final func CommitToTickets(context: ScriptExecutionContext, actionRecord: wref<AIAction_Record>)scripted
public static final func Common_EuroDollar() -> Stringscripted
public static func Compare(comparator: ECompareOp, val1: Int32, val2: Int32) -> Boolscripted
public static final func CompareAIPatternRecordArrays(arr1: script_ref<array<wref<AIPattern_Record>>>, arr2: script_ref<array<wref<AIPattern_Record>>>) -> Boolscripted
static native func CompareArrayNameContents(arr1: array<CName>, arr2: array<CName>) -> Bool
public static func CompareF(comparator: ECompareOp, val1: Float, val2: Float) -> Boolscripted
public static final func CompleteBounty(target: wref<NPCPuppet>)scripted
public static final func CompleteCommand(context: ScriptExecutionContext)scripted
public static final func CompleteTicket(context: ScriptExecutionContext, actionType: wref<AITicketType_Record>)scripted
public static final func CompleteTickets(context: ScriptExecutionContext, actionRecord: wref<AIAction_Record>, succeed: Bool)scripted
public static final func ComposeSDORootPath(ownerGameObject: wref<GameObject>, opt suffix: String) -> Stringscripted
public static final func ConfigEnablePocketRadio() -> Boolscripted
public static final func Construct(link: DeviceLink, areas: script_ref<array<ref<SecurityAreaControllerPS>>>) -> Agentscripted
public static final func Construct() -> ref<AgentRegistry>scripted
public static final func Construct(itemID: ItemID, owner: wref<GameObject>) -> ref<AssignHotkeyIfEmptySlot>scripted
public static final func Construct(eff: ref<BloodswellEffector>) -> ref<BloodswellCallback>scripted
public static final func Construct(id: PersistentID, _className: CName) -> ref<DeviceLinkRequest>scripted
public static final func Construct(self: ref<HUDActor>, entityID: EntityID, type: HUDActorType, status: HUDActorStatus, visibility: ActorVisibilityStatus)scripted
public static final func Construct(hotk: EHotkey, opt id: ItemID) -> ref<Hotkey>scripted
public static final func Construct(itemID: ItemID, hotkey: EHotkey, owner: wref<GameObject>, requestType: EHotkeyRequestType) -> ref<HotkeyAssignmentRequest>scripted
public static final func Construct(self: ref<HUDInstruction>, id: EntityID)scripted
public static final func Construct(self: ref<ModuleInstance>, id: EntityID)scripted
public static final func Construct(evt: ref<SecuritySystemInput>, currentReprimender: EntityID, breachedAreas: script_ref<array<PersistentID>>) -> OutputValidationDataStructscripted
public static final func Construct(isReporterNPC: Bool, owner: PersistentID, doSee: Bool, areas: script_ref<array<ref<SecurityAreaControllerPS>>>) -> ref<PlayerSpotted>scripted
public static final func Construct(game: GameInstance) -> ref<PoliceAgentRegistry>scripted
public static final func Construct(requesterID: EntityID, opt updateData: ref<HUDActorUpdateData>, opt suggestedModules: array<wref<HUDModule>>) -> ref<RefreshActorRequest>scripted
public static final func Construct(performer: ref<GameObject>, target: EntityID, instructions: EReprimandInstructions, opt pos: Vector4) -> ref<ReprimandUpdate>scripted
public static final func Construct(agentLink: DeviceLink, type: gameEntitySpawnerEventType, areas: script_ref<array<ref<SecurityAreaControllerPS>>>) -> ref<SecurityAgentSpawnedEvent>scripted
public static final func Construct(npc: ref<ScriptedPuppet>) -> ref<SecuritySupportListener>scripted
public static final func Construct(id: EntityID, entry: CName) -> SpawnerDatascripted
private static final func ConsumablesRetrofix(stashObj: ref<GameObject>)scripted
public static final func ConsumeItem(obj: wref<GameObject>, evt: ref<InteractionChoiceEvent>) -> Boolscripted
public static final func ConsumeItem(executor: wref<GameObject>, itemID: ItemID, fromInventory: Bool)scripted
public static final func Contains(data: script_ref<array<ref<IScriptable>>>, hashToFind: Int32) -> Boolscripted
public static final func ContainsActionContext(self: script_ref<SPerformedActions>, actionContext: EActionContext) -> Boolscripted
public static final func ContainsQuestRelatedMessage(journal: ref<JournalManager>, trackedEntriesHashList: script_ref<array<Int32>>, messagesReceived: script_ref<array<wref<JournalEntry>>>) -> Boolscripted
public static final func ConvertActionIntoScriptableAction(inActions: script_ref<array<ref<DeviceAction>>>, outActions: script_ref<array<ref<ScriptableDeviceAction>>>) -> Boolscripted
public static final func ConvertActionsArray(puppetActions: script_ref<array<ref<PuppetAction>>>) -> array<ref<DeviceAction>>scripted
private static final func ConvertArray4ToVector4(arr: script_ref<array<Float>>) -> Vector4scripted
public static final func ConvertCombinedValueToQuality(combinedValue: Int32) -> gamedataQualityscripted
public static final func ConvertPlayerLevelToCyberwareQuality(playerLevel: Float, includeAboveLegendary: Bool) -> gamedataQualityscripted
public static final func ConvertQualityToCombinedValue(quality: gamedataQuality) -> Int32scripted
public static final func ConvertQualityToItemPlusValue(quality: gamedataQuality) -> Int32scripted
public static final func ConvertQualityToNonPlusQuality(quality: gamedataQuality) -> gamedataQualityscripted
public static final func ConvertToCodexData(journal: ref<JournalManager>, journalCodexEntry: wref<JournalCodexEntry>, currentCategoryIndex: Int32, stateFilter: JournalRequestStateFilter, newEntries: script_ref<array<Int32>>, opt activeDataSync: wref<CodexListSyncData>, opt useFallbackImages: Bool) -> ref<CodexEntryData>scripted
public static final func ConvertVector3ArrayToVector4Array(v3: script_ref<array<Vector3>>) -> array<Vector4>scripted
static native func CosF(a: Float) -> Float
public static final func CoverActionNameToEnum(actionName: CName) -> EAICoverActionscripted
public static final func CoverExposureMethodNameToEnum(exposureMethodName: CName) -> AICoverExposureMethodscripted
public static final func CoverHeightNameToEnum(coverHeight: CName) -> gameCoverHeightscripted
public static final func CrackItem(executor: wref<GameObject>, itemID: ItemID)scripted
public static final func Create(parentCrosshair: ref<gameuiCrosshairBaseGameController>) -> ref<CrosshairHealthChangeListener>scripted
public static final func Create(controlller: wref<gameuiCrosshairBaseGameController>) -> ref<CrosshairStaminaListener>scripted
public static final func Create(id: Int32, progress: Float, dataTrackingSystem: ref<DataTrackingSystem>) -> ref<DelayedAchivementCallback>scripted
public static final func Create(puppet: ref<GameObject>, audioEventName: CName) -> ref<DelayedEhxautionSoundClue>scripted
public static final func Create(puppet: ref<GameObject>, audioEventName: CName) -> ref<DelayedSmartGunUISoundClue>scripted
public static final func Create(_widgetResource: ResRef, spawnProfile: TweakDBID) -> MappinUIProfilescripted
public static final func Create(_widgetResource: ResRef, spawnProfile: TweakDBID, runtimeProfile: TweakDBID) -> MappinUIProfilescripted
public static final func Create(preventionSystem: wref<PreventionSystem>) -> ref<IntervalCaller>scripted
public static final func Create(parentIronsight: ref<IronsightGameController>) -> ref<IronsightTargetHealthChangeListener>scripted
public static final func Create(itemID: ItemID, attachmentSlotID: TweakDBID) -> ItemAttachmentsscripted
public static final func Create(instigatorID: EntityID) -> ref<NonStealthQuickHackVictimEvent>scripted
public static final func Create(targetScriptedPuppet: ref<ScriptedPuppet>) -> ref<OnMonowireQuickhackContagiousTargetStatusAppliedCallback>scripted
public static final func Create(effector: ref<MonoWireQuickHackApplyEffector>, playerPuppet: ref<PlayerPuppet>) -> ref<OnMonowireWindowToSpreadQuickhackCallback>scripted
public static final func Create(controlller: wref<gameuiCrosshairBaseGameController>) -> ref<OpticalCamoListener>scripted
public static final func Create(player: wref<PlayerPuppet>) -> ref<PlayerMuntedToMyVehicle>scripted
public static final func Create(player: wref<PlayerPuppet>) -> ref<PlayerWeaponHandlingModifiers>scripted
public static final func Create(serverNode: ref<ServerNode>) -> ref<ServerNodeHealthChangeListener>scripted
public static final func Create(position: Vector4, opt orientation: Quaternion) -> Transformscripted
public static final func Create(spawnDistanceRange: Vector2, minDirectDist: Float) -> ref<DriveAwayFromPlayerStrategyRequest>scripted
public static final func Create(spawnDistanceRange: Vector2, minDirectDist: Float) -> ref<DriveTowardsPlayerStrategyRequest>scripted
public static final func Create(spawnDistanceRange: Vector2, minDirectDist: Float) -> ref<GetToPlayerFromAnywhereStrategyRequest>scripted
public static final func Create(spawnDistanceRange: Vector2, minDirectDist: Float) -> ref<InitialSearchStrategyRequest>scripted
public static final func Create(spawnDistanceRange: Vector2, minDirectDist: Float) -> ref<InterceptAtNextIntersectionStrategyRequest>scripted
public static final func Create(spawnDistanceRange: Vector2, spawnAngleRange: Vector2) -> ref<PatrolNearbyStrategyRequest>scripted
public static final func Create(spawnDistanceRange: Vector2, spawnAngleRange: Vector2) -> ref<SearchFromAnywhereStrategyRequest>scripted
public static final func CreateActionID(context: ScriptExecutionContext, puppet: ref<ScriptedPuppet>, actionStringName: script_ref<String>, actionPackageType: AIactionParamsPackageTypes, out actionName: CName) -> TweakDBIDscripted
public static final func CreateAndAcquirePuppetDeviceLinkPS(game: GameInstance, id: EntityID) -> ref<PuppetDeviceLinkPS>scripted
public static final func CreateAndAcquirVehicleDeviceLinkPS(game: GameInstance, entityID: EntityID) -> ref<VehicleDeviceLinkPS>scripted
public static final func CreateAndDispatch(controller: wref<CraftingLogicController>, player: wref<PlayerPuppet>, time: Float)scripted
public static final func CreateAndDispatch(queue: wref<ItemsNotificationQueue>, notificationData: gameuiGenericNotificationData, delaySystem: wref<DelaySystem>)scripted
public static final func CreateBlankWheelCommand() -> QuickSlotCommandscripted
public static final func CreateCombinedStatModifier(statType: gamedataStatType, modType: gameStatModifierType, refStat: gamedataStatType, opSymbol: gameCombinedStatOperation, value: Float, refObject: gameStatObjectsRelation) -> ref<gameStatModifierData>scripted
private static final func CreateCurvedTrajectory(target: wref<GameObject>, paramsTDBRecord: TweakDBID, predictionTime: Float) -> ref<gameprojectileTrajectoryParams>scripted
private static final func CreateCurvedTrajectoryFollowTargetSlot(target: wref<GameObject>, slotName: CName, paramsTDBRecord: TweakDBID) -> ref<gameprojectileTrajectoryParams>scripted
public static final func CreateCurveModifier(statRecord: ref<CurveStatModifier_Record>) -> ref<gameStatModifierData>scripted
public static final func CreateCustomBlackboard(obj: ref<GameObject>, blackboard: ref<IBlackboard>)scripted
public static final func CreateCustomBlackboardFromDef(obj: ref<GameObject>, blackboardDef: ref<CustomBlackboardDef>)scripted
public static final func CreateDefault(_widgetResource: ResRef) -> MappinUIProfilescripted
public static final func CreateDelayedEvent(player: ref<GameObject>, compatibleDeviceName: CName, timeout: Uint32) -> DelayIDscripted
public static func CreateDisableRagdollEvent(debugSourceName: CName) -> ref<RagdollDisableEvent>scripted
static native func CreateEntityReference(nodeRefString: script_ref<String>, communityEntryNames: array<CName>) -> EntityReference
public static final func CreateEvent(compatibleDeviceName: CName, timeout: Uint32) -> ref<MultiplayerGiveChoiceTokenEvent>scripted
public static func CreateForceRagdollEvent(debugSourceName: CName) -> ref<RagdollActivationRequestEvent>scripted
public static func CreateForceRagdollNoPowerPoseEvent(debugSourceName: CName) -> ref<RagdollActivationRequestEvent>scripted
public static func CreateForceRagdollWithCustomFilterDataEvent(customFilterData: CName, debugSourceName: CName) -> ref<RagdollActivationRequestEvent>scripted
public static final func CreateGameEffect(context: ScriptExecutionContext, record: wref<AISubActionCreateGameEffect_Record>)scripted
public static final func CreateInputHint(context: GameInstance, isVisible: Bool)scripted
public static final func CreateInputHint(context: GameInstance, isVisible: Bool)scripted
public static final func CreateInputHint(context: GameInstance, isVisible: Bool)scripted
private static final func CreateInstallPartRequest_Attachment(stashObj: ref<GameObject>, itemData: ref<gameItemData>, part: ItemID) -> ref<InstallItemPart>scripted
private static final func CreateInstallPartRequest_Mod(stashObj: ref<GameObject>, itemData: ref<gameItemData>, part: ItemID) -> ref<InstallItemPart>scripted
public static final func CreateMenuData(player: wref<PlayerPuppet>) -> ref<MenuDataBuilder>scripted
public static final func CreateNewDamageRequest(context: GameInstance, target: ref<GameObject>, attackType: gamedataAttackType, damageDealt: Float, opt isTargetKilled: Bool)scripted
public static final func CreateNewPreventionDamageRequest(context: GameInstance, target: ref<GameObject>, attackTime: Float, attackType: gamedataAttackType, damageDealt: Float, isTargetKilled: Bool)scripted
private static final func CreateParabolicTrajectory(record: wref<AISubActionThrowItem_Record>, targetPosition: Vector4, throwAngle: Float) -> ref<gameprojectileTrajectoryParams>scripted
static native func CreatePersistentID(entityID: EntityID, opt componentName: CName) -> PersistentID
public static func CreateRagdollActivationRequestEvent(activationType: entragdollActivationRequestType, filterDataOverride: CName, applyPowerPose: Bool, applyMomentum: Bool, debugSourceName: CName) -> ref<RagdollActivationRequestEvent>scripted
public static func CreateRagdollApplyImpulseEvent(worldPos: Vector4, imuplseVal: Vector4, influenceRadius: Float) -> ref<RagdollApplyImpulseEvent>scripted
private static final func CreateRemovePartRequest(stashObj: ref<GameObject>, item: ItemID, slotID: TweakDBID) -> ref<RemoveItemPart>scripted
public static final func CreateReplaceEquipmentRequest(owner: ref<GameObject>, equippedItemID: ItemID, upgradeItemID: ItemID, opt partItemID: ItemID)scripted
public static final func CreateRequest(requester: CName, data: OutlineData, opt expectedDuration: Float) -> ref<OutlineRequest>scripted
public static final func CreateSavingLockedEvent(locks: script_ref<array<gameSaveLock>>) -> ref<UIInGameNotificationEvent>scripted
public static final func CreateSimpleQuickhackData(playerOwner: ref<PlayerPuppet>, targetScriptedPuppet: ref<ScriptedPuppet>, quickhackActionRecord: ref<ObjectAction_Record>) -> ref<QuickhackData>scripted
public static final func CreateStatModifier(statType: gamedataStatType, modType: gameStatModifierType, value: Float) -> ref<gameStatModifierData>scripted
public static final func CreateStatModifierUsingCurve(statType: gamedataStatType, modType: gameStatModifierType, refStat: gamedataStatType, curveName: CName, columnName: CName) -> ref<gameStatModifierData>scripted
public static final func CrimeWitnessRequestToPreventionSystem(context: GameInstance, criminalPosition: Vector4)scripted
public static final func CrowdCombatConditions(context: ScriptExecutionContext) -> Boolscripted
public static final func CyberwareHasSideUpgrade(itemID: ItemID, out sideUpgradeItemRecord: ref<Item_Record>) -> Boolscripted
public static final func CyberwareHasUpgrade(game: GameInstance, itemID: ItemID, currentQuality: gamedataQuality, desiredQuality: gamedataQuality, out upgradeItemRecord: ref<Item_Record>) -> Boolscripted
public static final func CyclePreventionState(out state: CName)scripted

D 122

public static final func Deactivate(owner: wref<GameObject>, lookAtAddEvents: script_ref<array<ref<LookAtAddEvent>>>)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionActivateLightPreset_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionActivateStrongArmsFX_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionAddFact_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionApplyTimeDilation_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionAttackWithWeapon_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionBlockData_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionCallReinforcements_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionCallSquadSearchBackUp_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionChangeAttitude_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionChangeCoverSelectionPreset_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionChimeraMetalstorm_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionCompleteCommand_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionConditionalFailure_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionCover_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionCreateGameEffect_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionCustomEffectors_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionDisableAimAssist_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionDisableCollider_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionDroneModifyAltitude_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionEquipOnBody_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionEquipOnSlot_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionFail_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionFailIfFriendlyFire_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionFastExitWorkspot_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionForceDeath_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionForceEquip_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionForceHitReaction_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionForceUnequip_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionGameplayLogicPackage_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionGeneratePointOfInterestTarget_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionInAir_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionLeaveCover_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionMeleeAttackAttemptEvent_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionMeleeAttackManager_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionMissileRainCircular_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionMissileRainGrid_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionModifyStatPool_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionMountVehicle_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionPlaySound_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionPlayVoiceOver_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionQueueAIEvent_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionQueueCommunicationEvent_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionQuickHack_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionRandomize_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionReloadWeapon_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionScaleDurationWithDistance_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSecuritySystemNotification_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSendSignal_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSetEquipPrimaryWeapons_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSetEquipSecondaryWeapons_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSetInfluenceMap_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSetInt_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSetStimSource_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSetTargetByTag_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSetTopThreatPersistance_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSetUnequipPrimaryWeapons_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSetUnequipSecondaryWeapons_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSetWaypointByTag_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionShootFromCar_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionShootToPoint_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionShootWithWeapon_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSpawnFX_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionSquadSync_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionStartCooldown_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionStatusEffect_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionThrowItem_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionTriggerItemActivation_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionTriggerStim_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionUnequipOnSlot_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionUpdateFriendlyFireParams_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionUseSensePreset_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, record: wref<AISubActionWorkspot_Record>, duration: Float, interrupted: Bool)scripted
public static final func Deactivate(context: ScriptExecutionContext, subActionRecord: wref<AISubAction_Record>, duration: Float, interrupted: Bool)scripted
protected static final func DealStaminaDamage(hitEvent: ref<gameHitEvent>, targetID: StatsObjectID, statSystem: ref<StatsSystem>)scripted
public static final func Debug_IsAllowed(stimType: gamedataStimType) -> Boolscripted
public static final func DEBUG_IsDivingForced(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func DEBUG_IsSurfaceSwimmingForced(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func DEBUG_IsSwimmingForced(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static func Debug_WeaponSpread_Set(gameInstance: GameInstance, useCircularDistribution: Bool, useEvenDistribution: Bool, rowCount: Int32, projectilesPerShot: Int32)scripted
static native func DebugBreak()
public static func DebugDevices(gameInstance: GameInstance, shouldDebug: Bool)scripted
public static func DebugGiveHotkeys(gameInstance: GameInstance)scripted
public static final func DebugLog(gameInstance: GameInstance, message: script_ref<String>)scripted
public static final func DebugLogEnabled(puppet: wref<ScriptedPuppet>) -> Boolscripted
public static func DebugNPCs_NonExec(gi: GameInstance, opt durationStr: String, opt radiusStr: String, opt moveWithPlayerStr: String)scripted
public static final func DecreaseQuickHackQueueCount(player: ref<PlayerPuppet>)scripted
public static final func DecrementCountFromSpreadMap(player: wref<PlayerPuppet>, key: wref<InteractionBase_Record>) -> Boolscripted
public static final func DecrementQuickHackBlackboard(gameInstance: GameInstance, actionID: TweakDBID)scripted
public static final func DefaultArgs(gameInstance: GameInstance, entry: CName) -> ref<PlayRadioArgs>scripted
public static final func DefaultDelayedArgs(gameInstance: GameInstance, entry: CName, timeDelay: Float) -> ref<PlayRadioArgs>scripted
public static final func DefaultState() -> CNamescripted
public static final func DefaultState(self: inkWidgetRef) -> CNamescripted
static native func Deg2Rad(deg: Float) -> Float
public static final func DespawnFX(context: ScriptExecutionContext, record: wref<AISubActionSpawnFX_Record>)scripted
public static final func DespawnRequest(gameInstance: GameInstance, opt characterID: TweakDBID) -> Boolscripted
public static final func DisableAimAssist(context: ScriptExecutionContext, opt reason: CName)scripted
public static final func DisableHitShape(gameObj: wref<GameObject>, shapeName: CName, hierarchical: Bool)scripted
public static final func DisassembleItem(executor: wref<GameObject>, itemID: ItemID)scripted
public static final func DisassembleItem(executor: wref<GameObject>, itemID: ItemID, quantity: Int32)scripted
public static final func DisplayFFButtonPrompt(owner: ref<GameObject>)scripted
public static final func DoEndDriveChase(context: ScriptExecutionContext) -> Boolscripted
public static final func DoEndDrivePanic(context: ScriptExecutionContext) -> Boolscripted
public static final func DoEndDrivePatrol(context: ScriptExecutionContext) -> Boolscripted
public static final func DoEndDriveToPointAutonomous(context: ScriptExecutionContext) -> Boolscripted
public static final func DoesEquipAreaContainNewItems(vendorObject: wref<GameObject>, area: gamedataEquipmentArea, checkPlayerCanBuy: Bool) -> Boolscripted
public static final func DoesItemMeetRequirements(weaponItemID: ItemID, condition: ref<AIItemCond_Record>, evolution: wref<WeaponEvolution_Record>) -> Boolscripted
public static final func DoesPlayerHaveQuickHack(player: wref<PlayerPuppet>, quickHackTweak: TweakDBID) -> Boolscripted
public static final func DoesVehicleSupportCombat(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func DoQuickHacksPierceProtection(data: script_ref<HitShapeData>) -> Boolscripted
public static final func DoQuickHacksPierceProtection(userData: ref<HitShapeUserDataBase>) -> Boolscripted
public static final func DownloadFunds(executor: wref<GameObject>, itemID: ItemID)scripted
public static final func DrainStatPool(hitEvent: ref<gameHitEvent>, statPoolType: gamedataStatPoolType, value: Float)scripted
public static final func DrinkItem(executor: wref<GameObject>, itemID: ItemID, fromInventory: Bool)scripted
public static final func Drop(context: ScriptExecutionContext, record: wref<AISubActionForceUnequip_Record>) -> Boolscripted
public static final func Drop(context: ScriptExecutionContext, itemToUnequip: NPCItemToEquip) -> Boolscripted
public static final func DropItem(context: ScriptExecutionContext, record: wref<AISubActionThrowItem_Record>)scripted
public static final func DropItem(executor: wref<GameObject>, itemID: ItemID)scripted
public static final func DropItemFromSlot(obj: wref<GameObject>, slot: TweakDBID)scripted
public static final func DropManyItems(gameInstance: GameInstance, obj: wref<GameObject>, items: script_ref<array<ItemModParams>>)scripted
public static final func DropWeaponFromSlot(obj: wref<GameObject>, slot: TweakDBID)scripted
static native func DumpClassHierarchy()

E 50

public static final func EActionInactivityResonToLocalizationString(value: EActionInactivityReson) -> Stringscripted
public static final func EatItem(executor: wref<GameObject>, itemID: ItemID, fromInventory: Bool)scripted
public static func EMPTY_ENTITY_ID() -> EntityIDscripted
public static func EmptyInventoryItemData() -> InventoryItemDatascripted
public static final func EmptyVector() -> Vector4scripted
public static final func EnableAimAssist(context: ScriptExecutionContext)scripted
public static final func EnableHitShape(gameObj: wref<GameObject>, shapeName: CName, hierarchical: Bool)scripted
static native func EnsureFailure(message: script_ref<String>) -> Bool
public static final func EnterAlerted(owner: wref<ScriptedPuppet>)scripted
static native func EnumGetMax(type: CName) -> Int64
static native func EnumGetMin(type: CName) -> Int64
static native func EnumValueFromName(enumName: CName, enumValue: CName) -> Int64
static native func EnumValueFromString(enumStr: script_ref<String>, enumValue: script_ref<String>) -> Int64
static native func EnumValueToName(enumName: CName, enumValue: Int64) -> CName
static native func EnumValueToString(enumStr: script_ref<String>, enumValue: Int64) -> String
public static final func Equals(colorA: Color, colorB: Color, opt tolerance: Int32) -> Boolscripted
public static final func Equals(dataA: GenericTemplatePersistentData, dataB: GenericTemplatePersistentData) -> Boolscripted
public static final func Equals(dataA: UniqueTemplateData, dataB: UniqueTemplateData) -> Boolscripted
public static final func Equals(templateA: VehicleVisualCustomizationTemplate, templateB: VehicleVisualCustomizationTemplate) -> Boolscripted
public static final func Equip(context: ScriptExecutionContext, itemsToEquip: script_ref<array<NPCItemToEquip>>, cacheEquipped: Bool) -> Boolscripted
public static final func Equip(context: ScriptExecutionContext, record: wref<AISubActionForceEquip_Record>) -> Boolscripted
public static final func EquipItem(executor: wref<GameObject>, itemID: ItemID)scripted
public static final func EquipOnBody(context: ScriptExecutionContext, itemsToEquip: script_ref<array<NPCItemToEquip>>) -> Boolscripted
static native func EquipPickableItemOnClient(itemID: ItemID, quickSlotID: Int32)
public static final func EulerNumber() -> Floatscripted
public static final func Evaluate(isSecured: Bool, actions: array<ref<DeviceAction>>, allApplicableChoices: script_ref<array<InteractionChoice>>, onlyInteractableChoices: script_ref<array<InteractionChoice>>)scripted
public static final func Evaluate(device: ref<ScriptableDeviceComponentPS>, hasActiveActions: Bool) -> EViabilityDecisionscripted
public static final func Evaluate(device: ref<DoorControllerPS>, hasActiveActions: Bool) -> Boolscripted
public static final func Evaluate(device: ref<DoorControllerPS>, hasActiveActions: Bool) -> Boolscripted
public static final func Evaluate(device: ref<MasterControllerPS>, hasActiveActions: Bool) -> Boolscripted
public static final func Evaluate(device: ref<RadioControllerPS>, hasActiveActions: Bool) -> Boolscripted
public static final func Evaluate(device: ref<SmartWindowControllerPS>, hasActiveActions: Bool) -> Boolscripted
public static final func Evaluate(device: ref<SurveillanceCameraControllerPS>, hasActiveActions: Bool) -> Boolscripted
public static final func Evaluate(device: ref<MediaDeviceControllerPS>, hasActiveActions: Bool) -> Boolscripted
public static final func EvaluateApplyingStatusEffectsFromMountedObjectToPlayer(npc: wref<GameObject>, player: wref<GameObject>)scripted
public static final func EvaluateLootQuality(self: wref<GameObject>)scripted
public static final func EvaluateLootQualityByTask(self: wref<GameObject>)scripted
public static final func EvaluateShootingSpot(puppet: wref<ScriptedPuppet>, target: wref<GameObject>, cm: wref<CoverManager>, consideredCoverID: Uint64) -> Boolscripted
public static final func EvaluateTicketActivation(context: ScriptExecutionContext, actionType: wref<AITicketType_Record>)scripted
public static final func EvaluateTicketDeactivation(context: ScriptExecutionContext, actionType: wref<AITicketType_Record>)scripted
public static final func EvaluateTicketsActivation(context: ScriptExecutionContext, actionRecord: wref<AIAction_Record>)scripted
public static final func EvaluateTicketsDeactivation(context: ScriptExecutionContext, actionRecord: wref<AIAction_Record>)scripted
private static final func Execute(puppet: ref<ScriptedPuppet>, weapon: EquipmentPriority)scripted
public static final func ExecuteForAllWeapons(puppet: ref<ScriptedPuppet>)scripted
public static final func ExitVehicleEvent() -> ref<AIEvent>scripted
protected static final func ExitWorkspot(context: ScriptExecutionContext, record: wref<AISubActionFastExitWorkspot_Record>)scripted
public static final func ExitWorkspot(scriptInterface: ref<StateGameScriptInterface>, owner: ref<GameObject>)scripted
static native func ExpF(a: Float) -> Float
public static final func ExtractItemsOfEquipArea(type: gamedataEquipmentArea, input: script_ref<array<wref<gameItemData>>>, output: script_ref<array<wref<gameItemData>>>) -> Boolscripted
public static final func ExtractSpecificStateClass(states: script_ref<array<ref<PersistentState>>>, desiredClassName: CName, extractedStates: array<ref<PersistentState>>) -> Boolscripted

F 70

public static final func FailTicket(context: ScriptExecutionContext, actionType: wref<AITicketType_Record>)scripted
public static final func FastForwardPlayerState(player: ref<GameObject>)scripted
public static final func FetchContactHash(contactData: wref<ContactData>) -> Int32scripted
public static final func FillEffectData(context: ScriptExecutionContext, record: wref<AISubActionAttackWithWeapon_Record>, attack: wref<Attack_GameEffect>, effect: wref<EffectInstance>)scripted
public static final func FillEmptyCoverExposureMethodArray() -> array<AICoverExposureMethod>scripted
public static final func FillEmptyCoverExposureMethodNameArray() -> array<CName>scripted
public static final func FillMeleeEffectData(effectData: EffectData, colliderBoxSize: Vector4, duration: Float, position: Vector4, rotation: Quaternion, direction: Vector4, range: Float, initRange: Float, width: Float, axisConstraints: Vector4, coneHalfAngle: Float)scripted
public static final func FillModsFromTooltipData(data: ref<InventoryTooltipData>, mods: script_ref<array<ref<MinimalItemTooltipModData>>>, dedicatedMods: script_ref<array<ref<MinimalItemTooltipModAttachmentData>>>)scripted
public static final func FillProjectileHitAoEData(aoeData: script_ref<ProjectileHitAoEData>) -> Boolscripted
public static final func FillProjectileHitData(source: wref<GameObject>, user: wref<GameObject>, projectileComponent: ref<ProjectileComponent>, eventData: ref<gameprojectileHitEvent>) -> Boolscripted
public static final func FillScreenshotInPreview(screenshotSize: Vector2, previewSize: Vector2) -> Vector2scripted
public static final func FillTakedownData(executionOwner: wref<GameObject>, activator: wref<GameObject>, target: wref<GameObject>, effectName: CName, effectTag: CName, opt statusEffect: String) -> Boolscripted
public static final func FilterAgainstChoosingPreviouslySelected(entity: wref<Entity>, interface: wref<PuppetSquadInterface>, condition: wref<AISquadAvoidLastFilter_Record>, squadMembers: script_ref<array<wref<Entity>>>)scripted
public static final func FilterAICondition(condition: wref<AISquadFilterByAICondition_Record>, squadMembers: script_ref<array<wref<Entity>>>)scripted
public static final func FilterInSector(interface: wref<PuppetSquadInterface>, condition: wref<AISquadInSectorFilter_Record>, ticketRecord: wref<AITicket_Record>, squadMembers: script_ref<array<wref<Entity>>>)scripted
public static final func FilterItem(filter: ItemFilterCategory, wrappedData: ref<WrappedInventoryItemData>) -> Boolscripted
public static final func FilterItemPriority(condition: wref<AISquadItemPriorityFilter_Record>, squadMembers: script_ref<array<wref<Entity>>>)scripted
private static final func FilterItemTypePredicate(itemRecord: wref<Item_Record>, condition: wref<AISquadItemCategoryPriorityFilter_Record>, index: Int32) -> Boolscripted
private static final func FilterItemTypePredicate(itemRecord: wref<Item_Record>, condition: wref<AISquadItemTypePriorityFilter_Record>, index: Int32) -> Boolscripted
public static final func FilterJustSelf(entity: wref<Entity>, condition: wref<AISquadJustSelfFilter_Record>, squadMembers: script_ref<array<wref<Entity>>>)scripted
public static final func FilterOut(entity: wref<Entity>, interface: wref<PuppetSquadInterface>, filter: wref<AITicketFilter_Record>, ticketRecord: wref<AITicket_Record>, squadMembers: script_ref<array<wref<Entity>>>)scripted
public static final func FilterSpatialForOwnTarget(entity: wref<Entity>, condition: wref<AISquadSpatialForOwnTarget_Record>, squadMembers: script_ref<array<wref<Entity>>>)scripted
public static final func FilterTargetSpotted(entity: wref<Entity>, condition: wref<AISquadFilterOwnTargetSpotted_Record>, squadMembers: script_ref<array<wref<Entity>>>)scripted
public static final func FindAction(actionName: CName, actions: script_ref<array<ref<DeviceAction>>>, out foundAction: ref<DeviceAction>) -> Int32scripted
public static final func FindClosestContactWithUnread(dataView: wref<DialerContactDataView>, startIndex: Int32) -> ref<ContactData>scripted
public static final func FindContactHash(journal: ref<JournalManager>, entry: wref<JournalEntry>) -> Int32scripted
public static final func FindConversationHash(journal: ref<JournalManager>, entry: wref<JournalEntry>) -> Int32scripted
public static final func FindStatusAction(actions: script_ref<array<ref<DeviceAction>>>, out status: ref<BaseDeviceStatus>) -> Int32scripted
public static final func FinisherEffectorActionOn(npc: wref<NPCPuppet>, instigator: wref<GameObject>)scripted
public static final func Fire(weaponOwner: wref<GameObject>, weapon: wref<WeaponObject>, timeStamp: Float, tbhCoefficient: Float, requestedTriggerMode: gamedataTriggerMode, opt targetPosition: Vector4, opt target: ref<GameObject>, opt rangedAttack: TweakDBID, opt maxSpreadOverride: Float, opt aimingDelay: Float, opt offset: Vector4, opt shouldTrackTarget: Bool, opt predictionTime: Float, opt posProviderOverride: ref<IPositionProvider>, opt muzzleOffset: Vector4, opt weaponCustomEvent: CName)scripted
public static final func FitScreenshotInPreview(screenshotSize: Vector2, previewSize: Vector2) -> Vector2scripted
public static func FloatIsEqual(f: Float, to: Float) -> Boolscripted
static native func FloatToString(value: Float) -> String
static native func FloatToStringPrec(value: Float, precision: Int32) -> String
static native func FloorF(a: Float) -> Int32
public static final func Fmodf(a: Float, b: Float) -> Floatscripted
public static final func ForceCarToStop(game: GameInstance)scripted
public static final func ForceDeath(context: ScriptExecutionContext, record: wref<AISubActionForceDeath_Record>)scripted
public static final func ForceEquipItemOnPlayer(puppet: ref<GameObject>, itemTDBID: TweakDBID, addToInv: Bool)scripted
public static final func ForceEquipStrongArms(player: ref<PlayerPuppet>, instantStatChange: Bool) -> Boolscripted
public static final func ForceItemTier(obj: wref<GameObject>, itemData: wref<gameItemData>, forcedQuality: CName)scripted
public static final func ForceQualityAndDuplicateStatsShard(owner: ref<PlayerPuppet>, originalItemID: ItemID, destinationItemID: ItemID)scripted
public static final func ForceRelaseReprimands(self: script_ref<Agent>)scripted
public static final func ForceStarStateToActive(context: GameInstance, value: Bool)scripted
public static final func ForceUnequipItemFromPlayer(puppet: ref<GameObject>, slotTDBID: TweakDBID, removeItem: Bool)scripted
public static final func ForceUnequipStrongArms(player: ref<PlayerPuppet>) -> Boolscripted
public static final func ForceVisionAppearance(self: ref<GameObject>, data: ref<FocusForcedHighlightData>)scripted
public static final func ForceWeaponOverheat(weapon: wref<WeaponObject>, weaponOwner: wref<GameObject>)scripted
public static final func FromInventoryItemData(itemData: script_ref<InventoryItemData>) -> ref<InventoryTooltipData>scripted
public static final func FromInventoryItemData(itemData: script_ref<InventoryItemData>) -> ref<MinimalItemTooltipData>scripted
public static final func FromInventoryItemData(owner: wref<GameObject>, itemData: script_ref<InventoryItemData>, opt manager: wref<UIInventoryItemsManager>) -> ref<UIInventoryItem>scripted
public static final func FromInventoryTooltipData(tooltipData: ref<InventoryTooltipData>) -> ref<MinimalItemTooltipData>scripted
public static final func FromItemViewData(itemViewData: script_ref<ItemViewData>) -> ref<InventoryTooltipData>scripted
public static final func FromMinimalItemTooltipData(owner: wref<GameObject>, data: ref<MinimalItemTooltipData>, opt manager: wref<UIInventoryItemsManager>) -> ref<UIInventoryItem>scripted
public static final func FromMinimalItemTooltipData(data: ref<MinimalItemTooltipData>, opt manager: wref<UIInventoryItemsManager>) -> ref<UIInventoryItemStatsManager>scripted
public static final func FromMinimalItemTooltipDataToTooltipStats(data: ref<MinimalItemTooltipData>, opt manager: wref<UIInventoryItemsManager>) -> ref<UIInventoryItemStatsManager>scripted
public static final func FromRecipeAndItemData(context: GameInstance, recipe: ref<RecipeData>, itemData: script_ref<InventoryItemData>, recipeOutcome: script_ref<InventoryItemData>, recipeGameItemData: wref<gameItemData>) -> ref<InventoryTooltipData>scripted
public static final func FromRecord(record: ref<VehicleClearCoatOverrides_Record>) -> VehicleClearCoatOverridesscripted
public static final func FromRecord(record: ref<VehicleCustomMultilayer_Record>) -> VehicleCustomMultilayerscripted
public static final func FromRecord(record: ref<VehicleDecalAttachment_Record>) -> VehicleDecalAttachmentDatascripted
public static final func FromRecord(record: ref<VehiclePartsClearCoatOverrides_Record>) -> VehiclePartsClearCoatOverridesscripted
public static final func FromRecord(templateRecord: ref<VehicleColorTemplate_Record>, twintoneModelName: CName) -> VehicleVisualCustomizationTemplatescripted
public static final func FromVehicleVisualCustomizationTemplate(template: VehicleVisualCustomizationTemplate) -> SavedVehicleVisualCustomizationTemplatescripted
public static final func FRONT() -> Vector4scripted
static native func FTLog(value: script_ref<String>)
static native func FTLogError(value: script_ref<String>)
static native func FTLogWarning(value: script_ref<String>)

G 1011

static native func GameTimeIntervalContainsTime()
public static final func GenerateBounty(target: wref<NPCPuppet>) -> Bountyscripted
public static final func GenerateID(id: EntityID) -> PersistentIDscripted
public static final func Get(context: ScriptExecutionContext, record: wref<AIActionTarget_Record>, getSlotPosition: Bool, out obj: wref<GameObject>, out position: Vector4, opt predictionTime: Float) -> Boolscripted
public static final func Get(context: ScriptExecutionContext, record: ref<AIActionTarget_Record>, getSlotPosition: Bool, out obj: wref<GameObject>, out pos: Vector4, out coverID: Uint64, opt predictionTime: Float) -> Boolscripted
public static final func Get(context: ScriptExecutionContext, record: ref<AIActionTarget_Record>, out obj: wref<GameObject>, out pos: Vector4, out coverID: Uint64, opt predictionTime: Float) -> Boolscripted
public static final func Get(owner: wref<ScriptedPuppet>, out aiComponent: ref<AIHumanComponent>) -> Boolscripted
public static final func Get(puppet: wref<ScriptedPuppet>, out targetTracker: wref<TargetTrackerComponent>) -> Boolscripted
public static final func Get(puppet: wref<ScriptedPuppet>, out targetTracker: wref<TargetTrackingExtension>) -> Boolscripted
public static final func Get(context: ScriptExecutionContext, out targetTracker: wref<TargetTrackerComponent>) -> Boolscripted
public static final func Get2DLinearSpeed(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
public static final func GetAbbreviatedItemStatName(type: gamedataStatType) -> Stringscripted
public static final func GetAbilities(self: script_ref<InventoryItemData>) -> array<InventoryItemAbility>scripted
public static final func GetAbilitiesSize(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetAbility(self: script_ref<InventoryItemData>, index: Int32) -> InventoryItemAbilityscripted
public static final func GetAbsAngleFromCoverToCombatTarget(puppet: ref<ScriptedPuppet>, targetPosition: Vector4, coverID: Uint64) -> Floatscripted
public static final func GetAbsAngleFromCoverToMovementTarget(puppet: ref<ScriptedPuppet>, movementTargetPos: Vector4, coverID: Uint64) -> Floatscripted
public static final func GetAbsAngleFromCoverToTargetPosition(puppet: wref<ScriptedPuppet>, coverID: Uint64, targetPosition: Vector4) -> Floatscripted
public static func GetActionAnimationSlideParams(slideRecord: ref<AIActionSlideData_Record>) -> ActionAnimationSlideParamsscripted
public static final func GetActionBlackboard(owner: ref<ScriptedPuppet>) -> ref<IBlackboard>scripted
public static final func GetActionPackageType(context: ScriptExecutionContext) -> AIactionParamsPackageTypesscripted
public static final func GetActionRecord(context: ScriptExecutionContext, actionID: TweakDBID, actionDebugName: script_ref<String>, out actionRecord: wref<AIAction_Record>) -> Boolscripted
public static final func GetActionRecordFromSelector(context: ScriptExecutionContext, selectorRecord: wref<AIActionSelector_Record>, actionDebugName: script_ref<String>, out actionRecord: wref<AIAction_Record>, out nodeIterator: Int32, out shouldCallAgain: Bool) -> Boolscripted
public static final func GetActionRecordFromSequence(context: ScriptExecutionContext, sequenceRecord: wref<AIActionSequence_Record>, actionDebugName: script_ref<String>, out actionRecord: wref<AIAction_Record>, out sequenceIterator: Int32, out shouldCallAgain: Bool) -> Boolscripted
public static final func GetActiveCyberwareItem(player: ref<PlayerPuppet>) -> TweakDBIDscripted
public static final func GetActiveLeftHandItem(scriptInterface: ref<StateGameScriptInterface>) -> ref<ItemObject>scripted
public static final func GetActiveMode(context: GameInstance) -> ActiveModescripted
public static final func GetActiveTopHostilePuppetThreat(puppet: ref<ScriptedPuppet>, threat: script_ref<TrackedLocation>) -> Boolscripted
public static final func GetActiveWardrobeSet(owner: ref<GameObject>) -> ref<ClothingSet>scripted
public static final func GetActiveWardrobeSetID(owner: ref<GameObject>) -> gameWardrobeClothingSetIndexscripted
public static final func GetActiveWeapon(scriptInterface: ref<StateGameScriptInterface>) -> ref<WeaponObject>scripted
public static final func GetActiveWeapon(object: wref<GameObject>) -> ref<WeaponObject>scripted
public static final func GetActiveWeapon(obj: ref<GameObject>) -> wref<WeaponObject>scripted
public static final func GetAdditionalDescription(self: script_ref<InventoryItemData>) -> Stringscripted
private static final func GetAdditionalOverheatDuration(effectToCast: wref<StatusEffect_Record>) -> Floatscripted
public static final func GetAdditionalTraceTypeValueFromTweakEnum(value: gamedataAIAdditionalTraceType) -> AdditionalTraceTypescripted
public static final func GetAdditiveCameraMovementsSetting(owner: ref<GameObject>) -> Floatscripted
public static final func GetAgentRegistry(context: GameInstance) -> ref<PoliceAgentRegistry>scripted
public static final func GetAIComponent(context: ScriptExecutionContext) -> ref<AIHumanComponent>scripted
private static final func GetAIComponent(context: ScriptExecutionContext) -> ref<AIHumanComponent>scripted
public static final func GetAimAssistMeleeRecord(scriptInterface: ref<StateGameScriptInterface>) -> ref<AimAssistMelee_Record>scripted
public static final func GetAirDodgeStaminaCost() -> Floatscripted
public static final func GetAirLeapAttackStaminaCost() -> Floatscripted
static native func GetAllBlackboardDefs() -> ref<AllBlackboardDefinitions>
private static final func GetAllCyberwareAreas() -> array<gamedataEquipmentArea>scripted
public static final func GetAllDisallowedActionNames(out actionNames: array<CName>)scripted
public static final func GetAllPassengers(gi: GameInstance, vehicleID: EntityID, includeTrunkBody: Bool, passengers: script_ref<array<wref<GameObject>>>)scripted
public static final func GetAllSlots(obj: ref<GameObject>, item: ItemID) -> array<SPartSlots>scripted
public static final func GetAllSlotsFromItemData(itemData: wref<gameItemData>) -> array<SPartSlots>scripted
public static final func GetAllSquadMemberInterfaces(obj: wref<GameObject>) -> array<ref<SquadScriptInterface>>scripted
public static final func GetAmmo(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetAmmo(itemRecord: wref<Item_Record>, opt force: Bool, manager: wref<UIInventoryItemsManager>) -> Int32scripted
public static final func GetAmmoBulletAmount(ammoId: TweakDBID) -> Int32scripted
public static final func GetAmmoCount(owner: ref<GameObject>, itemID: ItemID) -> Stringscripted
public static final func GetAmmoCountValue(owner: ref<GameObject>, itemID: ItemID) -> Int32scripted
public static final func GetAmmoIconByType(itemType: gamedataItemType) -> CNamescripted
public static final func GetAmmoType(weaponID: ItemID) -> ItemIDscripted
public static final func GetAmmoType(weapon: wref<WeaponObject>) -> ItemIDscripted
public static final func GetAnimDirection(context: ScriptExecutionContext, record: wref<AISubActionInitialReaction_Record>) -> Floatscripted
public static func GetAnimOptionsInfiniteLoop(loopType: inkanimLoopType) -> inkAnimOptionsscripted
public static final func GetAnimVariation(context: ScriptExecutionContext, record: wref<AISubActionBlockData_Record>) -> Int32scripted
public static final func GetAnimVariation(context: ScriptExecutionContext, record: wref<AISubActionCover_Record>) -> Int32scripted
public static final func GetAnimVariation(context: ScriptExecutionContext, record: wref<AISubActionHitData_Record>) -> Int32scripted
public static final func GetAnimVariation(context: ScriptExecutionContext, record: wref<AISubActionInitialReaction_Record>) -> Int32scripted
public static final func GetAnimVariation(context: ScriptExecutionContext, record: wref<AISubActionRandomize_Record>) -> Int32scripted
public static final func GetAnimVariation(context: ScriptExecutionContext, subActionRecord: wref<AISubAction_Record>, out animVariation: Int32) -> Boolscripted
public static final func GetAnimVariationInBlackBoard(blackBoard: ref<IBlackboard>, owner: wref<ScriptedPuppet>) -> Int32scripted
public static final func GetAnimWrapperNameBasedOnHighLevelState(highLevelState: gamedataNPCHighLevelState) -> CNamescripted
public static final func GetAnimWrapperNameBasedOnItemID(itemID: ItemID) -> CNamescripted
public static final func GetAnimWrapperNameBasedOnItemTag(itemID: ItemID) -> CNamescripted
public static final func GetAnimWrapperNameBasedOnStanceState(stanceState: gamedataNPCStanceState) -> CNamescripted
public static final func GetAppliedEffects(target: wref<GameObject>) -> array<ref<StatusEffect>>scripted
public static final func GetAppliedEffectsWithTag(target: wref<GameObject>, tag: CName, statusEffects: script_ref<array<ref<StatusEffect>>>, opt instigatorID: EntityID) -> Boolscripted
public static final func GetAppliedStatusEffectKey() -> CNamescripted
private static final func GetAppropriateArmorTutorialCyberware(itemQuality: gamedataQuality) -> TweakDBIDscripted
public static final func GetAppropriateEyesTutorialCyberware(itemQuality: gamedataQuality) -> TweakDBIDscripted
public static final func GetAppropriateHandsTutorialCyberware(itemQuality: gamedataQuality, isSmartLink: Bool) -> TweakDBIDscripted
public static final func GetApproximateTutorialCapacity(player: ref<GameObject>, quality: gamedataQuality, hasSmartLink: Bool) -> Floatscripted
public static final func GetAssignedVehicle(owner: wref<ScriptedPuppet>, out vehicle: wref<GameObject>) -> Boolscripted
private static final func GetattachementFromBlueprint(blueprintRecord: wref<ItemBlueprintElement_Record>, out attachments: array<wref<AttachmentSlot_Record>>)scripted
public static final func GetAttachment(self: script_ref<InventoryItemData>, index: Int32) -> ref<InventoryItemAttachments>scripted
public static final func GetAttachments(self: script_ref<InventoryItemData>) -> array<ref<InventoryItemAttachments>>scripted
public static final func GetAttachmentSlotByItemID(itemData: script_ref<InventoryItemData>, attachmentID: ItemID) -> TweakDBIDscripted
public static final func GetAttachmentSlotID(slot: script_ref<String>) -> TweakDBIDscripted
public static final func GetAttachmentSlotIDs() -> array<TweakDBID>scripted
public static final func GetAttachmentSlots(itemType: gamedataItemType) -> array<TweakDBID>scripted
public static final func GetAttachmentSlotsForInventory() -> array<TweakDBID>scripted
public static final func GetAttachmentsSize(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetAttachmentsTypes() -> array<gamedataItemType>scripted
public static final func GetAttackAngleInFloat(hitEvent: ref<gameHitEvent>) -> Floatscripted
public static final func GetAttackAngleInInt(hitEvent: ref<gameHitEvent>, opt hitSource: Int32) -> Int32scripted
public static final func GetAttitudeBetween(first: ref<GameObject>, second: ref<GameObject>) -> EAIAttitudescripted
public static final func GetAttitudeOfPassenger(gi: GameInstance, ownerID: EntityID, slotID: MountingSlotId, out attitude: EAIAttitude) -> Boolscripted
public static final func GetAttitudeTowards(first: ref<GameObject>, second: ref<GameObject>) -> EAIAttitudescripted
public static final func GetAttributeAllocationStatsFromTooltipData(data: ref<InventoryTooltipData>, opt filterZero: Bool) -> array<ref<MinimalItemTooltipStatData>>scripted
public static final func GetAttributeDataRecord(type: gamedataAttributeDataType) -> ref<AttributeData_Record>scripted
public static final func GetAuthorizeUserClearance() -> Int32scripted
public static final func GetAvailableExposureSpots(puppet: wref<ScriptedPuppet>, coverID: Uint64, target: wref<GameObject>, record: wref<AISubActionCover_Record>, lineOfSightTolerance: Float, opt exposureMethodPriority: array<wref<AIExposureMethodType_Record>>) -> array<AICoverExposureMethod>scripted
public static final func GetAvailableExposureSpots(puppet: wref<ScriptedPuppet>, coverID: Uint64, target: wref<GameObject>, record: wref<AISubActionCover_Record>, lineOfSightTolerance: Float, opt exposureMethodPriority: array<wref<AIExposureMethodType_Record>>, allAvailableExposureMethods: script_ref<array<AICoverExposureMethod>>) -> array<AICoverExposureMethod>scripted
public static final func GetAvailableExposureSpots(puppet: wref<ScriptedPuppet>, coverID: Uint64, target: wref<GameObject>, requestedExposureMethods: array<AICoverExposureMethod>, lineOfSightTolerance: Float, opt exposureMethodPriority: array<wref<AIExposureMethodType_Record>>) -> array<AICoverExposureMethod>scripted
public static final func GetAvailableSlotsForQuality(itemData: wref<gameItemData>, quality: gamedataQuality) -> Floatscripted
public static final func GetBackLeftPassengerSlotID() -> MountingSlotIdscripted
public static final func GetBackLeftPassengerSlotName() -> CNamescripted
public static final func GetBackRightPassengerSlotID() -> MountingSlotIdscripted
public static final func GetBackRightPassengerSlotName() -> CNamescripted
public static final func GetBarTypeGroup(barType: WeaponBarType) -> WeaponBarTypeGroupscripted
public static final func GetBaseCostStatic(executor: wref<GameObject>, actionRecord: wref<ObjectAction_Record>) -> Int32scripted
private static final func GetBaseData() -> ref<GenericMessageNotificationData>scripted
public static final func GetBaseMaxChargeThreshold(self: ref<WeaponObject>) -> Floatscripted
public static final func GetBaseShootingPatternPackages(patternPackages: script_ref<array<wref<AIPatternsPackage_Record>>>) -> Boolscripted
public static final func GetBaseSquadRecord(out squadRecord: wref<AISquadParams_Record>) -> Boolscripted
public static final func GetBasicPerkRelevance(perkGroup: gamedataPerkWeaponGroupType) -> CNamescripted
public static final func GetBasicPerkRelevanceGroup(itemType: gamedataItemType) -> gamedataPerkWeaponGroupTypescripted
public static final func GetBehaviorStateFromName(nameParam: CName) -> gamedataNPCBehaviorStatescripted
public static final func GetBGIconNameForStat(statType: gamedataStatType) -> CNamescripted
public static final func GetBlackboardIntVariable(executionOwner: ref<GameObject>, id: BlackboardID_Int) -> Int32scripted
public static final func GetBlacklistedTags() -> array<CName>scripted
public static final func GetBlockCoverStatusEffectID() -> TweakDBIDscripted
public static final func GetBlockStaminaDelay() -> Floatscripted
public static final func GetBluelineBuildCheckValue(player: ref<GameObject>, contentAssignment: ref<ContentAssignment_Record>, difficulty: EGameplayChallengeLevel) -> Int32scripted
public static final func GetBluelinePaymentValue(player: ref<GameObject>, contentAssignment: ref<ContentAssignment_Record>, difficulty: EGameplayChallengeLevel) -> Int32scripted
private static final func GetBodyPartStatPool(obj: ref<GameObject>, bodyPartName: CName, out poolType: gamedataStatPoolType) -> Boolscripted
public static final func GetBool(path: TweakDBID) -> Boolscripted
public static final func GetBoolArray(path: TweakDBID) -> array<Bool>scripted
public static final func GetBoolFromTweak(actionID: TweakDBID, paramName: script_ref<String>, opt defaultValue: Bool) -> Boolscripted
public static final func GetBottomConnectionState(attribute: PerkMenuAttribute) -> CNamescripted
public static final func GetBuildScore(player: ref<GameObject>, buildToCheck: ref<PlayerBuild_Record>) -> Int32scripted
public static final func GetBumpedQuality(quality: gamedataQuality) -> gamedataQualityscripted
public static final func GetBuyPrice(self: script_ref<InventoryItemData>) -> Floatscripted
public static final func GetBuyPrice(game: GameInstance, vendorID: EntityID, itemID: ItemID) -> Int32scripted
public static final func GetBuyPrice(vendorObject: wref<GameObject>, itemID: ItemID) -> Int32scripted
public static final func GetCachedGrenadeQuery(context: ScriptExecutionContext, out targetPosition: Vector4, out throwAngle: Float, outStartType: gameGrenadeThrowStartType) -> Boolscripted
public static final func GetCallableAndNonEmptyContacts(journal: ref<JournalManager>) -> array<ref<IScriptable>>scripted
private static final func GetCallingAlliesToCombatDelay(postCombatStart: Bool) -> Floatscripted
public static final func GetCanExitKnockdownKey() -> CNamescripted
public static func GetCaptionTagsFromArray(argList: script_ref<array<ref<InteractionChoiceCaptionPart>>>) -> Stringscripted
public static final func GetCategoryName(self: script_ref<InventoryItemData>) -> Stringscripted
public static final func GetCategoryTypeFromId(id: script_ref<String>) -> CodexCategoryTypescripted
public static final func GetChannelName(radioStationType: ERadioStationList) -> Stringscripted
public static final func GetCharacterWeakspotCount(puppet: ref<gamePuppet>) -> Int32scripted
public static final func GetChargeLevel(weapon: wref<WeaponObject>, actionDuration: Float, out chargeLevel: Float) -> Boolscripted
public static final func GetCheckValue(gi: GameInstance, powerLevel: Float, difficulty: EGameplayChallengeLevel) -> Int32scripted
public static final func GetClosestIndexInRange(context: ScriptExecutionContext, minOwnerDistance: Float, maxOwnerDistance: Float, ownerDistances: script_ref<array<Float>>, minDistanceObj: Float, maxDistanceObj: Float, distancesObj: script_ref<array<Float>>, targetsPosition: array<Vector4>, allowedOffMeshTags: script_ref<array<CName>>, lineOfSightTarget: Vector4, blockLoSByNonPenetrableObj: Bool) -> Int32scripted
private static final func GetClosestMemberId(smi: ref<SquadScriptInterface>, pos: Vector4) -> EntityIDscripted
private static final func GetClosestThreat(context: ScriptExecutionContext, record: wref<AISubActionGeneratePointOfInterestTarget_Record>) -> ref<GameObject>scripted
public static final func GetClosestWeakspot(scriptInterface: ref<StateGameScriptInterface>, targetObject: ref<ScriptedPuppet>, withinDistance: Float) -> ref<WeakspotObject>scripted
public static final func GetClothingEquipmentAreas() -> array<gamedataEquipmentArea>scripted
public static final func GetClothingItemAppearanceName(itemID: ItemID) -> CNamescripted
public static final func GetCName(path: TweakDBID) -> CNamescripted
public static final func GetCNameArray(path: TweakDBID) -> array<CName>scripted
public static final func GetCNameArrayFromTweak(actionID: TweakDBID, paramName: script_ref<String>) -> array<CName>scripted
public static final func GetCNameFromTimeSystemTweak(tweakDBPath: script_ref<String>, paramName: script_ref<String>) -> CNamescripted
public static final func GetCNameFromTweak(actionID: TweakDBID, paramName: script_ref<String>) -> CNamescripted
public static final func GetCodexDataArray(journal: ref<JournalManager>, activeDataSync: wref<CodexListSyncData>, opt useFallbackImages: Bool) -> array<ref<VirutalNestedListData>>scripted
public static final func GetCodexFilterIcon(category: CodexCategoryType) -> Stringscripted
public static final func GetCodexReplacementRecord(journal: ref<JournalManager>, currentEntry: wref<JournalEntry>) -> wref<JournalCodexEntry>scripted
public static final func GetColor(path: TweakDBID) -> Colorscripted
public static final func GetColorArray(path: TweakDBID) -> array<Color>scripted
public static final func GetCombatSquadInterface(obj: wref<GameObject>, out squadInterface: ref<CombatSquadScriptInterface>) -> Boolscripted
public static final func GetCombatTarget(context: ScriptExecutionContext) -> ref<GameObject>scripted
private static final func GetCombatTarget(npcPuppet: ref<NPCPuppet>) -> wref<GameObject>scripted
public static final func GetCombinedItemQualityValue(game: GameInstance, itemID: ItemID) -> Int32scripted
private static final func GetCommandName() -> CNamescripted
public static final func GetCommonCraftingMaterials() -> array<TweakDBID>scripted
public static final func GetCommonCraftingMaterials() -> array<TweakDBID>scripted
public static final func GetCompanion(context: ScriptExecutionContext) -> ref<GameObject>scripted
public static final func GetComparedQuality(self: script_ref<InventoryItemData>) -> gamedataQualityscripted
private static final func GetConsumablesNum() -> Int32scripted
public static final func GetConsumableTag(tags: array<CName>) -> CNamescripted
public static final func GetConsumeAction(itemID: ItemID) -> wref<ObjectAction_Record>scripted
public static final func GetContactMessageData(out contactData: ref<ContactData>, journal: ref<JournalManager>, messagesReceived: script_ref<array<wref<JournalEntry>>>, playerReplies: script_ref<array<wref<JournalEntry>>>)scripted
public static final func GetContextDropdownOptions(context: DropdownDisplayContext) -> array<ref<DropdownItemData>>scripted
public static final func GetContextFromAction(selfPSID: PersistentID, actionToResolve: ref<ScriptableDeviceAction>) -> EActionContextscripted
public static final func GetControlPanelCompatibleClearance() -> Int32scripted
private static final func GetConversationHash(journal: ref<JournalManager>, conversationEntry: wref<JournalPhoneConversation>) -> Int32scripted
private static final func GetCooldown(instance: wref<UIInventoryItemProgramData>, actionRecord: wref<ObjectAction_Record>, player: wref<PlayerPuppet>)scripted
public static final func GetCooldownSystem(go: ref<GameObject>) -> ref<ICooldownSystem>scripted
public static final func GetCorrespondingTexturePartName(weaponPartType: WeaponPartType) -> CNamescripted
public static final func GetCostMods(costComponents: script_ref<array<wref<ObjectActionCost_Record>>>, out costMods: array<wref<StatModifier_Record>>)scripted
public static final func GetCoverBlackboard(puppet: ref<ScriptedPuppet>) -> ref<IBlackboard>scripted
public static final func GetCoverExposureMethod(puppet: ref<ScriptedPuppet>) -> CNamescripted
public static final func GetCoverExposureMethod(puppet: ref<ScriptedPuppet>, out method: AICoverExposureMethod)scripted
public static final func GetCoverHeight(puppet: ref<ScriptedPuppet>, coverID: Uint64) -> gameCoverHeightscripted
public static final func GetCoverID(context: ScriptExecutionContext, record: wref<AIActionTarget_Record>, out coverID: Uint64) -> Boolscripted
public static final func GetCoverID(context: ScriptExecutionContext, record: wref<AIActionTarget_Record>, out coverID: Uint64, out position: Vector4) -> Boolscripted
public static final func GetCoverManager(puppet: ref<ScriptedPuppet>) -> ref<CoverManager>scripted
public static final func GetCoverNPCCurrentlyExposed(puppet: ref<ScriptedPuppet>) -> Boolscripted
public static final func GetCoverPosition(context: ScriptExecutionContext, coverID: Uint64, out position: Vector4) -> Boolscripted
public static final func GetCoverRemainingHealthPerc(puppet: wref<ScriptedPuppet>, coverID: Uint64) -> Floatscripted
public static final func GetCoverStanceFromExposureSpot(puppet: ref<ScriptedPuppet>, exposureSpot: AICoverExposureMethod) -> gameCoverHeightscripted
public static final func GetCoverType(puppet: ref<ScriptedPuppet>, coverID: Uint64, out shootingSpot: Bool) -> gameCoverHeightscripted
public static final func GetCrackAction(itemID: ItemID) -> wref<ObjectAction_Record>scripted
public static final func GetCrackDeviceProtectionClearance() -> Int32scripted
public static final func GetCraftingMaterialRecord(quality: gamedataQuality, opt isQuickhack: Bool) -> ref<Item_Record>scripted
public static final func GetCriticalHealthThreshold() -> Floatscripted
public static final func GetCrouchSprintStaminaCost() -> Floatscripted
private static final func GetCumulativeHealing(itemData: ref<gameItemData>) -> Floatscripted
public static final func GetCurrentCombatState(player: wref<PlayerPuppet>) -> gamePSMCombatscripted
public static final func GetCurrentCover(puppet: ref<ScriptedPuppet>) -> Uint64scripted
public static final func GetCurrentCoverId(puppet: ref<ScriptedPuppet>) -> Uint64scripted
public static final func GetCurrentCoverID(context: ScriptExecutionContext, out coverID: Uint64) -> Boolscripted
public static final func GetCurrentCoverID(context: ScriptExecutionContext, out coverID: Uint64, out position: Vector4) -> Boolscripted
public static final func GetCurrentCoverStance(puppet: ref<ScriptedPuppet>) -> CNamescripted
public static final func GetCurrentCoverStance(puppet: ref<ScriptedPuppet>, out coverStance: gameCoverHeight)scripted
public static final func GetCurrentDisplayName(self: script_ref<SDeviceActionBoolData>) -> Stringscripted
public static final func GetCurrentDisplayName(self: script_ref<SDeviceActionCustomData>) -> Stringscripted
public static final func GetCurrentDisplayName(self: script_ref<SDeviceActionData>) -> Stringscripted
public static final func GetCurrentElevator(game: GameInstance, out elevator: wref<GameObject>) -> Boolscripted
public static final func GetCurrentHighLevelState(player: wref<PlayerPuppet>) -> gamePSMHighLevelscripted
public static final func GetCurrentLocomotionState(player: wref<PlayerPuppet>) -> gamePSMLocomotionStatesscripted
public static final func GetCurrentSquadRing(puppet: wref<ScriptedPuppet>) -> gamedataAIRingTypescripted
private static final func GetCurrentStarState(game: GameInstance) -> EStarStatescripted
public static final func GetCurrentStrongArmsTrailEffect(weapon: ref<ItemObject>) -> CNamescripted
public static final func GetCurrentTarget(context: GameInstance) -> ref<HUDActor>scripted
public static final func GetCurrentVehicleState(player: wref<PlayerPuppet>) -> gamePSMVehiclescripted
public static final func GetCyberwarEquipmentAreas() -> array<gamedataEquipmentArea>scripted
public static final func GetCyberwareUpgradeCost(itemRecord: ref<Item_Record>) -> Int32scripted
public static final func GetCyberwareUpgradeData(owner: ref<GameObject>, itemData: wref<UIInventoryItem>, upgradeItemRecord: ref<Item_Record>, costData: CyberwareUpgradeCostData, seed: Uint32, inventorySystem: wref<UIInventoryScriptableSystem>, useMultichoice: Bool) -> ref<RipperdocTokenPopupData>scripted
private static final func GetCyberwareUpgradeItemDataWithOffset(owner: ref<GameObject>, upgradeItemRecord: ref<Item_Record>, statsShardTDBID: TweakDBID, seed: Uint32, offset: Int32) -> ref<gameItemData>scripted
public static final func GetCyberwareUpgradeShardCount(owner: ref<GameObject>, quality: gamedataQuality) -> Int32scripted
public static final func GetCyberwareUpgradeShardID(quality: gamedataQuality) -> TweakDBIDscripted
public static final func GetCyberwareUpgradeShardItemData(owner: ref<GameObject>, quality: gamedataQuality) -> wref<gameItemData>scripted
public static final func GetDamageReactionThreshold() -> Floatscripted
public static func GetDamageSystemLogFlags() -> Int64scripted
public static final func GetDamageToPlayerMultiplier(game: GameInstance) -> Floatscripted
public static final func GetDamageType(self: script_ref<InventoryItemData>) -> gamedataDamageTypescripted
public static final func GetDamageTypeIcon(damageType: gamedataDamageType) -> CNamescripted
public static final func GetData(owner: ref<GameObject>) -> ref<EquipmentSystemPlayerData>scripted
public static final func GetData(owner: ref<GameObject>) -> ref<PlayerDevelopmentData>scripted
public static final func GetData() -> array<ref<LevelRewardDisplayData>>scripted
public static final func GetDebugActionNameFromRecord(record: TweakDBID, debugStringName: script_ref<String>) -> Boolscripted
public static final func GetDef_Transparency(startAlpha: Float, endAlpha: Float, duration: Float, delay: Float, type: inkanimInterpolationType, mode: inkanimInterpolationMode) -> ref<inkAnimDef>scripted
public static final func GetDefaultDropdownOptions() -> array<ref<DropdownItemData>>scripted
public static final func GetDefaultEquipment(context: ScriptExecutionContext, characterRecord: wref<Character_Record>, checkForUnequip: Bool, itemsList: script_ref<array<NPCItemToEquip>>) -> Boolscripted
public static final func GetDefaultFilter() -> JournalRequestStateFilterscripted
private static final func GetDefaultModAttachmentData(isEmpty: Bool, qualityName: CName, slotID: TweakDBID, itemName: script_ref<String>, abilities: script_ref<array<InventoryItemAbility>>, type: InventoryItemAttachmentType) -> ref<MinimalItemTooltipModAttachmentData>scripted
private static final func GetDefaultModAttachmentData(data: ref<InventoryTooltipData>, index: Int32, type: InventoryItemAttachmentType) -> ref<MinimalItemTooltipModAttachmentData>scripted
public static final func GetDefaultPuppetActionClearance() -> Int32scripted
public static final func GetDefeatedHealthValue() -> Floatscripted
public static final func GetDefenseModeFromName(nameParam: CName) -> gamedataDefenseModescripted
public static final func GetDescription(self: script_ref<InventoryItemData>) -> Stringscripted
public static final func GetDescriptions(journalManager: ref<JournalManager>, entry: wref<JournalContainerEntry>) -> array<wref<JournalQuestDescription>>scripted
public static final func GetDesiredCoverStance(puppet: ref<ScriptedPuppet>) -> CNamescripted
public static final func GetDesiredCoverStance(puppet: ref<ScriptedPuppet>, out coverStance: gameCoverHeight)scripted
public static final func GetDesiredHeight(self: inkWidgetRef) -> Floatscripted
public static final func GetDesiredNumberOfShots(weapon: wref<WeaponObject>) -> Int32scripted
public static final func GetDesiredWidth(self: inkWidgetRef) -> Floatscripted
public static final func GetDetailedStatInfo(obj: ref<GameObject>, statType: gamedataStatType, statData: script_ref<gameStatDetailedData>) -> Boolscripted
private static final func GetDifficultyValue(difficulty: gameDifficulty) -> Int32scripted
public static final func GetDisassembleAction(itemID: ItemID) -> wref<ObjectAction_Record>scripted
public static final func GetDisassembleClearance() -> Int32scripted
public static final func GetDiscountedPrice(price: Int32, discount: Float) -> Int32scripted
public static final func GetDismembermentBodyPart(userData: ref<HitShapeUserDataBase>) -> gameDismBodyPartscripted
public static final func GetDisplayedStats(barsType: UIInventoryItemWeaponBarsType) -> array<WeaponBarType>scripted
public static final func GetDisplayRange() -> Floatscripted
public static final func GetDisplayRangeNotAggressive() -> Floatscripted
public static func GetDisplaySize(wrapperSize: Vector2, frameSize: Vector2) -> Vector2scripted
public static final func GetDistanceAndToleranceFromRingType(record: wref<MovementPolicy_Record>, out distance: Float, out tolerance: Float) -> Boolscripted
public static final func GetDistanceRangeFromRingType(ringRecord: wref<AIRingType_Record>, condition: wref<AIOptimalDistanceCond_Record>, out distanceRange: Vector2) -> Boolscripted
public static final func GetDistanceRangeFromRingType(ringRecord: wref<AIRingType_Record>, condition: wref<MovementPolicy_Record>, out distanceRange: Vector2) -> Boolscripted
public static final func GetDistanceRangeFromRingType(ringRecord: wref<AIRingType_Record>, out distanceRange: Vector2) -> Boolscripted
public static final func GetDistancesFromEntity(context: ScriptExecutionContext, targets: script_ref<array<ref<Entity>>>, distances: script_ref<array<Float>>) -> Boolscripted
public static final func GetDistancesFromTargetToPositions(context: ScriptExecutionContext, target: Vector4, positions: script_ref<array<Vector4>>, outDistances: script_ref<array<Float>>) -> Boolscripted
public static final func GetDistanceToGround(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
public static final func GetDistanceToTarget(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
public static final func GetDistanceToThreat(ownerPos: Vector4, threat: ref<GameObject>, out zDiff: Float, opt positionOfRoot: Bool) -> Floatscripted
public static final func GetDodgeStaminaCost() -> Floatscripted
public static final func GetDominatingDamageType(gi: GameInstance, itemData: wref<gameItemData>) -> gamedataDamageTypescripted
public static final func GetDownloadFunds(itemID: ItemID) -> wref<ObjectAction_Record>scripted
private static final func GetDPS(item: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetDrinkAction(itemID: ItemID) -> wref<ObjectAction_Record>scripted
public static final func GetDriver(gi: GameInstance, vehicle: wref<VehicleObject>, vehicleID: EntityID) -> wref<GameObject>scripted
public static final func GetDriverCombatBikeWeaponTag() -> CNamescripted
public static final func GetDriverCombatRangedWeaponTag() -> CNamescripted
public static final func GetDriverMounted(gi: GameInstance, vehicleID: EntityID) -> wref<GameObject>scripted
public static final func GetDriverSlotID() -> MountingSlotIdscripted
public static final func GetDriverSlotName() -> CNamescripted
public static final func GetDropAction(itemID: ItemID) -> wref<ObjectAction_Record>scripted
private static final func GetDropdownItemData(identifier: Variant, labelKey: CName, direction: DropdownItemDirection) -> ref<DropdownItemData>scripted
public static final func GetDropdownOption(identifier: ItemSortMode) -> ref<DropdownItemData>scripted
public static final func GetDropdownOption(options: script_ref<array<ref<DropdownItemData>>>, identifier: ItemSortMode) -> ref<DropdownItemData>scripted
public static final func GetDryGameItemData(itemRecord: ref<Item_Record>, inventorySystem: ref<InventoryManager>, player: wref<PlayerPuppet>) -> ref<gameItemData>scripted
public static final func GetDryGameItemData(itemRecord: ref<Item_Record>, inventorySystem: ref<InventoryManager>, player: wref<PlayerPuppet>, parentQuality: gamedataQuality) -> ref<gameItemData>scripted
private static final func GetDurationAndAttackEffects(instance: wref<UIInventoryItemProgramData>, actionRecord: wref<ObjectAction_Record>, player: wref<PlayerPuppet>)scripted
public static final func GetEatAction(itemID: ItemID) -> wref<ObjectAction_Record>scripted
public static final func GetEffectiveRangeModifierForWeapon(attackData: ref<AttackData>, hitPosition: Vector4, statsSystem: ref<StatsSystem>) -> Floatscripted
public static final func GetEmergencyPhaseHealthValue() -> Floatscripted
public static final func GetEmptySlotName(slotId: TweakDBID) -> Stringscripted
public static final func GetEntryTypeFromName(entryTypeName: CName) -> UIObjectiveEntryTypescripted
public static final func GetEquipAction(itemID: ItemID) -> wref<ObjectAction_Record>scripted
public static final func GetEquipAreaType(item: ItemID) -> gamedataEquipmentAreascripted
public static final func GetEquipAreaTypeForDpad(item: ItemID) -> gamedataEquipmentAreascripted
public static final func GetEquipment(context: ScriptExecutionContext, checkPrimaryEquipment: Bool, itemsList: script_ref<array<NPCItemToEquip>>) -> Boolscripted
public static final func GetEquipmentArea(self: script_ref<InventoryItemData>) -> gamedataEquipmentAreascripted
public static final func GetEquipmentAreaByName(categoryName: script_ref<String>) -> gamedataEquipmentAreascripted
private static final func GetEquipmentAreaIndex(equipmentArea: gamedataEquipmentArea) -> Int32scripted
public static final func GetEquipmentWithCondition(context: ScriptExecutionContext, checkPrimaryEquipment: Bool, checkForUnequip: Bool, itemsList: script_ref<array<NPCItemToEquip>>) -> Boolscripted
public static final func GetEquipRequirement(self: script_ref<InventoryItemData>) -> SItemStackRequirementDatascripted
public static final func GetEquipRequirements(self: script_ref<InventoryItemData>) -> array<SItemStackRequirementData>scripted
public static final func GetEquipRequirements(owner: ref<GameObject>, itemData: ref<gameItemData>) -> array<SItemStackRequirementData>scripted
public static final func GetEulerAngles(path: TweakDBID) -> EulerAnglesscripted
public static final func GetEulerAnglesArray(path: TweakDBID) -> array<EulerAngles>scripted
public static final func GetEvolutionWeaponType(itemType: gamedataItemType) -> Stringscripted
public static final func GetExhaustedStatusEffectID() -> TweakDBIDscripted
public static final func GetExtents(box: Box) -> Vector4scripted
public static func GetFact(game: GameInstance, factName: CName) -> Int32scripted
public static final func GetFailedFilter() -> JournalRequestStateFilterscripted
public static final func GetFallbackCoverExposureMethod(puppet: ref<ScriptedPuppet>, out method: AICoverExposureMethod)scripted
public static final func GetFarthestIndexInRange(context: ScriptExecutionContext, minOwnerDistance: Float, maxOwnerDistance: Float, ownerDistances: script_ref<array<Float>>, minDistanceObj: Float, maxDistanceObj: Float, distancesObj: script_ref<array<Float>>, targetsPosition: array<Vector4>, allowedOffMeshTags: script_ref<array<CName>>, lineOfSightTarget: Vector4, blockLoSByNonPenetrableObj: Bool) -> Int32scripted
public static final func GetFeatureName() -> CNamescripted
public static final func GetFFButtonType(owner: ref<GameObject>) -> inkInputHintHoldIndicationTypescripted
public static func GetFilledUV(containerSize: Vector2, contentSize: Vector2) -> RectFscripted
public static final func GetFilterGroup(mappinVariant: gamedataMappinVariant) -> wref<MappinUIFilterGroup_Record>scripted
public static final func GetFilterGroup(filter: gamedataWorldMapFilter) -> wref<MappinUIFilterGroup_Record>scripted
public static final func GetFilterIcon(filterType: QuestListItemType) -> CNamescripted
private static final func GetFinisherHealthThresholdIncrease(target: wref<GameObject>, playerPuppet: wref<GameObject>) -> Floatscripted
public static final func GetFinisherHealthThresholdIncreaseForQueue(player: ref<GameObject>, target: ref<GameObject>) -> Floatscripted
public static final func GetFirstAvailableSlot(gi: GameInstance, vehicle: wref<VehicleObject>, out slotName: CName) -> Boolscripted
public static final func GetFirstAvailableWeapon(owner: ref<GameObject>) -> ItemIDscripted
public static final func GetFirstInterestingTarget(targetsList: script_ref<array<ref<Target>>>) -> ref<Target>scripted
public static final func GetFirstInterestingTargetObject(targetsList: script_ref<array<ref<Target>>>) -> wref<GameObject>scripted
public static final func GetFirstItemID(owner: wref<GameObject>, itemTag: CName, out itemID: ItemID) -> Boolscripted
public static final func GetFirstItemID(owner: wref<GameObject>, itemCategory: wref<ItemCategory_Record>, itemTag: CName, out itemID: ItemID) -> Boolscripted
public static final func GetFirstItemID(owner: wref<GameObject>, itemType: wref<ItemType_Record>, itemTag: CName, out itemID: ItemID) -> Boolscripted
public static final func GetFirstUnmetEquipRequirement(owner: ref<GameObject>, equipRequirements: script_ref<array<SItemStackRequirementData>>) -> SItemStackRequirementDatascripted
static native func GetFixedEntityIdsFromEntityReference(puppetRef: EntityReference, gameInstance: GameInstance, out outEntityIds: array<EntityID>)
static native func GetFixedEntityIdsFromSpawnerEntityID(entityID: EntityID, communityEntryNames: array<CName>, gameInstance: GameInstance, out outEntityIds: array<EntityID>)
public static final func GetFixerData(journalManager: ref<JournalManager>, firstObjective: wref<JournalQuestObjective>) -> TweakDBIDscripted
public static final func GetFixerVariantData(questSystem: ref<QuestsSystem>, mappin: ref<IMappin>) -> FixerTooltipMapDatascripted
public static final func GetFixingClearance() -> Int32scripted
public static final func GetFloat(path: TweakDBID) -> Floatscripted
public static final func GetFloatArray(path: TweakDBID) -> array<Float>scripted
public static final func GetFloatArrayFromTweak(actionID: TweakDBID, paramName: script_ref<String>) -> array<Float>scripted
public static final func GetFloatFromTimeSystemTweak(tweakDBPath: script_ref<String>, paramName: script_ref<String>) -> Floatscripted
public static final func GetFloatFromTweak(actionID: TweakDBID, paramName: script_ref<String>) -> Floatscripted
public static final func GetFloorAngle(sourceObject: wref<GameObject>, out floorAngle: Float) -> Boolscripted
public static final func GetFloorName(self: script_ref<ElevatorFloorSetup>) -> Stringscripted
public static final func GetFocusedStateKey() -> CNamescripted
public static final func GetFocusModeKey() -> CNamescripted
public static final func GetForceAirlockDecompressionClearance() -> Int32scripted
public static final func GetForceDecompressionClearance() -> Int32scripted
public static final func GetForcedKnockdownImpulseKey() -> CNamescripted
public static final func GetForceKnockdownKey() -> CNamescripted
public static final func GetForceOpenClearance() -> Int32scripted
public static final func GetForceSafetyShuttersClearance() -> Int32scripted
public static final func GetForeignKey(path: TweakDBID) -> TweakDBIDscripted
public static final func GetForeignKeyArray(path: TweakDBID) -> array<TweakDBID>scripted
public static final func GetFriendlyName(record: TweakDBID, nodeName: script_ref<String>) -> Stringscripted
private static final func GetFriendlyTarget(context: ScriptExecutionContext, record: wref<AISubActionGeneratePointOfInterestTarget_Record>) -> ref<GameObject>scripted
public static final func GetFrontPassengerSlotID() -> MountingSlotIdscripted
public static final func GetFrontPassengerSlotName() -> CNamescripted
public static final func GetFullyChargedThreshold(self: ref<WeaponObject>) -> Floatscripted
public static final func GetGame(context: ScriptExecutionContext) -> GameInstancescripted
static native func GetGameInstance() -> GameInstance
public static final func GetGameItemData(self: script_ref<InventoryItemData>) -> ref<gameItemData>scripted
public static func GetGameObjectFromEntityReference(reference: EntityReference, gameInstance: GameInstance, out target: wref<GameObject>) -> Boolscripted
static native func GetGameObjectsFromSpawnerEntityID(entityID: EntityID, communityEntryNames: array<CName>, gameInstance: GameInstance, out outGameObjects: array<ref<GameObject>>)
public static final func GetGameplayCameraParameters(out cameraParameters: ref<GameplayCameraData>, tweakDBPath: script_ref<String>)scripted
public static final func GetGameplayDescription(self: script_ref<InventoryItemData>) -> Stringscripted
public static final func GetGameplaySettingsSystemInstance(owner: ref<GameObject>) -> ref<GameplaySettingsSystem>scripted
protected static final func GetGorillaArmsOnePunchNPCMarkStatusEffectID() -> TweakDBIDscripted
protected static final func GetGorillaArmsOnePunchNPCMarkStatusEffectID() -> TweakDBIDscripted
protected static final func GetGorillaArmsSpyTreeStatusEffectID() -> TweakDBIDscripted
public static final func GetGrappleChild(obj: ref<GameObject>) -> ref<GameObject>scripted
public static final func GetGrappleParent(obj: ref<GameObject>) -> ref<GameObject>scripted
private static final func GetGrenadeContinousEffector(attackRecord: wref<Attack_Record>) -> wref<ContinuousAttackEffector_Record>scripted
private static final func GetGrenadeDamageStats(itemData: wref<gameItemData>, outputArray: script_ref<array<ref<InventoryTooltiData_GrenadeDamageData>>>)scripted
private static final func GetGrenadeDelay(continuousAttackEffector: wref<ContinuousAttackEffector_Record>) -> Floatscripted
private static final func GetGrenadeDoTTickDamage(player: wref<PlayerPuppet>, continuousAttackEffector: wref<ContinuousAttackEffector_Record>) -> Floatscripted
private static final func GetGrenadeDuration(player: wref<PlayerPuppet>, attackRecord: wref<Attack_Record>) -> Floatscripted
private static final func GetGrenadeRange(grenadeRecord: wref<Grenade_Record>, player: wref<PlayerPuppet>) -> Floatscripted
private static final func GetGrenadeTotalDamageFromStats(itemData: wref<gameItemData>) -> Floatscripted
public static final func GetGrenadeType(grenadeRecord: wref<Grenade_Record>) -> EGrenadeTypescripted
public static final func GetGroundPosition(scriptInterface: ref<StateGameScriptInterface>, inLenght: Float) -> Vector4scripted
public static final func GetGroupData(currentGroup: wref<JournalCodexGroup>, out groupsMap: array<ref<VirutalNestedListData>>) -> wref<VirutalNestedListData>scripted
public static final func GetHackDecompressionClearance() -> Int32scripted
public static final func GetHackingCraftingMaterials() -> array<TweakDBID>scripted
public static final func GetHackSafetyShuttersClearance() -> Int32scripted
private static final func GetHeatStageRadioEntryName(instance: GameInstance, heatStage: EPreventionHeatStage, currentDistrict: wref<District>) -> CNamescripted
public static final func GetHeight(self: inkWidgetRef) -> Floatscripted
public static final func GetHeldItemType(context: ScriptExecutionContext, out heldItemType: gamedataItemType) -> Boolscripted
public static final func GetHighestResistances(obj: ref<GameObject>) -> array<gameStatTotalValue>scripted
public static final func GetHighLevelStateFromName(nameParam: CName) -> gamedataNPCHighLevelStatescripted
public static final func GetHitObject(hitInstance: script_ref<gameprojectileHitInstance>) -> wref<GameObject>scripted
public static final func GetHitReactionComponent(context: ScriptExecutionContext) -> ref<HitReactionComponent>scripted
public static final func GetHitReactionZone(userData: ref<HitShapeUserDataBase>) -> EHitReactionZonescripted
public static final func GetHitShape(hitEvent: ref<gameHitEvent>) -> HitShapeDatascripted
public static final func GetHitShapeDamageMod(userData: ref<HitShapeUserDataBase>) -> Floatscripted
public static final func GetHitShapeTypeFromData(data: script_ref<HitShapeData>) -> EHitShapeTypescripted
public static final func GetHitShapeUserDataBase(data: script_ref<HitShapeData>) -> ref<HitShapeUserDataBase>scripted
public static final func GetHoldEnterDuration(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
public static final func GetHorizontalAlignmentEnumValue(self: inkTextRef, nameValue: CName) -> textHorizontalAlignmentscripted
public static final func GetHostileThreats(puppet: wref<ScriptedPuppet>, visible: Bool, trackedLocations: script_ref<array<TrackedLocation>>) -> Boolscripted
public static final func GetHostileThreats(context: ScriptExecutionContext, visible: Bool, trackedLocations: script_ref<array<TrackedLocation>>) -> Boolscripted
public static final func GetHotkeyTypeForItemID(owner: wref<GameObject>, hotkeys: script_ref<array<ref<Hotkey>>>, itemID: ItemID) -> EHotkeyscripted
public static final func GetHotkeyTypeFromItemID(hotkeys: script_ref<array<ref<Hotkey>>>, itemID: ItemID) -> EHotkeyscripted
public static final func GeThreatLocationFromSquadmate(squadmate: wref<ScriptedPuppet>, threat: wref<Entity>, threatLocation: script_ref<TrackedLocation>) -> Boolscripted
public static final func GetICELevel(gameObject: ref<GameObject>) -> Floatscripted
private static final func GetIcon(filterType: ItemFilterCategory) -> Stringscripted
public static final func GetIcon(filterType: Int32) -> Stringscripted
public static final func GetIcon(filterType: ItemFilterCategory) -> Stringscripted
public static final func GetIcon(filterType: Int32) -> Stringscripted
public static final func GetIcon(filterType: ItemFilterType) -> Stringscripted
public static final func GetIcon(filterType: gameJournalQuestType) -> CNamescripted
public static final func GetIcon(filterType: QuestListItemType) -> CNamescripted
public static final func GetIconAtlasPart(attribute: PerkMenuAttribute) -> CNamescripted
public static final func GetIconGender(self: script_ref<InventoryItemData>) -> ItemIconGenderscripted
public static final func GetIconGender(playerPuppet: wref<PlayerPuppet>) -> ItemIconGenderscripted
public static final func GetIconNameForDamageType(damageType: gamedataDamageType) -> Stringscripted
public static final func GetIconNameForStat(statType: gamedataStatType) -> CNamescripted
public static final func GetIconPath(self: script_ref<InventoryItemData>) -> Stringscripted
public static final func GetIconPosition(data: Variant) -> ECraftingIconPositioningscripted
public static final func GetIconState(filterType: QuestListItemType) -> CNamescripted
public static final func GetID(self: script_ref<InventoryItemData>) -> ItemIDscripted
public static final func GetID(self: StimRequestID) -> Uint32scripted
public static func GetIgnoredVisionBlockerTypes(game: GameInstance, objID: StatsObjectID) -> VisionBlockerTypeFlagsscripted
public static final func GetImmobilizedName() -> CNamescripted
public static func GetImmortality(gameObject: ref<GameObject>, out type: gameGodModeType) -> Boolscripted
private static final func GetInjectorDuration() -> Floatscripted
public static final func GetInnerItemStatValueByType(item: ref<gameItemData>, slot: TweakDBID, stat: gamedataStatType) -> Floatscripted
public static final func GetInstance(gameInstance: GameInstance) -> ref<CraftingSystem>scripted
public static final func GetInstance(owner: ref<GameObject>) -> ref<EquipmentSystem>scripted
public static final func GetInstance(owner: ref<GameObject>) -> ref<FirstEquipSystem>scripted
public static final func GetInstance(gameInstance: GameInstance) -> ref<MarketSystem>scripted
public static final func GetInstance(owner: ref<GameObject>) -> ref<PlayerDevelopmentSystem>scripted
public static final func GetInstance(owner: wref<GameObject>) -> ref<PlayerHandicapSystem>scripted
private static final func GetInstance(game: GameInstance) -> ref<PreventionSystemHackerLoop>scripted
public static final func GetInstance(gameInstance: GameInstance) -> ref<SubCharacterSystem>scripted
public static final func GetInstance(gameInstance: GameInstance) -> ref<UIInventoryScriptableSystem>scripted
public static final func GetInstance(gameInstance: GameInstance) -> ref<UIScriptableSystem>scripted
private static final func GetInstantHealing(itemData: ref<gameItemData>) -> Floatscripted
public static final func GetInt(path: TweakDBID) -> Int32scripted
public static final func GetIntArray(path: TweakDBID) -> array<Int32>scripted
public static final func GetIntArrayFromTweak(actionID: TweakDBID, paramName: script_ref<String>) -> array<Int32>scripted
public static final func GetInteractionClearance() -> ref<Clearance>scripted
public static final func GetInteractiveClearance() -> Int32scripted
public static final func GetIntFromTweak(actionID: TweakDBID, paramName: script_ref<String>) -> Int32scripted
public static final func GetInvalidCoverID() -> Uint64scripted
public static func GetInvalidDelayID() -> DelayIDscripted
public static func GetInvalidVisionBlockerID() -> Uint32scripted
public static final func GetInventoryCyberwareAreas() -> array<gamedataEquipmentArea>scripted
public static final func GetInventoryEquipmentAreas() -> array<gamedataEquipmentArea>scripted
public static final func GetInventoryPocketAreas() -> array<gamedataEquipmentArea>scripted
public static final func GetInventoryWeaponTypes() -> array<gamedataItemType>scripted
public static final func GetIsCrafted(self: script_ref<InventoryItemData>) -> Boolscripted
public static final func GetIsFastForwardByLine(owner: ref<GameObject>) -> Boolscripted
public static final func GetIsFullyCharged(weapon: wref<WeaponObject>) -> Boolscripted
public static final func GetIsPerkRequired(self: script_ref<InventoryItemData>) -> Boolscripted
private static final func GetItem(entity: wref<Entity>) -> wref<ItemObject>scripted
public static final func GetItemActionByType(itemID: ItemID, type: CName) -> wref<ObjectAction_Record>scripted
public static final func GetItemActions(itemID: ItemID) -> array<wref<ObjectAction_Record>>scripted
private static final func GetItemAttribute(itemData: wref<gameItemData>, attribute: gamedataStatType, player: ref<GameObject>) -> Floatscripted
public static final func GetItemCategory(itemID: ItemID) -> gamedataItemCategoryscripted
public static final func GetItemCategoryType(data: wref<gameItemData>) -> ItemFilterCategoryscripted
public static final func GetItemCategoryType(data: wref<UIInventoryItem>) -> ItemFilterCategoryscripted
public static final func GetItemChooserWeaponDropdownOptions() -> array<ref<DropdownItemData>>scripted
public static final func GetItemCustomAction(itemID: ItemID) -> wref<ObjectAction_Record>scripted
public static final func GetItemCustonActions(itemID: ItemID) -> array<wref<ObjectAction_Record>>scripted
public static final func GetItemFromInventory(object: ref<GameObject>, item: TweakDBID) -> ItemIDscripted
public static final func GetItemID(obj: wref<ScriptedPuppet>, itemRecord: wref<Item_Record>, onBodySlotID: TweakDBID, out itemID: ItemID) -> Boolscripted
public static final func GetItemID(context: ScriptExecutionContext, record: wref<AISubActionForceEquip_Record>, out itemID: ItemID) -> Boolscripted
public static final func GetItemIDFromHotkey(hotkeys: script_ref<array<ref<Hotkey>>>, hotkey: EHotkey) -> ItemIDscripted
public static final func GetItemIDFromRecord(itemRecord: wref<Item_Record>, out itemID: ItemID) -> Boolscripted
public static final func GetItemLevel(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetItemName(itemRecord: ref<Item_Record>, itemData: wref<gameItemData>) -> Stringscripted
public static final func GetItemName(itemData: script_ref<InventoryItemData>) -> Stringscripted
public static final func GetItemName(itemID: TweakDBID, itemData: wref<gameItemData>) -> Stringscripted
public static final func GetItemPlus(itemData: ref<gameItemData>) -> Floatscripted
public static final func GetItemQuality(qualityStat: Float) -> gamedataQualityscripted
public static final func GetItemQuality(itemData: wref<gameItemData>) -> gamedataQualityscripted
public static final func GetItemQuality(itemData: InnerItemData) -> gamedataQualityscripted
public static final func GetItemQualityFromRecord(itemRecord: ref<Item_Record>) -> gamedataQualityscripted
public static final func GetItemRecord(itemID: ItemID) -> ref<Item_Record>scripted
public static final func GetItemsBodySlot(owner: wref<ScriptedPuppet>, itemID: ItemID, out onBodySlotID: TweakDBID) -> Boolscripted
public static final func GetItemsFromWeaponSlots(owner: wref<GameObject>, items: script_ref<array<wref<ItemObject>>>) -> Boolscripted
public static final func GetItemShape(self: script_ref<InventoryItemData>) -> EInventoryItemShapescripted
public static final func GetItemsInArea(owner: ref<GameObject>, area: gamedataEquipmentArea) -> array<ItemID>scripted
public static final func GetItemsPlayerCanSell(vendorObject: wref<GameObject>, allowQuestItems: Bool, excludeEquipped: Bool) -> array<SItemStack>scripted
public static final func GetItemStackWeight(owner: wref<GameObject>, itemData: wref<gameItemData>) -> Floatscripted
public static final func GetItemsToEquip(context: ScriptExecutionContext, record: wref<AISubActionCharacterRecordEquip_Record>, itemsToEquip: script_ref<array<NPCItemToEquip>>) -> Boolscripted
public static final func GetItemsToEquip(context: ScriptExecutionContext, record: wref<AISubActionCharacterRecordEquip_Record>, itemsToEquip: script_ref<array<NPCItemToEquip>>) -> Boolscripted
public static final func GetItemsToEquip(context: ScriptExecutionContext, record: wref<AISubActionCharacterRecordEquip_Record>, itemsToEquip: script_ref<array<NPCItemToEquip>>) -> Boolscripted
public static final func GetItemsToUnequip(context: ScriptExecutionContext, record: wref<AISubActionCharacterRecordUnequip_Record>, itemsToUnequip: script_ref<array<NPCItemToEquip>>) -> Boolscripted
public static final func GetItemsToUnequip(context: ScriptExecutionContext, record: wref<AISubActionCharacterRecordUnequip_Record>, itemsToUnequip: script_ref<array<NPCItemToEquip>>) -> Boolscripted
public static final func GetItemTierForUpgrades(tierStat: Float) -> gamedataQualityscripted
public static final func GetItemTierForUpgrades(itemData: wref<gameItemData>) -> gamedataQualityscripted
public static final func GetItemTierFromName(tierName: CName) -> Floatscripted
public static final func GetItemType(self: script_ref<InventoryItemData>) -> gamedataItemTypescripted
public static final func GetItemType(itemID: ItemID) -> gamedataItemTypescripted
private static final func GetItemType(itemType: gamedataItemType) -> CNamescripted
public static func GetItemTypeFromContext(context: ScriptExecutionContext) -> Int32scripted
private static final func GetItemTypeIndex(itemType: gamedataItemType) -> Int32scripted
private static final func GetItemTypeInnerIndex(itemType: gamedataItemType, itemData: wref<gameItemData>) -> Int32scripted
public static final func GetItemTypeKey(equipmentArea: gamedataEquipmentArea, itemID: TweakDBID, itemType: gamedataItemType, weaponEvolutionType: gamedataWeaponEvolution) -> Stringscripted
public static final func GetItemTypeKey(itemType: gamedataItemType) -> Stringscripted
public static final func GetItemTypeKey(itemType: gamedataItemType, weaponEvolutionType: gamedataWeaponEvolution) -> Stringscripted
public static final func GetItemTypeKey(itemData: wref<gameItemData>, equipmentArea: gamedataEquipmentArea, itemID: TweakDBID, itemType: gamedataItemType, weaponEvolutionType: gamedataWeaponEvolution) -> Stringscripted
public static final func GetItemTypeKey(itemID: TweakDBID, itemType: gamedataItemType, weaponEvolutionType: gamedataWeaponEvolution) -> Stringscripted
public static final func GetItemTypeMultiplier(itemType: gamedataItemType) -> Floatscripted
public static final func GetItemTypeOrder(itemData: wref<gameItemData>, equipmentArea: gamedataEquipmentArea, itemType: gamedataItemType) -> Int32scripted
public static final func GetItemTypeOrder(item: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetItemTypesForSorting() -> array<gamedataItemType>scripted
public static final func GetItemTypeWeapon(itemType: gamedataItemType) -> WeaponTypescripted
public static final func GetItemWeight(itemData: ref<gameItemData>) -> Floatscripted
public static final func GetJournalEntryFromAction(actionID: TweakDBID) -> Stringscripted
public static final func GetJournalStateName(state: gameJournalEntryState, isTracked: Bool) -> CNamescripted
public static final func GetJumpStaminaCost() -> Floatscripted
public static final func GetKerenzikovKey() -> CNamescripted
public static final func GetLabelKey(filterType: ItemFilterCategory) -> CNamescripted
public static final func GetLabelKey(filterType: Int32) -> CNamescripted
public static final func GetLabelKey(filterType: ItemFilterCategory) -> CNamescripted
public static final func GetLabelKey(filterType: Int32) -> CNamescripted
public static final func GetLabelKey(filterType: ItemFilterType) -> CNamescripted
protected static final func GetLabelKey(type: ItemLabelType) -> Stringscripted
public static final func GetLastKnownPlayerVehicle(context: GameInstance) -> ref<VehicleObject>scripted
public static final func GetLastRequestedTriggerMode(weapon: wref<WeaponObject>) -> gamedataTriggerModescripted
public static final func GetLastRequestedTriggerMode(weapon: ref<WeaponObject>) -> gamedataTriggerModescripted
public static final func GetLastUsedItemByType(owner: ref<GameObject>, type: ELastUsed) -> ItemIDscripted
public static final func GetLastUsedVehicleSlot(owner: wref<ScriptedPuppet>, out vehicleSlotName: CName) -> Boolscripted
public static final func GetLastUsedVehicleSlot(owner: wref<ScriptedPuppet>, out vehicleSlot: MountingSlotId) -> Boolscripted
public static final func GetLatestActiveRingTypeRecord(puppet: wref<ScriptedPuppet>) -> ref<AIRingType_Record>scripted
public static final func GetLatestActiveRingTypeRecordHelper(object: ref<GameObject>) -> ref<AIRingType_Record>scripted
public static final func GetLeapableObject(scriptInterface: ref<StateGameScriptInterface>, targetingSystem: ref<TargetingSystem>, withinDistance: Float, withinAngle: Float, out angleOut: EulerAngles) -> ref<GameObject>scripted
public static final func GetLeapAttackStaminaCost() -> Floatscripted
public static final func GetLearnAction(itemID: ItemID) -> wref<ObjectAction_Record>scripted
public static final func GetLegacy(context: ScriptExecutionContext, record: wref<AIActionTarget_Record>, getSlotPosition: Bool, out obj: wref<GameObject>, out pos: Vector4, out coverID: Uint64, opt predictionTime: Float) -> Boolscripted
public static final func GetLevelPercentage(object: ref<GameObject>) -> Int32scripted
public static final func GetLevelState(playerLevel: Int32, targetLevel: Int32) -> CNamescripted
public static final func GetLibraryID(widgetDef: ref<WidgetDefinition_Record>, screenTypeDef: ref<DeviceScreenType_Record>, styleDef: ref<WidgetStyle_Record>) -> Stringscripted
public static final func GetLibraryIDForEntryType(entryType: UIObjectiveEntryType) -> CNamescripted
public static final func GetLibraryIDPackage(widgetDef: ref<WidgetDefinition_Record>, screenTypeDef: ref<DeviceScreenType_Record>, styleDef: ref<WidgetStyle_Record>) -> array<String>scripted
public static final func GetLibraryPath(widgetDef: ref<WidgetDefinition_Record>) -> ResRefscripted
public static final func GetLinearVelocity(scriptInterface: ref<StateGameScriptInterface>) -> Vector4scripted
public static final func GetListOfRandomStatsFromEvolutionType(evolution: gamedataWeaponEvolution) -> array<wref<Stat_Record>>scripted
public static final func GetLocalAngleForDirectionInInt(direction: Vector4, owner: ref<GameObject>) -> Int32scripted
public static final func GetLocalizedDamageMultiplier(type: EHitShapeType, armorPenetration: Float, useModernFormula: Bool) -> Floatscripted
static native func GetLocalizedItemNameByCName(hashKey: CName) -> String
static native func GetLocalizedItemNameByString(hashKey: CName) -> String
public static final func GetLocalizedItemType(self: script_ref<InventoryItemData>) -> Stringscripted
private static final func GetLocalizedTag(tag: CName) -> Stringscripted
static native func GetLocalizedText(textKey: script_ref<String>) -> String
static native func GetLocalizedTextByKey(hashKey: CName) -> String
static native func GetLocalizedTextGanderDepened(textKey: script_ref<String>, variantIsFemale: Bool) -> String
static native func GetLocalizedTextGanderDepenedByKey(hashKey: CName, variantIsFemale: Bool) -> String
public static final func GetLocalPlayer(game: GameInstance) -> wref<PlayerPuppet>scripted
public static final func GetLocalPlayerCurrencyAmount(player: wref<GameObject>) -> Int32scripted
public static final func GetLocKey(path: TweakDBID) -> CNamescripted
public static final func GetLocKeyArray(path: TweakDBID) -> array<CName>scripted
public static final func GetLocomotionModeFromName(nameParam: CName) -> gamedataLocomotionModescripted
static native func GetLookAtLimitDegreesValue(limitType: animLookAtLimitDegreesType) -> Float
static native func GetLookAtLimitDistanceValue(limitType: animLookAtLimitDistanceType) -> Float
static native func GetLookAtLimits(softLimitDegreesType: animLookAtLimitDegreesType, hardLimitDegreesType: animLookAtLimitDegreesType, hardLimitDistanceType: animLookAtLimitDistanceType, backLimitDegreesType: animLookAtLimitDegreesType) -> LookAtLimits
public static final func GetLookatPartsRequests(lookatPresetRecord: wref<LookAtPreset_Record>, lookAtParts: script_ref<array<LookAtPartRequest>>)scripted
public static final func GetLookatPartsRequests(lookatPresetRecord: wref<LookAtPreset_Record>, lookAtParts: script_ref<array<LookAtPartRequest>>)scripted
static native func GetLookAtStatus(status: animLookAtStatus, currentStatus: Float) -> Bool
static native func GetLookAtTransitionSpeed(style: animLookAtStyle) -> Float
public static final func GetLootingShadowIcon(equipmentArea: gamedataEquipmentArea) -> CNamescripted
public static final func GetLootingShadowIcon(itemType: gamedataItemType, equipmentArea: gamedataEquipmentArea) -> CNamescripted
public static final func GetLootingShadowIcon(slotID: TweakDBID, itemType: gamedataItemType, equipmentArea: gamedataEquipmentArea) -> CNamescripted
public static final func GetLootingShadowIcon(itemTDBID: TweakDBID, slotID: TweakDBID, itemType: gamedataItemType, equipmentArea: gamedataEquipmentArea) -> CNamescripted
public static final func GetLootItemType(self: script_ref<InventoryItemData>) -> LootItemTypescripted
public static final func GetLowestResistances(obj: ref<GameObject>) -> array<gameStatTotalValue>scripted
public static final func GetLowHealthThreshold() -> Floatscripted
public static final func GetMagazineAmmoCount(self: ref<WeaponObject>) -> Uint32scripted
public static final func GetMagazineCapacity(self: ref<WeaponObject>) -> Uint32scripted
public static final func GetMagazinePercentage(self: ref<WeaponObject>) -> Floatscripted
public static func GetMainPlayer(gameInstance: GameInstance) -> ref<PlayerPuppet>scripted
private static final func GetMantisBladesCripplingRandStatusEffectID() -> TweakDBIDscripted
protected static final func GetMantisBladesInstantDismembermentSpyBuffStatusEffectID() -> TweakDBIDscripted
protected static final func GetMantisBladesInvulnerableLeapRelicBufffStatusEffectID() -> TweakDBIDscripted
protected static final func GetMantisBladesLeapDismembermentSpyTreeDebuffStatusEffectID() -> TweakDBIDscripted
protected static final func GetMantisBladesNPCMarkStatusEffectID() -> TweakDBIDscripted
protected static final func GetMantisBladesSpecialAttackSpyTreeStatusEffectID() -> TweakDBIDscripted
public static final func GetMasterPerkRelevanceGroup(itemType: gamedataItemType) -> gamedataPerkWeaponGroupTypescripted
public static final func GetMaxActiveTimeFromTweak(item: TweakDBID) -> Floatscripted
private static final func GetMaxAmountOfVirtualLinkForks() -> Int32scripted
public static final func GetMaxDisplayRange() -> Floatscripted
public static final func GetMaxDisplayRangeNotAggressive() -> Floatscripted
private static final func GetMaximumNumberOfActivePings() -> Int32scripted
private static final func GetMaximumNumberOfFreeLinksPerTarget() -> Int32scripted
private static final func GetMaxInstructionsPerFrame() -> Int32scripted
public static final func GetMaxItemStacksPerVendor(opt useIncreasedLimit: Bool) -> Int32scripted
public static final func GetMaxKeyboardItems() -> Int32scripted
private static final func GetMaxLinksDeactivatedAtOnce() -> Int32scripted
private static final func GetMaxLinksDrawnAtOnce() -> Int32scripted
private static final func GetMaxLinksDrawnInTotal() -> Int32scripted
private static final func GetMaxLinksRegisteredAtOnce() -> Int32scripted
private static final func GetMaxNotificationsPerFrame() -> Int32scripted
public static final func GetMaxStats(obj: ref<GameObject>, stats: script_ref<array<gamedataStatType>>) -> array<gameStatTotalValue>scripted
public static final func GetMeleeAttackCooldownName() -> CNamescripted
public static final func GetMeleeWeaponTag() -> CNamescripted
public static final func GetMellewareEvolutionTexturePartByType(type: gamedataItemType) -> CNamescripted
public static final func GetMellewareSecondaryTypeText(type: gamedataItemType) -> Stringscripted
public static final func GetMenuEventName(blockMenu: Bool, menuType: EMenuType) -> CNamescripted
public static final func GetMessageDataArrayForContact(journal: ref<JournalManager>, concactHash: Int32, includeUnknown: Bool, skipEmpty: Bool, opt activeDataSync: wref<MessengerContactSyncData>) -> array<ref<IScriptable>>scripted
public static final func GetMinimalTooltipDataRequirements(itemData: wref<gameItemData>, owner: wref<GameObject>, hasSmartlink: Bool, playerStrength: Int32, playerReflex: Int32, playerLevel: Int32) -> ref<MinimalItemTooltipDataRequirements>scripted
public static final func GetMinimalTooltipDataRequirements(itemData: wref<gameItemData>, dataManager: ref<InventoryDataManagerV2>) -> ref<MinimalItemTooltipDataRequirements>scripted
public static final func GetMinimalTooltipDataRequirements(itemData: wref<gameItemData>, tooltipData: ref<InventoryTooltipData>) -> ref<MinimalItemTooltipDataRequirements>scripted
private static final func GetMinimumLevelRequiredByQuality(quality: gamedataQuality) -> Int32scripted
public static final func GetMinStats(obj: ref<GameObject>, stats: script_ref<array<gamedataStatType>>) -> array<gameStatTotalValue>scripted
public static final func GetMods(itemData: script_ref<InventoryItemData>, opt onlyGeneric: Bool) -> array<ref<InventoryItemAttachments>>scripted
public static final func GetModsDataPackages(itemData: wref<gameItemData>, itemRecord: wref<Item_Record>, displayContext: InventoryTooltipDisplayContext, opt parentItemData: wref<gameItemData>, opt slotID: TweakDBID, mods: script_ref<array<ref<MinimalItemTooltipModData>>>)scripted
public static final func GetModsSlotIDs(type: gamedataItemType) -> array<TweakDBID>scripted
public static final func GetMonoWireQuickHackData(playerOwner: ref<PlayerPuppet>, targetScriptedPuppet: ref<ScriptedPuppet>, weaponObject: ref<WeaponObject>) -> ref<QuickhackData>scripted
public static final func GetMonoWireQuickhackRecord(weaponObject: ref<WeaponObject>) -> ref<Item_Record>scripted
public static final func GetMountedSlotName(gi: GameInstance, owner: wref<GameObject>, out slotName: CName) -> Boolscripted
public static func GetMountedVehicle(object: ref<GameObject>) -> wref<VehicleObject>scripted
public static final func GetMovementDirection(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> EPlayerMovementDirectionscripted
public static final func GetMovementDodgeEnabled(owner: ref<GameObject>) -> Boolscripted
public static final func GetMovementInputActionValue(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
public static final func GetName(self: script_ref<InventoryItemData>) -> Stringscripted
public static final func GetName(attribute: PerkMenuAttribute) -> Stringscripted
protected static final func GetNavmeshPosition(context: ScriptExecutionContext, out checkPosition: Vector4) -> Boolscripted
private static final func GetNestedPrereqs(prereqs: script_ref<array<wref<IPrereq_Record>>>) -> array<ref<StatPrereq_Record>>scripted
public static final func GetNetrunnerProxy(context: ScriptExecutionContext) -> wref<GameObject>scripted
public static final func GetNewItems(vendorObject: wref<GameObject>) -> array<TweakDBID>scripted
public static final func GetNewPerkRecord(type: gamedataNewPerkType) -> ref<NewPerk_Record>scripted
public static final func GetNextItemQuality(itemData: wref<gameItemData>) -> gamedataQualityscripted
public static final func GetNextShotTimeStamp(weapon: wref<WeaponObject>) -> Floatscripted
public static final func GetNextStationPocketRadio(currentIndex: Int32) -> ERadioStationListscripted
public static final func GetNextStationTo(station: ERadioStationList) -> ERadioStationListscripted
public static final func GetNextStationTo(currentIndex: Int32) -> ERadioStationListscripted
public static final func GetNextSubActionName() -> CNamescripted
public static func GetNotSavableClasses() -> array<CName>scripted
public static final func GetNPCPuppet(context: ScriptExecutionContext) -> ref<NPCPuppet>scripted
public static final func GetNPCsConnectedToThisAPCount() -> Int32scripted
public static final func GetNumberOfActivePassengers(gi: GameInstance, vehicleID: EntityID, out activePassangers: Int32) -> Boolscripted
public static final func GetNumberOfOccupiedSlots(gi: GameInstance, vehicle: wref<VehicleObject>) -> Int32scripted
private static final func GetNumberOfVirtualLinksPerObject() -> Int32scripted
public static final func GetObject(context: ScriptExecutionContext, record: ref<AIActionTarget_Record>, out object: wref<GameObject>) -> Boolscripted
public static final func GetObjectCurrentPosition(obj: wref<GameObject>) -> Vector4scripted
public static final func GetObjectDPS(obj: ref<GameObject>) -> DPSPackagescripted
public static final func GetObjectiveFilter() -> JournalRequestStateFilterscripted
public static final func GetObjectLegacy(context: ScriptExecutionContext, record: ref<AIActionTarget_Record>, out object: wref<GameObject>) -> Boolscripted
public static final func GetOffAV(go: ref<GameObject>)scripted
public static final func GetOnBodyEquipment(obj: wref<ScriptedPuppet>, itemsToEquip: script_ref<array<NPCItemToEquip>>) -> Boolscripted
public static final func GetOnBodyEquipmentRecords(obj: wref<ScriptedPuppet>, outEquipmentRecords: script_ref<array<wref<NPCEquipmentItem_Record>>>) -> Boolscripted
public static final func GetOneHandedRangedWeaponTag() -> CNamescripted
public static final func GetOpenSecretClearance() -> Int32scripted
public static func GetOppositeRotation180(rot: EulerAngles) -> EulerAnglesscripted
public static final func GetOverchargeThreshold(self: ref<WeaponObject>) -> Floatscripted
public static final func GetOverclockedStateTweakDBID() -> TweakDBIDscripted
public static final func GetOwnerStatesFromArray(ownerStates: script_ref<array<CName>>) -> AIActionNPCStatesscripted
public static final func GetOwnerVehicleSpeed(gi: GameInstance, owner: wref<GameObject>) -> Floatscripted
public static final func GetParts(itemData: script_ref<InventoryItemData>) -> array<ref<InventoryItemAttachments>>scripted
public static final func GetPartType(attachmentData: ref<InventoryItemAttachments>) -> WeaponPartTypescripted
public static final func GetPassengersSlotNames(slotNames: script_ref<array<CName>>)scripted
public static final func GetPatternPackagesMeetingConditionChecks(weaponOwner: wref<GameObject>, records: script_ref<array<wref<AIPatternsPackage_Record>>>, out package: wref<AIPatternsPackage_Record>) -> Boolscripted
public static final func GetPatternRange(weapon: wref<WeaponObject>) -> array<wref<AIPattern_Record>>scripted
public static final func GetPerkRequiredName(self: script_ref<InventoryItemData>) -> Stringscripted
public static final func GetPerksConnectionLines() -> array<Int32>[45]scripted
public static final func GetPhase2HealthValue() -> Floatscripted
public static final func GetPhase3HealthValue() -> Floatscripted
public static final func GetPhaseDuration(context: ScriptExecutionContext, record: wref<AISubActionScaleDurationWithDistance_Record>, actionPhase: Int32, baseDuration: Float) -> Floatscripted
public static final func GetPhaseDuration(context: ScriptExecutionContext, subActionRecord: wref<AISubAction_Record>, actionPhase: EAIActionPhase, baseDuration: Float, out duration: Float) -> Boolscripted
public static final func GetPlacementSlot(item: ItemID) -> TweakDBIDscripted
static native func GetPlatformShortName() -> String
public static func GetPlayer(gameInstance: GameInstance) -> ref<PlayerPuppet>scripted
public static final func GetPlayerCurrentHealthPercent(gi: GameInstance) -> Floatscripted
public static final func GetPlayerDistanceToGround(scriptInterface: ref<StateGameScriptInterface>, downwardRaycastLength: Float) -> Floatscripted
public static final func GetPlayerFromThreats(hostileThreats: script_ref<array<TrackedLocation>>, out player: wref<GameObject>) -> Boolscripted
public static final func GetPlayerLevel(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetPlayerMainObjectStatic(context: GameInstance) -> ref<GameObject>scripted
public static final func GetPlayerNextLevelBasedOnRandomQuality(quality: gamedataQuality) -> Int32scripted
public static func GetPlayerObject(gameInstance: GameInstance) -> ref<GameObject>scripted
public static final func GetPlayerPosition(scriptInterface: ref<StateGameScriptInterface>) -> Vector4scripted
public static final func GetPlayerPuppet(scriptInterface: ref<StateGameScriptInterface>) -> ref<PlayerPuppet>scripted
public static final func GetPlayerQuickHackInCyberDeck(player: wref<PlayerPuppet>) -> array<ItemID>scripted
public static final func GetPlayerQuickHackInCyberDeckTweakDBID(player: wref<PlayerPuppet>) -> array<TweakDBID>scripted
public static final func GetPlayerQuickHackInCyberDeckTweakDBID(player: wref<PlayerPuppet>, quality: gamedataQuality) -> array<TweakDBID>scripted
public static final func GetPlayerQuickHackList(player: wref<PlayerPuppet>) -> array<TweakDBID>scripted
public static final func GetPlayerQuickHackListWithQuality(player: wref<PlayerPuppet>) -> array<PlayerQuickhackData>scripted
public static final func GetPlayerReflexes(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetPlayerSpeed(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
public static final func GetPlayerSquadInterface(obj: wref<GameObject>, out playerSquadInterface: ref<PlayerSquadInterface>) -> Boolscripted
public static final func GetPlayerStateMachine(requester: ref<GameObject>) -> ref<IBlackboard>scripted
public static final func GetPlayerStateMachine(requester: ref<GameObject>) -> ref<IBlackboard>scripted
public static final func GetPlayerStreetCred(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetPlayerStrenght(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetPosition(context: ScriptExecutionContext, record: wref<AIActionTarget_Record>, out position: Vector4, getSlotPosition: Bool, opt predictionTime: Float) -> Boolscripted
public static final func GetPositionInBackpack(self: script_ref<InventoryItemData>) -> Uint32scripted
public static final func GetPositionsFromEntity(context: ScriptExecutionContext, targets: script_ref<array<ref<Entity>>>, positions: script_ref<array<Vector4>>) -> Boolscripted
private static final func GetPowerDifferentialValue(difficulty: gameEPowerDifferential) -> Int32scripted
public static final func GetPowerLevelFromContentAssignment(gi: GameInstance, contentAssignmentID: TweakDBID) -> Floatscripted
public static final func GetPreventionHeatTableRecord(game: GameInstance) -> wref<PreventionHeatTable_Record>scripted
public static final func GetPreventionQuestDisabledFactName() -> CNamescripted
public static final func GetPreventionQuestDisabledGenericQuestReason() -> CNamescripted
public static final func GetPreventionQuestDisabledTweakContentTag() -> CNamescripted
private static final func GetPreviewData(controller: ref<IScriptable>, itemData: script_ref<InventoryItemData>, isGarment: Bool) -> ref<InventoryItemPreviewData>scripted
private static final func GetPreviewData(controller: ref<IScriptable>, itemData: wref<UIInventoryItem>, isGarment: Bool) -> ref<InventoryItemPreviewData>scripted
public static final func GetPreviousStationTo(station: ERadioStationList) -> ERadioStationListscripted
public static final func GetPreviousStationTo(currentIndex: Int32) -> ERadioStationListscripted
public static final func GetPreviousSubActionName() -> CNamescripted
public static final func GetPrice(self: script_ref<InventoryItemData>) -> Floatscripted
public static final func GetPrimaryColor(data: GenericTemplatePersistentData) -> Colorscripted
public static final func GetPrimaryStat(self: script_ref<InventoryItemData>, index: Int32) -> StatViewDatascripted
public static final func GetPrimaryStats(self: script_ref<InventoryItemData>) -> array<StatViewData>scripted
public static final func GetPrimaryStatsSize(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetProficiencyRecord(type: gamedataProficiencyType) -> ref<Proficiency_Record>scripted
public static final func GetProgressBarForcedValue(game: GameInstance) -> Floatscripted
private static final func GetProjectileLauncherDamage(itemData: wref<gameItemData>, player: wref<PlayerPuppet>) -> Floatscripted
public static final func GetProperty_Bool(prop: ref<DeviceActionProperty>, out value: Bool) -> Boolscripted
public static final func GetProperty_Bool(prop: ref<DeviceActionProperty>, out value: Bool, out nameOnFalse: CName, out nameOnTrue: CName) -> Boolscripted
public static final func GetProperty_EntityReference(prop: ref<DeviceActionProperty>, out value: EntityReference) -> Boolscripted
public static final func GetProperty_Float(prop: ref<DeviceActionProperty>, out value: Float) -> Boolscripted
public static final func GetProperty_Int(prop: ref<DeviceActionProperty>, out value: Int32) -> Boolscripted
public static final func GetProperty_IntRanged(prop: ref<DeviceActionProperty>, out value: Int32, out rangeMin: Int32, out rangeMax: Int32) -> Boolscripted
public static final func GetProperty_MediaStatus(prop: ref<DeviceActionProperty>, out deviceStatus: Int32, stationName: script_ref<String>) -> Boolscripted
public static final func GetProperty_Name(prop: ref<DeviceActionProperty>, out value: CName) -> Boolscripted
public static final func GetProperty_NodeRef(prop: ref<DeviceActionProperty>, out value: NodeRef) -> Boolscripted
public static final func GetProperty_RadioStatus(prop: ref<DeviceActionProperty>, out deviceStatus: Int32, stationName: script_ref<String>) -> Boolscripted
public static final func GetProperty_TvStatus(prop: ref<DeviceActionProperty>, out deviceStatus: Int32, stationName: script_ref<String>) -> Boolscripted
public static func GetPSGeneratorVersion() -> Int32scripted
public static final func GetPSMBlackboardIntVariable(user: wref<GameObject>, id: BlackboardID_Int) -> Int32scripted
public static final func GetPSMBlackbordInt(playerPuppet: ref<ScriptedPuppet>, id: BlackboardID_Int) -> Int32scripted
public static final func GetPSMBodyCarryStateFromName(nameParam: CName, out bodyCarryState: gamePSMBodyCarrying) -> Boolscripted
public static final func GetPSMCombatStateFromName(nameParam: CName, out combatState: gamePSMCombat) -> Boolscripted
public static final func GetPSMLocomotionStateFromName(nameParam: CName, out locomotionState: gamePSMLocomotionStates) -> Boolscripted
public static final func GetPSMMeleeStateFromName(nameParam: CName, out meleeState: gamePSMMelee) -> Boolscripted
public static final func GetPSMUpperBodyStateFromName(nameParam: CName, out upperBodyState: gamePSMUpperBodyStates) -> Boolscripted
public static final func GetPSMZoneStateFromName(nameParam: CName, out zoneState: gamePSMZones) -> Boolscripted
public static final func GetPuppet(context: ScriptExecutionContext) -> ref<ScriptedPuppet>scripted
public static final func GetPuppet(context: ScriptExecutionContext) -> ref<ScriptedPuppet>scripted
private static final func GetPuppetVelocity(puppet: wref<ScriptedPuppet>, timePeriod: Float) -> Vector4scripted
public static final func GetQuality(self: script_ref<InventoryItemData>) -> CNamescripted
public static final func GetQualityF(self: script_ref<InventoryItemData>) -> Floatscripted
public static final func GetQualityF(itemData: ref<gameItemData>) -> Floatscripted
public static final func GetQualityF(qualityInt: Int32, isIconic: Bool, plusValue: Float) -> Floatscripted
public static final func GetQualityF(item: script_ref<InventoryItemData>) -> Floatscripted
public static final func GetQuantity(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetQuaternion(path: TweakDBID) -> Quaternionscripted
public static final func GetQuaternionArray(path: TweakDBID) -> array<Quaternion>scripted
static native func GetQueryMask()
static native func GetQueryMaskAll()
static native func GetQueryMaskNONE()
public static final func GetQuestClearance() -> Int32scripted
public static final func GetQuickMeleeCooldown() -> Floatscripted
private static final func GetQuickSlotsNum() -> Int32scripted
public static final func GetRadioStationByUIIndex(index: Int32) -> ERadioStationListscripted
static native func GetRadioStationCurrentTrackName(radioReceiverStationName: CName) -> CName
static native func GetRadioStationLocalizedName(radioStation: Uint32) -> CName
public static final func GetRadioStations(player: ref<GameObject>) -> array<ref<IScriptable>>scripted
public static final func GetRadioStationUIIndex(index: Int32) -> Int32scripted
public static final func GetRandomCoverLastAvailableExposureMethod(puppet: ref<ScriptedPuppet>, out method: AICoverExposureMethod)scripted
public static final func GetRandomIndexInRange(context: ScriptExecutionContext, minOwnerDistance: Float, maxOwnerDistance: Float, ownerDistances: script_ref<array<Float>>, minDistanceObj: Float, maxDistanceObj: Float, distancesObj: script_ref<array<Float>>, allowedOffMeshTags: script_ref<array<CName>>, opt targetsPosition: array<Vector4>, lineOfSightTarget: Vector4, blockLoSByNonPenetrableObj: Bool) -> Int32scripted
public static final func GetRandomizedGadget(puppet: wref<ScriptedPuppet>) -> TweakDBIDscripted
public static final func GetRandomizedHealingConsumable(puppet: wref<ScriptedPuppet>) -> TweakDBIDscripted
protected static final func GetRandomOffset(minOffset: Vector3, maxOffset: Vector3) -> Vector3scripted
private static final func GetRandomOffset(minOffset: Vector3, maxOffset: Vector3) -> Vector3scripted
public static final func GetRandomStation() -> ERadioStationListscripted
public static final func GetRange(box: Box) -> Floatscripted
public static final func GetRangedWeaponTag() -> CNamescripted
public static final func GetRarityMultiplier(puppet: wref<NPCPuppet>, curveName: CName) -> Floatscripted
private static final func GetRarityTypesForSorting() -> array<gamedataQuality>scripted
public static final func GetReactionPresetGroup(puppet: wref<ScriptedPuppet>) -> Stringscripted
public static final func GetReadAction(itemID: ItemID) -> wref<ObjectAction_Record>scripted
public static final func GetReevaluateZoomName() -> CNamescripted
public static final func GetRemovePlateHealthValue() -> Floatscripted
public static final func GetReprimandReceiver(self: script_ref<Agent>) -> EntityIDscripted
public static final func GetReprimandsCount(self: script_ref<Agent>, target: EntityID) -> Int32scripted
public static final func GetRequiredLevel(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetRequirement(self: script_ref<InventoryItemData>) -> SItemStackRequirementDatascripted
public static final func GetResistanceTypeFromDamageType(damageType: gamedataDamageType) -> gamedataStatTypescripted
public static final func GetResRef(path: TweakDBID) -> ResRefscripted
public static final func GetResRefArray(path: TweakDBID) -> array<ResRef>scripted
public static final func GetRetrievableAttachments(itemData: wref<gameItemData>) -> array<ItemAttachments>scripted
public static final func GetRewireSmashRoverLiftClearance() -> Int32scripted
public static final func GetRewireToggleRoverLiftClearance() -> Int32scripted
public static final func GetSandevistanKey() -> CNamescripted
public static final func GetSandevistanVersusSandevistanKey() -> CNamescripted
public static final func GetScannerResistanceDetails(obj: ref<GameObject>, statType: gamedataStatType, opt player: ref<GameObject>) -> ScannerStatDetailsscripted
public static final func GetSceneTier(player: wref<PlayerPuppet>) -> Int32scripted
public static final func GetScope(hotkey: EHotkey) -> array<gamedataItemType>scripted
static native func GetScreenPosition(widget: wref<inkWidget>) -> RectF
public static final func GetScriptContext(puppet: wref<ScriptedPuppet>, out context: ScriptExecutionContext) -> Boolscripted
private static final func GetScriptedPuppetTarget(hitEvent: ref<gameHitEvent>) -> ref<ScriptedPuppet>scripted
public static final func GetSeats(gi: GameInstance, vehicle: wref<VehicleObject>, out seats: array<wref<VehicleSeat_Record>>) -> Boolscripted
public static final func GetSeatsStatus(gi: GameInstance, vehicle: wref<VehicleObject>, out totalSeatSlots: Int32, out occupiedSeatSlots: Int32, out reservedSlots: Int32)scripted
public static final func GetSecondaryColor(data: GenericTemplatePersistentData) -> Colorscripted
public static final func GetSecondaryStat(self: script_ref<InventoryItemData>, index: Int32) -> StatViewDatascripted
public static final func GetSecondaryStats(self: script_ref<InventoryItemData>) -> array<StatViewData>scripted
public static final func GetSecondaryStatsForStatMap(itemData: wref<gameItemData>, itemType: gamedataItemType, itemCategory: gamedataItemCategory) -> array<ref<MinimalItemTooltipStatData>>scripted
public static final func GetSecondaryStatsFromTooltipData(data: ref<InventoryTooltipData>, itemCategory: gamedataItemCategory, opt filterZero: Bool) -> array<ref<MinimalItemTooltipStatData>>scripted
public static final func GetSecondaryStatsSize(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetSelectorRecord(context: ScriptExecutionContext, selectorID: TweakDBID, selectorDebugName: script_ref<String>, out selectorRecord: wref<AIActionSelector_Record>) -> Boolscripted
public static final func GetSequenceRecord(context: ScriptExecutionContext, sequenceID: TweakDBID, sequenceDebugName: script_ref<String>, out sequenceRecord: wref<AIActionSequence_Record>) -> Boolscripted
public static final func GetSetOnSetOffActions() -> Int32scripted
public static final func GetShape(self: script_ref<InventoryItemData>) -> EInventoryItemShapescripted
public static final func GetShardData(itemRecord: wref<Item_Record>, gameInstance: GameInstance) -> wref<JournalOnscreen>scripted
public static final func GetShardName(itemRecord: wref<Item_Record>, gameInstance: GameInstance) -> Stringscripted
public static final func GetShardsDataArray(journal: ref<JournalManager>, activeDataSync: wref<CodexListSyncData>) -> array<ref<VirutalNestedListData>>scripted
private static final func GetShardsQuickHacks(parts: array<SPartSlots>) -> array<ref<ProgramEntry>>scripted
public static final func GetShardTextString(isCrypted: Bool, textString: script_ref<String>) -> Stringscripted
public static final func GetShardTitleString(isCrypted: Bool, titleString: script_ref<String>) -> Stringscripted
public static final func GetShootingBlackboard(owner: ref<ScriptedPuppet>) -> ref<IBlackboard>scripted
public static final func GetShootingPattern(weapon: wref<WeaponObject>) -> wref<AIPattern_Record>scripted
public static final func GetShootingPatternDelayBetweenShots(totalShotsFired: Int32, pattern: wref<AIPattern_Record>) -> Floatscripted
public static final func GetShootingPatternPackage(weapon: wref<WeaponObject>) -> wref<AIPatternsPackage_Record>scripted
public static final func GetShootingPatternsList(weaponOwner: wref<GameObject>, weapon: wref<WeaponObject>, chosenPackage: wref<AIPatternsPackage_Record>, patternsList: script_ref<array<wref<AIPattern_Record>>>) -> Boolscripted
public static final func GetShortNameLocKey(attribute: PerkMenuAttribute) -> Stringscripted
public static final func GetShotgunWeaponTag() -> CNamescripted
public static final func GetShotScaleRatios(data: CinematicCameraData) -> Vector4scripted
public static final func GetShotTimeStamp(weapon: wref<WeaponObject>) -> Floatscripted
public static final func GetSimpleContactDataArray(journal: ref<JournalManager>, includeUnknown: Bool, skipEmpty: Bool, includeWithNoUnread: Bool, opt activeDataSync: wref<MessengerContactSyncData>) -> array<ref<IScriptable>>scripted
public static final func GetSize(box: Box) -> Vector4scripted
public static final func GetSlideStaminaCost() -> Floatscripted
public static final func GetSlotActiveItem(owner: ref<GameObject>, requestSlot: EquipmentManipulationRequestSlot) -> ItemIDscripted
public static final func GetSlotID(self: script_ref<InventoryItemData>) -> TweakDBIDscripted
public static final func GetSlotIndex(self: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetSlotName(equipmentArea: gamedataEquipmentArea) -> Stringscripted
public static final func GetSlotName(itemType: gamedataItemType, equipmentArea: gamedataEquipmentArea) -> Stringscripted
public static final func GetSlotName(slotID: TweakDBID, itemType: gamedataItemType, equipmentArea: gamedataEquipmentArea) -> Stringscripted
public static final func GetSlotOverridenItem(owner: ref<GameObject>, area: gamedataEquipmentArea) -> ItemIDscripted
public static final func GetSlotsForCyberdeckFromItemData(itemData: wref<gameItemData>) -> array<SPartSlots>scripted
public static final func GetSlotShadowIcon(equipmentArea: gamedataEquipmentArea) -> CNamescripted
public static final func GetSlotShadowIcon(itemType: gamedataItemType, equipmentArea: gamedataEquipmentArea) -> CNamescripted
public static final func GetSlotShadowIcon(slotID: TweakDBID, itemType: gamedataItemType, equipmentArea: gamedataEquipmentArea) -> CNamescripted
public static final func GetSmartCompositeRecord(context: ScriptExecutionContext, smartCompositeID: TweakDBID, smartCompositeDebugName: script_ref<String>, out smartCompositeRecord: wref<AIActionSmartComposite_Record>) -> Boolscripted
public static final func GetSmashRoverLiftClearance() -> Int32scripted
public static final func GetSortData(self: script_ref<InventoryItemData>) -> InventoryItemSortDatascripted
public static final func GetSpawnerEntityID(self: NPCReference) -> EntityIDscripted
private static final func GetSpecialAbilities(equippedItem: wref<Item_Record>) -> array<InventoryItemAbility>scripted
public static final func GetSpecificTarget(targetsList: script_ref<array<ref<Target>>>, targetID: EntityID) -> ref<Target>scripted
public static final func GetSpecificTarget(targetsList: script_ref<array<ref<Target>>>, target: wref<GameObject>) -> ref<Target>scripted
public static final func GetSpecificTarget(targetsList: script_ref<array<ref<Target>>>, index: Int32) -> ref<Target>scripted
public static final func GetSpiderbotClearance() -> Int32scripted
public static final func GetSprintStaminaCost() -> Floatscripted
public static final func GetSquadBaseInterface(obj: wref<GameObject>, out squadBaseInterface: ref<PuppetSquadInterface>) -> Boolscripted
private static final func GetSquadMate(context: ScriptExecutionContext, record: wref<AISubActionGeneratePointOfInterestTarget_Record>) -> ref<GameObject>scripted
public static final func GetSquadmates(obj: wref<GameObject>, membersList: script_ref<array<wref<Entity>>>, opt dontRemoveSelf: Bool) -> Boolscripted
public static final func GetSquadmatesID(obj: wref<GameObject>, out membersListID: array<EntityID>, opt dontRemoveSelf: Bool) -> Boolscripted
public static final func GetSquadMemberInterface(obj: wref<GameObject>, out squadInterface: ref<SquadScriptInterface>) -> Boolscripted
public static final func GetSquadName(obj: wref<GameObject>) -> CNamescripted
public static final func GetSquadRecord(entity: wref<Entity>, out squadRecord: wref<AISquadParams_Record>) -> Boolscripted
public static final func GetStanceStateFromName(nameParam: CName) -> gamedataNPCStanceStatescripted
public static final func GetStashBlacklistedTags() -> array<CName>scripted
protected static final func GetState(type: ItemLabelType) -> CNamescripted
public static final func GetState(filterType: gameJournalQuestType) -> CNamescripted
public static final func GetStateNameForDamageType(damageType: gamedataDamageType) -> CNamescripted
public static final func GetStateNameForStat(statType: gamedataStatType) -> CNamescripted
public static final func GetStateNameForType(damageType: gamedataDamageType) -> CNamescripted
public static final func GetStateStartTimeKey() -> CNamescripted
public static final func GetStationName(radioStationType: ERadioStationList) -> CNamescripted
public static final func GetStationNameByIndex(index: Int32, opt isUI: Bool) -> CNamescripted
public static final func GetStationsCount() -> Int32scripted
public static final func GetStatNameLockey(statRecord: wref<Stat_Record>) -> Stringscripted
public static final func GetStatPoolPercentage(context: ScriptExecutionContext, statPoolType: gamedataStatPoolType) -> Floatscripted
public static final func GetStatPoolValue(context: ScriptExecutionContext, statPoolType: gamedataStatPoolType) -> Floatscripted
public static final func GetStatPrereqModifiersValue(game: GameInstance, ownerID: StatsObjectID, statPrereqID: TweakDBID) -> Floatscripted
public static final func GetStatRecord(type: gamedataStatType) -> ref<Stat_Record>scripted
public static final func GetStatTypeByDamageType(type: gamedataDamageType) -> gamedataStatTypescripted
public static final func GetStatusClearance() -> Int32scripted
public static final func GetStatusEffectByID(target: wref<GameObject>, statusEffectID: TweakDBID) -> ref<StatusEffect>scripted
public static final func GetStatusEffectWithTag(target: wref<GameObject>, gameplayTag: CName) -> ref<StatusEffect>scripted
public static final func GetStatValue(obj: ref<GameObject>, statType: gamedataStatType) -> Floatscripted
public static final func GetStatValue(obj: ref<GameObject>, objID: StatsObjectID, statType: gamedataStatType) -> Floatscripted
public static final func GetStatValueFromObject(gi: GameInstance, object: wref<GameObject>, stat: gamedataStatType) -> Floatscripted
public static final func GetStatValues(obj: ref<GameObject>, stats: script_ref<array<gamedataStatType>>) -> array<gameStatTotalValue>scripted
public static final func GetString(path: TweakDBID) -> Stringscripted
public static final func GetStringArray(path: TweakDBID) -> array<String>scripted
public static final func GetStringArrayFromTweak(actionID: TweakDBID, paramName: script_ref<String>) -> array<String>scripted
public static final func GetStringFromTweak(actionID: TweakDBID, paramName: script_ref<String>) -> Stringscripted
public static final func GetStrong(context: ScriptExecutionContext, out targetTracker: ref<TargetTrackerComponent>) -> Boolscripted
public static final func GetSuccessFilter() -> JournalRequestStateFilterscripted
public static final func GetSystemBaseUnit() -> EMeasurementUnitscripted
public static final func GetSystemCompatibleClearance() -> Int32scripted
public static final func GetSystemName() -> CNamescripted
public static final func GetSystemName() -> CNamescripted
public static final func GetSystemName() -> CNamescripted
public static final func GetTakeOverControl() -> Int32scripted
public static final func GetTargetAngleInFloat(target: ref<GameObject>, owner: ref<GameObject>) -> Floatscripted
public static final func GetTargetAngleInInt(target: ref<GameObject>, owner: ref<GameObject>) -> Int32scripted
public static final func GetTargetAngleInInt(target: ref<GameObject>, owner: ref<GameObject>, out backDirection: Int32) -> Int32scripted
public static final func GetTargetingComponentsWorldPosition(targetComponent: ref<IPlacedComponent>) -> Vector4scripted
public static final func GetTargetObject(scriptInterface: ref<StateGameScriptInterface>, opt withinDistance: Float, opt checkForLeapableObject: Bool, opt withinAngle: Float) -> ref<GameObject>scripted
public static final func GetTargetObject(scriptInterface: ref<StateGameScriptInterface>, searchQuery: TargetSearchQuery, opt withinDistance: Float, opt checkForLeapableObject: Bool, opt withinAngle: Float) -> ref<GameObject>scripted
public static final func GetTargetPositionFromPast(target: wref<GameObject>, delay: Float, out position: Vector4) -> Boolscripted
public static final func GetTargetPositionProvider(owner: ref<ScriptedPuppet>, target: wref<GameObject>, trackingMode: gamedataTrackingMode) -> ref<IPositionProvider>scripted
public static final func GetTargetSlotPosition(target: wref<GameObject>, slotName: CName, out slotPosition: Vector4) -> Boolscripted
public static final func GetTargetSlotTransform(target: wref<GameObject>, slotName: CName, out slotTransform: WorldTransform) -> Boolscripted
public static final func GetTargetsTargetingComponent(ownerObject: wref<GameObject>, filterBy: TargetSearchQuery, out angleDist: EulerAngles) -> ref<IPlacedComponent>scripted
public static final func GetTargetStatesFromArray(targetStates: script_ref<array<CName>>) -> AIActionTargetStatesscripted
public static final func GetTargetStatesFromArray(targetStates: script_ref<array<CName>>, target: wref<GameObject>) -> AIActionTargetStatesscripted
private static final func GetTargetTelemetryDescription(target: ref<GameObject>) -> Stringscripted
public static final func GetTDBID(object: wref<GameObject>) -> TweakDBIDscripted
public static final func GetTelemetryDescription(target: ref<GameObject>, isTargetKilled: Bool) -> Stringscripted
public static final func GetTerminalCompatibleClearance() -> Int32scripted
private static final func GetThreatAccessibilityFromCoverModifier(puppet: ref<ScriptedPuppet>, threat: ref<GameObject>) -> Floatscripted
private static final func GetThreatAttackersModifier(targetTrackerComponent: ref<TargetTrackerComponent>, puppet: ref<ScriptedPuppet>, threat: ref<GameObject>) -> Floatscripted
private static final func GetThreatDamageModifier(targetTrackerComponent: ref<TargetTrackerComponent>, puppet: ref<ScriptedPuppet>, threat: ref<GameObject>, distance: Float, currentTime: Float) -> Floatscripted
public static final func GetThreatDistanceModifier(targetTrackerComponent: ref<TargetTrackerComponent>, distance: Float) -> Floatscripted
private static final func GetThreatHisteresisModifier(targetTrackerComponent: ref<TargetTrackerComponent>, threat: ref<GameObject>, currentTarget: ref<GameObject>, timeSinceTargetChange: Float) -> Floatscripted
private static final func GetThreatLastVisibilityModifier(puppet: ref<ScriptedPuppet>, threat: ref<GameObject>) -> Floatscripted
public static final func GetThreatLocationFromSquad(puppet: wref<ScriptedPuppet>, threat: wref<Entity>, threatLocation: script_ref<TrackedLocation>) -> Boolscripted
public static final func GetThreatText(playerLevel: Int32, targetLevel: Int32) -> Stringscripted
public static final func GetThreatZDiffModifier(zDiff: Float) -> Floatscripted
public static final func GetTicketRecord(ticketName: CName, squadRecord: wref<AISquadParams_Record>, out ticketRecord: wref<AITicket_Record>) -> Boolscripted
public static final func GetTimeDilationKey() -> CNamescripted
public static final func GetTimeDilationParameters(out timeDilationParameters: ref<TimeDilationParameters>, profileName: script_ref<String>)scripted
public static final func GetToggleActivationClearance() -> Int32scripted
public static final func GetToggleAlarmClearance() -> Int32scripted
public static final func GetToggleAuthorizationClearance() -> Int32scripted
public static final func GetToggleCycleAirLockClearance() -> Int32scripted
public static final func GetToggleLockClearance() -> Int32scripted
public static final func GetToggleOnClearance() -> Int32scripted
public static final func GetToggleOpenBlindersClearance() -> Int32scripted
public static final func GetToggleOpenClearance() -> Int32scripted
public static final func GetTogglePowerClearance() -> Int32scripted
public static final func GetToggleRoverLiftClearance() -> Int32scripted
public static final func GetToggleSealClearance() -> Int32scripted
public static final func GetToggleSecureScreenClearance() -> Int32scripted
public static final func GetToggleStreamFeedClearance() -> Int32scripted
public static final func GetTooltipItemName(data: ref<InventoryTooltipData>) -> Stringscripted
public static final func GetTooltipItemName(itemID: TweakDBID, itemData: wref<gameItemData>, fallbackName: script_ref<String>) -> Stringscripted
public static final func GetTopConnectionState(attribute: PerkMenuAttribute) -> CNamescripted
public static final func GetTopPriorityEffect(target: wref<GameObject>) -> ref<StatusEffect>scripted
public static final func GetTopPriorityEffect(target: wref<GameObject>, statusEffectType: gamedataStatusEffectType, opt discardStatusEffect: Bool) -> ref<StatusEffect>scripted
public static final func GetTopQuestEntry(journalManager: ref<JournalManager>, entry: wref<JournalEntry>) -> wref<JournalQuest>scripted
public static final func GetTopThreat(context: ScriptExecutionContext, visible: Bool, out trackedLocation: TrackedLocation) -> Boolscripted
public static final func GetTotalNumberOfShots(weapon: wref<WeaponObject>) -> Int32scripted
public static final func GetTrackedLocation(puppet: wref<ScriptedPuppet>, target: wref<Entity>, out trackedLocation: TrackedLocation) -> Boolscripted
public static final func GetTrackedLocation(context: ScriptExecutionContext, target: wref<Entity>, out trackedLocation: TrackedLocation) -> Boolscripted
public static final func GetTraitRecord(type: gamedataTraitType) -> ref<Trait_Record>scripted
private static final func GetTransgressionRecords(transgressions: script_ref<array<TweakDBID>>) -> array<wref<Transgression_Record>>scripted
private static final func GetTutorialItemCapacityRequirement(tweakDBID: TweakDBID, player: ref<GameObject>) -> Floatscripted
public static final func GetTutorialsData(journal: ref<JournalManager>, activeDataSync: wref<CodexListSyncData>, offset: Int32) -> array<ref<VirutalNestedListData>>scripted
public static final func GetTweakDBIDForDamageType(damageType: gamedataDamageType) -> TweakDBIDscripted
public static final func GetType(template: VehicleVisualCustomizationTemplate) -> VehicleVisualCustomizationTypescripted
private static final func GetTypeSortValue(item: script_ref<InventoryItemData>) -> Int32scripted
public static final func GetUIStatProperties(statType: gamedataStatType, roundValue: Bool, opt manager: wref<UIInventoryItemsManager>) -> ref<UIItemStatProperties>scripted
public static final func GetUIStatProperties(statType: gamedataStatType, opt manager: wref<UIInventoryItemsManager>) -> ref<UIItemStatProperties>scripted
public static final func GetUIStatsMap(itemType: gamedataItemType, opt manager: wref<UIInventoryItemsManager>) -> wref<UIStatsMap_Record>scripted
public static final func GetUnlockProgress(self: script_ref<InventoryItemData>) -> Floatscripted
public static final func GetUnreadMessagesCount(journal: ref<JournalManager>, contactEntry: wref<JournalContact>) -> Int32scripted
private static final func GetUploadTime(instance: wref<UIInventoryItemProgramData>, actionRecord: wref<ObjectAction_Record>, player: wref<PlayerPuppet>)scripted
public static final func GetUpperBodyState(context: ScriptExecutionContext) -> gamedataNPCUpperBodyStatescripted
public static final func GetUpperBodyStateFromName(nameParam: CName) -> gamedataNPCUpperBodyStatescripted
public static final func GetUpVector() -> Vector4scripted
public static final func GetUseAction(itemID: ItemID) -> wref<ObjectAction_Record>scripted
public static final func GetUseHealChargeAction(itemID: ItemID) -> wref<ObjectAction_Record>scripted
public static final func GetValuesFromSpreadMap(player: wref<PlayerPuppet>, key: wref<InteractionBase_Record>, out count: Int32, out range: Float) -> Boolscripted
public static final func GetVector2(path: TweakDBID) -> Vector2scripted
public static final func GetVector2Array(path: TweakDBID) -> array<Vector2>scripted
public static final func GetVector3(path: TweakDBID) -> Vector3scripted
public static final func GetVector3Array(path: TweakDBID) -> array<Vector3>scripted
public static final func GetVectorFromTweak(actionID: TweakDBID, paramName: script_ref<String>) -> Vector3scripted
public static final func GetVehicle(gi: GameInstance, ownerID: EntityID, out vehicle: wref<VehicleObject>) -> Boolscripted
public static final func GetVehicle(gi: GameInstance, owner: wref<GameObject>, out vehicle: wref<GameObject>) -> Boolscripted
public static final func GetVehicle(gi: GameInstance, owner: wref<GameObject>, out vehicle: wref<VehicleObject>) -> Boolscripted
public static final func GetVehicleAllowsCombat(gi: GameInstance, vehicle: wref<VehicleObject>) -> Boolscripted
public static final func GetVehicleCombatHoldToShootEnabled(owner: ref<GameObject>) -> Boolscripted
public static final func GetVehicleDataPackage(gi: GameInstance, vehicle: wref<VehicleObject>, out vehDataPackage: wref<VehicleDataPackage_Record>) -> Boolscripted
public static final func GetVehicleFromID(gi: GameInstance, vehicleID: EntityID, out vehicle: wref<VehicleObject>) -> Boolscripted
public static final func GetVehicleID(gi: GameInstance, ownerID: EntityID, out vehicleID: EntityID) -> Boolscripted
public static final func GetVehicleID(gi: GameInstance, owner: wref<GameObject>, out vehicleID: EntityID) -> Boolscripted
private static final func GetVehicleNPCData(gi: GameInstance, owner: ref<GameObject>, out vehicleNPCData: ref<AnimFeature_VehicleNPCData>) -> Boolscripted
public static final func GetVehicleObject(context: ScriptExecutionContext, record: wref<AIActionTarget_Record>, out vehicleObject: wref<VehicleObject>) -> Boolscripted
public static final func GetVehicleRecord(gi: GameInstance, ownerID: EntityID, out vehicleRecord: ref<Vehicle_Record>) -> Boolscripted
public static final func GetVehicleRecord(gi: GameInstance, owner: wref<GameObject>, out vehicleRecord: ref<Vehicle_Record>) -> Boolscripted
public static final func GetVehicleRecord(vehicle: wref<VehicleObject>, out vehicleRecord: ref<Vehicle_Record>) -> Boolscripted
public static final func GetVehicleRecordFromID(gi: GameInstance, vehicleID: EntityID, out vehicleRecord: ref<Vehicle_Record>) -> Boolscripted
public static final func GetVehicles(player: ref<GameObject>) -> array<ref<IScriptable>>scripted
public static final func GetVehicleType(gi: GameInstance, owner: wref<GameObject>, type: script_ref<String>) -> Boolscripted
public static final func GetVendorCyberwareForSale(vendorObject: wref<GameObject>, checkPlayerCanBuy: Bool) -> array<SItemStack>scripted
public static final func GetVendorID(vendor: wref<GameObject>) -> TweakDBIDscripted
public static final func GetVendorItemsForSale(vendorObject: wref<GameObject>, checkPlayerCanBuy: Bool) -> array<SItemStack>scripted
public static final func GetVendorMoney(vendorObject: wref<GameObject>) -> Int32scripted
public static final func GetVendorSoldItems(vendorObject: wref<GameObject>) -> ref<SoldItemsCache>scripted
public static final func GetVendorWareRequirement(game: GameInstance, record: wref<VendorWare_Record>, itemStatsID: StatsObjectID) -> SItemStackRequirementDatascripted
public static final func GetVerticalAlignmentEnumValue(self: inkTextRef, nameValue: CName) -> textVerticalAlignmentscripted
private static final func GetVirtualLinkDepth() -> Int32scripted
private static final func GetVirtualLinksSphereRadius() -> Floatscripted
public static final func GetWallCollision(scriptInterface: ref<StateGameScriptInterface>, playerPosition: Vector4, up: Vector4, capsuleRadius: Float, out wallCollision: ControllerHit) -> Boolscripted
public static final func GetWeapon(context: ScriptExecutionContext, record: wref<AISubActionAttackWithWeapon_Record>, out weapon: wref<WeaponObject>) -> Boolscripted
public static final func GetWeapon(context: ScriptExecutionContext, record: wref<AISubActionReloadWeapon_Record>, out weapon: wref<WeaponObject>) -> Boolscripted
public static final func GetWeapon(context: ScriptExecutionContext, record: wref<AISubActionShootWithWeapon_Record>, weaponsList: script_ref<array<wref<WeaponObject>>>) -> Boolscripted
public static final func GetWeaponAmmoTDBID(weaponID: ItemID) -> TweakDBIDscripted
public static final func GetWeaponCharge(weapon: wref<WeaponObject>) -> Floatscripted
public static final func GetWeaponChargeNormalized(weapon: wref<WeaponObject>) -> Floatscripted
private static final func GetWeaponDamageType(statList: script_ref<array<StatViewData>>) -> gamedataDamageTypescripted
public static final func GetWeaponEvolution(itemID: ItemID) -> gamedataWeaponEvolutionscripted
public static final func GetWeaponEvolutionTexturePart(evolution: gamedataWeaponEvolution) -> CNamescripted
public static final func GetWeaponItemType(scriptInterface: ref<StateGameScriptInterface>, weapon: ref<WeaponObject>, out itemType: gamedataItemType) -> Boolscripted
public static final func GetWeaponLeft(obj: ref<GameObject>) -> wref<WeaponObject>scripted
public static final func GetWeaponObject(scriptInterface: ref<StateGameScriptInterface>) -> ref<WeaponObject>scripted
private static final func GetWeaponOverheatBB(weapon: wref<WeaponObject>) -> Boolscripted
public static final func GetWeaponOverheatStatPool(gameObject: wref<WeaponObject>) -> Floatscripted
public static final func GetWeaponRight(obj: ref<GameObject>) -> wref<WeaponObject>scripted
public static final func GetWeaponSlotsNum() -> Int32scripted
public static final func GetWeaponTooltipIcon(itemType: gamedataItemType) -> CNamescripted
public static final func GetWeaponType(weaponID: ItemID) -> gamedataItemTypescripted
protected static final func GetWeaponType(scriptInterface: ref<StateGameScriptInterface>) -> gamedataItemTypescripted
public static final func GetWeaponTypeIcon(itemType: gamedataItemType) -> CNamescripted
public static final func GetWidget(self: inkCompoundRef, path: CName) -> wref<inkWidget>scripted
public static final func GetWidget(self: inkCompoundRef, path: inkWidgetPath) -> wref<inkWidget>scripted
public static final func GetWidget(self: inkCompoundRef, index: Int32) -> wref<inkWidget>scripted
public static final func GetWidth(self: inkWidgetRef) -> Floatscripted
protected static final func GetWorldPositionWithOffset(context: ScriptExecutionContext, referenceTarget: ref<AIActionTarget_Record>, offset: Vector3, useLocalSpace: Bool) -> Vector4scripted
public static final func GetYawMovementDirection(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
public static final func GeVisualsDropdownOptions() -> array<ref<DropdownItemData>>scripted
private static final func GiveReginaRefinedCWRewardInStash(stashObj: ref<GameObject>)scripted
public static final func GiveReward(gi: GameInstance, rewardID: TweakDBID, amount: Int32, opt target: StatsObjectID, opt moneyMultiplier: Float)scripted
public static final func GiveReward(gi: GameInstance, rewardID: TweakDBID, opt target: StatsObjectID, opt moneyMultiplier: Float)scripted
public static final func GiveScavengeReward(gi: GameInstance, rewardID: TweakDBID, scavengeTargetEntityID: EntityID)scripted
static native func GOGRewardSystemErrorToDisplayString(error: GOGRewardsSystemErrors) -> String
public static final func Green(opt alpha: Uint8) -> Colorscripted
public static final func Grey(opt alpha: Uint8) -> Colorscripted

H 85

public static final func Hack(context: ScriptExecutionContext, record: wref<AISubActionQuickHack_Record>)scripted
public static func HalfPi() -> Floatscripted
public static final func HandleBuyShardPopupClosed(owner: ref<GameObject>, equippedItemId: ItemID, resultData: ref<RipperdocTokenPopupCloseData>)scripted
public static final func HasActiveAutopilot(gi: GameInstance, ownerID: EntityID) -> Boolscripted
public static final func HasActiveAutopilot(gi: GameInstance, vehicle: wref<VehicleObject>) -> Boolscripted
public static final func HasActiveDriver(gi: GameInstance, vehicle: wref<VehicleObject>, vehicleID: EntityID) -> Boolscripted
public static final func HasActiveDriverMounted(gi: GameInstance, vehicleID: EntityID) -> Boolscripted
public static final func HasActiveInteraction(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func HasAllTags(recordID: TweakDBID, tags: script_ref<array<CName>>) -> Boolscripted
public static final func HasAllVisualTags(puppet: wref<ScriptedPuppet>, visualTags: script_ref<array<CName>>) -> Boolscripted
public static final func HasAnyActivePassengers(gi: GameInstance, vehicleID: EntityID) -> Boolscripted
public static final func HasAnyCoverLastAvailableExposureMethod(puppet: ref<ScriptedPuppet>) -> Boolscripted
public static final func HasAnyPreventionPassengers(vehicle: wref<VehicleObject>) -> Boolscripted
public static final func HasAnyTags(recordID: TweakDBID, tags: script_ref<array<CName>>) -> Boolscripted
public static final func HasAnyVisualTags(puppet: wref<ScriptedPuppet>, visualTags: script_ref<array<CName>>) -> Boolscripted
public static final func HasAnyWeaponEquipped(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func HasAvailableAmmo(self: ref<WeaponObject>) -> Boolscripted
public static final func HasAvailableAmmoInInventory(self: ref<WeaponObject>) -> Boolscripted
public static final func HasAvailableCover(context: ScriptExecutionContext) -> Boolscripted
public static final func HasCombatAICommand(owner: wref<ScriptedPuppet>) -> Boolscripted
public static final func HasCombatAICommand(context: ScriptExecutionContext) -> Boolscripted
public static final func HasCoverExposureMethods(puppetOwner: wref<ScriptedPuppet>, coverID: Uint64, target: wref<GameObject>, exposureMethods: script_ref<array<AICoverExposureMethod>>) -> Boolscripted
public static final func HasCoverExposureMethods(ownerPuppet: wref<ScriptedPuppet>, coverID: Uint64, target: wref<GameObject>, exposureMethods: script_ref<array<CName>>) -> Boolscripted
public static final func HasCurrentTarget(context: GameInstance) -> Boolscripted
public static final func HasDownloadFundsAction(itemID: ItemID) -> Boolscripted
public static final func HasEquippedWeaponWithTag(owner: wref<GameObject>, tag: CName) -> Boolscripted
public static final func HasExceededDesiredNumberOfShots(weapon: wref<WeaponObject>) -> Boolscripted
public static final func HasFlag(flags: script_ref<array<SHitFlag>>, flag: hitFlag) -> Boolscripted
public static final func HasFlatTire(gi: GameInstance, vehicleID: EntityID) -> Boolscripted
public static final func HasFollowerCombatAICommand(owner: wref<ScriptedPuppet>) -> Boolscripted
protected static final func HasGrandFinaleStatFlag(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected static final func HasGrandFinaleStatusEffect(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func HasHostileThreat(puppet: wref<ScriptedPuppet>, opt onlyVisible: Bool, opt onlyEntities: Bool) -> Boolscripted
public static final func HasHostileThreats(context: ScriptExecutionContext, opt onlyEntities: Bool) -> Boolscripted
public static final func HasInterestingTargets(targetsList: script_ref<array<ref<Target>>>) -> Boolscripted
public static final func HasItem(obj: wref<GameObject>, id: ItemID) -> Boolscripted
public static final func HasItem(obj: wref<GameObject>, id: TweakDBID) -> Boolscripted
public static final func HasItemInArea(owner: ref<GameObject>, area: gamedataEquipmentArea) -> Boolscripted
private static final func HasItemTypeInnerIndex(itemType: gamedataItemType) -> Boolscripted
public static final func HasLeftWeaponEquipped(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func HasLostTarget(owner: ref<ScriptedPuppet>, target: ref<GameObject>) -> Boolscripted
public static final func HasMeleewareEquipped(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func HasMeleeWeaponEquipped(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func HasMeleeWeaponEquipped(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected static final func HasMonowireWithQuickhackSelected(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected static final func HasNewSpyAttackStatFlag(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected static final func HasOnePunchManStatusEffect(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func HasOnlyOneActivePassenger(gi: GameInstance, vehicleID: EntityID) -> Boolscripted
public static final func HasOrder(puppet: wref<ScriptedPuppet>, ticketName: CName) -> Boolscripted
public static final func HasOrder(context: ScriptExecutionContext, ticketName: CName) -> Boolscripted
public static final func HasPassengersWithThreatOnPlayer(gi: GameInstance, vehicleID: EntityID) -> Boolscripted
public static final func HasPathFromAtoB(owner: wref<Entity>, game: GameInstance, originPoint: Vector4, targetPoint: Vector4) -> Boolscripted
public static final func HasPhoneObjective(journal: ref<JournalManager>) -> Boolscripted
public static final func HasQuestImportantCalls(journal: ref<JournalManager>) -> Boolscripted
public static final func HasQuestImportantMessages(journal: ref<JournalManager>) -> Boolscripted
public static final func HasRangedWeaponEquipped(executionOwner: wref<GameObject>) -> Boolscripted
public static final func HasRightHandWeaponActiveInSlot(owner: ref<GameObject>) -> Boolscripted
public static final func HasRightWeaponEquipped(scriptInterface: ref<StateGameScriptInterface>, opt checkForTag: Bool) -> Boolscripted
public static final func HasSlot(gi: GameInstance, vehicle: wref<VehicleObject>, slotName: CName) -> Boolscripted
public static final func HasSmartLinkRequirement(itemData: ref<gameItemData>) -> Boolscripted
public static final func HasSpaceInFront(sourceObject: wref<GameObject>, groundClearance: Float, areaWidth: Float, areaLength: Float, areaHeight: Float) -> Boolscripted
public static final func HasSpaceInFront(sourceObject: wref<GameObject>, queryDirection: Vector4, groundClearance: Float, areaWidth: Float, areaLength: Float, areaHeight: Float) -> Boolscripted
public static final func HasSquadMemberComponent(obj: wref<GameObject>) -> Boolscripted
public static final func HasStatFlag(owner: wref<GameObject>, flag: gamedataStatType) -> Boolscripted
public static final func HasStatusEffectAttack(statusEffect: ref<StatusEffect_Record>, out statusEffectAttack: ref<Attack_Record>) -> Boolscripted
public static final func HasStatusEffectFromInstigator(target: wref<GameObject>, statusEffectID: TweakDBID, instigator: EntityID) -> Boolscripted
public static final func HasStatusEffectWithTagConst(target: wref<GameObject>, gameplayTag: CName) -> Boolscripted
public static final func HasSupport(self: script_ref<Agent>) -> Boolscripted
public static final func HasTag(item: ref<ItemObject>, tag: CName) -> Boolscripted
public static final func HasTag(recordID: TweakDBID, tag: CName) -> Boolscripted
public static final func HasTag(record: wref<StatusEffect_Record>, tag: CName) -> Boolscripted
public static final func HasThisShardInstalled(obj: ref<GameObject>, cyberdeckID: ItemID, shardID: ItemID) -> Boolscripted
public static final func HasThrowableMeleeEqupped(executionOwner: wref<GameObject>) -> Boolscripted
public static final func HasVisualTag(puppet: wref<ScriptedPuppet>, visualTag: CName) -> Boolscripted
private static final func HasWeaponInInventory(owner: wref<GameObject>) -> Boolscripted
public static final func HasWeaponInInventory(context: ScriptExecutionContext) -> Boolscripted
public static final func HasWorkspotAICommand(owner: wref<ScriptedPuppet>) -> Boolscripted
public static final func HealPuppetAfterQuickhack(gi: GameInstance, executor: ref<GameObject>)scripted
public static final func HideConsumableRecipe(gameInstance: GameInstance, recipeToHide: TweakDBID)scripted
public static final func HideFFButtonPrompt(owner: ref<GameObject>)scripted
public static final func HideScannerHint(game: GameInstance)scripted
public static final func HotkeyRefresh(gameInstance: GameInstance)scripted
public static final func HSBToColor(hue: Float, onlyHue: Bool, opt saturation: Float, opt brightness: Float) -> Colorscripted

I 624

private static final func IconicsReworkCompensateInStash(stashObj: ref<GameObject>)scripted
public static final func IDMO(gameInstance: GameInstance) -> Boolscripted
public static final func IncrementQuickHackBlackboard(gameInstance: GameInstance, actionID: TweakDBID)scripted
public static final func IndexOfOrZero(dataView: wref<DialerContactDataView>, hash: Int32) -> Uint32scripted
private static final func InGunshotCone(shooter: wref<GameObject>, target: wref<GameObject>) -> Boolscripted
public static final func InitializeHotkeys(hotkeys: script_ref<array<ref<Hotkey>>>)scripted
public static func InitializeScripts()scripted
public static final func InjectStatModifier(gi: GameInstance, obj: ref<GameObject>, modifier: ref<gameStatModifierData>)scripted
public static final func InjectStatModifierToItem(gi: GameInstance, itemData: ref<gameItemData>, modifier: ref<gameStatModifierData>)scripted
public static final func InjectThreat(puppet: wref<ScriptedPuppet>, threat: wref<Entity>)scripted
public static final func InjectThreat(puppet: wref<ScriptedPuppet>, threat: wref<Entity>, accuracy: Float, opt cooldown: Float)scripted
public static final func InjectThreat(puppet: wref<ScriptedPuppet>, threat: script_ref<TrackedLocation>)scripted
public static final func InjectThreat(puppet: wref<ScriptedPuppet>, pos: Vector4, timeToLive: Float)scripted
private static final func InstallModsToRedesignedItems(stashObj: ref<GameObject>)scripted
static native func Int8ToInt()
public static func IntToEPreventionHeatStage(index: Int32) -> EPreventionHeatStagescripted
static native func IntToInt8()
static native func IntToString(value: Int32) -> String
static native func IntToUint64()
public static final func Inventory_NoSlots() -> Stringscripted
public static final func Inventory_NoSuitableItems() -> Stringscripted
public static final func InvokeBehaviorCallback(obj: wref<ScriptedPuppet>, cbName: CName)scripted
public static final func IsAccessible(player: wref<PlayerPuppet>, vendorID: TweakDBID) -> Boolscripted
public static final func IsActionQueueEnabled(currentlyUploadingAction: ref<ScriptableDeviceAction>, playerPuppet: ref<PlayerPuppet>) -> Boolscripted
public static final func IsActionQueueFull(currentlyUploadingAction: ref<ScriptableDeviceAction>) -> Boolscripted
public static final func IsActive(obj: ref<GameObject>) -> Boolscripted
public static final func IsAlive(obj: ref<GameObject>) -> Boolscripted
public static final func IsAnyPassengerCrowd(gi: GameInstance, vehicle: wref<VehicleObject>) -> Boolscripted
public static final func IsArchetypeAction(record: TweakDBID) -> Boolscripted
public static final func IsAreaClothing(equipmentArea: gamedataEquipmentArea) -> Boolscripted
public static final func IsAreaHead(equipmentArea: gamedataEquipmentArea) -> Boolscripted
public static final func IsAreaOfEffect(attackType: gamedataAttackType) -> Boolscripted
public static final func IsAreaSelfComparable(equipmentArea: gamedataEquipmentArea) -> Boolscripted
private static final func IsARecentEntry(instance: GameInstance, entryName: CName) -> Boolscripted
public static final func IsAttached(vendorObject: wref<GameObject>) -> Boolscripted
public static final func IsAttachmentDedicated(slotID: TweakDBID) -> Boolscripted
public static final func IsAttachmentType(type: gamedataItemType) -> Boolscripted
public static final func IsAttribute(type: gamedataStatType) -> Boolscripted
public static final func IsAttributeAllocationStat(stat: gamedataStatType) -> Boolscripted
public static final func IsAttributeAllocationStat(stat: gamedataStatType) -> Boolscripted
public static final func IsAuthorizationValid(self: AuthorizationData) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>, availableUnpowered: Bool) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>, actionData: script_ref<SDeviceActionCustomData>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<DoorControllerPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<VehicleComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<DoorControllerPS>, requestType: gamedeviceRequestType) -> Boolscripted
public static final func IsAvailable(device: ref<DoorControllerPS>) -> Boolscripted
public static final func IsAvailable(device: ref<DoorControllerPS>, requestType: gamedeviceRequestType) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(self: script_ref<InventoryItemData>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<BunkerDoorControllerPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<DoorControllerPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<DoorControllerPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<DoorControllerPS>, isPlayerRequest: Bool) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<DoorControllerPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<DoorControllerPS>, isPlayerRequest: Bool) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<RoadBlockControllerPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<DoorControllerPS>, requestType: gamedeviceRequestType) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<DoorControllerPS>, isPlayerRequest: Bool) -> Boolscripted
public static final func IsAvailable(device: ref<ComputerControllerPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<DoorControllerPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAvailable(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsAwarenessBumpingAllowed(target: ref<ScriptedPuppet>) -> Boolscripted
private static final func IsAwareOfBeingFlankedByAnyThreat(ownerPuppet: wref<ScriptedPuppet>, threats: script_ref<array<TrackedLocation>>) -> Boolscripted
private static final func IsAwareOfBeingFlankedByThreat(ownerPuppet: wref<ScriptedPuppet>, threat: script_ref<TrackedLocation>) -> Boolscripted
public static final func IsAxisButtonHeldGreaterEqual(scriptInterface: ref<StateGameScriptInterface>, threshold: Float) -> Boolscripted
public static final func IsBarReversed(barType: WeaponBarType) -> Boolscripted
private static final func IsBarTypeMelee(type: WeaponBarType) -> Boolscripted
public static final func IsBasePart(obj: ref<GameObject>, itemID: ItemID, slotID: TweakDBID) -> Boolscripted
public static final func IsBeingGrappled(obj: ref<GameObject>) -> Boolscripted
public static final func IsBlade(weaponID: ItemID) -> Boolscripted
public static final func IsBlinded(obj: wref<GameObject>) -> Boolscripted
public static final func IsBlunt(weaponID: ItemID) -> Boolscripted
public static final func IsBoss(obj: wref<GameObject>) -> Boolscripted
public static final func IsBroken(self: script_ref<InventoryItemData>) -> Boolscripted
public static final func IsCharacterPolice(obj: ref<GameObject>) -> Boolscripted
public static final func IsChargeRangedWeapon(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func IsChargingWeapon(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func IsChasingPlayer(game: GameInstance) -> Boolscripted
public static final func IsClearanceValid(requesterClearancer: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(requesterClearancer: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(requesterClearancer: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
public static final func IsClearanceValid(clearance: ref<Clearance>) -> Boolscripted
static native func IsClient() -> Bool
public static final func IsClothing(item: ItemID) -> Boolscripted
public static final func IsClothingMod(type: gamedataItemType) -> Boolscripted
public static final func IsClothingMod(itemID: ItemID) -> Boolscripted
public static final func IsCombatGadgetsBlocked(target: wref<GameObject>) -> Boolscripted
public static final func IsCommandCombatTargetValid(context: ScriptExecutionContext, commandName: CName) -> Boolscripted
public static final func IsCompatible(hotkey: EHotkey, equipmentArea: gamedataEquipmentArea) -> Boolscripted
public static final func IsCompatible(hotkey: EHotkey, type: gamedataItemType) -> Boolscripted
private static final func IsConditionFulfilled(context: ScriptExecutionContext, record: wref<AISubActionApplyTimeDilation_Record>) -> Boolscripted
public static final func IsConditionFulfilled(context: ScriptExecutionContext, record: wref<AISubActionPlayVoiceOver_Record>) -> Boolscripted
private static final func IsConditionFulfilled(context: ScriptExecutionContext, record: wref<AISubActionStatusEffect_Record>) -> Boolscripted
public static final func IsConnectedToMaintenanceSystem() -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsContextValid(context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsCooldownActive(self: ref<GameObject>, record: wref<AIActionCooldown_Record>) -> Boolscripted
public static final func IsCooldownActive(self: ref<GameObject>, cooldownName: CName, opt id: Int32) -> Boolscripted
public static final func IsCooldownConditionFulfilled(context: ScriptExecutionContext, record: wref<AISubActionPlayVoiceOver_Record>) -> Boolscripted
public static final func IsCraftingAvailable(player: wref<PlayerPuppet>) -> Boolscripted
public static final func IsCraftingMaterial(self: script_ref<InventoryItemData>) -> Boolscripted
public static final func IsCurrentCyberwareOnCooldown(player: ref<PlayerPuppet>) -> Boolscripted
public static final func IsCurrentlyCrouching(puppet: ref<ScriptedPuppet>) -> Boolscripted
public static final func IsCurrentlyExposedInCover(puppet: ref<ScriptedPuppet>) -> Boolscripted
public static final func IsCurrentlyInCover(puppet: ref<ScriptedPuppet>) -> Boolscripted
public static final func IsCurrentlyInCoverAttackAction(puppet: ref<ScriptedPuppet>) -> Boolscripted
public static final func IsCurrentlyInShootingSpot(puppet: ref<ScriptedPuppet>) -> Boolscripted
public static final func IsCurrentlyInSmartObject(puppet: ref<ScriptedPuppet>) -> Boolscripted
public static final func IsCyberdeckEquipped(owner: ref<GameObject>) -> Boolscripted
public static final func IsCyberwareWeapon(weaponID: ItemID) -> Boolscripted
public static final func IsDamageStat(stat: gamedataStatType) -> Boolscripted
public static final func IsDataValid(self: SecurityAccessLevelEntry) -> Boolscripted
public static final func IsDataValid(self: SecurityAccessLevelEntryClient) -> Boolscripted
protected static final func IsDead(obj: ref<GameObject>) -> Boolscripted
public static final func IsDeaf(obj: wref<GameObject>) -> Boolscripted
public static final func IsDebugModeON(gameInstance: GameInstance) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>, availableUnpowered: Bool) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>, actionData: script_ref<SDeviceActionCustomData>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<DoorControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<VehicleComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<DoorControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<BunkerDoorControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<DoorControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<DoorControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<DoorControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<DoorControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<DoorControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<RoadBlockControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<DoorControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<DoorControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ComputerControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<DoorControllerPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefaultConditionMet(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsDefeated(obj: ref<GameObject>) -> Boolscripted
public static final func IsDelayConditionFulfilled(context: ScriptExecutionContext, record: wref<AISubActionDisableCollider_Record>, duration: Float) -> Boolscripted
public static final func IsDelayConditionFulfilled(context: ScriptExecutionContext, record: wref<AISubActionPlayVoiceOver_Record>, duration: Float) -> Boolscripted
public static final func IsDestroyed(gi: GameInstance, vehicleID: EntityID) -> Boolscripted
public static final func IsDismembermentCause(attackType: gamedataAttackType) -> Boolscripted
public static final func IsDoT(attackData: ref<AttackData>) -> Boolscripted
public static final func IsDoT(attackType: gamedataAttackType) -> Boolscripted
public static final func IsDriver(gi: GameInstance, ownerID: EntityID) -> Boolscripted
public static final func IsDriver(gi: GameInstance, owner: wref<GameObject>) -> Boolscripted
public static final func IsDriverSeatOccupiedByDeadNPC(gi: GameInstance, vehicleID: EntityID) -> Boolscripted
public static final func IsDriverSlot(slotId: CName) -> Boolscripted
public static final func IsDuplicated(self: script_ref<OutputValidationDataStruct>, evt: ref<SecuritySystemInput>, currentReprimender: EntityID, currentlyBreachedAreas: script_ref<array<PersistentID>>) -> Boolscripted
public static final func IsEffect(attackType: gamedataAttackType) -> Boolscripted
public static final func IsEligible(self: script_ref<Agent>, state: ESecuritySystemState, breachedAreas: script_ref<array<ref<SecurityAreaControllerPS>>>, inputsOutgoingFilter: EFilterType, out breachOrigin: EBreachOrigin) -> Boolscripted
public static final func IsEligibleToShareData(self: script_ref<Agent>, state: ESecuritySystemState, breachedAreas: script_ref<array<ref<SecurityAreaControllerPS>>>, inputsOutgoingFilter: EFilterType) -> Boolscripted
public static final func IsEmpty(self: script_ref<InventoryItemData>) -> Boolscripted
public static final func IsEmpty(self: script_ref<QuickSlotCommand>) -> Boolscripted
static native func IsEntityInInteriorArea(entity: wref<Entity>) -> Bool
static native func IsEP1() -> Bool
public static final func IsEquipmentAreaComparable(equipmentArea: gamedataEquipmentArea) -> Boolscripted
public static final func IsEquipmentAreaCyberware(areaType: gamedataEquipmentArea) -> Boolscripted
public static final func IsEquipmentAreaCyberware(areaTypes: script_ref<array<gamedataEquipmentArea>>) -> Boolscripted
public static final func IsEquippable(self: script_ref<InventoryItemData>) -> Boolscripted
public static final func IsEquipped(self: script_ref<InventoryItemData>) -> Boolscripted
public static final func IsExecutingAnyCommand(gi: GameInstance, vehicle: wref<VehicleObject>) -> Boolscripted
public static final func IsExplosion(attackType: gamedataAttackType) -> Boolscripted
public static final func IsFastForwardByLine(owner: ref<GameObject>) -> Boolscripted
public static func IsFastForwardPossibleInVehicle(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
static native func IsFinal() -> Bool
private static final func IsFinisherGrace(hitEvent: ref<gameHitEvent>) -> Boolscripted
public static final func IsFists(weaponID: ItemID) -> Boolscripted
public static final func IsFlathead(object: wref<GameObject>) -> Boolscripted
public static final func IsFloatInRange(value: Float, min: Float, max: Float, opt leftClosed: Bool, opt rightClosed: Bool) -> Boolscripted
public static final func IsForTheDead(stimType: gamedataStimType) -> Boolscripted
public static final func IsFriendlyTowardsPlayer(obj: wref<GameObject>) -> Boolscripted
public static func IsFriendlyTowardsPlayer(object: wref<GameObject>) -> Boolscripted
public static final func IsGunshot(stimType: gamedataStimType) -> Boolscripted
public static final func IsHack(attackType: gamedataAttackType) -> Boolscripted
private static final func IsHeat1Line(line: CName, currentDistrict: wref<District>) -> Boolscripted
public static final func IsHeavyWeaponEquipped(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func IsHitReactionZoneArm(userData: ref<HitShapeUserDataBase>) -> Boolscripted
public static final func IsHitReactionZoneHead(userData: ref<HitShapeUserDataBase>) -> Boolscripted
public static final func IsHitReactionZoneLeftArm(userData: ref<HitShapeUserDataBase>) -> Boolscripted
public static final func IsHitReactionZoneLeftLeg(userData: ref<HitShapeUserDataBase>) -> Boolscripted
public static final func IsHitReactionZoneLeg(userData: ref<HitShapeUserDataBase>) -> Boolscripted
public static final func IsHitReactionZoneLimb(userData: ref<HitShapeUserDataBase>) -> Boolscripted
public static final func IsHitReactionZoneRightArm(userData: ref<HitShapeUserDataBase>) -> Boolscripted
public static final func IsHitReactionZoneRightLeg(userData: ref<HitShapeUserDataBase>) -> Boolscripted
public static final func IsHitReactionZoneTorso(userData: ref<HitShapeUserDataBase>) -> Boolscripted
public static final func IsHitShapeArmored(type: EHitShapeType) -> Boolscripted
static native func IsHost() -> Bool
public static func IsHostileTowardsPlayer(object: wref<GameObject>) -> Boolscripted
public static final func IsHotkeyRestricted(game: GameInstance, hotkey: EHotkey) -> Boolscripted
public static final func IsIgnoredFromSameSource(stimType: gamedataStimType) -> Boolscripted
public static final func IsIgnoredInVehicle(stimType: gamedataStimType) -> Boolscripted
public static final func IsIgnoredWhileGrappled(stimType: gamedataStimType) -> Boolscripted
public static final func IsIllegal(stimType: gamedataStimType) -> Boolscripted
public static final func IsIllegalAction(stimType: gamedataStimType) -> Boolscripted
public static final func IsImageValid(imageId: TweakDBID) -> Boolscripted
public static final func IsInAlerted(npc: wref<ScriptedPuppet>) -> Boolscripted
public static final func IsInCombat(npc: wref<ScriptedPuppet>) -> Boolscripted
public static final func IsInCombatWithTarget(npc: wref<ScriptedPuppet>, target: ref<Entity>) -> Boolscripted
public static final func IsInRpgContext(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func IsInSafeMode(stateContext: ref<StateContext>) -> Boolscripted
public static final func IsInStash(stashObj: ref<GameObject>, item: ItemID) -> Boolscripted
public static final func IsInteractingWithTerminal(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func IsInteractionAcceptable(choiceEvent: ref<InteractionChoiceEvent>) -> Boolscripted
public static final func IsInternalWeakspot(userData: ref<HitShapeUserDataBase>) -> Boolscripted
public static final func IsInventoryEmpty(object: wref<GameObject>) -> Boolscripted
public static final func IsInWorkspot(owner: wref<GameObject>) -> Boolscripted
public static final func IsInWorkspot(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func IsItemAdaptiveStemCells(itemID: TweakDBID) -> Boolscripted
public static final func IsItemBlacklisted(itemData: wref<gameItemData>, opt forceShowCurrencyOnHUDTooltip: Bool, opt isRadialQuerying: Bool, opt additionalTags: array<CName>) -> Boolscripted
public static final func IsItemClothing(itemID: ItemID) -> Boolscripted
public static final func IsItemCrafted(gi: GameInstance, itemId: ItemID) -> Boolscripted
public static final func IsItemCrafted(itemData: wref<gameItemData>) -> Boolscripted
private static final func IsItemCraftingMaterial(itemData: wref<gameItemData>) -> Boolscripted
public static final func IsItemCyberdeck(itemID: ItemID) -> Boolscripted
public static final func IsItemCyberware(itemID: ItemID) -> Boolscripted
public static final func IsItemEffectivelyIdentical(itemID1: ItemID, itemID2: ItemID) -> Boolscripted
public static final func IsItemEquipped(owner: wref<GameObject>, itemID: ItemID) -> Boolscripted
public static final func IsItemGadget(itemID: ItemID) -> Boolscripted
public static final func IsItemIconic(itemData: wref<gameItemData>) -> Boolscripted
public static final func IsItemIconic(itemData: InnerItemData) -> Boolscripted
public static final func IsItemInHotkey(hotkeys: script_ref<array<ref<Hotkey>>>, itemID: ItemID) -> Boolscripted
public static final func IsItemMaxLevel(itemData: wref<gameItemData>) -> Boolscripted
public static final func IsItemMaxTier(itemData: wref<gameItemData>) -> Boolscripted
public static final func IsItemMisc(itemID: ItemID) -> Boolscripted
public static final func IsItemOfCategory(item: ItemID, category: gamedataItemCategory) -> Boolscripted
public static final func IsItemProgram(itemID: ItemID) -> Boolscripted
public static final func IsItemSingleInstance(itemData: wref<gameItemData>) -> Boolscripted
public static final func IsItemSlotTaken(obj: ref<GameObject>, itemID: ItemID, slotID: TweakDBID) -> Boolscripted
public static final func IsItemTypeCloting(itemType: gamedataItemType) -> Boolscripted
public static final func IsItemTypeCyberware(itemType: gamedataItemType) -> Boolscripted
public static final func IsItemTypeCyberwareWeapon(type: gamedataItemType) -> Boolscripted
public static final func IsItemTypeCyberwareWeapon(itemType: gamedataItemType) -> Boolscripted
public static final func IsItemTypeGrenade(itemType: gamedataItemType) -> Boolscripted
public static final func IsItemTypeMeleeWeapon(itemType: gamedataItemType) -> Boolscripted
public static final func IsItemTypeRangedWeapon(itemType: gamedataItemType) -> Boolscripted
public static final func IsItemTypeWeapon(itemType: gamedataItemType) -> Boolscripted
public static final func IsItemWeapon(itemID: ItemID) -> Boolscripted
public static final func IsJohnnySicknessBreathingEffectActive(player: wref<PlayerPuppet>) -> Boolscripted
public static final func IsKeycardValid(self: SecurityAccessLevelEntry) -> Boolscripted
public static final func IsKeycardValid(self: SecurityAccessLevelEntryClient) -> Boolscripted
static native func IsLanguageVoicePackInstalled(language: CName) -> Bool
public static final func IsLeapableTargetValid(scriptInterface: ref<StateGameScriptInterface>, targetObject: ref<GameObject>, opt withinDistance: Float) -> Boolscripted
public static final func IsLightMelee(attackType: gamedataAttackType) -> Boolscripted
public static final func IsLightsOnly(template: VehicleVisualCustomizationTemplate) -> Boolscripted
public static final func IsMagazineEmpty(self: ref<WeaponObject>) -> Boolscripted
public static final func IsMagazineFull(self: ref<WeaponObject>) -> Boolscripted
public static final func IsMappinServicePoint(mappinVariant: gamedataMappinVariant) -> Boolscripted
public static final func IsMaxTac(obj: wref<GameObject>) -> Boolscripted
public static final func IsMelee(attackType: gamedataAttackType) -> Boolscripted
public static final func IsMelee(weaponID: ItemID) -> Boolscripted
public static final func IsMelee(wpnRec: wref<WeaponItem_Record>) -> Boolscripted
public static final func IsMountedToProvidedVehicle(gi: GameInstance, ownerID: EntityID, vehicle: wref<VehicleObject>) -> Boolscripted
public static final func IsMountedToVehicle(gi: GameInstance, ownerID: EntityID) -> Boolscripted
public static final func IsMountedToVehicle(gi: GameInstance, owner: wref<GameObject>) -> Boolscripted
public static final func IsMountedToVehicleWithDriverSeatOccupiedByDeadNPC(gi: GameInstance, passengerID: EntityID) -> Boolscripted
public static final func IsMoveCommand(commandName: CName) -> Boolscripted
static native func IsMultiplayer() -> Bool
public static final func IsMuzzleAttachment(type: gamedataItemType) -> Boolscripted
static native func IsNameValid(n: CName) -> Bool
public static final func IsNanoWireHacked(obj: ref<GameObject>) -> Boolscripted
public static final func IsNew(self: script_ref<InventoryItemData>) -> Boolscripted
public static final func IsNewItem(vendorObject: wref<GameObject>, itemTDBID: TweakDBID) -> Boolscripted
static native func IsNodeRefDefined(id: NodeRef) -> Bool
static native func IsNoInputIconsModeEnabled() -> Bool
private static final func IsNonModifableSlot(slot: TweakDBID) -> Boolscripted
public static final func IsObjectiveEntry() -> Boolscripted
public static final func IsOfCategoryType(filter: ItemFilterCategory, data: wref<gameItemData>) -> Boolscripted
public static final func IsOfType(weaponID: ItemID, type: gamedataItemType) -> Boolscripted
public static final func IsOneHandedRanged(weaponID: ItemID) -> Boolscripted
public static final func IsOverclockedStateActive(player: ref<GameObject>) -> Boolscripted
public static final func IsPart(self: script_ref<InventoryItemData>) -> Boolscripted
public static final func IsPart(attachmentSlotID: TweakDBID) -> Boolscripted
public static final func IsPasswordValid(self: SecurityAccessLevelEntry) -> Boolscripted
public static final func IsPasswordValid(self: SecurityAccessLevelEntryClient) -> Boolscripted
public static final func IsPerformingReprimand(self: script_ref<Agent>) -> Boolscripted
public static final func IsPerformingReprimandAgainst(self: script_ref<Agent>, target: EntityID) -> Boolscripted
public static final func IsPlayerAround() -> Boolscripted
public static final func IsPlayerCompanion(obj: wref<GameObject>) -> Boolscripted
public static final func IsPlayerCompanion(obj: wref<GameObject>, out companion: wref<GameObject>) -> Boolscripted
public static final func IsPlayerFollower(obj: wref<GameObject>) -> Boolscripted
public static final func IsPlayerHardwareDisabled(player: wref<GameObject>) -> Boolscripted
public static final func IsPlayerInAcceptableState(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsPlayerInAcceptableState(device: ref<ScriptableDeviceComponentPS>, context: script_ref<GetActionsContext>) -> Boolscripted
public static final func IsPlayerInAPoliceCarChase(gameInstance: GameInstance) -> Boolscripted
public static final func IsPlayerInCombat(context: ScriptExecutionContext) -> Boolscripted
public static final func IsPlayerInCombat(attackData: ref<AttackData>) -> Boolscripted
public static final func IsPlayerInsideElevator(game: GameInstance) -> Boolscripted
public static final func IsPlayerInVehicle(game: GameInstance) -> Boolscripted
private static final func IsPlayerInVehicle(instance: GameInstance) -> Boolscripted
public static final func IsPlayerRecentlyDroppedThreat(owner: wref<GameObject>) -> Boolscripted
public static final func IsPlayingSyncedAnimation(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func IsPointInRestrictedMovementArea(ownerPuppet: wref<ScriptedPuppet>, point: Vector4) -> Boolscripted
public static final func IsPointInRMA(ownerPuppet: wref<ScriptedPuppet>, point: Vector4) -> Boolscripted
public static final func IsPressureWave(attackType: gamedataAttackType) -> Boolscripted
public static final func IsPreventionMaxTac(context: GameInstance, owner: ref<gamePuppet>) -> Boolscripted
public static final func IsProfficiencyObsolete(profficeinct: gamedataProficiencyType) -> Boolscripted
public static final func IsProgramSlot(slotID: TweakDBID) -> Boolscripted
public static final func IsProjectile(stimType: gamedataStimType) -> Boolscripted
public static final func IsProjectileLauncherEquipped(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func IsProtectionLayer(data: script_ref<HitShapeData>) -> Boolscripted
public static final func IsProtectionLayer(userData: ref<HitShapeUserDataBase>) -> Boolscripted
public static final func IsQHackInputLocked(context: GameInstance) -> Boolscripted
public static final func IsQueuePerkBought(playerPuppet: ref<PlayerPuppet>) -> Boolscripted
public static final func IsQuickhackBlockedByScene(player: ref<GameObject>) -> Boolscripted
public static final func IsQuickHackPanelOpen(context: GameInstance) -> Boolscripted
public static final func IsQuickMelee(attackType: gamedataAttackType) -> Boolscripted
public static final func IsRanged(wpnRec: wref<Item_Record>) -> Boolscripted
public static final func IsRanged(weaponID: ItemID) -> Boolscripted
public static final func IsRangedOnly(attackType: gamedataAttackType) -> Boolscripted
public static final func IsRangedOrDirect(attackType: gamedataAttackType) -> Boolscripted
public static final func IsRangedOrDirectOrThrown(attackType: gamedataAttackType) -> Boolscripted
public static final func IsRangedWeaponEquipped(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func IsReflect(attackType: gamedataAttackType) -> Boolscripted
public static final func IsReloading(stateContext: ref<StateContext>) -> Boolscripted
public static final func IsRequirementMet(self: script_ref<InventoryItemData>) -> Boolscripted
public static final func IsRicochetChanceEnabled(gi: GameInstance, owner: ref<GameObject>, itemID: ItemID) -> Boolscripted
public static final func IsSameSlot(slotId1: CName, slotId2: CName) -> Boolscripted
public static final func IsScopeAttachment(type: gamedataItemType) -> Boolscripted
public static final func IsScopeAttachment(itemID: ItemID) -> Boolscripted
public static final func IsSellableStatic(itemData: ref<gameItemData>) -> Boolscripted
public static final func IsSellableStatic(itemData: ref<gameItemData>, filterTags: script_ref<array<CName>>) -> Boolscripted
static native func IsServer() -> Bool
public static final func IsShardRead(itemTDBID: TweakDBID, gameInstance: GameInstance) -> Boolscripted
public static final func IsSignalActive(owner: wref<ScriptedPuppet>, signalName: CName) -> Boolscripted
static native func IsSingleplayer() -> Bool
public static final func IsSlotAvailable(gi: GameInstance, vehicle: wref<VehicleObject>, slotName: CName) -> Boolscripted
public static final func IsSlotEmptySpawningItem(owner: wref<GameObject>, slotID: TweakDBID) -> Boolscripted
public static final func IsSlotOccupied(gi: GameInstance, vehicleID: EntityID, slotName: CName) -> Boolscripted
public static final func IsSlotOccupied(gi: GameInstance, vehicleID: EntityID, vehicleSlotID: MountingSlotId) -> Boolscripted
public static final func IsSlotOccupiedByActivePassenger(gi: GameInstance, vehicleID: EntityID, slotName: CName) -> Boolscripted
public static final func IsSlotOccupiedByActivePassenger(gi: GameInstance, vehicleID: EntityID, vehicleSlotID: MountingSlotId) -> Boolscripted
public static final func IsSlotOccupiedByOtherEntity(gi: GameInstance, vehicleID: EntityID, vehicleSlotID: MountingSlotId, expectedEntity: EntityID) -> Boolscripted
public static final func IsSmall(data: Variant) -> Boolscripted
public static final func IsSmartCompositeASelector(smartCompositeRecord: wref<AIActionSmartComposite_Record>) -> Boolscripted
public static final func IsSmartCompositeASequence(smartCompositeRecord: wref<AIActionSmartComposite_Record>) -> Boolscripted
public static final func IsSquadmateConditionFulfilled(context: ScriptExecutionContext, record: wref<AISubActionPlayVoiceOver_Record>) -> Boolscripted
public static final func IsStandingExposureMethod(exposureMethodName: CName) -> Boolscripted
public static final func IsStatPoolValid(type: gamedataStatPoolType) -> Boolscripted
private static final func IsStatProficiency(statType: gamedataStatType) -> Boolscripted
public static final func IsStatusEffectStackable(statusEffectRecord: ref<StatusEffect_Record>) -> Boolscripted
static native func IsStringNumber(value: script_ref<String>) -> Bool
static native func IsStringValid(n: script_ref<String>) -> Bool
public static final func IsStrongMelee(attackType: gamedataAttackType) -> Boolscripted
public static final func IsSubCharacterSpawned(gameInstance: GameInstance, opt characterID: TweakDBID) -> Boolscripted
public static final func IsSummoningVehiclesRestricted(game: GameInstance) -> Boolscripted
public static final func IsSusceptibleOnlyToStaggerAndHigher(npc: wref<ScriptedPuppet>) -> Boolscripted
public static final func IsSwimming(player: wref<PlayerPuppet>) -> Boolscripted
public static final func IsTargetAlreadyAdded(targetsList: script_ref<array<ref<Target>>>, gameObject: wref<GameObject>) -> Int32scripted
public static final func IsTargetAlreadyAdded(targets: script_ref<array<ref<Target>>>, targetToCheck: ref<Target>) -> Int32scripted
public static final func IsTargetChildNPC(player: ref<PlayerPuppet>, target: ref<Entity>) -> Boolscripted
public static final func IsTargetFriendlyNPC(player: ref<PlayerPuppet>, target: ref<Entity>) -> Boolscripted
private static final func IsTargetInFrontOfSource(source: wref<GameObject>, target: wref<GameObject>, opt frontAngle: Float, opt checkFullAngle: Bool) -> Boolscripted
public static final func IsTargetReachable(owner: ref<GameObject>, target: ref<GameObject>, targetPos: Vector4, depthTestForObstacle: Bool, out isObstacleVaultable: Bool) -> Boolscripted
public static final func IsTargetSpotted(context: ScriptExecutionContext, target: wref<GameObject>) -> Boolscripted
public static final func IsTargetVisible(targetsList: script_ref<array<ref<Target>>>, gameObject: wref<GameObject>) -> Boolscripted
public static final func IsTechPierceEnabled(gi: GameInstance, owner: ref<GameObject>, itemID: ItemID) -> Boolscripted
public static final func IsThisLastActionInSelector(selectorRecord: wref<AIActionSelector_Record>, nodeIterator: Int32) -> Boolscripted
public static final func IsThisLastActionInSequence(sequenceRecord: wref<AIActionSequence_Record>, sequenceIterator: Int32) -> Boolscripted
public static final func IsThisLastActionInSmartComposite(smartCompositeRecord: wref<AIActionSmartComposite_Record>, iterator: Int32) -> Boolscripted
private static final func IsThreatCloseOrVisibleByPlayer(ownerPos: Vector4, threat: ref<GameObject>) -> Boolscripted
public static final func IsThreatInThreatList(owner: wref<ScriptedPuppet>, threat: wref<Entity>, visible: Bool, hostile: Bool) -> Boolscripted
public static final func IsThrown(attackType: gamedataAttackType) -> Boolscripted
public static final func IsThrownWeaponReloading(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func IsTimeDisplayGlitched(playerPuppet: ref<PlayerPuppet>) -> Boolscripted
public static final func IsTurnedOff(obj: ref<GameObject>) -> Boolscripted
public static final func IsUnconscious(obj: ref<GameObject>) -> Boolscripted
public static final func IsUnsafeExposureMethod(exposureMethodName: CName) -> Boolscripted
public static final func IsUnstoppable(npc: wref<ScriptedPuppet>) -> Boolscripted
private static final func IsUsingCurveCustom(itemType: gamedataItemType, type: WeaponBarType) -> Boolscripted
public static final func IsValid(self: Agent) -> Boolscripted
public static final func IsValid(self: NPCDebugInfo) -> Boolscripted
public static final func IsValid(self: NPCReference) -> Boolscripted
public static final func IsValid(self: script_ref<OutputPersistentData>) -> Boolscripted
public static final func IsValid(self: StimRequestID) -> Boolscripted
public static final func IsValid(self: StimTargetData) -> Boolscripted
public static final func IsValid(template: VehicleVisualCustomizationTemplate) -> Boolscripted
public static final func IsValidDirectionToDefendMeleeAttack(attackerForward: Vector4, defenderForward: Vector4, opt kerenzikov: Bool) -> Boolscripted
public static final func IsVehicle(object: wref<GameObject>) -> Boolscripted
public static final func IsVehicleOccupied(gi: GameInstance, vehicle: wref<VehicleObject>) -> Boolscripted
public static final func IsVehicleOccupiedByHostile(vehicleID: EntityID, passenger: wref<GameObject>) -> Boolscripted
public static final func IsVendorItem(self: script_ref<InventoryItemData>) -> Boolscripted
public static final func IsVisibleOnMap(player: wref<PlayerPuppet>, vendorID: TweakDBID) -> Boolscripted
public static final func IsVisualsEquipped(self: script_ref<InventoryItemData>) -> Boolscripted
public static final func IsWeapon(type: gamedataEquipmentArea) -> Boolscripted
public static final func IsWeaponMelee(type: gamedataItemType) -> Boolscripted
public static final func IsWeaponMod(type: gamedataItemType) -> Boolscripted
public static final func IsWeaponMod(itemID: ItemID) -> Boolscripted
public static final func IsWeaponsBlocked(target: wref<GameObject>) -> Boolscripted
public static final func IsWhip(attackType: gamedataAttackType) -> Boolscripted
private static final func IsWreckingBallAllowed(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func IsXYActionInputGreaterEqual(scriptInterface: ref<StateGameScriptInterface>, threshold: Float) -> Boolscripted
public static final func ItemInspected(vendorObject: wref<GameObject>, itemTDBID: TweakDBID)scripted
public static final func ItemQualityEnumToValue(q: gamedataQuality) -> Floatscripted
public static final func ItemQualityNameToValue(q: CName) -> Floatscripted
public static final func ItemTypeMustBeEquipped(itemType: gamedataItemType) -> Boolscripted
public static final func ItemTypeToRarity(itemType: gamedataItemType, opt itemData: wref<gameItemData>) -> RarityItemTypescripted

J 1

public static final func JournalToRepresentationArray(journal: ref<JournalManager>, entries: script_ref<array<wref<JournalEntry>>>) -> array<ref<JournalRepresentationData>>scripted

K 6

public static final func KeepProgressBarAliveAfterCompletion(game: GameInstance) -> Boolscripted
public static final func Kill(weakspot: wref<GameObject>, opt instigator: wref<GameObject>)scripted
public static func Kill_NonExec(gi: GameInstance, player: ref<PlayerPuppet>)scripted
public static func KillAll_NonExec(gameInstance: GameInstance, player: ref<PlayerPuppet>, opt radiusStr: String)scripted
private static final func KillFXActionFromSet(weapon: wref<WeaponObject>, weaponFxSet: wref<WeaponVFXSet_Record>, fxAction: gamedataFxAction, opt fxBlackboard: ref<worldEffectBlackboard>)scripted
public static final func KillWeaponEffect(weapon: ref<WeaponObject>, effectName: CName)scripted

L 24

public static final func LearnItem(executor: wref<GameObject>, itemID: ItemID, fromInventory: Bool)scripted
public static final func LeaveAllSquads(obj: wref<GameObject>) -> Boolscripted
public static final func LeaveCover(context: ScriptExecutionContext, record: wref<AISubActionLeaveCover_Record>) -> Boolscripted
public static final func LeaveCoverImmediately(puppet: ref<ScriptedPuppet>) -> Boolscripted
public static final func LeaveSquad(obj: wref<GameObject>, squadType: AISquadType) -> Boolscripted
public static final func LeaveTheBestQualityConsumable(gameInstance: GameInstance, tag: CName) -> Boolscripted
public static final func Lerp(a: Vector3, b: Vector3, t: Float) -> Vector3scripted
public static final func Lerp(a: Vector4, b: Vector4, t: Float) -> Vector4scripted
public static func LerpAngleF(alpha: Float, a: Float, b: Float) -> Floatscripted
static native func LerpF(alpha: Float, a: Float, b: Float, opt clamp: Bool) -> Float
public static final func LightMeleeAttackPressed(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
static native func LoadResource()
static native func LoadResourceAsync()
public static final func LocalizeDistance(distance: Float) -> Stringscripted
static native func LocKeyToString(hashKey: CName) -> String
public static final func LockQHackInput(context: GameInstance, isLocked: Bool)scripted
static native func Log()
static native func LogChannel()
static native func LogChannelError()
static native func LogChannelWarning()
private static final func LogChaseVehicleInitBehaviorError(wheeledVehicleObject: wref<WheeledObject>, strat: vehiclePoliceStrategy)scripted
static native func LogError()
static native func LogF(a: Float) -> Float
static native func LogWarning()

M 88

private static final func MadnessThreatCalculation(owner: wref<ScriptedPuppet>, ownerPos: Vector4, targetTrackerComponent: ref<TargetTrackerComponent>, newTargetObject: wref<GameObject>, threat: wref<GameObject>, timeSinceTargetChange: Float, currentTime: Float, out threatValue: Float)scripted
public static final func Make(itemID: ItemID) -> ref<CachedCraftingMaterial>scripted
public static final func Make(tweakID: TweakDBID) -> ref<CachedCraftingMaterial>scripted
public static final func Make(dataSource: CodexDataSource) -> ref<CodexUserData>scripted
public static final func Make() -> ref<CompareBuilder>scripted
public static final func Make(mode: CraftingMode) -> ref<CraftingUserData>scripted
public static final func Make(statType: gamedataStatType, opt manager: wref<UIInventoryItemsManager>) -> ref<DefaultUIInventoryItemStatsProvider>scripted
public static final func Make(player: wref<PlayerPuppet>) -> ref<EquippedQuickHackData>scripted
public static final func Make(identifier: CName, opt data: ref<ATooltipData>) -> ref<IdentifiedWrappedTooltipData>scripted
public static final func Make(inventoryScriptableSystem: ref<UIInventoryScriptableSystem>) -> ref<InventoryItemPreferredComparisonResolver>scripted
public static final func Make(item: wref<UIInventoryItem>, player: wref<GameObject>, opt isUpgradeScreen: Bool) -> ref<InventoryTooltiData_CyberwareUpgradeData>scripted
public static final func Make(opt skipDefaultFilters: Bool) -> ref<ItemCategoryFliterManager>scripted
public static final func Make(sortData1: script_ref<InventoryItemSortData>, sortData2: script_ref<InventoryItemSortData>) -> ref<ItemCompareBuilder>scripted
public static final func Make() -> ref<ItemDisplayContextData>scripted
public static final func Make(player: wref<GameObject>, displayContext: ItemDisplayContext, opt displayComparison: Bool) -> ref<ItemDisplayContextData>scripted
public static final func Make(inventoryDataManager: ref<InventoryDataManagerV2>) -> ref<ItemPreferredComparisonResolver>scripted
public static final func Make(sortData1: ref<UIInventoryItem>, sortData2: ref<UIInventoryItem>) -> ref<NewItemCompareBuilder>scripted
public static final func Make(text: String, colorState: CName, opt dataPackage: ref<UILocalizationDataPackage>, opt attunementData: ref<UIInventoryItemModAttunementData>) -> ref<NewItemTooltipAttachmentEntryData>scripted
public static final func Make(text: String, opt dataPackage: ref<UILocalizationDataPackage>, opt attunementData: ref<UIInventoryItemModAttunementData>) -> ref<NewItemTooltipAttachmentEntryData>scripted
public static final func Make(itemID: ItemID, equippedItem: wref<Item_Record>) -> ref<ProgramEntry>scripted
public static final func Make(item: wref<UIInventoryItem>, displayContext: ref<ItemDisplayContextData>, opt additionalData: ref<IScriptable>) -> ref<RipperdocWrappedUIInventoryItem>scripted
public static final func Make(context: ScreenDisplayContext) -> ref<ScreenDisplayContextData>scripted
public static final func Make(owner: wref<GameObject>, itemData: ref<gameItemData>, itemTweakID: TweakDBID, itemRecord: wref<Item_Record>, opt manager: wref<UIInventoryItemsManager>) -> ref<UIInventoryItem>scripted
public static final func Make(owner: wref<GameObject>, itemData: ref<gameItemData>, opt manager: wref<UIInventoryItemsManager>) -> ref<UIInventoryItem>scripted
public static final func Make(localItem: wref<UIInventoryItem>, comparisonItem: wref<UIInventoryItem>) -> ref<UIInventoryItemComparisonManager>scripted
public static final func Make(item: wref<UIInventoryItem>, player: wref<PlayerPuppet>) -> ref<UIInventoryItemGrenadeData>scripted
public static final func Make(inventoryItem: wref<UIInventoryItem>, transactionSystem: ref<TransactionSystem>) -> ref<UIInventoryItemModsManager>scripted
public static final func Make(itemRecord: wref<Item_Record>, player: wref<PlayerPuppet>) -> ref<UIInventoryItemProgramData>scripted
public static final func Make(inventoryItem: wref<UIInventoryItem>, player: wref<GameObject>) -> ref<UIInventoryItemRequirementsManager>scripted
public static final func Make(player: wref<PlayerPuppet>, transactionSystem: ref<TransactionSystem>, uiScriptableSystem: wref<UIScriptableSystem>) -> ref<UIInventoryItemsManager>scripted
public static final func Make(itemData: wref<gameItemData>, statMap: wref<UIStatsMap_Record>, opt manager: wref<UIInventoryItemsManager>) -> ref<UIInventoryItemStatsManager>scripted
public static final func Make(item: wref<UIInventoryItem>, statMap: wref<UIStatsMap_Record>, opt manager: wref<UIInventoryItemsManager>) -> ref<UIInventoryItemStatsManager>scripted
public static final func Make(data: wref<UIInventoryItem>, displayContext: ref<ItemDisplayContextData>) -> ref<UIInventoryItemTooltipWrapper>scripted
public static final func Make(itemType: gamedataItemType, type: WeaponBarType, value: Float, maxValue: Float, opt withoutValue: Bool) -> ref<UIInventoryItemWeaponBar>scripted
public static final func Make(statsManager: ref<UIInventoryItemStatsManager>, itemData: ref<gameItemData>, itemType: gamedataItemType, type: UIInventoryItemWeaponBarsType) -> ref<UIInventoryItemWeaponBars>scripted
public static final func Make(localizedName: script_ref<String>, decimalPlaces: Int32, displayPercent: Bool, displayPlus: Bool, inMeters: Bool, inSeconds: Bool, inSpeed: Bool, multiplyBy100InText: Bool, roundValue: Bool, maxValue: Float, flipNegative: Bool) -> ref<UIItemStatProperties>scripted
public static final func Make(itemStack: script_ref<SItemStack>) -> ref<VendorItemAdditionalData>scripted
public static final func Make(index: Uint64, data: script_ref<GOGRewardPack>) -> ref<WrappedGOGRewardPack>scripted
public static final func Make(item: wref<UIInventoryItem>, additionalData: ref<IScriptable>) -> ref<WrappedUIInventoryItem>scripted
public static final func MakeCurve(type: WeaponBarType, value: Float, statsManager: ref<UIInventoryItemStatsManager>, opt withoutValue: Bool) -> ref<UIInventoryItemWeaponBar>scripted
public static final func MakeCyberwareRangedWeapon(statsManager: ref<UIInventoryItemStatsManager>, itemType: gamedataItemType) -> ref<UIInventoryItemWeaponBars>scripted
public static final func MakeHealing(statsManager: ref<UIInventoryItemStatsManager>, itemData: ref<gameItemData>, itemType: gamedataItemType) -> ref<UIInventoryItemWeaponBars>scripted
public static final func MakeMelee(statsManager: ref<UIInventoryItemStatsManager>, itemType: gamedataItemType, type: UIInventoryItemWeaponBarsType) -> ref<UIInventoryItemWeaponBars>scripted
public static final func MakeRanged(statsManager: ref<UIInventoryItemStatsManager>, itemType: gamedataItemType) -> ref<UIInventoryItemWeaponBars>scripted
public static final func ManageFastTravelLock(enable: Bool, reason: CName, game: GameInstance, opt statusEffectID: TweakDBID)scripted
private static final func MapBarTypeToStat(type: WeaponBarType) -> gamedataStatTypescripted
public static final func MappinToColor(mappinVariant: gamedataMappinVariant) -> CNamescripted
public static final func MappinToDescriptionString(mappinVariant: gamedataMappinVariant) -> CNamescripted
public static final func MappinToObjectiveString(mappinVariant: gamedataMappinVariant) -> CNamescripted
public static final func MappinToString(mappinVariant: gamedataMappinVariant) -> CNamescripted
public static final func MappinToString(mappinVariant: gamedataMappinVariant, mappinPhase: gamedataMappinPhase) -> CNamescripted
public static final func MappinToTexturePart(mappinVariant: gamedataMappinVariant) -> CNamescripted
public static final func MappinToTexturePart(mappinVariant: gamedataMappinVariant, mappinPhase: gamedataMappinPhase) -> CNamescripted
public static final func MappinToTexturePart(mappin: wref<IMappin>) -> CNamescripted
public static final func MapStimType(stim: DeviceStimType) -> gamedataStimTypescripted
public static final func MarkItemAsCrafted(target: wref<GameObject>, itemData: wref<gameItemData>)scripted
static native func Max(a: Int32, b: Int32) -> Int32
static native func MaxF(a: Float, b: Float) -> Float
public static final func MeleeAttackPressed(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func MeleeAttackReleased(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func MeleeSprintStateCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func MeleeUseExplorationCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
private static final func MergeStatPoolsLost(out to: array<SDamageDealt>, from: script_ref<array<SDamageDealt>>)scripted
static native func Min(a: Int32, b: Int32) -> Int32
static native func MinF(a: Float, b: Float) -> Float
public static func ModF(a: Float, b: Float) -> Floatscripted
public static func ModifierTypeToString(type: gameStatModifierType) -> Stringscripted
public static final func ModifyHitData(hitEvent: ref<gameHitEvent>)scripted
public static final func ModifyStamina(player: ref<PlayerPuppet>, delta: Float, opt perc: Bool)scripted
public static final func ModifyStaminaBasedOnLeapAttackDistance(player: ref<PlayerPuppet>, isPlayerOnGround: Bool, targetDistance: Float, targetMaxDistance: Float)scripted
public static final func ModifyStatPool(context: ScriptExecutionContext, record: wref<AISubActionModifyStatPool_Record>)scripted
public static final func Money() -> ItemIDscripted
public static final func MountVehicle(context: ScriptExecutionContext, record: wref<AISubActionMountVehicle_Record>) -> Boolscripted
static native func MP.AddChat(message: String, senderID: netPeerID)
static native func MP.Deathmatch.DebugMessageKill(killerID: netPeerID, victimID: netPeerID)
static native func MP.Deathmatch.DebugMessageNameChanged(oldName: String, newName: String)
static native func MP.Heist.DebugMessageNameChanged(oldName: String, newName: String)
static native func MP.Heist.MessagePlayerReady(peerID: netPeerID)
static native func MP.Heist.SetPlayerCharacterClass(peerID: netPeerID, characterRecordID: TweakDBID)
static native func MP.SendChat(message: String)
static native func MPChangeMessageBoxValues(data: PopupData, settings: PopupSettings, visible: Bool)
static native func MPDisplayNarrationEventEntry(text: String, duration: Float, color: Color)
static native func MPDisplayOnscreenMessage(duration: Float, message: String, display: Bool)
static native func MPDisplayWarningMessage(duration: Float, message: String, display: Bool)
static native func MPEquipWeapon(itemID: ItemID, QuickslotID: Int32)
static native func MPReplicateComboAttack(position: Vector4, instigator: wref<GameObject>)

N 17

public static final func nameToStimEnum(stimName: CName, out stimType: gamedataStimType)scripted
static native func NameToString(n: CName) -> String
public static final func NegativeInfinity() -> Floatscripted
public static final func NextPhaseCheck(context: ScriptExecutionContext, phase: Uint32, actionRecord: ref<AIAction_Record>) -> Boolscripted
public static final func NoMeleeAttack(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func None() -> MappinUIProfilescripted
public static final func NormalizeF(value: Float, min: Float, max: Float) -> Floatscripted
public static func NoScreenMessage() -> SimpleScreenMessagescripted
public static final func NotifyGotDamageInCover(puppet: ref<ScriptedPuppet>, coverID: Uint64, damageTime: EngineTime, executingCoverAction: Bool)scripted
public static final func NotifyPolice(owner: ref<GameObject>)scripted
public static final func NotifySecuritySystem(context: ScriptExecutionContext, record: wref<AISubActionSecuritySystemNotification_Record>)scripted
public static final func NotifySquadOnIncapacitated(puppet: wref<ScriptedPuppet>)scripted
public static final func NotifyVehicleExplosion(veh: ref<VehicleObject>)scripted
static native func NoTrailZeros(str: script_ref<String>) -> String
public static final func NoWeaponCombatConditions(context: ScriptExecutionContext) -> Boolscripted
public static final func NumberOfWeaponSlots() -> Int32scripted
public static final func NumberToWardrobeClothingSetIndex(number: Int32) -> gameWardrobeClothingSetIndexscripted

O 405

public static final func OnCantFindProperActivateMethod(className: CName)scripted
public static final func OnCantFindProperCheck(conditionName: CName)scripted
public static final func OnCantFindProperDeactivateMethod(className: CName)scripted
public static final func OnCantFindProperGetAnimVariationMethod(className: CName)scripted
public static final func OnCantFindProperGetPhaseDurationnMethod(className: CName)scripted
public static final func OnCantFindProperUpdateMethod(className: CName)scripted
public static final func OnClampUpdates(argRoot: wref<inkCompoundWidget>, isClamped: Bool, opt isQuest: Bool)scripted
private static final func OnFullyCharged(weapon: wref<WeaponObject>)scripted
public static final func OnGameplayRestrictionAdded(player: wref<PlayerPuppet>, record: ref<StatusEffect_Record>, gameplayTags: script_ref<array<CName>>)scripted
public static final func OnGameplayRestrictionRemoved(player: wref<PlayerPuppet>, evt: ref<RemoveStatusEffect>, gameplayTags: script_ref<array<CName>>)scripted
public static final func OnHit(ownerPuppet: wref<ScriptedPuppet>, evt: ref<gameHitEvent>)scripted
public static final func OnObjectAction(evt: ref<ScriptableDeviceAction>) -> EntityNotificationTypescripted
public static final func OnPlayerBlock(player: ref<PlayerPuppet>)scripted
private static final func OnShotFired(weapon: wref<WeaponObject>, requestedTriggerMode: gamedataTriggerMode, timeStamp: Float)scripted
public static final func OnStartShooting(weapon: wref<WeaponObject>, opt desiredNumberOfShots: Int32)scripted
public static final func OnStopShooting(weapon: wref<WeaponObject>, actionDuration: Float)scripted
protected static final func OnTargetAssessmentRequest(evt: ref<TargetAssessmentRequest>) -> EntityNotificationTypescripted
public static final func OnThreatInstantDrop(passenger: wref<GameObject>)scripted
public static final func OnVendorMenuOpen(vendorObject: ref<GameObject>)scripted
public static final func OpenDoor(vehicle: wref<VehicleObject>, vehicleSlotID: MountingSlotId, opt delay: Float) -> Boolscripted
public static final func OpenTicket(context: ScriptExecutionContext, actionType: wref<AITicketType_Record>)scripted
public static func OperatorAdd(att: EAIAttitude, s: String) -> Stringscripted
public static func OperatorAdd(mode: gamecheatsystemFlag, s: String) -> Stringscripted
public static func OperatorAdd(stat: gamedataStatType, s: String) -> Stringscripted
public static func OperatorAdd(mode: gameGodModeType, s: String) -> Stringscripted
public static func OperatorAdd(o: ref<GameObject>, s: String) -> Stringscripted
public static func OperatorAdd(s: String, att: EAIAttitude) -> Stringscripted
public static func OperatorAdd(s: String, mode: gamecheatsystemFlag) -> Stringscripted
public static func OperatorAdd(s: String, stat: gamedataStatType) -> Stringscripted
public static func OperatorAdd(s: String, mode: gameGodModeType) -> Stringscripted
public static func OperatorAdd(s: String, o: ref<GameObject>) -> Stringscripted
static native func OperatorAdd;BoolScript_RefString;String(a: Bool, b: script_ref<String>) -> String
static native func OperatorAdd;CNameCName;CName(a: CName, b: CName) -> CName
static native func OperatorAdd;DoubleDouble;Double(a: Double, b: Double) -> Double
static native func OperatorAdd;DoubleScript_RefString;String()
static native func OperatorAdd;EngineTimeEngineTime;EngineTime(a: EngineTime, b: EngineTime) -> EngineTime
static native func OperatorAdd;EngineTimeFloat;EngineTime(a: EngineTime, b: Float) -> EngineTime
static native func OperatorAdd;FloatFloat;Float(a: Float, b: Float) -> Float
static native func OperatorAdd;FloatScript_RefString;String(a: Float, b: script_ref<String>) -> String
static native func OperatorAdd;GameTimeGameTime;GameTime(a: GameTime, b: GameTime) -> GameTime
static native func OperatorAdd;GameTimeInt32;GameTime(a: GameTime, b: Int32) -> GameTime
static native func OperatorAdd;Int16Int16;Int16(a: Int16, b: Int16) -> Int16
static native func OperatorAdd;Int32Int32;Int32(a: Int32, b: Int32) -> Int32
static native func OperatorAdd;Int32Script_RefString;String(a: Int32, b: script_ref<String>) -> String
static native func OperatorAdd;Int64Int64;Int64(a: Int64, b: Int64) -> Int64
static native func OperatorAdd;Int8Int8;Int8(a: Int8, b: Int8) -> Int8
static native func OperatorAdd;QuaternionQuaternion;Quaternion(a: Quaternion, b: Quaternion) -> Quaternion
static native func OperatorAdd;Script_RefStringBool;String(a: script_ref<String>, b: Bool) -> String
static native func OperatorAdd;Script_RefStringDouble;String()
static native func OperatorAdd;Script_RefStringFloat;String(a: script_ref<String>, b: Float) -> String
static native func OperatorAdd;Script_RefStringInt32;String(a: script_ref<String>, b: Int32) -> String
static native func OperatorAdd;Script_RefStringScript_RefString;String(a: script_ref<String>, b: script_ref<String>) -> String
static native func OperatorAdd;Script_RefStringUint32;String()
static native func OperatorAdd;TweakDBIDTweakDBID;TweakDBID(a: TweakDBID, b: TweakDBID) -> TweakDBID
static native func OperatorAdd;Uint16Uint16;Uint16(a: Uint16, b: Uint16) -> Uint16
static native func OperatorAdd;Uint32Script_RefString;String()
static native func OperatorAdd;Uint32Uint32;Uint32(a: Uint32, b: Uint32) -> Uint32
static native func OperatorAdd;Uint64Uint64;Uint64(a: Uint64, b: Uint64) -> Uint64
static native func OperatorAdd;Uint8Uint8;Uint8(a: Uint8, b: Uint8) -> Uint8
static native func OperatorAdd;Vector4Float;Vector4(a: Vector4, b: Float) -> Vector4
static native func OperatorAdd;Vector4Vector4;Vector4(a: Vector4, b: Vector4) -> Vector4
static native func OperatorAdd;WorldPositionVector4;WorldPosition(a: WorldPosition, b: Vector4) -> WorldPosition
static native func OperatorAdd;WorldPositionWorldPosition;WorldPosition(a: WorldPosition, b: WorldPosition) -> WorldPosition
public static func OperatorAnd(l: FTEntityRequirementsFlag, r: FTEntityRequirementsFlag) -> FTEntityRequirementsFlagscripted
public static func OperatorAnd(i: Int64, f: damageSystemLogFlags) -> Int64scripted
static native func OperatorAnd;Int16Int16;Int16(a: Int16, b: Int16) -> Int16
static native func OperatorAnd;Int32Int32;Int32(a: Int32, b: Int32) -> Int32
static native func OperatorAnd;Int64Int64;Int64(a: Int64, b: Int64) -> Int64
static native func OperatorAnd;Int8Int8;Int8(a: Int8, b: Int8) -> Int8
static native func OperatorAnd;TSFMVTSFMV;TSFMV(a: TSFMV, b: TSFMV) -> TSFMV
static native func OperatorAnd;Uint16Uint16;Uint16(a: Uint16, b: Uint16) -> Uint16
static native func OperatorAnd;Uint32Uint32;Uint32(a: Uint32, b: Uint32) -> Uint32
static native func OperatorAnd;Uint64Uint64;Uint64(a: Uint64, b: Uint64) -> Uint64
static native func OperatorAnd;Uint8Uint8;Uint8(a: Uint8, b: Uint8) -> Uint8
public static func OperatorArray(out widgetDataObject: at_uiWidgetData, widgetATID: String) -> Boolscripted
static native func OperatorAssignAdd;OutDamageFloat;Damage(out a: ref<Damage>, b: Float) -> ref<Damage>
static native func OperatorAssignAdd;OutDoubleDouble;Double(out a: Double, b: Double) -> Double
static native func OperatorAssignAdd;OutEngineTimeEngineTime;EngineTime(out a: EngineTime, b: EngineTime) -> EngineTime
static native func OperatorAssignAdd;OutEngineTimeFloat;EngineTime(out a: EngineTime, b: Float) -> EngineTime
static native func OperatorAssignAdd;OutFloatFloat;Float(out a: Float, b: Float) -> Float
static native func OperatorAssignAdd;OutGameTimeGameTime;GameTime(out a: GameTime, b: GameTime) -> GameTime
static native func OperatorAssignAdd;OutGameTimeInt32;GameTime(out a: GameTime, b: Int32) -> GameTime
static native func OperatorAssignAdd;OutInt16Int16;Int16(out a: Int16, b: Int16) -> Int16
static native func OperatorAssignAdd;OutInt32Int32;Int32(out a: Int32, b: Int32) -> Int32
static native func OperatorAssignAdd;OutInt64Int64;Int64(out a: Int64, b: Int64) -> Int64
static native func OperatorAssignAdd;OutInt8Int8;Int8(out a: Int8, b: Int8) -> Int8
static native func OperatorAssignAdd;OutQuaternionQuaternion;Quaternion(out a: Quaternion, b: Quaternion) -> Quaternion
static native func OperatorAssignAdd;OutTweakDBIDTweakDBID;TweakDBID(out a: TweakDBID, b: TweakDBID) -> TweakDBID
static native func OperatorAssignAdd;OutUint16Uint16;Uint16(out a: Uint16, b: Uint16) -> Uint16
static native func OperatorAssignAdd;OutUint32Uint32;Uint32(out a: Uint32, b: Uint32) -> Uint32
static native func OperatorAssignAdd;OutUint64Uint64;Uint64(out a: Uint64, b: Uint64) -> Uint64
static native func OperatorAssignAdd;OutUint8Uint8;Uint8(out a: Uint8, b: Uint8) -> Uint8
static native func OperatorAssignAdd;OutVector4Float;Vector4(out a: Vector4, b: Float) -> Vector4
static native func OperatorAssignAdd;OutVector4Vector4;Vector4(out a: Vector4, b: Vector4) -> Vector4
static native func OperatorAssignAdd;OutWorldPositionVector4;WorldPosition(out a: WorldPosition, b: Vector4) -> WorldPosition
static native func OperatorAssignAdd;OutWorldPositionWorldPosition;WorldPosition(out a: WorldPosition, b: WorldPosition) -> WorldPosition
static native func OperatorAssignAdd;Script_RefStringScript_RefString;String(a: script_ref<String>, b: script_ref<String>) -> String
static native func OperatorAssignAnd;OutInt16Int16;Int16(out a: Int16, b: Int16) -> Int16
static native func OperatorAssignAnd;OutInt32Int32;Int32(out a: Int32, b: Int32) -> Int32
static native func OperatorAssignAnd;OutInt64Int64;Int64(out a: Int64, b: Int64) -> Int64
static native func OperatorAssignAnd;OutInt8Int8;Int8(out a: Int8, b: Int8) -> Int8
static native func OperatorAssignAnd;OutUint16Uint16;Uint16(out a: Uint16, b: Uint16) -> Uint16
static native func OperatorAssignAnd;OutUint32Uint32;Uint32(out a: Uint32, b: Uint32) -> Uint32
static native func OperatorAssignAnd;OutUint64Uint64;Uint64(out a: Uint64, b: Uint64) -> Uint64
static native func OperatorAssignAnd;OutUint8Uint8;Uint8(out a: Uint8, b: Uint8) -> Uint8
static native func OperatorAssignDivide;OutDoubleDouble;Double(out a: Double, b: Double) -> Double
static native func OperatorAssignDivide;OutEngineTimeFloat;EngineTime(out a: EngineTime, b: Float) -> EngineTime
static native func OperatorAssignDivide;OutFloatFloat;Float(out a: Float, b: Float) -> Float
static native func OperatorAssignDivide;OutGameTimeFloat;GameTime(out a: GameTime, b: Float) -> GameTime
static native func OperatorAssignDivide;OutInt16Int16;Int16(out a: Int16, b: Int16) -> Int16
static native func OperatorAssignDivide;OutInt32Int32;Int32(out a: Int32, b: Int32) -> Int32
static native func OperatorAssignDivide;OutInt64Int64;Int64(out a: Int64, b: Int64) -> Int64
static native func OperatorAssignDivide;OutInt8Int8;Int8(out a: Int8, b: Int8) -> Int8
static native func OperatorAssignDivide;OutQuaternionFloat;Quaternion(out a: Quaternion, b: Float) -> Quaternion
static native func OperatorAssignDivide;OutUint16Uint16;Uint16(out a: Uint16, b: Uint16) -> Uint16
static native func OperatorAssignDivide;OutUint32Uint32;Uint32(out a: Uint32, b: Uint32) -> Uint32
static native func OperatorAssignDivide;OutUint64Uint64;Uint64(out a: Uint64, b: Uint64) -> Uint64
static native func OperatorAssignDivide;OutUint8Uint8;Uint8(out a: Uint8, b: Uint8) -> Uint8
static native func OperatorAssignDivide;OutVector4Float;Vector4(out a: Vector4, b: Float) -> Vector4
static native func OperatorAssignDivide;OutVector4Vector4;Vector4(out a: Vector4, b: Vector4) -> Vector4
static native func OperatorAssignMultiply;OutDamageDamage;Damage(out a: ref<Damage>, b: ref<Damage>) -> ref<Damage>
static native func OperatorAssignMultiply;OutDamageFloat;Damage(out a: ref<Damage>, b: Float) -> ref<Damage>
static native func OperatorAssignMultiply;OutDamagePackFloat;DamagePack()
static native func OperatorAssignMultiply;OutDoubleDouble;Double(out a: Double, b: Double) -> Double
static native func OperatorAssignMultiply;OutEngineTimeFloat;EngineTime(out a: EngineTime, b: Float) -> EngineTime
static native func OperatorAssignMultiply;OutFloatFloat;Float(out a: Float, b: Float) -> Float
static native func OperatorAssignMultiply;OutGameTimeFloat;GameTime(out a: GameTime, b: Float) -> GameTime
static native func OperatorAssignMultiply;OutInt16Int16;Int16(out a: Int16, b: Int16) -> Int16
static native func OperatorAssignMultiply;OutInt32Int32;Int32(out a: Int32, b: Int32) -> Int32
static native func OperatorAssignMultiply;OutInt64Int64;Int64(out a: Int64, b: Int64) -> Int64
static native func OperatorAssignMultiply;OutInt8Int8;Int8(out a: Int8, b: Int8) -> Int8
static native func OperatorAssignMultiply;OutMatrixMatrix;Matrix(out a: Matrix, b: Matrix) -> Matrix
static native func OperatorAssignMultiply;OutQuaternionFloat;Quaternion(out a: Quaternion, b: Float) -> Quaternion
static native func OperatorAssignMultiply;OutQuaternionQuaternion;Quaternion(out a: Quaternion, b: Quaternion) -> Quaternion
static native func OperatorAssignMultiply;OutUint16Uint16;Uint16(out a: Uint16, b: Uint16) -> Uint16
static native func OperatorAssignMultiply;OutUint32Uint32;Uint32(out a: Uint32, b: Uint32) -> Uint32
static native func OperatorAssignMultiply;OutUint64Uint64;Uint64(out a: Uint64, b: Uint64) -> Uint64
static native func OperatorAssignMultiply;OutUint8Uint8;Uint8(out a: Uint8, b: Uint8) -> Uint8
static native func OperatorAssignMultiply;OutVector4Float;Vector4(out a: Vector4, b: Float) -> Vector4
static native func OperatorAssignMultiply;OutVector4Vector4;Vector4(out a: Vector4, b: Vector4) -> Vector4
static native func OperatorAssignOr;OutInt16Int16;Int16(out a: Int16, b: Int16) -> Int16
static native func OperatorAssignOr;OutInt32Int32;Int32(out a: Int32, b: Int32) -> Int32
static native func OperatorAssignOr;OutInt64Int64;Int64(out a: Int64, b: Int64) -> Int64
static native func OperatorAssignOr;OutInt8Int8;Int8(out a: Int8, b: Int8) -> Int8
static native func OperatorAssignOr;OutUint16Uint16;Uint16(out a: Uint16, b: Uint16) -> Uint16
static native func OperatorAssignOr;OutUint32Uint32;Uint32(out a: Uint32, b: Uint32) -> Uint32
static native func OperatorAssignOr;OutUint64Uint64;Uint64(out a: Uint64, b: Uint64) -> Uint64
static native func OperatorAssignOr;OutUint8Uint8;Uint8(out a: Uint8, b: Uint8) -> Uint8
static native func OperatorAssignSubtract;OutDoubleDouble;Double(out a: Double, b: Double) -> Double
static native func OperatorAssignSubtract;OutEngineTimeEngineTime;EngineTime(out a: EngineTime, b: EngineTime) -> EngineTime
static native func OperatorAssignSubtract;OutEngineTimeFloat;EngineTime(out a: EngineTime, b: Float) -> EngineTime
static native func OperatorAssignSubtract;OutFloatFloat;Float(out a: Float, b: Float) -> Float
static native func OperatorAssignSubtract;OutGameTimeGameTime;GameTime(out a: GameTime, b: GameTime) -> GameTime
static native func OperatorAssignSubtract;OutGameTimeInt32;GameTime(out a: GameTime, b: Int32) -> GameTime
static native func OperatorAssignSubtract;OutInt16Int16;Int16(out a: Int16, b: Int16) -> Int16
static native func OperatorAssignSubtract;OutInt32Int32;Int32(out a: Int32, b: Int32) -> Int32
static native func OperatorAssignSubtract;OutInt64Int64;Int64(out a: Int64, b: Int64) -> Int64
static native func OperatorAssignSubtract;OutInt8Int8;Int8(out a: Int8, b: Int8) -> Int8
static native func OperatorAssignSubtract;OutQuaternionQuaternion;Quaternion(out a: Quaternion, b: Quaternion) -> Quaternion
static native func OperatorAssignSubtract;OutUint16Uint16;Uint16(out a: Uint16, b: Uint16) -> Uint16
static native func OperatorAssignSubtract;OutUint32Uint32;Uint32(out a: Uint32, b: Uint32) -> Uint32
static native func OperatorAssignSubtract;OutUint64Uint64;Uint64(out a: Uint64, b: Uint64) -> Uint64
static native func OperatorAssignSubtract;OutUint8Uint8;Uint8(out a: Uint8, b: Uint8) -> Uint8
static native func OperatorAssignSubtract;OutVector4Float;Vector4(out a: Vector4, b: Float) -> Vector4
static native func OperatorAssignSubtract;OutVector4Vector4;Vector4(out a: Vector4, b: Vector4) -> Vector4
static native func OperatorAssignSubtract;OutWorldPositionVector4;WorldPosition(out a: WorldPosition, b: Vector4) -> WorldPosition
static native func OperatorAssignSubtract;OutWorldPositionWorldPosition;WorldPosition(out a: WorldPosition, b: WorldPosition) -> WorldPosition
static native func OperatorBitNot;Int16;Int16(a: Int16) -> Int16
static native func OperatorBitNot;Int32;Int32(a: Int32) -> Int32
static native func OperatorBitNot;Int64;Int64(a: Int64) -> Int64
static native func OperatorBitNot;Int8;Int8(a: Int8) -> Int8
static native func OperatorBitNot;Uint16;Uint16(a: Uint16) -> Uint16
static native func OperatorBitNot;Uint32;Uint32(a: Uint32) -> Uint32
static native func OperatorBitNot;Uint64;Uint64(a: Uint64) -> Uint64
static native func OperatorBitNot;Uint8;Uint8(a: Uint8) -> Uint8
static native func OperatorDivide;DoubleDouble;Double(a: Double, b: Double) -> Double
static native func OperatorDivide;EngineTimeFloat;EngineTime(a: EngineTime, b: Float) -> EngineTime
static native func OperatorDivide;FloatFloat;Float(a: Float, b: Float) -> Float
static native func OperatorDivide;GameTimeFloat;GameTime(a: GameTime, b: Float) -> GameTime
static native func OperatorDivide;Int16Int16;Int16(a: Int16, b: Int16) -> Int16
static native func OperatorDivide;Int32Int32;Int32(a: Int32, b: Int32) -> Int32
static native func OperatorDivide;Int64Int64;Int64(a: Int64, b: Int64) -> Int64
static native func OperatorDivide;Int8Int8;Int8(a: Int8, b: Int8) -> Int8
static native func OperatorDivide;QuaternionFloat;Quaternion(a: Quaternion, b: Float) -> Quaternion
static native func OperatorDivide;Uint16Uint16;Uint16(a: Uint16, b: Uint16) -> Uint16
static native func OperatorDivide;Uint32Uint32;Uint32(a: Uint32, b: Uint32) -> Uint32
static native func OperatorDivide;Uint64Uint64;Uint64(a: Uint64, b: Uint64) -> Uint64
static native func OperatorDivide;Uint8Uint8;Uint8(a: Uint8, b: Uint8) -> Uint8
static native func OperatorDivide;Vector4Float;Vector4(a: Vector4, b: Float) -> Vector4
static native func OperatorDivide;Vector4Vector4;Vector4(a: Vector4, b: Vector4) -> Vector4
public static func OperatorEqual(rbool: Bool, ebool: EBOOL) -> Boolscripted
public static func OperatorEqual(action1: ref<DeviceAction>, action2: ref<DeviceAction>) -> Boolscripted
public static func OperatorEqual(link: DeviceLink, ps: ref<PersistentState>) -> Boolscripted
public static func OperatorEqual(ebool: EBOOL, rbool: Bool) -> Boolscripted
public static func OperatorEqual(var1: inkWidgetRef, var2: inkWidgetRef) -> Boolscripted
public static func OperatorEqual(record_1: ItemID, record_2: TweakDBID) -> Boolscripted
public static func OperatorEqual(hudInstance1: ref<ModuleInstance>, hudInstance2: ref<ModuleInstance>) -> Boolscripted
public static func OperatorEqual(action1: ref<PuppetAction>, action2: ref<PuppetAction>) -> Boolscripted
public static func OperatorEqual(x: ResRef, y: ResRef) -> Boolscripted
public static func OperatorEqual(x: ResRef, y: ResRef) -> Boolscripted
public static func OperatorEqual(documentAdress1: SDocumentAdress, documentAdress2: SDocumentAdress) -> Boolscripted
public static func OperatorEqual(target: ref<Target>, goTarget: wref<GameObject>) -> Boolscripted
public static func OperatorEqual(record_1: TweakDBID, record_2: ItemID) -> Boolscripted
public static func OperatorEqual(goTarget: wref<GameObject>, target: ref<Target>) -> Boolscripted
static native func OperatorEqual;DelayIDDelayID;Bool(a: DelayID, b: DelayID) -> Bool
static native func OperatorEqual;DoubleDouble;Bool(a: Double, b: Double) -> Bool
static native func OperatorEqual;EngineTimeEngineTime;Bool(a: EngineTime, b: EngineTime) -> Bool
static native func OperatorEqual;EntityIDEntityID;Bool(a: EntityID, b: EntityID) -> Bool
static native func OperatorEqual;FloatFloat;Bool(a: Float, b: Float) -> Bool
static native func OperatorEqual;GameTimeGameTime;Bool(a: GameTime, b: GameTime) -> Bool
static native func OperatorEqual;Int16Int16;Bool(a: Int16, b: Int16) -> Bool
static native func OperatorEqual;Int32Int32;Bool(a: Int32, b: Int32) -> Bool
static native func OperatorEqual;Int64Int64;Bool(a: Int64, b: Int64) -> Bool
static native func OperatorEqual;Int8Int8;Bool(a: Int8, b: Int8) -> Bool
static native func OperatorEqual;IScriptableIScriptable;Bool(a: ref<IScriptable>, b: ref<IScriptable>) -> Bool
static native func OperatorEqual;ItemIDItemID;Bool(a: ItemID, b: ItemID) -> Bool
static native func OperatorEqual;TweakDBIDTweakDBID;Bool(a: TweakDBID, b: TweakDBID) -> Bool
static native func OperatorEqual;Uint16Uint16;Bool(a: Uint16, b: Uint16) -> Bool
static native func OperatorEqual;Uint32Uint32;Bool(a: Uint32, b: Uint32) -> Bool
static native func OperatorEqual;Uint64Uint64;Bool(a: Uint64, b: Uint64) -> Bool
static native func OperatorEqual;Uint8Uint8;Bool(a: Uint8, b: Uint8) -> Bool
public static func OperatorGreater(enum1: ESecurityAccessLevel, enum2: ESecurityAccessLevel) -> Boolscripted
public static func OperatorGreater(enum1: ESecurityAreaType, enum2: ESecurityAreaType) -> Boolscripted
public static func OperatorGreater(enum1: ESecurityNotificationType, enum2: ESecurityNotificationType) -> Boolscripted
public static func OperatorGreater(enum1: ESecuritySystemState, enum2: ESecuritySystemState) -> Boolscripted
public static func OperatorGreater(enum1: gameCityAreaType, enum2: gameCityAreaType) -> Boolscripted
public static func OperatorGreater(q1: gamedataQuality, q2: gamedataQuality) -> Boolscripted
static native func OperatorGreater;DoubleDouble;Bool(a: Double, b: Double) -> Bool
static native func OperatorGreater;EngineTimeEngineTime;Bool(a: EngineTime, b: EngineTime) -> Bool
static native func OperatorGreater;EngineTimeFloat;Bool(a: EngineTime, b: Float) -> Bool
static native func OperatorGreater;FloatFloat;Bool(a: Float, b: Float) -> Bool
static native func OperatorGreater;GameTimeGameTime;Bool(a: GameTime, b: GameTime) -> Bool
static native func OperatorGreater;Int16Int16;Bool(a: Int16, b: Int16) -> Bool
static native func OperatorGreater;Int32Int32;Bool(a: Int32, b: Int32) -> Bool
static native func OperatorGreater;Int64Int64;Bool(a: Int64, b: Int64) -> Bool
static native func OperatorGreater;Int8Int8;Bool(a: Int8, b: Int8) -> Bool
static native func OperatorGreater;Uint16Uint16;Bool(a: Uint16, b: Uint16) -> Bool
static native func OperatorGreater;Uint32Uint32;Bool(a: Uint32, b: Uint32) -> Bool
static native func OperatorGreater;Uint64Uint64;Bool(a: Uint64, b: Uint64) -> Bool
static native func OperatorGreater;Uint8Uint8;Bool(a: Uint8, b: Uint8) -> Bool
public static func OperatorGreaterEqual(activeMode1: ActiveMode, activeMode2: ActiveMode) -> Boolscripted
public static func OperatorGreaterEqual(enum1: ESecurityNotificationType, enum2: ESecurityNotificationType) -> Boolscripted
public static func OperatorGreaterEqual(q1: gamedataQuality, q2: gamedataQuality) -> Boolscripted
static native func OperatorGreaterEqual;DoubleDouble;Bool(a: Double, b: Double) -> Bool
static native func OperatorGreaterEqual;EngineTimeEngineTime;Bool(a: EngineTime, b: EngineTime) -> Bool
static native func OperatorGreaterEqual;EngineTimeFloat;Bool(a: EngineTime, b: Float) -> Bool
static native func OperatorGreaterEqual;FloatFloat;Bool(a: Float, b: Float) -> Bool
static native func OperatorGreaterEqual;GameTimeGameTime;Bool(a: GameTime, b: GameTime) -> Bool
static native func OperatorGreaterEqual;Int16Int16;Bool(a: Int16, b: Int16) -> Bool
static native func OperatorGreaterEqual;Int32Int32;Bool(a: Int32, b: Int32) -> Bool
static native func OperatorGreaterEqual;Int64Int64;Bool(a: Int64, b: Int64) -> Bool
static native func OperatorGreaterEqual;Int8Int8;Bool(a: Int8, b: Int8) -> Bool
static native func OperatorGreaterEqual;Uint16Uint16;Bool(a: Uint16, b: Uint16) -> Bool
static native func OperatorGreaterEqual;Uint32Uint32;Bool(a: Uint32, b: Uint32) -> Bool
static native func OperatorGreaterEqual;Uint64Uint64;Bool(a: Uint64, b: Uint64) -> Bool
static native func OperatorGreaterEqual;Uint8Uint8;Bool(a: Uint8, b: Uint8) -> Bool
public static func OperatorLess(enum1: ESecurityAccessLevel, enum2: ESecurityAccessLevel) -> Boolscripted
public static func OperatorLess(enum1: ESecurityAreaType, enum2: ESecurityAreaType) -> Boolscripted
public static func OperatorLess(enum1: ESecurityNotificationType, enum2: ESecurityNotificationType) -> Boolscripted
public static func OperatorLess(enum1: ESecuritySystemState, enum2: ESecuritySystemState) -> Boolscripted
public static func OperatorLess(q1: gamedataQuality, q2: gamedataQuality) -> Boolscripted
public static func OperatorLess(f1: hitFlag, f2: hitFlag) -> Boolscripted
static native func OperatorLess;DoubleDouble;Bool(a: Double, b: Double) -> Bool
static native func OperatorLess;EngineTimeEngineTime;Bool(a: EngineTime, b: EngineTime) -> Bool
static native func OperatorLess;EngineTimeFloat;Bool(a: EngineTime, b: Float) -> Bool
static native func OperatorLess;EntityIDEntityID;Bool(a: EntityID, b: EntityID) -> Bool
static native func OperatorLess;FloatFloat;Bool(a: Float, b: Float) -> Bool
static native func OperatorLess;GameTimeGameTime;Bool(a: GameTime, b: GameTime) -> Bool
static native func OperatorLess;Int16Int16;Bool(a: Int16, b: Int16) -> Bool
static native func OperatorLess;Int32Int32;Bool(a: Int32, b: Int32) -> Bool
static native func OperatorLess;Int64Int64;Bool(a: Int64, b: Int64) -> Bool
static native func OperatorLess;Int8Int8;Bool(a: Int8, b: Int8) -> Bool
static native func OperatorLess;Uint16Uint16;Bool(a: Uint16, b: Uint16) -> Bool
static native func OperatorLess;Uint32Uint32;Bool(a: Uint32, b: Uint32) -> Bool
static native func OperatorLess;Uint64Uint64;Bool(a: Uint64, b: Uint64) -> Bool
static native func OperatorLess;Uint8Uint8;Bool(a: Uint8, b: Uint8) -> Bool
public static func OperatorLessEqual(activeMode1: ActiveMode, activeMode2: ActiveMode) -> Boolscripted
public static func OperatorLessEqual(enum1: ESecurityNotificationType, enum2: ESecurityNotificationType) -> Boolscripted
public static func OperatorLessEqual(q1: gamedataQuality, q2: gamedataQuality) -> Boolscripted
static native func OperatorLessEqual;DoubleDouble;Bool(a: Double, b: Double) -> Bool
static native func OperatorLessEqual;EngineTimeEngineTime;Bool(a: EngineTime, b: EngineTime) -> Bool
static native func OperatorLessEqual;EngineTimeFloat;Bool(a: EngineTime, b: Float) -> Bool
static native func OperatorLessEqual;FloatFloat;Bool(a: Float, b: Float) -> Bool
static native func OperatorLessEqual;GameTimeGameTime;Bool(a: GameTime, b: GameTime) -> Bool
static native func OperatorLessEqual;Int16Int16;Bool(a: Int16, b: Int16) -> Bool
static native func OperatorLessEqual;Int32Int32;Bool(a: Int32, b: Int32) -> Bool
static native func OperatorLessEqual;Int64Int64;Bool(a: Int64, b: Int64) -> Bool
static native func OperatorLessEqual;Int8Int8;Bool(a: Int8, b: Int8) -> Bool
static native func OperatorLessEqual;Uint16Uint16;Bool(a: Uint16, b: Uint16) -> Bool
static native func OperatorLessEqual;Uint32Uint32;Bool(a: Uint32, b: Uint32) -> Bool
static native func OperatorLessEqual;Uint64Uint64;Bool(a: Uint64, b: Uint64) -> Bool
static native func OperatorLessEqual;Uint8Uint8;Bool(a: Uint8, b: Uint8) -> Bool
static native func OperatorLogicAnd;BoolSkipBool;Bool(a: Bool, b: Bool) -> Bool
public static func OperatorLogicNot(ebool: EBOOL) -> Boolscripted
public static func OperatorLogicNot(a: TweakDBID) -> Boolscripted
static native func OperatorLogicNot;Bool;Bool(a: Bool) -> Bool
public static func OperatorLogicOr(att: EAIAttitude, match: Bool) -> Boolscripted
static native func OperatorLogicOr;BoolSkipBool;Bool(a: Bool, b: Bool) -> Bool
static native func OperatorModulo;DoubleDouble;Double(a: Double, b: Double) -> Double
static native func OperatorModulo;FloatFloat;Float(a: Float, b: Float) -> Float
static native func OperatorModulo;Int16Int16;Int16(a: Int16, b: Int16) -> Int16
static native func OperatorModulo;Int32Int32;Int32(a: Int32, b: Int32) -> Int32
static native func OperatorModulo;Int64Int64;Int64(a: Int64, b: Int64) -> Int64
static native func OperatorModulo;Int8Int8;Int8(a: Int8, b: Int8) -> Int8
static native func OperatorModulo;Uint16Uint16;Uint16(a: Uint16, b: Uint16) -> Uint16
static native func OperatorModulo;Uint32Uint32;Uint32(a: Uint32, b: Uint32) -> Uint32
static native func OperatorModulo;Uint64Uint64;Uint64(a: Uint64, b: Uint64) -> Uint64
static native func OperatorModulo;Uint8Uint8;Uint8(a: Uint8, b: Uint8) -> Uint8
public static func OperatorMultiply(a: String, count: Int32) -> Stringscripted
static native func OperatorMultiply;DoubleDouble;Double(a: Double, b: Double) -> Double
static native func OperatorMultiply;EngineTimeFloat;EngineTime(a: EngineTime, b: Float) -> EngineTime
static native func OperatorMultiply;FloatFloat;Float(a: Float, b: Float) -> Float
static native func OperatorMultiply;FloatVector4;Vector4(a: Float, b: Vector4) -> Vector4
static native func OperatorMultiply;GameTimeFloat;GameTime(a: GameTime, b: Float) -> GameTime
static native func OperatorMultiply;Int16Int16;Int16(a: Int16, b: Int16) -> Int16
static native func OperatorMultiply;Int32Int32;Int32(a: Int32, b: Int32) -> Int32
static native func OperatorMultiply;Int64Int64;Int64(a: Int64, b: Int64) -> Int64
static native func OperatorMultiply;Int8Int8;Int8(a: Int8, b: Int8) -> Int8
static native func OperatorMultiply;MatrixMatrix;Matrix(a: Matrix, b: Matrix) -> Matrix
static native func OperatorMultiply;QuaternionFloat;Quaternion(a: Quaternion, b: Float) -> Quaternion
static native func OperatorMultiply;QuaternionQuaternion;Quaternion(a: Quaternion, b: Quaternion) -> Quaternion
static native func OperatorMultiply;QuaternionVector4;Vector4(a: Quaternion, b: Vector4) -> Vector4
static native func OperatorMultiply;TransformTransform;Transform(xform1: Transform, xform2: Transform) -> Transform
static native func OperatorMultiply;TransformVector4;Vector4(xform: Transform, v: Vector4) -> Vector4
static native func OperatorMultiply;Uint16Uint16;Uint16(a: Uint16, b: Uint16) -> Uint16
static native func OperatorMultiply;Uint32Uint32;Uint32(a: Uint32, b: Uint32) -> Uint32
static native func OperatorMultiply;Uint64Uint64;Uint64(a: Uint64, b: Uint64) -> Uint64
static native func OperatorMultiply;Uint8Uint8;Uint8(a: Uint8, b: Uint8) -> Uint8
static native func OperatorMultiply;Vector4Float;Vector4(a: Vector4, b: Float) -> Vector4
static native func OperatorMultiply;Vector4Vector4;Vector4(a: Vector4, b: Vector4) -> Vector4
static native func OperatorNeg;Double;Double(a: Double) -> Double
static native func OperatorNeg;Float;Float(a: Float) -> Float
static native func OperatorNeg;GameTime;GameTime(a: GameTime) -> GameTime
static native func OperatorNeg;Int16;Int16(a: Int16) -> Int16
static native func OperatorNeg;Int32;Int32(a: Int32) -> Int32
static native func OperatorNeg;Int64;Int64(a: Int64) -> Int64
static native func OperatorNeg;Int8;Int8(a: Int8) -> Int8
static native func OperatorNeg;Quaternion;Quaternion(a: Quaternion) -> Quaternion
static native func OperatorNeg;Vector4;Vector4(b: Vector4) -> Vector4
static native func OperatorNeg;WorldPosition;WorldPosition(b: WorldPosition) -> WorldPosition
public static func OperatorNotEqual(rbool: Bool, ebool: EBOOL) -> Boolscripted
public static func OperatorNotEqual(ebool: EBOOL, rbool: Bool) -> Boolscripted
static native func OperatorNotEqual;DelayIDDelayID;Bool(a: DelayID, b: DelayID) -> Bool
static native func OperatorNotEqual;DoubleDouble;Bool(a: Double, b: Double) -> Bool
static native func OperatorNotEqual;EngineTimeEngineTime;Bool(a: EngineTime, b: EngineTime) -> Bool
static native func OperatorNotEqual;EntityIDEntityID;Bool(a: EntityID, b: EntityID) -> Bool
static native func OperatorNotEqual;FloatFloat;Bool(a: Float, b: Float) -> Bool
static native func OperatorNotEqual;GameTimeGameTime;Bool(a: GameTime, b: GameTime) -> Bool
static native func OperatorNotEqual;Int16Int16;Bool(a: Int16, b: Int16) -> Bool
static native func OperatorNotEqual;Int32Int32;Bool(a: Int32, b: Int32) -> Bool
static native func OperatorNotEqual;Int64Int64;Bool(a: Int64, b: Int64) -> Bool
static native func OperatorNotEqual;Int8Int8;Bool(a: Int8, b: Int8) -> Bool
static native func OperatorNotEqual;IScriptableIScriptable;Bool(a: ref<IScriptable>, b: ref<IScriptable>) -> Bool
static native func OperatorNotEqual;ItemIDItemID;Bool(a: ItemID, b: ItemID) -> Bool
static native func OperatorNotEqual;TweakDBIDTweakDBID;Bool(a: TweakDBID, b: TweakDBID) -> Bool
static native func OperatorNotEqual;Uint16Uint16;Bool(a: Uint16, b: Uint16) -> Bool
static native func OperatorNotEqual;Uint32Uint32;Bool(a: Uint32, b: Uint32) -> Bool
static native func OperatorNotEqual;Uint64Uint64;Bool(a: Uint64, b: Uint64) -> Bool
static native func OperatorNotEqual;Uint8Uint8;Bool(a: Uint8, b: Uint8) -> Bool
public static func OperatorOr(f1: damageSystemLogFlags, f2: damageSystemLogFlags) -> Int64scripted
public static func OperatorOr(f: damageSystemLogFlags, i: Int64) -> Int64scripted
public static func OperatorOr(l: FTEntityRequirementsFlag, r: FTEntityRequirementsFlag) -> FTEntityRequirementsFlagscripted
public static func OperatorOr(i: Int64, f: damageSystemLogFlags) -> Int64scripted
static native func OperatorOr;DMGPipelineTypeDMGPipelineType;DMGPipelineType(a: DMGPipelineType, b: DMGPipelineType) -> DMGPipelineType
static native func OperatorOr;Int16Int16;Int16(a: Int16, b: Int16) -> Int16
static native func OperatorOr;Int32Int32;Int32(a: Int32, b: Int32) -> Int32
static native func OperatorOr;Int64Int64;Int64(a: Int64, b: Int64) -> Int64
static native func OperatorOr;Int8Int8;Int8(a: Int8, b: Int8) -> Int8
static native func OperatorOr;TSFMVTSFMV;TSFMV(a: TSFMV, b: TSFMV) -> TSFMV
static native func OperatorOr;Uint16Uint16;Uint16(a: Uint16, b: Uint16) -> Uint16
static native func OperatorOr;Uint32Uint32;Uint32(a: Uint32, b: Uint32) -> Uint32
static native func OperatorOr;Uint64Uint64;Uint64(a: Uint64, b: Uint64) -> Uint64
static native func OperatorOr;Uint8Uint8;Uint8(a: Uint8, b: Uint8) -> Uint8
public static func OperatorSubtract(level1: ESecurityAccessLevel, value: Int32) -> ESecurityAccessLevelscripted
static native func OperatorSubtract;DoubleDouble;Double(a: Double, b: Double) -> Double
static native func OperatorSubtract;EngineTimeEngineTime;EngineTime(a: EngineTime, b: EngineTime) -> EngineTime
static native func OperatorSubtract;EngineTimeFloat;EngineTime(a: EngineTime, b: Float) -> EngineTime
static native func OperatorSubtract;FloatFloat;Float(a: Float, b: Float) -> Float
static native func OperatorSubtract;GameTimeGameTime;GameTime(a: GameTime, b: GameTime) -> GameTime
static native func OperatorSubtract;GameTimeInt32;GameTime(a: GameTime, b: Int32) -> GameTime
static native func OperatorSubtract;Int16Int16;Int16(a: Int16, b: Int16) -> Int16
static native func OperatorSubtract;Int32Int32;Int32(a: Int32, b: Int32) -> Int32
static native func OperatorSubtract;Int64Int64;Int64(a: Int64, b: Int64) -> Int64
static native func OperatorSubtract;Int8Int8;Int8(a: Int8, b: Int8) -> Int8
static native func OperatorSubtract;QuaternionQuaternion;Quaternion(a: Quaternion, b: Quaternion) -> Quaternion
static native func OperatorSubtract;Uint16Uint16;Uint16(a: Uint16, b: Uint16) -> Uint16
static native func OperatorSubtract;Uint32Uint32;Uint32(a: Uint32, b: Uint32) -> Uint32
static native func OperatorSubtract;Uint64Uint64;Uint64(a: Uint64, b: Uint64) -> Uint64
static native func OperatorSubtract;Uint8Uint8;Uint8(a: Uint8, b: Uint8) -> Uint8
static native func OperatorSubtract;Vector4Float;Vector4(a: Vector4, b: Float) -> Vector4
static native func OperatorSubtract;Vector4Vector4;Vector4(a: Vector4, b: Vector4) -> Vector4
static native func OperatorSubtract;WorldPositionVector4;WorldPosition(a: WorldPosition, b: Vector4) -> WorldPosition
static native func OperatorSubtract;WorldPositionWorldPosition;Vector4(a: WorldPosition, b: WorldPosition) -> Vector4
public static func OperatorXor(a: Bool, b: Bool) -> Boolscripted
static native func OperatorXor;Int16Int16;Int16(a: Int16, b: Int16) -> Int16
static native func OperatorXor;Int32Int32;Int32(a: Int32, b: Int32) -> Int32
static native func OperatorXor;Int64Int64;Int64(a: Int64, b: Int64) -> Int64
static native func OperatorXor;Int8Int8;Int8(a: Int8, b: Int8) -> Int8
static native func OperatorXor;Uint16Uint16;Uint16(a: Uint16, b: Uint16) -> Uint16
static native func OperatorXor;Uint32Uint32;Uint32(a: Uint32, b: Uint32) -> Uint32
static native func OperatorXor;Uint64Uint64;Uint64(a: Uint64, b: Uint64) -> Uint64
static native func OperatorXor;Uint8Uint8;Uint8(a: Uint8, b: Uint8) -> Uint8
public static final func Orange(opt alpha: Uint8) -> Colorscripted

P 94

static native func ParseNodeRef()
private static final func Partition(items: script_ref<array<Int32>>, comparator: ref<IntComparator>, leftIndex: Int32, rightIndex: Int32) -> Int32scripted
private static final func Partition(items: script_ref<array<InventoryItemData>>, comparator: ref<InventoryItemDataComparator>, leftIndex: Int32, rightIndex: Int32) -> Int32scripted
private static final func Partition(items: script_ref<array<Variant>>, comparator: ref<SortComparatorTemplate>, leftIndex: Int32, rightIndex: Int32) -> Int32scripted
public static final func PayWithHealthInOverclockedState(player: ref<GameObject>, memoryCost: Int32) -> Boolscripted
public static final func PerformChecking(entity: wref<Entity>, interface: wref<PuppetSquadInterface>, conditions: script_ref<array<wref<AITicketCondition_Record>>>, ticketRecord: wref<AITicket_Record>) -> Boolscripted
public static final func PerformChecking(entity: wref<Entity>, interface: wref<PuppetSquadInterface>, conditions: script_ref<array<wref<AITicketCondition_Record>>>, ticketRecord: wref<AITicket_Record>, squadRecord: wref<AISquadParams_Record>) -> Boolscripted
public static final func PerformItemAction(executor: wref<GameObject>, itemID: ItemID)scripted
public static final func PerkMenuAttributeToAttributeDataType(perkMenuAttribute: PerkMenuAttribute) -> gamedataAttributeDataTypescripted
public static final func PerkMenuAttributeToStat(perkMenuAttribute: PerkMenuAttribute) -> gamedataStatTypescripted
public static final func PerkUtilityToString(utility: gamedataPerkUtility) -> Stringscripted
public static final func PerkWeaponGroupToText(perkGroup: gamedataPerkWeaponGroupType) -> Stringscripted
public static func Pi() -> Floatscripted
public static final func Pink(opt alpha: Uint8) -> Colorscripted
public static final func Pitch(forward: Vector4) -> Floatscripted
public static final func PlacementSlotsContains(self: script_ref<InventoryItemData>, slot: TweakDBID) -> Boolscripted
public static final func PlaybackCycleInfinite() -> inkAnimOptionsscripted
public static final func PlaybackCycleOnce() -> inkAnimOptionsscripted
public static final func PlaybackWithTimeDilation(timeDilation: Float) -> inkAnimOptionsscripted
protected static final func PlayerLeapedToTargetCheck(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
private static final func PlayerLevel(player: wref<PlayerPuppet>, statsystem: ref<StatsSystem>) -> Int32scripted
public static final func PlayerPassengerHasGodModeFromCheatSystem(gi: GameInstance, vehicleID: EntityID, gmType: gameGodModeType) -> Boolscripted
private static final func PlayerReflexes(player: wref<PlayerPuppet>, statsystem: ref<StatsSystem>) -> Int32scripted
public static final func PlayerSquadOrderStringToEnum(playerSquadOrderName: script_ref<String>) -> EAIPlayerSquadOrderscripted
private static final func PlayerStreetCred(player: wref<PlayerPuppet>, statsSystem: ref<StatsSystem>) -> Int32scripted
private static final func PlayerStrength(player: wref<PlayerPuppet>, statsystem: ref<StatsSystem>) -> Int32scripted
private static final func PlayFollowupEvent(game: GameInstance, followupEvent: ref<Event>, followupEventEntityID: EntityID)scripted
public static final func PlayMetadataEvent(self: ref<GameObject>, eventName: CName)scripted
public static final func PlayPreventionBlinkAnimation(widget: wref<inkWidget>, out initialState: CName) -> ref<inkAnimProxy>scripted
public static final func PlayRadio(instance: GameInstance, entryName: CName)scripted
public static final func PlayRadio(args: ref<PlayRadioArgs>)scripted
public static final func PlayRumble(scriptInterface: ref<StateGameScriptInterface>, presetName: script_ref<String>)scripted
public static final func PlayRumbleLoop(scriptInterface: ref<StateGameScriptInterface>, intensity: script_ref<String>)scripted
public static final func PlaySound(context: ScriptExecutionContext, record: wref<AISubActionPlaySound_Record>)scripted
public static final func PlaySound(self: ref<GameObject>, eventName: CName, opt emitterName: CName)scripted
public static final func PlaySoundEvent(self: ref<GameObject>, eventName: CName)scripted
public static final func PlaySoundEventWithParams(self: ref<GameObject>, eventName: CName, opt flag: audioAudioEventFlags, opt type: audioEventActionType)scripted
public static final func PlaySoundWithParams(self: ref<GameObject>, eventName: CName, opt emitterName: CName, opt flag: audioAudioEventFlags, opt type: audioEventActionType)scripted
public static final func PlayVoiceOver(self: ref<GameObject>, voName: CName, debugInitialContext: CName, opt delay: Float, opt answeringEntityID: EntityID, opt canPlayInVehicle: Bool) -> DelayIDscripted
public static final func PlayWeaponEffect(weapon: ref<WeaponObject>, effectName: CName)scripted
public static func PocketRadioRestrictionCount() -> Int32scripted
public static final func Pop(context: ScriptExecutionContext, out policy: ref<MovePolicies>)scripted
public static final func PopFromQuickHackQueue(evt: ref<UploadProgramProgressEvent>, gameplayRoleComponent: ref<GameplayRoleComponent>) -> ref<QuickSlotCommandUsed>scripted
public static final func PopulateStatusEffectAnimData(owner: ref<GameObject>, statusEffectRecord: wref<StatusEffect_Record>, state: EKnockdownStates, hitDirection: Vector4, out animData: ref<AnimFeature_StatusEffect>)scripted
public static final func PositiveInfinity() -> Floatscripted
public static final func PostProcess(hitEvent: ref<gameHitEvent>)scripted
public static final func PowerUpCyberwareInSlot(owner: ref<GameObject>, targetEquipArea: gamedataEquipmentArea, targetEquipSlotIndex: Int32)scripted
static native func PowF(a: Float, x: Float) -> Float
public static final func PreloadAllBaseAnimations(puppet: wref<ScriptedPuppet>)scripted
public static final func PreloadAnimations(puppet: wref<ScriptedPuppet>, streamingContextName: CName, highPriority: Bool) -> Boolscripted
public static final func PreloadBaseAnimations(puppet: wref<ScriptedPuppet>, opt melee: Bool) -> Boolscripted
public static final func PreloadCoreAnimations(puppet: wref<ScriptedPuppet>, opt melee: Bool) -> Boolscripted
public static func PreloadGameEffectAttackResources(attackRecord: ref<Attack_GameEffect_Record>, effectSystem: ref<EffectSystem>)scripted
public static final func PrepareContinuousAttack(weapon: wref<WeaponObject>)scripted
public static final func PrepareGameEffectAttack(gi: GameInstance, instigator: ref<GameObject>, source: ref<GameObject>, attackName: TweakDBID, opt position: Vector4, opt hitFlags: array<SHitFlag>, opt target: ref<GameObject>, opt tickRateOverride: Float) -> ref<Attack_GameEffect>scripted
public static final func PreventionPoliceSecuritySystemRequest(context: GameInstance, securitySystemID: PersistentID)scripted
public static final func PreventionSecurityAreaEnterRequest(context: GameInstance, playerIsIn: Bool, areaID: PersistentID)scripted
static native func PreviewConfig_DisableTurrets() -> Bool
private static final func ProcessAmazonGritAttachmentsPurgeInStash(stashObj: ref<GameObject>)scripted
public static func ProcessCompare(comparator: EComparisonType, valA: Float, valB: Float) -> Boolscripted
public static func ProcessCompareInt(comparator: EComparisonType, valA: Int32, valB: Int32) -> Boolscripted
private static final func ProcessDefensiveState(hitEvent: ref<gameHitEvent>)scripted
private static final func ProcessGritModsPurgeInStash(stashObj: ref<GameObject>)scripted
private static final func ProcessIconicsFactsForBlackMarketerInStash(stashObj: ref<GameObject>)scripted
public static final func ProcessItemAction(gi: GameInstance, executor: wref<GameObject>, itemData: wref<gameItemData>, actionID: TweakDBID, fromInventory: Bool) -> Boolscripted
public static final func ProcessItemAction(gi: GameInstance, executor: wref<GameObject>, itemData: wref<gameItemData>, actionID: TweakDBID, fromInventory: Bool, quantity: Int32) -> Boolscripted
public static final func ProcessNonIconicWeaponsRescaleInStash(stashObj: ref<GameObject>)scripted
public static final func ProcessOnLootedPackages(owner: wref<GameObject>, itemID: ItemID)scripted
public static final func ProcessQuickhackEffects(player: ref<GameObject>, statusEffectRecord: wref<StatusEffect_Record>, result: script_ref<array<ref<DamageEffectUIEntry>>>) -> Boolscripted
public static final func ProcessReadAction(choice: ref<InteractionChoiceEvent>)scripted
public static final func ProcessStashRetroFixes(stashObj: ref<GameObject>)scripted
private static final func ProcessWeaponOverheatStatPool(gameObject: wref<WeaponObject>, weaponOwner: wref<GameObject>, opt forceOverheat: Bool)scripted
private static final func ProcessWeaponsAndClothingModsPurgeInStash(stashObj: ref<GameObject>)scripted
private static final func ProcessWeaponsModsCompensateInStash(stashObj: ref<GameObject>)scripted
public static func ProgressMultipleAchievementsImpl(gameInstance: GameInstance, achievementId: String, achievementCount: String, baseProgressString: String, intervalString: String)scripted
public static final func ProjectileLauncherHasCharge(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
static native func PropagateDebugHitInformations(hitDebugInfos: array<gameHitDetectionDebugFrameData>)
public static func ProportionalClampF(inMin: Float, inMax: Float, v: Float, outMin: Float, outMax: Float) -> Floatscripted
public static final func PullSquadSync(puppet: wref<ScriptedPuppet>, squadType: AISquadType)scripted
public static final func PullSquadSyncOnSquadmate(game: GameInstance, squadmate: wref<ScriptedPuppet>, squadType: AISquadType, currentTopThreat: wref<Entity>)scripted
public static final func Purple(opt alpha: Uint8) -> Colorscripted
public static final func PushActionsIntoInteractionChoice(choice: script_ref<InteractionChoice>, actions: script_ref<array<ref<DeviceAction>>>)scripted
public static final func PushBackNPCState(npcStates: script_ref<AIActionNPCStates>, stateName: CName)scripted
public static final func PushBackPlayerState(playerStates: script_ref<AIActionPlayerStates>, stateName: CName)scripted
public static final func PushEvent(obj: ref<GameObject>, eventName: CName)scripted
public static final func PushEventToObjAndHeldItems(obj: ref<GameObject>, eventName: CName)scripted
public static final func PushEventToReplicate(obj: ref<GameObject>, eventName: CName)scripted
public static final func PushForceRefreshInputHintsEventToPSM(requester: ref<GameObject>)scripted
public static final func PushOnEnterLadderEventToPSM(requester: ref<GameObject>)scripted
private static final func PushRadioStationData(result: script_ref<array<ref<IScriptable>>>, record: ref<RadioStation_Record>)scripted
private static final func PushVehicleNPCData(gi: GameInstance, passenger: wref<GameObject>)scripted
public static final func PutActionInQuickhackQueue(action: ref<ScriptableDeviceAction>, gameplayRoleComponent: ref<GameplayRoleComponent>, gameInstance: GameInstance, qhIndicatorSlotName: CName, requesterObject: ref<GameObject>) -> Boolscripted
static native func PvdClientConnect(server: script_ref<String>)
static native func PvdFileDumpConnect(filePath: script_ref<String>)

Q 33

public static final func QualityFromInt(quality: Int32) -> gamedataQualityscripted
public static final func QualityToDefaultString(quality: gamedataQuality, opt type: RarityItemType) -> Stringscripted
public static final func QualityToInt(quality: gamedataQuality) -> Int32scripted
public static final func QualityToName(quality: gamedataQuality) -> CNamescripted
public static final func QualityToTierPlusString(quality: gamedataQuality) -> Stringscripted
public static final func QualityToTierString(quality: gamedataQuality) -> Stringscripted
public static final func QueueAIEvent(context: ScriptExecutionContext, record: wref<AISubActionQueueAIEvent_Record>)scripted
public static final func QueueCommunicationEvent(context: ScriptExecutionContext, record: wref<AISubActionQueueCommunicationEvent_Record>)scripted
public static final func QueueDelayedRemoveLookatEvent(context: ScriptExecutionContext, addedBeforeEvent: ref<LookAtAddEvent>, lookAtDeactivationDelay: Float)scripted
public static final func QueueEventToAllNonFriendlyAggressivePassengers(gi: GameInstance, vehicleID: EntityID, evt: ref<Event>, opt delay: Float) -> Boolscripted
public static final func QueueEventToAllPassengers(gi: GameInstance, vehicleID: EntityID, evt: ref<Event>, opt delay: Float, opt randomDelay: Bool) -> Boolscripted
public static final func QueueEventToAllPassengers(gi: GameInstance, vehicle: wref<VehicleObject>, evt: ref<Event>, opt delay: Float, opt randomDelay: Bool) -> Boolscripted
public static final func QueueEventToAllPassengersRandomly(gi: GameInstance, id: EntityID, evt: ref<Event>, min: Float, max: Float) -> Boolscripted
public static final func QueueEventToPassenger(gi: GameInstance, vehicleID: EntityID, slotID: MountingSlotId, evt: ref<Event>, opt delay: Float, opt randomDelay: Bool) -> Boolscripted
public static final func QueueEventToPassenger(gi: GameInstance, vehicle: wref<VehicleObject>, slotID: MountingSlotId, evt: ref<Event>, opt delay: Float, opt randomDelay: Bool) -> Boolscripted
public static final func QueueEventToPassengers(gi: GameInstance, vehicleID: EntityID, evt: ref<Event>, passengers: script_ref<array<wref<GameObject>>>, opt delay: Bool, opt maxDelayAmount: Float) -> Boolscripted
public static final func QueueExitEventToAllNonFriendlyActivePassengers(gi: GameInstance, vehicleID: EntityID, executionOwner: ref<GameObject>, opt broadcastHijack: Bool, opt delay: Bool) -> Boolscripted
public static final func QueueFirstShot(weapon: wref<WeaponObject>)scripted
public static final func QueueHijackExitEventToInactiveDriver(gi: GameInstance, vehicle: wref<VehicleObject>) -> Boolscripted
public static final func QueueNearbyCombatNotification(owner: wref<GameObject>) -> DelayIDscripted
public static final func QueueNextShot(weapon: wref<WeaponObject>, requestedTriggerMode: gamedataTriggerMode, duration: Float)scripted
public static final func QueueNextShot(weapon: wref<WeaponObject>, requestedTriggerMode: gamedataTriggerMode, timeStamp: Float, opt delayForNextShot: Float)scripted
public static final func QueuePreloadBaseAnimationsEvent(puppet: wref<ScriptedPuppet>)scripted
public static final func QueuePreloadCoreAnimationsEvent(puppet: wref<ScriptedPuppet>)scripted
public static final func QueuePullSquadSync(owner: wref<GameObject>, opt postCombatStart: Bool) -> DelayIDscripted
public static final func QueueRemoveIkTargetRemoveEvent(owner: ref<GameObject>, ikEvent: ref<IKTargetAddEvent>)scripted
public static final func QueueRemoveLookatEvent(owner: ref<GameObject>, addedBeforeEvent: ref<LookAtAddEvent>)scripted
public static final func QueueRequest(context: GameInstance, request: ref<ScriptableSystemRequest>, opt delay: Float) -> Boolscripted
public static final func QueueSecuritySystemCombatNotification(owner: wref<GameObject>, opt postCombatStart: Bool)scripted
public static final func QuickHacksExposedByDefault(game: GameInstance) -> Boolscripted
protected static final func QuickMeleePressed(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected static final func QuickMeleeReleased(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected static final func QuickMeleeTapped(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted

R 157

static native func Rad2Deg(rad: Float) -> Float
static native func Rand()
public static final func RandCone(coneDir: Float, coneAngle: Float, minRadius: Float, maxRadius: Float) -> Vector4scripted
static native func RandDifferent(lastValue: Int32, range: Int32) -> Int32
static native func RandF() -> Float
public static final func RandFromNormalDist(opt mean: Float, opt stdDev: Float) -> Floatscripted
static native func RandNoiseF(seed: Int32, max: Float, opt min: Float) -> Float
public static final func RandomizeOffsetForUpdateInterval(interval: Float) -> Floatscripted
static native func RandPerlinNoiseF(seed: Int32, offset: Float) -> Float
static native func RandRange(min: Int32, max: Int32) -> Int32
static native func RandRangeF(min: Float, max: Float) -> Float
public static final func RandRing(minRadius: Float, maxRadius: Float) -> Vector4scripted
public static final func RandRingStatic(seed: Int32, minRadius: Float, maxRadius: Float) -> Vector4scripted
public static final func RasetsuItemPlayerScalingInStash(stashObj: ref<GameObject>)scripted
public static final func ReactOnPlayerStealthStim(owner: wref<GameObject>, target: wref<GameObject>) -> Boolscripted
private static final func ReadCurvedTrajectoryTDBParams(out trajectoryParams: ref<FollowCurveTrajectoryParams>, paramsTDBRecord: TweakDBID)scripted
public static final func ReadItem(executor: wref<GameObject>, itemID: ItemID)scripted
public static final func Red(opt alpha: Uint8) -> Colorscripted
public static final func ReevaluateAllBreathingEffects(player: wref<PlayerPuppet>)scripted
public static final func ReevaluateBossHealthBar(puppet: wref<NPCPuppet>, target: wref<GameObject>, opt combatEnded: Bool)scripted
public static final func ReevaluateBossHealthBar(puppet: wref<NPCPuppet>, targetTracker: wref<TargetTrackingExtension>, opt combatEnded: Bool)scripted
public static final func ReevaluateOxygenConsumption(puppet: wref<ScriptedPuppet>)scripted
public static final func RefreshAllCharges(gameInstance: GameInstance, statPool: gamedataStatPoolType)scripted
public static final func RefreshAmountOfCharges(gameInstance: GameInstance, statPool: gamedataStatPoolType, amount: Int32)scripted
public static final func RefreshQuestRelatedStatus(out contactData: ref<ContactData>, journal: ref<JournalManager>, messagesReceived: script_ref<array<wref<JournalEntry>>>)scripted
static native func RefreshSettings()
public static final func RefreshToSpecificAmount(gameInstance: GameInstance, statPool: gamedataStatPoolType, amount: Int32)scripted
public static final func RegisterAsViewerToPreventionSystem(context: GameInstance, requester: ref<GameObject>)scripted
public static final func RegisterChargeStatListener(weapon: wref<WeaponObject>, register: Bool)scripted
private static final func RegisterListeners(self: ref<InputDeviceController>)scripted
public static final func RegisterNewCover(puppet: ref<ScriptedPuppet>, coverId: Uint64)scripted
public static final func RegisterToPreventionSystem(context: GameInstance, requester: ref<Device>)scripted
private static final func RegularThreatCalculation(owner: wref<ScriptedPuppet>, ownerPos: Vector4, targetTrackerComponent: ref<TargetTrackerComponent>, newTargetObject: wref<GameObject>, threat: wref<GameObject>, timeSinceTargetChange: Float, currentTime: Float, out threatValue: Float)scripted
static native func ReinterpretIntAsFloat(a: Int32) -> Float
public static final func ReleaseControl(game: GameInstance, opt followupEvent: ref<Event>, opt followupEventEntityID: EntityID) -> Boolscripted
public static final func ReleaseControlOfRemoteControlledVehicle(game: GameInstance, playerID: EntityID)scripted
public static final func ReleaseControlOnHit(player: wref<PlayerPuppet>) -> Boolscripted
public static final func ReleaseFromReprimand(self: script_ref<Agent>, target: EntityID)scripted
public static func ReleaseGameEffectAttackResources(attackRecord: ref<Attack_GameEffect_Record>, effectSystem: ref<EffectSystem>)scripted
public static final func ReleaseWorkspot(context: ScriptExecutionContext, record: wref<AISubActionWorkspot_Record>)scripted
public static final func RemoveAbility(owner: wref<GameObject>, ability: wref<GameplayAbility_Record>)scripted
public static final func RemoveAbilityGroup(owner: wref<GameObject>, group: wref<GameplayAbilityGroup_Record>)scripted
public static final func RemoveActionFromArray(actionName: CName, actions: script_ref<array<ref<DeviceAction>>>)scripted
public static final func RemoveAddedLookAts(scriptInterface: ref<StateGameScriptInterface>, lookAtEventsArray: script_ref<array<ref<LookAtAddEvent>>>)scripted
public static final func RemoveAllBreathingEffects(scriptInterface: ref<StateGameScriptInterface>)scripted
public static final func RemoveAllFastTravelLocks(game: GameInstance)scripted
public static final func RemoveAllGameplayRestrictions(target: wref<GameObject>)scripted
private static final func RemoveAllModsFromClothing(stashObj: ref<GameObject>)scripted
public static final func RemoveAllStatusEffects(target: wref<GameObject>)scripted
public static final func RemoveAllStatusEffectsByType(gameInstance: GameInstance, target: EntityID, type: gamedataStatusEffectType)scripted
public static final func RemoveAllStatusEffectsByType(target: wref<GameObject>, type: gamedataStatusEffectType)scripted
public static final func RemoveAllStatusEffectsWithTagBeside(target: wref<GameObject>, gameplayTag: CName, beside: TweakDBID)scripted
public static final func RemoveAllTargets(targetsList: script_ref<array<ref<Target>>>)scripted
public static final func RemoveArea(self: script_ref<Agent>, remainingAreas: script_ref<array<ref<SecurityAreaControllerPS>>>)scripted
public static final func RemoveCooldown(self: ref<GameObject>, cooldownName: CName)scripted
private static final func RemoveDeprecatedReginaCWRewardInStash(stashObj: ref<GameObject>)scripted
public static final func RemoveDuplicatedChoices(choices: script_ref<array<InteractionChoice>>)scripted
private static final func RemoveDuplicatedHacks(deck: script_ref<array<wref<ObjectAction_Record>>>, splinter: script_ref<array<wref<ObjectAction_Record>>>)scripted
private static final func RemoveDuplicatedHacks(commands: script_ref<array<PlayerQuickhackData>>)scripted
public static final func RemoveEffectors(context: ScriptExecutionContext, record: wref<AISubActionCustomEffectors_Record>)scripted
public static final func RemoveEffectorsArray(owner: wref<GameObject>, arr: script_ref<array<wref<Effector_Record>>>)scripted
public static final func RemoveFastTravelLock(reason: CName, game: GameInstance, opt statusEffectID: TweakDBID)scripted
public static final func RemoveGameplayLogicPackage(context: ScriptExecutionContext, record: wref<AISubActionGameplayLogicPackage_Record>)scripted
public static final func RemoveGLP(owner: wref<GameObject>, package: wref<GameplayLogicPackage_Record>)scripted
private static final func RemoveItemGameplayPackage(objectToRemoveFrom: ref<GameObject>, itemID: ItemID)scripted
public static final func RemoveListener(obj: ref<GameObject>, listener: ref<GameObjectListener>)scripted
public static final func RemoveListener(obj: ref<GameObject>, listener: ref<PuppetListener>)scripted
public static final func RemoveModifierGroup(self: ref<GameObject>, modifierGroupID: Uint64)scripted
public static final func RemoveQuickhackQueue(gameplayRoleComponent: ref<GameplayRoleComponent>, currentlyUploadingAction: ref<ScriptableDeviceAction>)scripted
private static final func RemoveRedundantScopesFromAchillesRifles(stashObj: ref<GameObject>)scripted
public static final func RemoveStatModifierGroups(owner: wref<GameObject>, arr: script_ref<array<wref<StatModifierGroup_Record>>>)scripted
public static final func RemoveStatusAction(actions: script_ref<array<ref<DeviceAction>>>) -> Boolscripted
public static final func RemoveStatusEffect(context: ScriptExecutionContext, record: wref<AISubActionStatusEffect_Record>)scripted
public static final func RemoveStatusEffect(target: wref<GameObject>, statusEffect: ref<StatusEffect>, opt removeCount: Uint32) -> Boolscripted
public static final func RemoveStatusEffect(target: wref<GameObject>, statusEffectID: TweakDBID, opt removeCount: Uint32) -> Boolscripted
public static final func RemoveStatusEffectsByInstigatorID(target: wref<GameObject>, instigatorID: TweakDBID)scripted
public static final func RemoveStatusEffectsWithTag(gameInstance: GameInstance, target: EntityID, gameplayTag: CName)scripted
public static final func RemoveStatusEffectsWithTag(target: wref<GameObject>, gameplayTag: CName, opt delay: Float)scripted
public static final func RemoveStatusEffectTriggerListener(target: ref<GameObject>, listener: ref<StatusEffectTriggerListener>)scripted
public static final func RemoveTarget(targetsList: script_ref<array<ref<Target>>>, targetToRemove: wref<GameObject>) -> Boolscripted
public static final func RemoveTemporaryThreatCalculationType(npc: wref<GameObject>)scripted
public static final func RemoveThreat(puppet: wref<ScriptedPuppet>, threat: wref<Entity>)scripted
public static final func RemoveThreatFromSquad(puppet: wref<ScriptedPuppet>, threat: script_ref<TrackedLocation>)scripted
public static final func RemoveThreatOnSquadmate(game: GameInstance, squadmate: wref<ScriptedPuppet>, threat: script_ref<TrackedLocation>)scripted
static native func RepDecreaseGlobalTimeDilation()
static native func RepDecreasePlayerTimeDilation()
public static final func RepeatPhaseCheck(context: ScriptExecutionContext, phase: Uint32, actionRecord: ref<AIAction_Record>) -> Boolscripted
static native func RepEnableCheatOnPlayer(player: wref<GameObject>, cheat: Uint32, enable: Bool)
static native func RepIncreaseGlobalTimeDilation()
static native func RepIncreasePlayerTimeDilation()
private static final func ReplaceLeftHandVariantWeaponsWithRegularInStash(stashObj: ref<GameObject>)scripted
static native func ReportFailure(message: script_ref<String>) -> Bool
static native func RepResetTimeDilation()
static native func RepTeleportPlayer(player: wref<GameObject>, pos: Vector3, rot: EulerAngles)
static native func RepToggleGamePause()
public static final func RequestAvatarOrUnknown(controller: ref<inkIGameController>, target: inkImageRef, iconID: TweakDBID)scripted
public static final func RequestAvatarOrUnknown(controller: ref<inkLogicController>, target: inkImageRef, iconID: TweakDBID)scripted
public static final func RequestCloseQuickhackMenu(context: GameInstance, requester: EntityID)scripted
public static final func RequestDetectionOverwriteReevaluation(obj: wref<GameObject>, target: wref<Entity>, opt delay: Float)scripted
public static final func RequestDeviceDebug(obj: ref<GameObject>, device: wref<Device>)scripted
public static final func RequestDismemberment(obj: ref<GameObject>, bodyPart: gameDismBodyPart, woundType: gameDismWoundType, opt hitPosition: Vector4, opt isCritical: Bool, opt debrisPath: String, opt debrisStrength: Float)scripted
public static final func RequestFists(player: wref<PlayerPuppet>, opt animType: gameEquipAnimationType)scripted
public static final func RequestGutsFromLastHit(obj: ref<GameObject>, resourcePath: script_ref<String>, strength: Float)scripted
static native func RequestInstallLanguagePackDialog(language: CName)
public static final func RequestLastUsedWeapon(player: wref<PlayerPuppet>, opt animType: gameEquipAnimationType)scripted
public static final func RequestMainPresetChange(obj: wref<GameObject>, presetName: script_ref<String>)scripted
public static final func RequestMeleeWeapon(player: wref<PlayerPuppet>, opt animType: gameEquipAnimationType)scripted
public static final func RequestPresetChange(obj: wref<GameObject>, presetID: TweakDBID, mainPreset: Bool)scripted
public static final func RequestRefreshQuickhackMenu(context: GameInstance, requester: EntityID)scripted
public static final func RequestRevealOutline(obj: ref<GameObject>, doReveal: Bool, whoWantsToReveal: EntityID)scripted
public static final func RequestSaveLockAdd(game: GameInstance, reason: CName)scripted
public static final func RequestSaveLockRemove(game: GameInstance, reason: CName)scripted
public static final func RequestSecondaryPresetChange(obj: wref<GameObject>, presetName: script_ref<String>)scripted
public static final func RequestSecondaryPresetChange(obj: wref<GameObject>, presetID: TweakDBID)scripted
public static final func RequestSetImage(controller: ref<inkIGameController>, target: wref<inkImage>, iconID: CName, opt callbackFunction: CName)scripted
public static final func RequestSetImage(controller: ref<inkIGameController>, target: inkImageRef, iconID: CName, opt callbackFunction: CName)scripted
public static final func RequestSetImage(controller: ref<inkIGameController>, target: inkImageRef, iconID: script_ref<String>, opt callbackFunction: CName)scripted
public static final func RequestSetImage(controller: ref<inkIGameController>, target: inkImageRef, iconID: TweakDBID, opt callbackFunction: CName)scripted
public static final func RequestSetImage(controller: ref<inkIGameController>, target: wref<inkImage>, iconID: script_ref<String>, opt callbackFunction: CName)scripted
public static final func RequestSetImage(controller: ref<inkIGameController>, target: wref<inkImage>, iconID: TweakDBID, opt callbackFunction: CName)scripted
public static final func RequestSetImage(controller: ref<inkLogicController>, target: wref<inkImage>, iconID: CName, opt callbackFunction: CName)scripted
public static final func RequestSetImage(controller: ref<inkLogicController>, target: inkImageRef, iconID: CName, opt callbackFunction: CName)scripted
public static final func RequestSetImage(controller: ref<inkLogicController>, target: inkImageRef, iconID: script_ref<String>, opt callbackFunction: CName)scripted
public static final func RequestSetImage(controller: ref<inkLogicController>, target: inkImageRef, iconID: TweakDBID, opt callbackFunction: CName)scripted
public static final func RequestSetImage(controller: ref<inkLogicController>, target: wref<inkImage>, iconID: script_ref<String>, opt callbackFunction: CName)scripted
public static final func RequestSetImage(controller: ref<inkLogicController>, target: wref<inkImage>, iconID: TweakDBID, opt callbackFunction: CName)scripted
public static final func RequestTakeControl(context: ref<GameObject>, originalevent: ref<ToggleTakeOverControl>)scripted
public static final func RequestTickets(context: ScriptExecutionContext, actionRecord: wref<AIAction_Record>)scripted
public static final func RequestUnequipItem(owner: ref<GameObject>, equipmentArea: gamedataEquipmentArea, slotIndex: Int32)scripted
public static final func RescaleStashedIconicsToPlayerLevel(stashObj: ref<GameObject>, itemData: ref<gameItemData>)scripted
public static final func ReserveWorkspot(context: ScriptExecutionContext, record: wref<AISubActionWorkspot_Record>)scripted
public static final func ResetActionSignal(puppet: wref<ScriptedPuppet>, signalName: CName) -> Boolscripted
public static final func ResetAllThreatsPersistenceForSource(context: ScriptExecutionContext, record: wref<AISubActionSetTopThreatPersistance_Record>)scripted
public static final func ResetGracefulInterruptionSignal(context: ScriptExecutionContext)scripted
public static final func ResetPreset(obj: wref<GameObject>)scripted
public static final func ResistancesList() -> array<gamedataStatType>scripted
public static final func ResolveItemIconName(itemTweakID: TweakDBID, itemRecord: wref<Item_Record>, useMaleIcon: Bool) -> Stringscripted
public static final func ResolveItemIconName(itemTweakID: TweakDBID, itemRecord: wref<Item_Record>, player: wref<PlayerPuppet>) -> Stringscripted
public static final func ResolveItemIconName(itemTweakID: TweakDBID, itemRecord: wref<Item_Record>, manager: wref<UIInventoryItemsManager>) -> Stringscripted
static native func ResolveNodeRef(id: NodeRef, context: GlobalNodeRef) -> GlobalNodeRef
static native func ResolveNodeRefWithEntityID(id: NodeRef, context: EntityID) -> GlobalNodeRef
public static final func ResolveWidgetTweakDBData(widgetTweakDBID: TweakDBID, out id: CName, out path: ResRef) -> Boolscripted
public static final func RestorePreviousIgnoreTimeDilationOnLocalPlayerZero(requester: wref<GameObject>) -> Boolscripted
public static final func RetroScaleNonIconicWeaponsInStash(stashObj: ref<GameObject>, itemData: ref<gameItemData>)scripted
public static final func ReturnHighestPriorityMethods(puppet: ref<ScriptedPuppet>, record: wref<AISubActionCover_Record>, exposureMethods: script_ref<array<AICoverExposureMethod>>) -> array<AICoverExposureMethod>scripted
public static final func ReturnRetrievableWeaponMods(itemData: wref<gameItemData>, owner: wref<GameObject>)scripted
public static final func RevealPlayerPositionIfNeeded(ownerPuppet: wref<ScriptedPuppet>, playerID: EntityID, opt isPrevention: Bool) -> Boolscripted
public static final func RevokeAllTicketsForPrevention(puppet: ref<ScriptedPuppet>)scripted
public static final func RevokeTicket(context: ScriptExecutionContext, actionType: wref<AITicketType_Record>)scripted
public static final func RevokeTickets(context: ScriptExecutionContext, actionRecord: wref<AIAction_Record>)scripted
public static final func RIGHT() -> Vector4scripted
static native func RoundF(a: Float) -> Int32
static native func RoundFEx(a: Float) -> Int32
public static func RoundMath(f: Float) -> Int32scripted
public static func RoundTo(f: Float, decimal: Int32) -> Floatscripted
public static final func RunEffectFromAttack(instigator: wref<GameObject>, source: wref<GameObject>, weapon: wref<WeaponObject>, attackRecord: ref<Attack_Record>, eventData: ref<gameprojectileHitEvent>) -> Boolscripted

S 395

private static final func ScaleAndLockLeftHandWeaponsCompensateInStash(stashObj: ref<GameObject>)scripted
public static final func ScaleLeftHandCompensateWeaponsToPlayerLevelInStash(stashObj: ref<GameObject>, itemData: ref<gameItemData>)scripted
public static final func ScaleRasetsuToProperTierInStash(stashObj: ref<GameObject>, itemData: ref<gameItemData>)scripted
public static final func ScaleStashIconicsToPlayerLevel(stashObj: ref<GameObject>)scripted
public static final func ScaleTransformForVehicle(data: CinematicCameraData, transform: Transform) -> Transformscripted
public static final func SchedulePassiveConditionEvaluation(puppet: wref<ScriptedPuppet>, delay: Float)scripted
public static final func SecurityAreaTypeEnumToName(type: ESecurityAreaType) -> CNamescripted
public static final func SelectCover(context: ScriptExecutionContext, cooldown: ref<AIActionCooldown_Record>, consideredCoverID: Uint64, consideredRing: gamedataAIRingType, currentRing: gamedataAIRingType, compareRings: Bool) -> Boolscripted
public static final func SelectIndex(context: ScriptExecutionContext, selectionPreference: CName, minDistance: Float, maxDistance: Float, distances: script_ref<array<Float>>, minDistanceObj: Float, maxDistanceObj: Float, distancesObj: script_ref<array<Float>>, opt targetsPosition: array<Vector4>, allowedOffMeshTags: script_ref<array<CName>>, lineOfSightTarget: Vector4, blockLoSByNonPenetrableObj: Bool) -> Int32scripted
public static final func SelectShootingPattern(record: wref<AISubActionShootWithWeapon_Record>, weapon: wref<WeaponObject>, weaponOwner: wref<GameObject>, opt forceReselection: Bool)scripted
public static final func SelectShootingPatternFromList(weapon: wref<WeaponObject>, patternsList: script_ref<array<wref<AIPattern_Record>>>, out selectedPattern: wref<AIPattern_Record>)scripted
public static final func SelectShootingPatternPackage(weaponOwner: wref<GameObject>, weapon: wref<WeaponObject>, opt records: array<wref<AIPatternsPackage_Record>>) -> wref<AIPatternsPackage_Record>scripted
public static func SelectWidgets(widget: ref<inkWidget>, opt selectionRule: inkSelectionRule, opt param: String) -> ref<inkWidgetsSet>scripted
public static final func SendActionSignal(puppet: wref<ScriptedPuppet>, signalName: CName, opt duration: Float) -> Boolscripted
private static final func SendAddAchievementRequest(gi: GameInstance, achievement: gamedataAchievement, achievementRecord: wref<Achievement_Record>)scripted
public static final func SendAmmoUpdateEvent(weaponOwner: wref<GameObject>, weapon: wref<WeaponObject>)scripted
public static final func SendAndroidTurnOffEvent(obj: wref<GameObject>)scripted
public static final func SendAndroidTurnOnEvent(obj: wref<GameObject>)scripted
public static final func SendBlockMenuRequest(player: wref<PlayerPuppet>, blockMenu: Bool, menuType: EMenuType)scripted
public static final func SendCommand(obj: wref<ScriptedPuppet>, cmd: ref<NPCCommand>)scripted
public static final func SendDefeatedEvent(obj: wref<GameObject>)scripted
public static final func SendEvaluateVisionModeRequest(instance: GameInstance, mode: gameVisionModeType)scripted
public static final func SendForcedHitDataToAIBehavior(target: ref<GameObject>, hitDirection: Int32, hitIntensity: Int32, hitType: Int32, hitBodyPart: Int32, stance: Int32, animVariation: Int32, hitSource: Int32)scripted
public static final func SendForcedTwitchDataToAnimationGraph(target: ref<GameObject>, hitDirection: Int32, hitIntensity: Int32, hitType: Int32, hitBodyPart: Int32, stance: Int32, animVariation: Int32, hitSource: Int32)scripted
public static final func SendForceRevealObjectEvent(self: ref<GameObject>, reveal: Bool, reason: CName, opt instigatorID: EntityID, opt lifetime: Float, opt delay: Float)scripted
public static final func SendGracefulInterruptionSignal(context: ScriptExecutionContext)scripted
public static final func SendGrenadeAnimFeatureChangeEvent(owner: wref<GameObject>, itemID: ItemID)scripted
public static func SendInputHintData(context: GameInstance, show: Bool, data: script_ref<InputHintData>, opt targetHintContainer: CName)scripted
public static final func SendItemHandling(owner: wref<GameObject>, itemRecord: wref<Item_Record>, animFeatureName: CName, equipped: Bool)scripted
public static final func SendMuzzleOffset(weapon: ref<WeaponObject>, owner: ref<GameObject>)scripted
protected static final func SendNameEventToPSM(eventName: CName, hitEvent: ref<gameHitEvent>)scripted
public static final func SendNameplateVisibleEvent(obj: wref<GameObject>, visible: Bool)scripted
public static final func SendNetworkLinkEvent(netrunner: wref<GameObject>, proxy: wref<GameObject>, target: wref<GameObject>, from: wref<GameObject>, to: wref<GameObject>)scripted
public static final func SendNPCHitDataTrackingRequest(owner: ref<NPCPuppet>, telemetryData: ENPCTelemetryData, modifyValue: Int32)scripted
public static final func SendOnBeingNoticed(player: wref<PlayerPuppet>, objectThatNoticed: wref<GameObject>)scripted
private static final func SendPhotoModeItemUnlockRequest(gi: GameInstance, photoModeItm: wref<PhotoModeItem_Record>)scripted
private static final func SendPoliceJustLostPlayerSearchCommand(vehicle: wref<WheeledObject>)scripted
public static final func SendResurrectEvent(obj: wref<GameObject>)scripted
private static final func SendRevealQuickhackMenu(hudManager: ref<HUDManager>, requester: EntityID, shouldOpen: Bool)scripted
public static final func SendStimDirectly(sender: wref<GameObject>, gdStimType: gamedataStimType, target: ref<GameObject>, opt investigateData: stimInvestigateData, opt delay: Float)scripted
public static final func SendStimFromSquadTargetToMember(member: ref<Entity>, actionName: CName)scripted
public static final func SendVOEventToSquad(owner: wref<GameObject>, voEvent: CName, opt setOwnerAsAnsweringEntity: Bool, opt onlyForMembersInCombat: Bool)scripted
public static final func SendVoiceOverEvent(context: ScriptExecutionContext, record: wref<AISubActionPlayVoiceOver_Record>, debugInitContext: CName)scripted
public static final func SendWardrobeAddItemRequest(gameInstance: GameInstance, itemID: ItemID)scripted
public static final func SendWardrobeInspectItemRequest(gameInstance: GameInstance, itemID: ItemID)scripted
public static final func SenseSwitch(senseComponent: ref<SenseComponent>, condition: Bool)scripted
static native func ServerAddPingTarget(pingEntry: gamePingEntry)
public static final func ServerHasReloadRequest(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func Set(context: ScriptExecutionContext, record: ref<AIActionTarget_Record>, opt entity: wref<Entity>, pos: Vector4, opt coverID: Uint32) -> Boolscripted
public static final func SetAbilities(self: script_ref<InventoryItemData>, abilities: script_ref<array<InventoryItemAbility>>)scripted
public static final func SetActionExclusivity(owner: ref<GameObject>, active: Bool)scripted
public static final func SetActionsInactiveAll(actions: script_ref<array<ref<DeviceAction>>>, opt reason: String, opt exludedAction: CName)scripted
public static final func SetAdditionalDescription(self: script_ref<InventoryItemData>, description: script_ref<String>)scripted
public static final func SetAmmo(self: script_ref<InventoryItemData>, ammo: Int32)scripted
public static final func SetAnchorPoint(self: inkWidgetRef, x: Float, y: Float)scripted
public static final func SetAnimsetOverrideForPassenger(passenger: wref<GameObject>, vehicleID: EntityID, slotName: CName, value: Float) -> array<CName>scripted
public static final func SetAnimsetOverrideForPassenger(passenger: wref<GameObject>, value: Float) -> array<CName>scripted
public static final func SetAnimVariation(owner: wref<ScriptedPuppet>, direction: EAIBlockDirection) -> Int32scripted
public static final func SetAnimVariationInBlackBoard(blackBoard: ref<IBlackboard>, owner: wref<ScriptedPuppet>, animVariation: Int32)scripted
public static final func SetAnimWrapperBasedOnEquippedItem(npc: wref<NPCPuppet>, wrapperNameBasedOnID: CName, slotID: TweakDBID, itemID: ItemID, value: Float)scripted
public static final func SetAnimWrapperBasedOnEquippedItem(npc: wref<NPCPuppet>, slotID: TweakDBID, itemID: ItemID, value: Float)scripted
public static final func SetAnimWrapperBasedOnItemFriendlyName(puppet: ref<gamePuppet>, itemID: ItemID, value: Float)scripted
private static final func SetAnimWrappersOnItem(item: wref<ItemObject>, animWrappers: array<CName>)scripted
public static final func SetAnimWrapperWeight(obj: ref<GameObject>, key: CName, value: Float)scripted
public static final func SetAnimWrapperWeightOnOwnerAndItems(owner: ref<GameObject>, key: CName, value: Float)scripted
public static final func SetAttachments(self: script_ref<InventoryItemData>, attachments: script_ref<array<ref<InventoryItemAttachments>>>)scripted
public static final func SetAttackBasedOnTimeDilation(owner: wref<GameObject>, weapon: wref<WeaponObject>, opt overrideRangedAttack: TweakDBID)scripted
public static final func SetAttackNameInBlackBoard(context: ScriptExecutionContext, attackName: CName)scripted
public static final func SetAudioParameter(self: ref<GameObject>, paramName: CName, paramValue: Float)scripted
public static final func SetAudioSwitch(self: ref<GameObject>, switchName: CName, switchValue: CName)scripted
public static final func SetBackgroundBlur(gameCtrl: ref<inkGameController>, enable: Bool)scripted
public static final func SetBackgroundBlurBlendTime(gameCtrl: ref<inkGameController>, blendTime: Float)scripted
public static final func SetBloodPuddleSettings(puppet: ref<GameObject>, shouldSpawnBloodPuddle: Bool)scripted
public static final func SetBountyFromID(bountyID: TweakDBID, target: wref<NPCPuppet>) -> Bountyscripted
public static final func SetBountyObject(target: ref<GameObject>, bounty: script_ref<Bounty>)scripted
public static final func SetBuild(inst: GameInstance, stringType: script_ref<String>, opt isDebug: Bool)scripted
public static final func SetBuyPrice(self: script_ref<InventoryItemData>, price: Float)scripted
public static final func SetCameraContext(target: ref<GameObject>, paramsName: CName)scripted
public static final func SetCategoryName(self: script_ref<InventoryItemData>, categoryName: script_ref<String>)scripted
public static final func SetCombatTargetChangeSignal(context: ScriptExecutionContext)scripted
public static final func SetCommandCombatTarget(context: ScriptExecutionContext, target: wref<GameObject>, isPersistant: Bool, persistenceSource: Uint32) -> Boolscripted
public static final func SetComparedQuality(self: script_ref<InventoryItemData>, comparedQuality: gamedataQuality)scripted
public static final func SetCoverData(context: ScriptExecutionContext, record: wref<AISubActionCover_Record>)scripted
public static final func SetCoverExposureAnim(context: ScriptExecutionContext, puppet: wref<ScriptedPuppet>, coverID: Uint64, record: wref<AISubActionCover_Record>, target: wref<GameObject>, lineOfSightTolerance: Float)scripted
public static final func SetCoverExposureMethod(puppet: ref<ScriptedPuppet>, value: AICoverExposureMethod)scripted
public static final func SetCoverExposureMethod(puppet: ref<ScriptedPuppet>, value: CName)scripted
public static final func SetCoverLastAvailableExposureMethod(puppet: ref<ScriptedPuppet>, opt exposureMethods: array<AICoverExposureMethod>)scripted
public static final func SetCoverNPCCurrentlyExposed(puppet: ref<ScriptedPuppet>, value: Bool)scripted
public static final func SetCurrentCover(context: ScriptExecutionContext)scripted
public static final func SetCurrentCoverStance(puppet: ref<ScriptedPuppet>, value: CName)scripted
public static final func SetCurrentCoverStance(puppet: ref<ScriptedPuppet>, value: gameCoverHeight)scripted
public static final func SetCurrentRole(owner: ref<GameObject>, newRole: ref<AIRole>)scripted
public static final func SetCurrentThreatsPersistence(puppet: wref<ScriptedPuppet>, isPersistent: Bool, persistenceSource: Uint32)scripted
public static final func SetCurvedLaunchTrajectory(projectileComponent: ref<ProjectileComponent>, opt targetObject: wref<GameObject>, targetComponent: ref<IPlacedComponent>, startVelocity: Float, linearTimeRatio: Float, interpolationTimeRatio: Float, returnTimeMargin: Float, bendTimeRatio: Float, bendFactor: Float, halfLeanAngle: Float, endLeanAngle: Float, angleInterpolationDuration: Float) -> Boolscripted
public static final func SetCustomTargetPositionToFollow(projectileComponent: ref<ProjectileComponent>, localToWorld: script_ref<Matrix>, startVelocity: Float, distance: Float, sideOffset: Float, height: Float, linearTimeRatio: Float, interpolationTimeRatio: Float, returnTimeMargin: Float, bendTimeRatio: Float, bendFactor: Float, accuracy: Float, halfLeanAngle: Float, endLeanAngle: Float, angleInterpolationDuration: Float) -> Boolscripted
public static final func SetDamageType(self: script_ref<InventoryItemData>, damageType: gamedataDamageType)scripted
public static func SetDefaultStatPoolModifiers(gi: GameInstance, statPoolTypeString: script_ref<String>, statPoolModType: gameStatPoolModificationTypes)scripted
public static final func SetDescription(self: script_ref<InventoryItemData>, description: script_ref<String>)scripted
public static final func SetDesiredAltitudeOffset(context: ScriptExecutionContext, desiredOffset: Float)scripted
public static final func SetDesiredCover(context: ScriptExecutionContext, record: wref<AISubActionCover_Record>)scripted
public static final func SetDesiredCoverStance(puppet: ref<ScriptedPuppet>, value: CName)scripted
public static final func SetDesiredCoverStance(puppet: ref<ScriptedPuppet>, value: gameCoverHeight)scripted
public static final func SetDroppedWeaponQuality(npc: wref<ScriptedPuppet>, itemData: wref<gameItemData>)scripted
public static final func SetEmpty(self: script_ref<InventoryItemData>, empty: Bool)scripted
public static final func SetEquipmentArea(self: script_ref<InventoryItemData>, equipmentArea: gamedataEquipmentArea)scripted
public static final func SetEquipRequirement(self: script_ref<InventoryItemData>, requirement: SItemStackRequirementData)scripted
public static final func SetEquipRequirements(self: script_ref<InventoryItemData>, requirements: script_ref<array<SItemStackRequirementData>>)scripted
public static func SetFactValue(game: GameInstance, factName: CName, factCount: Int32) -> Boolscripted
public static final func SetFallbackCoverExposureMethod(puppet: ref<ScriptedPuppet>, value: AICoverExposureMethod)scripted
public static final func SetFocusForcedHightlightData(outType: EFocusOutlineType, highType: EFocusForcedHighlightType, prio: EPriority, id: EntityID, className: CName) -> ref<FocusForcedHighlightData>scripted
protected static final func SetFriendlyFireGeometry(equippedItemType: gamedataItemType, ffs: ref<IFriendlyFireSystem>)scripted
public static final func SetFriendlyTargetAllSquadMembers(owner: wref<GameObject>)scripted
public static final func SetGameItemData(self: script_ref<InventoryItemData>, gameItemData: ref<gameItemData>)scripted
public static final func SetGameplayCameraParameters(player: ref<GameObject>, tweakDBPath: script_ref<String>)scripted
public static final func SetGameplayDescription(self: script_ref<InventoryItemData>, value: String)scripted
public static final func SetGameTimeText(textWidgetRef: inkTextRef, textParamsRef: ref<inkTextParams>, gameTime: GameTime)scripted
public static final func SetHeight(self: inkWidgetRef, height: Float)scripted
public static final func SetIconGender(self: script_ref<InventoryItemData>, iconGender: ItemIconGender)scripted
public static final func SetIconPath(self: script_ref<InventoryItemData>, iconPath: script_ref<String>)scripted
public static final func SetID(self: script_ref<InventoryItemData>, id: ItemID)scripted
public static final func SetIgnoreLookAtEntity(scriptInterface: ref<StateGameScriptInterface>, targetID: EntityID, b: Bool)scripted
public static final func SetIgnoreLookAtEntity(scriptInterface: ref<StateGameScriptInterface>, target: wref<GameObject>, b: Bool)scripted
public static final func SetIgnoreTimeDilationOnLocalPlayerZero(requester: wref<GameObject>, ignore: Bool) -> Boolscripted
public static final func SetInactivityReasonForAction(scriptableDeviceAction: ref<ScriptableDeviceAction>, actionName: CName, currentlyUploadingAction: ref<ScriptableDeviceAction>, failureExplanation: String) -> Boolscripted
public static final func SetIncomingFilter(self: script_ref<Agent>, areas: script_ref<array<ref<SecurityAreaControllerPS>>>)scripted
public static final func SetIncomingFilter(self: script_ref<Agent>, area: ref<SecurityAreaControllerPS>)scripted
public static final func SetIndividualTimeDilation(target: wref<GameObject>, reason: CName, timeDilation: Float, opt duration: Float, opt easeInCurve: CName, opt easeOutCurve: CName) -> Boolscripted
public static final func SetInfluenceMap(context: ScriptExecutionContext, record: wref<AISubActionSetInfluenceMap_Record>)scripted
public static final func SetInGrappleAnimFeature(scriptInterface: ref<StateGameScriptInterface>, b: Bool)scripted
public static final func SetInitialCoverData(puppet: wref<ScriptedPuppet>, coverID: Uint64)scripted
public static final func SetInputBool(obj: ref<GameObject>, inputName: CName, value: Bool)scripted
public static final func SetInputBoolToReplicate(obj: ref<GameObject>, inputName: CName, value: Bool)scripted
public static final func SetInputFloat(obj: ref<GameObject>, inputName: CName, value: Float)scripted
public static final func SetInputFloatToReplicate(obj: ref<GameObject>, inputName: CName, value: Float)scripted
public static final func SetInputInt(obj: ref<GameObject>, inputName: CName, value: Int32)scripted
public static final func SetInputIntToReplicate(obj: ref<GameObject>, inputName: CName, value: Int32)scripted
public static final func SetInputVector(obj: ref<GameObject>, inputName: CName, value: Vector4)scripted
public static final func SetInputVectorToReplicate(obj: ref<GameObject>, inputName: CName, value: Vector4)scripted
public static final func SetIsAvailable(self: script_ref<InventoryItemData>, isAvailable: Bool)scripted
public static final func SetIsBroken(self: script_ref<InventoryItemData>, isBroken: Bool)scripted
public static final func SetIsCrafted(self: script_ref<InventoryItemData>, isCrafted: Bool)scripted
public static final func SetIsCraftingMaterial(self: script_ref<InventoryItemData>, isCraftingMaterial: Bool)scripted
public static final func SetIsEquippable(self: script_ref<InventoryItemData>, isEquippable: Bool)scripted
public static final func SetIsEquipped(self: script_ref<InventoryItemData>, isEquipped: Bool)scripted
public static final func SetIsNew(self: script_ref<InventoryItemData>, isNew: Bool)scripted
public static final func SetIsPart(self: script_ref<InventoryItemData>, isPart: Bool)scripted
public static final func SetIsPerkRequired(self: script_ref<InventoryItemData>, isRequired: Bool)scripted
public static final func SetIsRequirementMet(self: script_ref<InventoryItemData>, isRequirementMet: Bool)scripted
public static final func SetIsVendorItem(self: script_ref<InventoryItemData>, isVendorItem: Bool)scripted
public static final func SetIsVisualsEquipped(self: script_ref<InventoryItemData>, value: Bool)scripted
public static final func SetItemLevel(target: wref<GameObject>, itemData: wref<gameItemData>)scripted
public static final func SetItemLevel(self: script_ref<InventoryItemData>, itemLevel: Int32)scripted
public static final func SetItemsEquipData(puppet: wref<ScriptedPuppet>, itemsToEquip: array<NPCItemToEquip>)scripted
public static final func SetItemShape(self: script_ref<InventoryItemData>, shape: EInventoryItemShape)scripted
public static final func SetItemsUnequipData(puppet: wref<ScriptedPuppet>, itemsToUnequip: array<NPCItemToEquip>, dropItem: Bool)scripted
public static final func SetItemType(self: script_ref<InventoryItemData>, itemType: gamedataItemType)scripted
public static final func SetLastKnownPlayerPosition(context: GameInstance, value: Vector4)scripted
public static final func SetLastKnownPlayerVehicle(context: GameInstance, value: wref<VehicleObject>)scripted
public static final func SetLevel(inst: GameInstance, stringType: script_ref<String>, stringVal: script_ref<String>, levelGainReason: telemetryLevelGainReason)scripted
public static final func SetLinearLaunchTrajectory(projectileComponent: ref<ProjectileComponent>, velocity: Float) -> Boolscripted
public static final func SetLocalizedItemType(self: script_ref<InventoryItemData>, localizedItemType: script_ref<String>)scripted
public static final func SetLocalizedTextScript(self: inkTextRef, locKey: CName, opt textParams: ref<inkTextParams>)scripted
public static final func SetLocalizedTextScript(self: inkTextRef, locKey: script_ref<String>, opt textParams: ref<inkTextParams>)scripted
public static final func SetLocomotionWrappers(owner: ref<ScriptedPuppet>, movementType: CName)scripted
public static final func SetLootItemType(self: script_ref<InventoryItemData>, lootItemType: LootItemType)scripted
public static final func SetMargin(self: inkWidgetRef, left: Float, top: Float, right: Float, bottom: Float)scripted
public static final func SetMenuData(menuButton: inkWidgetRef, identifier: HubMenuItems, parentIdentifier: HubMenuItems, fullscreenName: CName, icon: CName, labelKey: CName, opt userData: ref<IScriptable>) -> ref<MenuItemController>scripted
public static final func SetMenuData(menuButton: inkWidgetRef, data: script_ref<MenuData>) -> ref<MenuItemController>scripted
public static final func SetMenuHyperlinkData(menuButton: inkWidgetRef, identifier: HubMenuItems, parentIdentifier: HubMenuItems, fullscreenName: CName, icon: CName, labelKey: CName, opt userData: ref<IScriptable>) -> ref<MenuItemController>scripted
public static final func SetMeshAppearanceEvent(self: ref<GameObject>, appearance: CName)scripted
public static final func SetName(self: script_ref<InventoryItemData>, Name: script_ref<String>)scripted
public static final func SetNewCombatTarget(context: ScriptExecutionContext, target: ref<GameObject>) -> Boolscripted
public static final func SetNPCDisposedFact(npcBody: wref<NPCPuppet>)scripted
protected static final func SetNPCThrowingGrenade(context: ScriptExecutionContext)scripted
public static final func SetPadding(self: inkWidgetRef, left: Float, top: Float, right: Float, bottom: Float)scripted
public static final func SetParabolicLaunchTrajectory(projectileComponent: ref<ProjectileComponent>, gravitySimulation: Float, velocity: Float, energyLossFactorAfterCollision: Float) -> Boolscripted
public static final func SetPatternRange(weapon: wref<WeaponObject>, patternList: array<wref<AIPattern_Record>>)scripted
public static final func SetPerkRequiredName(self: script_ref<InventoryItemData>, perkName: script_ref<String>)scripted
public static final func SetPlayerLevel(self: script_ref<InventoryItemData>, playerLevel: Int32)scripted
public static final func SetPlayerMounted(context: GameInstance, value: Bool)scripted
public static final func SetPlayerReflexes(self: script_ref<InventoryItemData>, playerReflexes: Int32)scripted
public static final func SetPlayerStreetCred(self: script_ref<InventoryItemData>, playerStreetCred: Int32)scripted
public static final func SetPlayerStrength(self: script_ref<InventoryItemData>, playerStrength: Int32)scripted
private static final func SetPointOfInterest(context: ScriptExecutionContext, record: wref<AISubActionGeneratePointOfInterestTarget_Record>)scripted
public static final func SetPositionInBackpack(self: script_ref<InventoryItemData>, positionInBackpack: Uint32)scripted
public static final func SetPrice(self: script_ref<InventoryItemData>, price: Float)scripted
public static final func SetPrimaryColor(out data: GenericTemplatePersistentData, color: Color)scripted
public static final func SetPrimaryStats(self: script_ref<InventoryItemData>, primaryStats: script_ref<array<StatViewData>>)scripted
public static final func SetQuality(self: script_ref<InventoryItemData>, quality: CName)scripted
public static final func SetQualityBasedOnLevel(object: wref<GameObject>) -> CNamescripted
public static final func SetQualityF(self: script_ref<InventoryItemData>, quality: Float)scripted
public static final func SetQuantity(self: script_ref<InventoryItemData>, quantity: Int32)scripted
public static final func SetRadialMenuData(menuButton: inkWidgetRef, identifier: HubMenuItems, parentIdentifier: HubMenuItems, fullscreenName: CName, icon: CName, labelKey: CName, opt userData: ref<IScriptable>) -> ref<RadialMenuItemController>scripted
public static final func SetRadialMenuData(menuButton: inkWidgetRef, data: script_ref<MenuData>) -> ref<RadialMenuItemController>scripted
public static final func SetRadialMenuHyperlinkData(menuButton: inkWidgetRef, identifier: HubMenuItems, parentIdentifier: HubMenuItems, fullscreenName: CName, icon: CName, labelKey: CName, opt userData: ref<IScriptable>) -> ref<RadialMenuItemController>scripted
public static final func SetRenderTransformPivot(self: inkWidgetRef, x: Float, y: Float)scripted
public static final func SetRequiredLevel(self: script_ref<InventoryItemData>, requiredLevel: Int32)scripted
public static final func SetRequirement(self: script_ref<InventoryItemData>, requirement: SItemStackRequirementData)scripted
public static final func SetScannerHintMessege(game: GameInstance, text: script_ref<String>)scripted
public static final func SetSecondaryColor(out data: GenericTemplatePersistentData, color: Color)scripted
public static final func SetSecondaryStats(self: script_ref<InventoryItemData>, secondaryStats: script_ref<array<StatViewData>>)scripted
public static final func SetShape(self: script_ref<InventoryItemData>, shape: EInventoryItemShape)scripted
public static final func SetShootingPattern(weapon: wref<WeaponObject>, pattern: wref<AIPattern_Record>)scripted
public static final func SetShootingPatternPackage(weapon: wref<WeaponObject>, patternPackage: wref<AIPatternsPackage_Record>)scripted
public static final func SetShootPointsByCoordinate(context: ScriptExecutionContext, target: wref<GameObject>, coordinateArray: script_ref<array<Vector4>>, shootPointPosition: script_ref<array<Vector4>>) -> Boolscripted
public static final func SetShootPointsBytag(context: ScriptExecutionContext, tags: script_ref<array<CName>>, shootPointPosition: script_ref<array<Vector4>>) -> Boolscripted
public static final func SetSize(self: inkWidgetRef, width: Float, height: Float)scripted
public static final func SetSlide(widget: inkWidgetRef, startPosition: Vector2, horizontal: Float, vertical: Float)scripted
public static final func SetSlotID(self: script_ref<InventoryItemData>, id: TweakDBID)scripted
public static final func SetSlotIndex(self: script_ref<InventoryItemData>, slotIndex: Int32)scripted
public static final func SetSortData(self: script_ref<InventoryItemData>, sortData: script_ref<InventoryItemSortData>)scripted
public static final func SetSpawnCodeRedReinforcement(game: GameInstance, shouldSpawnReinforcement: Bool)scripted
public static final func SetStimSource(context: ScriptExecutionContext, record: wref<AISubActionSetStimSource_Record>)scripted
private static final func SetStimSourcePosition(context: ScriptExecutionContext, record: wref<AISubActionSetStimSource_Record>, position: Vector4)scripted
public static final func SetTakedownAction(stateContext: ref<StateContext>, actionName: ETakedownActionType)scripted
public static final func SetTargetBodyType(executionOwner: wref<GameObject>, target: wref<GameObject>, enable: Bool)scripted
public static final func SetTargetByTag(context: ScriptExecutionContext, record: wref<AISubActionSetTargetByTag_Record>) -> Boolscripted
public static final func SetTargetVisible(targetsList: script_ref<array<ref<Target>>>, targetToRemove: wref<GameObject>, isVisible: Bool) -> Boolscripted
public static final func SetTemporaryThreatCalculationType(npc: wref<GameObject>, newType: EAIThreatCalculationType)scripted
public static final func SetThreatPersistence(puppet: wref<ScriptedPuppet>, target: wref<Entity>, isPersistent: Bool, persistenceSource: Uint32)scripted
public static final func SetTimeDilation(context: ScriptExecutionContext, record: wref<AISubActionApplyTimeDilation_Record>) -> Boolscripted
public static final func SetTimeDilation(requester: wref<GameObject>, reason: CName, timeDilation: Float, opt duration: Float, easeInCurve: CName, easeOutCurve: CName, allowMultipleTimeDilationSimultaneously: Bool, opt listener: ref<TimeDilationListener>) -> Boolscripted
public static final func SetTimeDilationOnPlayer(requester: wref<GameObject>, reason: CName, timeDilation: Float, opt duration: Float, easeInCurve: CName, easeOutCurve: CName, allowMultipleTimeDilationSimultaneously: Bool, opt listener: ref<TimeDilationListener>) -> Boolscripted
public static final func SetTimeDilationWithProfile(requester: wref<GameObject>, profileName: script_ref<String>, enable: Bool, allowMultipleTimeDilationSimultaneously: Bool) -> Boolscripted
private static final func SetTimestamp(out contactData: ref<ContactData>, journal: ref<JournalManager>, messagesReceived: script_ref<array<wref<JournalEntry>>>, conversationEntry: wref<JournalPhoneConversation>)scripted
public static final func SetTintColor(self: inkWidgetRef, color: Color)scripted
public static final func SetTintColor(self: inkWidgetRef, r: Uint8, g: Uint8, b: Uint8, a: Uint8)scripted
private static final func SetTitle(out contactData: ref<ContactData>, conversationEntry: wref<JournalPhoneConversation>)scripted
public static final func SetTopThreatPersistance(context: ScriptExecutionContext, record: wref<AISubActionSetTopThreatPersistance_Record>, set: Bool)scripted
public static final func SetTranslation(self: inkWidgetRef, x: Float, y: Float)scripted
public static final func SetUnlockProgress(self: script_ref<InventoryItemData>, unlockProgress: Float)scripted
public static final func SetupItemAction(gi: GameInstance, executor: wref<GameObject>, itemData: wref<gameItemData>, actionID: TweakDBID, fromInventory: Bool) -> ref<BaseItemAction>scripted
public static final func SetUpProperty_Bool(propertyName: CName, value: Bool, nameOnTrue: CName, nameOnFalse: CName) -> ref<DeviceActionProperty>scripted
public static final func SetUpProperty_ElevatorInt(propertyName: CName, value: Int32, displayValue: Int32) -> ref<DeviceActionProperty>scripted
public static final func SetUpProperty_EntityReference(propertyName: CName, value: EntityReference) -> ref<DeviceActionProperty>scripted
public static final func SetUpProperty_Float(propertyName: CName, value: Float) -> ref<DeviceActionProperty>scripted
public static final func SetUpProperty_Int(propertyName: CName, value: Int32) -> ref<DeviceActionProperty>scripted
public static final func SetUpProperty_IntRanged(propertyName: CName, value: Int32, rangeMin: Int32, rangeMax: Int32) -> ref<DeviceActionProperty>scripted
public static final func SetUpProperty_MediaStatus(propertyName: CName, deviceStatus: Int32, stationName: script_ref<String>) -> ref<DeviceActionProperty>scripted
public static final func SetUpProperty_Name(propertyName: CName, value: CName) -> ref<DeviceActionProperty>scripted
public static final func SetUpProperty_NodeRef(propertyName: CName, value: NodeRef) -> ref<DeviceActionProperty>scripted
public static final func SetUpProperty_RadioStatus(propertyName: CName, deviceStatus: Int32, stationName: script_ref<String>) -> ref<DeviceActionProperty>scripted
public static final func SetUpProperty_TvStatus(propertyName: CName, deviceStatus: Int32, stationName: script_ref<String>) -> ref<DeviceActionProperty>scripted
public static final func SetUsesSleepMode(obj: ref<GameObject>, state: Bool)scripted
public static final func SetWasEverJohnny(owner: ref<GameObject>, value: Bool)scripted
public static final func SetWaypointByTag(context: ScriptExecutionContext, record: wref<AISubActionSetWaypointByTag_Record>) -> Boolscripted
public static final func SetWidth(self: inkWidgetRef, width: Float)scripted
public static func SgnF(a: Float) -> Floatscripted
public static final func Shoot(context: ScriptExecutionContext, record: wref<AISubActionShootWithWeapon_Record>, duration: Float, weapon: wref<WeaponObject>, requestedTriggerMode: gamedataTriggerMode, targetPosition: Vector4, target: wref<GameObject>, opt offset: Vector4, opt predictionTime: Float, opt muzzleOffset: Vector4, opt weaponCustomEvent: CName)scripted
private static final func ShootChimeraMetalstorm(context: ScriptExecutionContext, record: wref<AISubActionChimeraMetalstorm_Record>, weapon: wref<WeaponObject>, requestedTriggerMode: gamedataTriggerMode, target: wref<GameObject>, targetPosition: Vector4, duration: Float) -> Boolscripted
private static final func ShootMissileRainCircular(context: ScriptExecutionContext, record: wref<AISubActionMissileRainCircular_Record>, weapon: wref<WeaponObject>, requestedTriggerMode: gamedataTriggerMode, target: wref<GameObject>, targetPosition: Vector4, duration: Float) -> Boolscripted
private static final func ShootMissileRainGrid(context: ScriptExecutionContext, record: wref<AISubActionMissileRainGrid_Record>, weapon: wref<WeaponObject>, requestedTriggerMode: gamedataTriggerMode, target: wref<GameObject>, targetPosition: Vector4, duration: Float) -> Boolscripted
public static final func ShootToPoints(context: ScriptExecutionContext, record: wref<AISubActionShootToPoint_Record>, weapon: wref<WeaponObject>, requestedTriggerMode: gamedataTriggerMode, duration: Float) -> Boolscripted
public static final func ShouldBeDetected(stimType: gamedataStimType) -> Boolscripted
public static final func ShouldBeFriendly(stimType: gamedataStimType) -> Boolscripted
public static final func ShouldBeInPublicZone(stimType: gamedataStimType) -> Boolscripted
public static final func ShouldCheckForLeapableTarget(scriptInterface: ref<StateGameScriptInterface>, weaponObject: ref<WeaponObject>) -> Boolscripted
private static final func ShouldDiscardQualityForNewCWs() -> Boolscripted
public static final func ShouldDisplayPrice(displayContext: InventoryTooltipDisplayContext, isSellable: Bool, itemData: ref<gameItemData>, itemType: gamedataItemType, opt lootItemType: LootItemType) -> Boolscripted
public static final func ShouldDisplayTier(itemType: gamedataItemType) -> Boolscripted
private static final func ShouldFilterOutGrenadeStat(stat: gamedataStatType) -> Boolscripted
public static final func ShouldForceTakedown(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func ShouldForceUpdateProgressBar(game: GameInstance) -> Boolscripted
public static final func ShouldHideBottomModule(displayContext: InventoryTooltipDisplayContext, itemData: wref<UIInventoryItem>) -> Boolscripted
public static final func ShouldHideBottomModule(data: ref<MinimalItemTooltipData>, tooltipDisplayContext: InventoryTooltipDisplayContext, itemDisplayContext: ItemDisplayContext) -> Boolscripted
public static final func ShouldHideTier(itemType: gamedataItemType) -> Boolscripted
public static final func ShouldIgnoreIfPlayerCompanion(owner: wref<Entity>, target: wref<Entity>) -> Boolscripted
public static final func ShouldPerformEquipmentCheck(obj: wref<ScriptedPuppet>, equipmentGroup: CName) -> Boolscripted
public static final func ShouldPreventionSystemReactToAttack(target: wref<GameObject>, attackTime: Float, istargetDefeated: Bool) -> Boolscripted
public static final func ShouldPreventionSystemReactToCombat(puppet: wref<ScriptedPuppet>) -> Boolscripted
public static final func ShouldPreventionSystemReactToDamageDealt(puppet: wref<ScriptedPuppet>) -> Boolscripted
public static final func ShouldReactionBeAgressive(game: GameInstance) -> Boolscripted
public static final func ShouldShootDirectlyAtTarget(weaponOwner: wref<GameObject>, weapon: wref<WeaponObject>, targetPosition: Vector4) -> Boolscripted
public static final func ShouldShowCWChoice(owner: ref<GameObject>, itemData: wref<UIInventoryItem>) -> Boolscripted
private static final func ShouldShowIndicator(npc: ref<GameObject>) -> Boolscripted
public static final func ShouldShowOnlyTargetQuickHacks(game: GameInstance) -> Boolscripted
public static final func ShouldShowRevealInfo(playerRef: ref<PlayerPuppet>, awarenessCost: Float) -> Boolscripted
public static final func ShouldShowRevealInfoWithTarget(playerRef: ref<PlayerPuppet>, target: ref<ScriptedPuppet>, awarenessCost: Float) -> Boolscripted
private static final func ShouldTrackTarget(owner: wref<gamePuppet>, record: wref<AISubActionShootWithWeapon_Record>, weapon: wref<WeaponObject>) -> Boolscripted
public static final func ShouldUseRagdoll(owner: ref<ScriptedPuppet>) -> Boolscripted
public static final func Show(controller: ref<worlduiIGameController>, identifier: Int32, message: script_ref<String>) -> ref<inkGameNotificationToken>scripted
public static final func Show(controller: ref<worlduiIGameController>, identifier: Int32, message: script_ref<String>, type: GenericMessageNotificationType) -> ref<inkGameNotificationToken>scripted
public static final func Show(controller: ref<worlduiIGameController>, identifier: Int32, title: script_ref<String>, message: script_ref<String>) -> ref<inkGameNotificationToken>scripted
public static final func Show(controller: ref<worlduiIGameController>, identifier: Int32, title: script_ref<String>, message: script_ref<String>, type: GenericMessageNotificationType) -> ref<inkGameNotificationToken>scripted
public static final func Show(controller: ref<worlduiIGameController>, message: script_ref<String>) -> ref<inkGameNotificationToken>scripted
public static final func Show(controller: ref<worlduiIGameController>, message: script_ref<String>, type: GenericMessageNotificationType) -> ref<inkGameNotificationToken>scripted
public static final func Show(controller: ref<worlduiIGameController>, title: script_ref<String>, message: script_ref<String>) -> ref<inkGameNotificationToken>scripted
public static final func Show(controller: ref<worlduiIGameController>, title: script_ref<String>, message: script_ref<String>, type: GenericMessageNotificationType) -> ref<inkGameNotificationToken>scripted
public static final func ShowMessage(gameInstance: GameInstance, message: script_ref<String>, time: Float)scripted
public static final func ShowPreviewItem(controller: ref<inkGameController>, itemData: script_ref<InventoryItemData>, isGarment: Bool, callbackName: CName) -> ref<inkGameNotificationToken>scripted
public static final func ShowPreviewItem(controller: ref<inkGameController>, itemData: wref<UIInventoryItem>, isGarment: Bool, callbackName: CName) -> ref<inkGameNotificationToken>scripted
public static final func ShowPreviewItem(controller: ref<inkLogicController>, itemData: script_ref<InventoryItemData>, isGarment: Bool, callbackName: CName) -> ref<inkGameNotificationToken>scripted
public static final func ShowScannerHint(game: GameInstance)scripted
public static final func SignalSquad(context: ScriptExecutionContext, actionName: CName, verb: EAISquadVerb)scripted
public static final func SimulateKill(hitEvent: ref<gameHitEvent>) -> Boolscripted
static native func SinF(a: Float) -> Float
public static final func Sort(items: script_ref<array<Int32>>, comparator: ref<IntComparator>, leftIndex: Int32, rightIndex: Int32)scripted
public static final func Sort(items: script_ref<array<InventoryItemData>>, comparator: ref<InventoryItemDataComparator>, leftIndex: Int32, rightIndex: Int32)scripted
public static final func Sort(items: script_ref<array<Variant>>, comparator: ref<SortComparatorTemplate>, leftIndex: Int32, rightIndex: Int32)scripted
public static final func SortCommandPriority(commands: script_ref<array<ref<QuickhackData>>>, context: GameInstance)scripted
static native func SortHandleWithValueArray(arr: script_ref<array<HandleWithValue>>)
public static func SpaceFill(str: String, length: Int32, opt mode: ESpaceFillMode, opt fillChar: String) -> Stringscripted
public static final func SpawnArmsLauncherProjectileWithRotation(ownerObject: ref<GameObject>, projectileTemplateName: CName, itemObj: ref<ItemObject>, opt rotationRad: Float) -> Boolscripted
public static final func SpawnAttack(source: ref<GameObject>, radius: Float, attackRecord: ref<Attack_Record>, instigator: wref<GameObject>)scripted
public static final func SpawnCommonSlot(gameController: ref<inkIGameController>, parent: ref<inkWidget>, slotName: CName) -> wref<inkWidget>scripted
public static final func SpawnCommonSlot(gameController: ref<inkIGameController>, parent: inkWidgetRef, slotName: CName) -> wref<inkWidget>scripted
public static final func SpawnCommonSlot(logicController: ref<inkLogicController>, parent: ref<inkWidget>, slotName: CName) -> wref<inkWidget>scripted
public static final func SpawnCommonSlot(logicController: ref<inkLogicController>, parent: inkWidgetRef, slotName: CName) -> wref<inkWidget>scripted
public static final func SpawnCommonSlotAsync(gameController: ref<inkIGameController>, parent: inkWidgetRef, slotName: CName, opt callBack: CName, opt userData: ref<IScriptable>)scripted
public static final func SpawnCommonSlotAsync(logicController: ref<inkLogicController>, parent: inkWidgetRef, slotName: CName, opt callBack: CName, opt userData: ref<IScriptable>)scripted
public static final func SpawnCommonSlotController(gameController: ref<inkIGameController>, parent: ref<inkWidget>, slotName: CName) -> wref<inkLogicController>scripted
public static final func SpawnCommonSlotController(gameController: ref<inkIGameController>, parent: inkWidgetRef, slotName: CName) -> wref<inkLogicController>scripted
public static final func SpawnCommonSlotController(logicController: ref<inkLogicController>, parent: ref<inkWidget>, slotName: CName) -> wref<inkLogicController>scripted
public static final func SpawnCommonSlotController(logicController: ref<inkLogicController>, parent: inkWidgetRef, slotName: CName) -> wref<inkLogicController>scripted
public static final func SpawnFX(context: ScriptExecutionContext, record: wref<AISubActionSpawnFX_Record>)scripted
public static final func SpawnPhysicalImpulse(source: ref<GameObject>, radius: Float)scripted
private static final func SpawnProjectile(ownerObject: ref<GameObject>, projectileTemplateName: CName, appearance: CName, itemObj: ref<ItemObject>, logicalPositionProvider: ref<IPositionProvider>, logicalOrientationProvider: ref<IOrientationProvider>) -> Boolscripted
public static final func SpawnProjectileFromRightHand(ownerObject: ref<GameObject>, projectileTemplateName: CName, appearance: CName, itemObj: ref<ItemObject>) -> Boolscripted
public static final func SpawnProjectileFromScreenCenter(ownerObject: ref<GameObject>, projectileTemplateName: CName, appearance: CName, itemObj: ref<ItemObject>) -> Boolscripted
public static final func SpawnStrongArmsFX(context: ScriptExecutionContext)scripted
public static final func SpawnTrailVFX(projectileComponent: ref<ProjectileComponent>)scripted
public static func SpawnVirtualPS(game: GameInstance, entityID: EntityID, componentName: CName, psClassName: CName) -> ref<PersistentState>scripted
static native func SqrF(a: Float) -> Float
static native func SqrtF(a: Float) -> Float
public static final func SquadRingTypeToTicketName(type: gamedataAIRingType) -> CNamescripted
public static final func SquadRingTypeToTicketString(type: gamedataAIRingType) -> Stringscripted
public static final func SquadSync(context: ScriptExecutionContext, record: wref<AISubActionSquadSync_Record>)scripted
public static final func Start(self: ref<InputDeviceController>)scripted
public static final func StartActiveVehicleBehaviour(context: GameInstance, wheeledVehicleObject: wref<WheeledObject>)scripted
public static final func StartCallReinforcement(context: ScriptExecutionContext, record: wref<AISubActionCallReinforcements_Record>)scripted
public static final func StartContinuousAttack(context: ScriptExecutionContext, weapon: wref<WeaponObject>)scripted
public static final func StartCooldown(self: ref<GameObject>, record: wref<AIActionCooldown_Record>) -> Int32scripted
public static final func StartCooldown(self: ref<GameObject>, cooldownName: CName, duration: Float) -> Int32scripted
public static final func StartCooldown(self: ref<GameObject>, cooldownName: CName, cooldownDuration: Float, opt ignoreTimeDilation: Bool) -> Int32scripted
public static final func StartCooldowns(context: ScriptExecutionContext, record: wref<AISubActionConditionalFailure_Record>)scripted
public static final func StartCooldowns(context: ScriptExecutionContext, record: ref<AISubActionStartCooldown_Record>)scripted
private static final func StartDriveToPoint(vehicle: wref<WheeledObject>) -> Boolscripted
public static final func StartGenericCwCooldown(player: ref<PlayerPuppet>)scripted
private static final func StartPatrol(vehicle: wref<WheeledObject>, ps: ref<PreventionSystem>)scripted
public static final func StartPreparedContinuousAttack(context: ScriptExecutionContext, weapon: wref<WeaponObject>)scripted
public static final func StartReplicatedEffectEvent(self: ref<GameObject>, effectName: CName, opt shouldPersist: Bool, opt breakAllOnDestroy: Bool)scripted
public static final func StartRoadblockNPCAgentBehaviour(unit: wref<ScriptedPuppet>)scripted
public static final func StartStrongArmsTrailEffect(owner: ref<GameObject>, weapon: ref<ItemObject>)scripted
public static final func StartWeaponTrailEffect(context: ScriptExecutionContext, weapons: script_ref<array<wref<ItemObject>>>)scripted
public static final func StaticDefaultColorState() -> CNamescripted
public static final func StaticDefaultColorState() -> CNamescripted
private static final func StatModifiersExcept(statModifiers: script_ref<array<wref<StatModifier_Record>>>, except: script_ref<array<wref<StatModifier_Record>>>) -> array<wref<StatModifier_Record>>scripted
public static final func StatRecordToModifier(statRecord: ref<StatModifier_Record>) -> ref<gameStatModifierData>scripted
static native func StatsEffectsEnumToTDBID(statsEffectsEnum: Int32) -> TweakDBID
public static final func StatTypeToAttributeDataType(type: gamedataStatType) -> gamedataAttributeDataTypescripted
public static final func Stop(self: ref<InputDeviceController>)scripted
public static final func StopEffectEvent(self: ref<GameObject>, id: EntityID, effectName: CName)scripted
public static final func StopReplicatedEffectEvent(self: ref<GameObject>, effectName: CName)scripted
public static final func StopRumbleLoop(scriptInterface: ref<StateGameScriptInterface>, intensity: script_ref<String>)scripted
public static final func StopSlideSoundEffect(scriptInterface: ref<StateGameScriptInterface>)scripted
public static final func StopSound(self: ref<GameObject>, eventName: CName, opt emitterName: CName)scripted
public static final func StopSoundEvent(self: ref<GameObject>, eventName: CName)scripted
public static final func stopStrongArmsTrailEffect(owner: ref<GameObject>, weapon: ref<ItemObject>)scripted
public static final func StopWeaponEffects(weaponOwner: wref<GameObject>, weapon: wref<WeaponObject>, fxAction: gamedataFxAction, opt fxBlackboard: ref<worldEffectBlackboard>)scripted
public static final func StopWeaponTrailEffect(context: ScriptExecutionContext, weapons: script_ref<array<wref<ItemObject>>>)scripted
public static final func StoreReprimand(self: script_ref<Agent>, reprimandData: ReprimandData)scripted
static native func StrAfterFirst(str: script_ref<String>, match: script_ref<String>) -> String
static native func StrAfterLast(str: script_ref<String>, match: script_ref<String>) -> String
static native func StrBeforeFirst(str: script_ref<String>, match: script_ref<String>) -> String
static native func StrBeforeLast(str: script_ref<String>, match: script_ref<String>) -> String
static native func StrBeginsWith(str: script_ref<String>, match: script_ref<String>) -> Bool
static native func StrChar(i: Int32) -> String
static native func StrCmp(str: script_ref<String>, with: script_ref<String>, opt length: Int32, opt noCase: Bool) -> Int32
static native func StrContains(str: script_ref<String>, subStr: script_ref<String>) -> Bool
static native func StrEndsWith(str: script_ref<String>, match: script_ref<String>) -> Bool
static native func StrFindFirst(str: script_ref<String>, match: script_ref<String>) -> Int32
static native func StrFindLast(str: script_ref<String>, match: script_ref<String>) -> Int32
static native func StrFrontToLower(str: script_ref<String>) -> String
static native func StrFrontToUpper(str: script_ref<String>) -> String
static native func StringToBool(s: script_ref<String>) -> Bool
static native func StringToFloat(value: script_ref<String>, opt defValue: Float) -> Float
static native func StringToHex(str: script_ref<String>, lineLength: Uint32) -> String
static native func StringToInt(value: script_ref<String>, opt defValue: Int32) -> Int32
static native func StringToName(str: script_ref<String>) -> CName
static native func StringToUint64(value: script_ref<String>, opt defValue: Uint64) -> Uint64
static native func StrLeft(str: script_ref<String>, length: Int32) -> String
static native func StrLen(str: script_ref<String>) -> Int32
static native func StrLower(str: script_ref<String>) -> String
static native func StrMid(str: script_ref<String>, first: Int32, opt length: Int32) -> String
public static final func StrongMeleeAttackPressed(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func StrongMeleeAttackReleased(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
static native func StrReplace(str: script_ref<String>, match: script_ref<String>, with: script_ref<String>) -> String
static native func StrReplaceAll(str: script_ref<String>, match: script_ref<String>, with: script_ref<String>) -> String
static native func StrRight(str: script_ref<String>, length: Int32) -> String
static native func StrSplit(str: script_ref<String>, divider: script_ref<String>, opt includeEmpty: Bool) -> array<String>
static native func StrSplitFirst(str: script_ref<String>, divider: script_ref<String>, out left: String, out right: String) -> Bool
static native func StrSplitLast(str: script_ref<String>, divider: script_ref<String>, out left: String, out right: String) -> Bool
static native func StrUpper(str: script_ref<String>) -> String
public static func SwitchPlayerImmortalityMode(gi: GameInstance, cheat: gamecheatsystemFlag)scripted

T 62

public static final func TagObject(obj: wref<GameObject>)scripted
public static final func TakedownActionNameToEnum(actionName: CName) -> ETakedownActionTypescripted
static native func TanF(a: Float) -> Float
public static final func TargetAllSquadMembers(owner: wref<GameObject>)scripted
public static final func TargetHasDebuff(target: wref<GameObject>) -> Boolscripted
protected static final func TargetHasLocomotionMalfunction(target: wref<GameObject>) -> Boolscripted
protected static final func TargetIsHumanTrashToElite(target: ref<ScriptedPuppet>) -> Boolscripted
protected static final func TargetIsStunned(target: wref<GameObject>) -> Boolscripted
public static final func TechPierceChargeLevel(self: ref<WeaponObject>) -> Floatscripted
public static final func TempGetIsValid(actionID: TweakDBID) -> Boolscripted
public static final func ThrowInit(context: ScriptExecutionContext, record: wref<AISubActionThrowItem_Record>)scripted
public static final func ThrowItem(context: ScriptExecutionContext, record: wref<AISubActionThrowItem_Record>) -> Boolscripted
public static final func TicketDebugHelper(ticketNameCheck: script_ref<String>, entity: wref<Entity>, ticketRecord: wref<AITicket_Record>) -> Boolscripted
public static final func ToggleComponentOn(puppet: wref<ScriptedPuppet>)scripted
public static final func ToggleForcedVisibilityInAnimSystemEvent(owner: ref<GameObject>, sourceName: CName, isVisibe: Bool, opt transitionTime: Float)scripted
public static final func ToggleHolsteredArmAppearance(puppet: ref<GameObject>, setHoleInArm: Bool)scripted
public static final func ToggleLootHighlight(obj: wref<GameObject>, enable: Bool)scripted
public static final func TogglePersonalLinkAppearance(puppet: ref<GameObject>)scripted
public static final func ToggleVehicleWindow(gi: GameInstance, vehicle: wref<VehicleObject>, slotID: MountingSlotId, toggle: Bool, opt speed: CName) -> Boolscripted
public static final func ToHDRColorDirect(color: Color) -> HDRColorscripted
public static func ToInventoryItemData(owner: wref<GameObject>, itemID: ItemID) -> InventoryItemDatascripted
public static final func ToLinear(sRGBColor: Color) -> Colorscripted
public static final func ToSRGB(linearColor: Color) -> Colorscripted
public static final func ToString(vec: Vector4) -> Stringscripted
public static final func ToStringPrec(vec: Vector4, precision: Int32) -> Stringscripted
public static func ToTelemetryDamage(attackData: ref<AttackData>) -> TelemetryDamagescripted
public static func ToTelemetryDamage(evt: ref<gameDamageReceivedEvent>) -> TelemetryDamagescripted
public static func ToTelemetryDamage(evt: ref<gameTargetDamageEvent>) -> TelemetryDamagescripted
public static func ToTelemetryDamageDealt(evt: ref<gameDamageReceivedEvent>, situation: gameTelemetryDamageSituation, distance: Float, time: Float) -> TelemetryDamageDealtscripted
public static func ToTelemetryDamageDealt(evt: ref<gameTargetDamageEvent>, situation: gameTelemetryDamageSituation, distance: Float, time: Float) -> TelemetryDamageDealtscripted
public static func ToTelemetryEnemy(target: wref<GameObject>) -> TelemetryEnemyscripted
public static func ToTelemetryInventoryItem(inventoryItemData: script_ref<InventoryItemData>) -> TelemetryInventoryItemscripted
public static final func ToTemplate(data: VehicleUniqueTemplatePersistentData, index: Int32) -> VehicleVisualCustomizationTemplatescripted
public static final func ToVehicleVisualCustomizationTemplate(savedData: SavedVehicleVisualCustomizationTemplate) -> VehicleVisualCustomizationTemplatescripted
static native func Trace()
static native func TraceToString()
public static final func TranslateActionsIntoQuickSlotCommands(actions: array<ref<DeviceAction>>, commands: script_ref<array<ref<QuickhackData>>>, gameObject: ref<GameObject>, scriptableComponentPS: ref<ScriptableDeviceComponentPS>)scripted
public static final func TranslateEmptyQuickSlotCommands(context: GameInstance) -> array<ref<QuickhackData>>scripted
public static final func TriggerActivation(context: ScriptExecutionContext, record: wref<AISubActionTriggerItemActivation_Record>)scripted
public static final func TriggerSecondaryKnockdownKey() -> CNamescripted
public static final func TriggerStim(context: ScriptExecutionContext, record: wref<AISubActionTriggerStim_Record>)scripted
public static final func TriggerVehicleExplosionWarningSiren(gi: GameInstance)scripted
public static final func TryChangingAttitudeToHostile(owner: ref<ScriptedPuppet>, target: ref<GameObject>) -> Boolscripted
public static final func TryCreate(dmgInstigator: wref<GameObject>)scripted
public static final func TryGetDesiredWhistlePosition(owner: ref<GameObject>, playerPosition: Vector4, out position: Vector4, out proxy: ref<GameObject>) -> Boolscripted
public static final func TryProcessBreachHit(hitEvent: ref<gameHitEvent>, isHeadshot: Bool, opt checkOnly: Bool) -> Boolscripted
public static final func TryStartCombatWithTarget(owner: ref<ScriptedPuppet>, target: ref<GameObject>) -> Boolscripted
public static final func TryToCycleOverclockedState(player: ref<GameObject>) -> Boolscripted
static native func TSF_All(mask: TSFMV) -> TargetSearchFilter
static native func TSF_And(tsf1: TargetSearchFilter, tsf2: TargetSearchFilter, opt tsf3: TargetSearchFilter, opt tsf4: TargetSearchFilter) -> TargetSearchFilter
static native func TSF_Any(mask: TSFMV) -> TargetSearchFilter
public static func TSF_EnemyNPC() -> TargetSearchFilterscripted
static native func TSF_Not(mask: TSFMV) -> TargetSearchFilter
public static func TSF_NPC() -> TargetSearchFilterscripted
static native func TSF_Or(tsf1: TargetSearchFilter, tsf2: TargetSearchFilter, opt tsf3: TargetSearchFilter, opt tsf4: TargetSearchFilter) -> TargetSearchFilter
public static func TSF_Quickhackable() -> TargetSearchFilterscripted
public static func TSQ_ALL() -> TargetSearchQueryscripted
public static func TSQ_EnemyNPC() -> TargetSearchQueryscripted
public static func TSQ_NPC() -> TargetSearchQueryscripted
public static final func TurnOffPsychoSquadAvCammoEventDelayed(instance: GameInstance, go: ref<GameObject>, delay: Float)scripted
public static final func TurnOnPsychoSquadAvCammoEventDelayed(instance: GameInstance, go: ref<GameObject>, delay: Float)scripted
public static final func TutorialAddIllegalActionFact(targetPuppet: ref<NPCPuppet>)scripted

U 126

static native func Uint64ToInt()
static native func Uint64ToString()
public static final func Unequip(context: ScriptExecutionContext, record: wref<AISubActionForceUnequip_Record>) -> Boolscripted
public static final func Unequip(context: ScriptExecutionContext, dropItem: Bool, itemsToUnequip: array<NPCItemToEquip>) -> Boolscripted
public static final func UnequipPrereqItems(owner: ref<GameObject>)scripted
static native func UnicodeLength(str: script_ref<String>) -> Int32
static native func UnicodeStringCompare(str: script_ref<String>, str2: script_ref<String>) -> Int32
static native func UnicodeStringEqual(str: script_ref<String>, str2: script_ref<String>) -> Bool
static native func UnicodeStringLessThan(str: script_ref<String>, str2: script_ref<String>) -> Bool
static native func UnicodeStringLessThanEqual(str: script_ref<String>, str2: script_ref<String>) -> Bool
private static final func UnifyIconicsUpgradeCountWithEffectiveTierInStash(stashObj: ref<GameObject>)scripted
public static final func UnifyIconicWeaponsUpgradesCountWithEffectiveTierInStash(stashObj: ref<GameObject>, itemData: ref<gameItemData>)scripted
public static final func Unpack(journalManager: ref<JournalManager>, entry: wref<JournalContainerEntry>, filter: JournalRequestStateFilter) -> array<wref<JournalEntry>>scripted
public static final func UnpackRecursive(journalManager: ref<JournalManager>, entry: wref<JournalContainerEntry>, result: script_ref<array<wref<JournalEntry>>>)scripted
public static final func UnpackRecursiveWithFilter(journalManager: ref<JournalManager>, entry: wref<JournalContainerEntry>, filter: JournalRequestStateFilter, result: script_ref<array<wref<JournalEntry>>>, opt includeInactive: Bool)scripted
public static final func UnRegisterAsViewerToPreventionSystem(context: GameInstance, requester: ref<GameObject>)scripted
public static final func UnregisterLastCover(puppet: ref<ScriptedPuppet>)scripted
public static final func UnRegisterToPreventionSystem(context: GameInstance, requester: ref<Device>)scripted
private static final func UnregsiterListeners(self: ref<InputDeviceController>)scripted
public static final func UnsetIndividualTimeDilation(target: wref<GameObject>, opt easeOutCurve: CName) -> Boolscripted
public static final func UnSetTimeDilation(requester: wref<GameObject>, opt reason: CName, opt easeOutCurve: CName) -> Boolscripted
public static final func UnSetTimeDilationOnPlayer(requester: wref<GameObject>, opt reason: CName, opt easeOutCurve: CName) -> Boolscripted
public static final func UntagObject(obj: wref<GameObject>)scripted
public static final func UP() -> Vector4scripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionActivateLightPreset_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionActivateStrongArmsFX_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionAddFact_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionApplyTimeDilation_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionAttackWithWeapon_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionCallReinforcements_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionCallSquadSearchBackUp_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionChangeAttitude_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionChangeCoverSelectionPreset_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionChimeraMetalstorm_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionCompleteCommand_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionConditionalFailure_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionCover_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionCreateGameEffect_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionCustomEffectors_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionDisableAimAssist_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionDisableCollider_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionDroneModifyAltitude_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionEquipOnBody_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionEquipOnSlot_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionFail_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionFailIfFriendlyFire_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionFastExitWorkspot_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionForceDeath_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionForceEquip_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionForceHitReaction_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionForceUnequip_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionGameplayLogicPackage_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionGeneratePointOfInterestTarget_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionInAir_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionInitialReaction_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionLeaveCover_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionMeleeAttackAttemptEvent_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionMeleeAttackManager_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionMissileRainCircular_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionMissileRainGrid_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionModifyStatPool_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionMountVehicle_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionPlaySound_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionPlayVoiceOver_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionQueueAIEvent_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionQueueCommunicationEvent_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionQuickHack_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionRandomize_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionReloadWeapon_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionScaleDurationWithDistance_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSecuritySystemNotification_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSendSignal_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSetEquipPrimaryWeapons_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSetEquipSecondaryWeapons_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionCharacterRecordEquip_Record>, itemsToEquip: script_ref<array<NPCItemToEquip>>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSetInfluenceMap_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSetInt_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSetStimSource_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSetTargetByTag_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSetTopThreatPersistance_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSetUnequipPrimaryWeapons_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSetUnequipSecondaryWeapons_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionCharacterRecordUnequip_Record>, itemsToUnequip: script_ref<array<NPCItemToEquip>>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSetWaypointByTag_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSetWorldPosition_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionShootFromCar_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionShootToPoint_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionShootWithWeapon_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSpawnFX_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionSquadSync_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionStartCooldown_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionStatusEffect_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionThrowItem_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionTriggerItemActivation_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionTriggerStim_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionUnequipOnSlot_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionUpdateFriendlyFireParams_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionUseSensePreset_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, record: wref<AISubActionWorkspot_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func Update(context: ScriptExecutionContext, subActionRecord: wref<AISubAction_Record>, duration: Float) -> AIbehaviorUpdateOutcomescripted
public static final func UpdateArmSlot(owner: ref<PlayerPuppet>, itemToDraw: ItemID, equipHolsteredItem: Bool)scripted
public static final func UpdateCharging(weapon: wref<WeaponObject>, timeStamp: Float, weaponOwner: wref<GameObject>, out chargeLevel: Float) -> Boolscripted
public static final func UpdateGameTimeText(timeSystem: ref<TimeSystem>, textWidgetRef: inkTextRef, textParamsRef: ref<inkTextParams>, opt addSeconds: Int32)scripted
public static final func UpdateHackLoopProgressBarValue(game: GameInstance, newValue: Float, progressbar: ref<UploadFromNPCToPlayerListener>)scripted
public static final func UpdateHeatLevel(game: GameInstance, shouldHackLoopBeEnabledOnThisStar: Bool)scripted
public static final func UpdateLinkedStatusEffects(owner: wref<GameObject>, linkedStatusEffect: script_ref<LinkedStatusEffect>)scripted
public static final func UpdateMargin(self: inkWidgetRef, left: Float, top: Float, right: Float, bottom: Float)scripted
public static final func UpdateMeleeInputBuffer(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, opt onlyLightMeleeAttack: Bool)scripted
public static final func UpdateOtherProgressBarReference(game: GameInstance, progressbar: ref<UploadFromNPCToPlayerListener>)scripted
public static final func UpdatePlayerVehicle(game: GameInstance, currentVehicle: wref<VehicleObject>)scripted
public static final func UpdatePoliceRadioOnDistrictChange(instance: GameInstance, currentDistrict: wref<District>, heatStage: EPreventionHeatStage)scripted
public static final func UpdatePoliceRadioOnHeatChange(instance: GameInstance, heatStage: EPreventionHeatStage, currentDistrict: wref<District>)scripted
public static final func UpdatePoliceRadioOnPlayerVisibilityChanged(instance: GameInstance, lastStarChangeStartTimeStamp: Float, currentHeatState: EPreventionHeatStage, currentVisibilityState: EStarState, futureVisibilityState: EStarState)scripted
public static final func UpdatePoliceRadioOnVehicleEntrance(instance: GameInstance)scripted
public static final func UpdatePoliceSiren(gi: GameInstance, heatStage: EPreventionHeatStage)scripted
public static final func UpdateSniperEffect(weapon: ref<WeaponObject>, duration: Float) -> Boolscripted
public static final func UpdateSortData(self: script_ref<InventoryItemData>, uiScriptableSystem: ref<UIScriptableSystem>)scripted
public static final func UpdateSortData(self: script_ref<InventoryItemData>, uiScriptableSystem: ref<UIScriptableSystem>, isPlayerFavourite: Bool)scripted
public static final func UpdateStarStateUI(game: GameInstance)scripted
public static final func UpdateThreatsValue(puppet: ref<NPCPuppet>, newTargetObject: ref<GameObject>, timeSinceTargetChange: Float)scripted
public static final func UpdateToNewFormat(oldData: vehicleVisualModdingDefinition) -> VehicleVisualCustomizationTemplatescripted
public static final func UppercaseFirstChar(stringToChange: script_ref<String>)scripted
public static final func UseCWMask(game: GameInstance)scripted
public static final func UseHealCharge(executor: wref<GameObject>, itemID: ItemID)scripted
public static final func UseItem(executor: wref<GameObject>, itemID: ItemID) -> Boolscripted
static native func UseProfiler()

V 7

public static final func ValueToImperial(inValue: Float, inUnit: EMeasurementUnit) -> Floatscripted
public static final func ValueToMetric(inValue: Float, inUnit: EMeasurementUnit) -> Floatscripted
public static final func ValueToPlayerSettingSystem(inValue: Float, inUnit: EMeasurementUnit) -> Floatscripted
public static final func ValueToSystem(inValue: Float, inUnit: EMeasurementUnit, outUnitSystem: EMeasurementSystem) -> Floatscripted
public static func VectorToString(vec: Vector4) -> Stringscripted
private static final func VehicleRegistered(vehicle: wref<VehicleObject>) -> Boolscripted
public static final func VisualiseConnection(context: ScriptExecutionContext, record: wref<AISubActionQuickHack_Record>)scripted

W 20

public static final func WaitForAnimationToFinish(context: ScriptExecutionContext) -> Boolscripted
public static final func WaitForTicketsAcknowledgement(context: ScriptExecutionContext, actionRecord: wref<AIAction_Record>) -> Boolscripted
public static final func WantsToLightAttack(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func WantsToQuickMelee(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func WantsToStrongAttack(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public static final func WardrobeClothingSetIndexToNumber(slotIndex: gameWardrobeClothingSetIndex) -> Int32scripted
public static final func WasEverJohnny(owner: ref<GameObject>) -> Boolscripted
private static final func WeaponCooledDownFromOverheat(weapon: wref<WeaponObject>)scripted
public static final func WeaponEvolutionText(evolution: gamedataWeaponEvolution) -> Stringscripted
public static final func WeaponHasTriggerMode(weapon: wref<WeaponObject>, triggerMode: gamedataTriggerMode) -> Boolscripted
public static final func WeaponHasTriggerMode(weapon: wref<WeaponObject>, triggerMode: wref<TriggerMode_Record>) -> Boolscripted
public static final func WeaponHasTriggerMode(weapon: wref<WeaponObject>, weaponRecord: wref<WeaponItem_Record>, triggerMode: gamedataTriggerMode) -> Boolscripted
public static final func WeaponHasTriggerMode(weapon: wref<WeaponObject>, weaponRecord: wref<WeaponItem_Record>, triggerMode: wref<TriggerMode_Record>) -> Boolscripted
public static final func WeaponHasTriggerModes(weapon: wref<WeaponObject>, weaponRecord: wref<WeaponItem_Record>, triggerModes: script_ref<array<wref<TriggerMode_Record>>>) -> Boolscripted
protected static final func WeaponIsCharged(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
private static final func WeaponOverheated(weapon: wref<WeaponObject>)scripted
public static final func White(opt alpha: Uint8) -> Colorscripted
public static final func WillHackRevealPlayer(playerRef: ref<PlayerPuppet>, targetRecordId: TweakDBID, action: ref<ScriptableDeviceAction>, opt programItemID: ItemID) -> Boolscripted
public static final func WipeReprimand(self: script_ref<Agent>, attGroup: CName, attSystem: ref<AttitudeSystem>)scripted
public static final func WipeReprimand(self: script_ref<Agent>, target: EntityID)scripted

Y 1

public static final func Yellow(opt alpha: Uint8) -> Colorscripted