AlarmLight
classscriptedClass
extends BasicDistractionDevice › InteractiveDevice › Device › DeviceBase › GameObject › GameEntity › Entity › IScriptable › ISerializable
Properties 1
| Name | Type | Flags |
|---|---|---|
isGlitching | Bool | scriptedprotected |
Methods 22
protected func CutPower()scripted
public const func DeterminGameplayRole() -> EGameplayRolescripted
private const func GetController() -> ref<AlarmLightController>scripted
public const func GetDevicePS() -> ref<AlarmLightControllerPS>scripted
protected cb func OnQuestForceSecuritySystemArmed(evt: ref<QuestForceSecuritySystemArmed>) -> Boolscripted
protected cb func OnQuestForceSecuritySystemSafe(evt: ref<QuestForceSecuritySystemSafe>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnSecurityAlarmBreachResponse(evt: ref<SecurityAlarmBreachResponse>) -> Boolscripted
protected cb func OnSecuritySystemOutput(evt: ref<SecuritySystemOutput>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected func ResolveGameplayState()scripted
protected final func SendStim()scripted
protected final func StartBlinking()scripted
protected func StartGlitching(glitchState: EGlitchState, opt intensity: Float)scripted
protected final func StopBlinking()scripted
protected func StopGlitching()scripted
protected final func StopStim()scripted
protected func TurnOffDevice()scripted
private final func TurnOffLights()scripted
protected func TurnOnDevice()scripted
private final func TurnOnLights()scripted
protected final func UpdateLights()scripted