REDNODE / GAME API

CrosshairGameController_Basic

classscriptedClass

extends gameuiCrosshairBaseGameController › inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable

Properties 14

NameTypeFlags
bbcurrentFireModeref<CallbackHandle>scriptedprivate
bufferedSpreadVector2scriptedprivate
centerPartinkImageRefscriptedprivate
currentFireModegamedataTriggerModescriptedprivate
downPartinkImageRefscriptedprivate
gameplaySpreadMultiplierFloatscriptedpublic
horizontalMinSpreadFloatscriptedpublic
leftPartinkImageRefscriptedprivate
RicochetChanceUint32scriptedprivate
ricochetModeActiveUint32scriptedprivate
rightPartinkImageRefscriptedprivate
upPartinkImageRefscriptedprivate
verticalMinSpreadFloatscriptedpublic
weaponlocalBBwref<IBlackboard>scriptedprivate

Methods 20

protected func ApplyCrosshairGUIState(state: CName, aimedAtEntity: ref<Entity>)scripted
protected final func ColapseCrosshair(full: Bool, duration: Float)scripted
protected final func ExpandCrosshair(full: Bool, duration: Float)scripted
public func GetIntroAnimation(firstEquip: Bool) -> ref<inkAnimProxy>scripted
public func GetOutroAnimation() -> ref<inkAnimProxy>scripted
private final func HideCenterPart(duration: Float)scripted
protected cb func OnBulletSpreadChanged(spread: Vector2) -> Boolscripted
private final func OnHide()scripted
protected cb func OnPreIntro() -> Boolscripted
protected cb func OnPreOutro() -> Boolscripted
private final func OnShow()scripted
protected func OnState_Aim()scripted
protected func OnState_GrenadeCharging()scripted
protected func OnState_HipFire()scripted
protected func OnState_Reload()scripted
protected func OnState_Safe()scripted
protected func OnState_Scanning()scripted
protected func OnState_Sprint()scripted
protected final func OnTriggerModeChanged(value: Variant)scripted
private final func ShowCenterPart(duration: Float)scripted