REDNODE / GAME API

CrosshairGameController_Tech_Round

classscriptedClass

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

Properties 41

NameTypeFlags
bbchargeref<CallbackHandle>scriptedprivate
bbcurrentFireModeref<CallbackHandle>scriptedprivate
bbmagazineAmmoCapacityref<CallbackHandle>scriptedprivate
bbmagazineAmmoCountref<CallbackHandle>scriptedprivate
bbNPCStatsInforef<CallbackHandle>scriptedprivate
bottom_hip_barwref<inkWidget>scriptedprivate
bottomPartinkImageRefscriptedprivate
bufferedSpreadVector2scriptedprivate
centerPartwref<inkWidget>scriptedprivate
chargeAnimationProxyref<inkAnimProxy>scriptedprivate
chargeBarwref<inkCanvas>scriptedprivate
chargeBarBGwref<inkRectangle>scriptedprivate
chargeBarFGwref<inkRectangle>scriptedprivate
chargeBarMGwref<inkRectangle>scriptedprivate
crosshairwref<inkWidget>scriptedprivate
currentAmmoInt32scriptedprivate
currentFireModegamedataTriggerModescriptedprivate
currentMaxAmmoInt32scriptedprivate
currentObstructedTargetBBIDref<CallbackHandle>scriptedprivate
gameplaySpreadMultiplierFloatscriptedpublic
horiPartinkWidgetRefscriptedprivate
horizontalMinSpreadFloatscriptedpublic
latchVerticalFloatscriptedprivate
leftPartinkImageRefscriptedprivate
maxSupportedAmmoInt32scriptedprivate
offsetLeftRightFloatscriptedprivate
offsetLeftRightExtraFloatscriptedprivate
orgSideSizeVector2scriptedprivate
potentialObstructedTargetwref<GameObject>scriptedprivate
potentialVisibleTargetwref<GameObject>scriptedprivate
realFluffText_1wref<inkText>scriptedprivate
realFluffText_2wref<inkText>scriptedprivate
rightPartinkImageRefscriptedprivate
rootwref<inkWidget>scriptedprivate
sidesScaleFloatscriptedprivate
stateADSBoolscriptedprivate
topPartinkImageRefscriptedprivate
useVisibleTargetBoolscriptedprivate
verticalMinSpreadFloatscriptedpublic
vertPartinkWidgetRefscriptedprivate
weaponlocalBBwref<IBlackboard>scriptedprivate

Methods 29

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
protected func GetDistanceToTarget() -> Floatscripted
public func GetIntroAnimation(firstEquip: Bool) -> ref<inkAnimProxy>scripted
public func GetOutroAnimation() -> ref<inkAnimProxy>scripted
private final func HideCenterPart(duration: Float)scripted
protected final func OnAmmoCapacityChanged(value: Uint32)scripted
protected final func OnAmmoCountChanged(value: Uint32)scripted
protected cb func OnBulletSpreadChanged(spread: Vector2) -> Boolscripted
protected final func OnChargeChanged(charge: Float)scripted
protected cb func OnCurrentAimTarget(entId: EntityID) -> Boolscripted
protected cb func OnCurrentObstructedTarget(entId: EntityID) -> Boolscripted
private final func OnHide()scripted
protected cb func OnInitialize() -> Boolscripted
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
private final func OnTargetsChanged()scripted
protected final func OnTriggerModeChanged(value: Variant)scripted
protected cb func OnUninitialize() -> Boolscripted
private final func ShowCenterPart(duration: Float)scripted