REDNODE / GAME API

DefaultTransition

classscriptedClass

extends StateFunctor › IScriptable › ISerializable

Extended by 32 types

Air BaseCrosshairState BraindanceControlsTransition CarriedObjectTransition CombatGadgetStartDecisions CombatGadgetStartEvents CombatGadgetTransitions ComDeviceTransition ConsumableTransitions EquipItemLeftDecisions EquipItemRightDecisions EquipmentBaseTransition FinisherTransition Ground HighLevelTransition InputContextTransition LeftHandCyberwareTransition LocomotionTransition LookAtPresetBaseDecisions LookAtPresetBaseEvents MeleeTransition MineDispenserTransition QuickSlotsTransition ReactionTransition ScenesFastForwardTransition StaminaTransition TimeDilationTransitions TurretTransition UpperBodyTransition VehicleTransition WeaponTransition ZoomTransition

Methods 195

protected final func ActivateDamageProjection(newState: Bool, weapon: ref<WeaponObject>, scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>)scripted
protected final func AdjustPlayerPosition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, target: ref<GameObject>, duration: Float, distanceRadius: Float, rotationDuration: Float, opt curveName: CName, opt useParabolicMotion: Bool, opt targetPosition: Vector4) -> Boolscripted
protected final const func AreChoiceHubsActive(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func BlockAimingForTime(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, blockAimingFor: Float)scripted
protected final func BreakEffectLoop(scriptInterface: ref<StateGameScriptInterface>, effectName: CName)scripted
protected final const func CanWeaponSilentKill(weapon: ref<WeaponObject>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func ChangeStatPoolValue(scriptInterface: ref<StateGameScriptInterface>, entityID: EntityID, statPoolType: gamedataStatPoolType, changeByValue: Float, opt asPercentage: Bool)scripted
protected final const func CheckActiveConsumable(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CheckConsumableLootDataCondition(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CheckEquipmentStateMachineState(stateContext: ref<StateContext>, SMSide: EEquipmentSide, compareToState: EEquipmentState) -> Boolscripted
protected final const func CheckGenericEquipItemConditions(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CheckIsFastForwardByLine(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CheckItemCategoryInQuickWheel(scriptInterface: ref<StateGameScriptInterface>, compareToType: gamedataItemCategory) -> Boolscripted
protected final const func ClearItemIDWrapperPermanentParameter(stateContext: ref<StateContext>, parameterName: CName)scripted
protected final const func CompareLocalBlackboardInt(scriptInterface: ref<StateGameScriptInterface>, blackboardID: BlackboardID_Int, CompareTo: Int32) -> Boolscripted
public final const func CompareSMState(smName: CName, smState: CName, stateContext: ref<StateContext>) -> Boolscripted
public final const func CompareSMState(smName: CName, smState: script_ref<array<CName>>, stateContext: ref<StateContext>) -> Boolscripted
public final const func CompareSMStateWithIden(definitionName: CName, referenceName: CName, smState: CName, stateContext: ref<StateContext>) -> Boolscripted
protected final func CompensateTargetPos(adjustRequest: ref<AdjustTransformWithDurations>, target: ref<GameObject>, targetPosition: Vector4, distanceRadius: Float, playerPosition: Vector4) -> Vector4scripted
protected final func DisableCameraBobbing(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, b: Bool)scripted
protected final func FillLookAtRequestData(lookAtTarget: Vector4, duration: Float, maxDuration: Float) -> AimRequestscripted
protected final const func ForceDisableRadialWheel(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func ForceDisableToggleWalk(stateContext: ref<StateContext>)scripted
protected final const func ForceDisableVisionMode(stateContext: ref<StateContext>)scripted
protected final const func ForceDisableVisionModeWithInput(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func ForceFreeze(stateContext: ref<StateContext>)scripted
public final func ForceIdle(stateContext: ref<StateContext>)scripted
public final func ForceIdleVehicle(stateContext: ref<StateContext>)scripted
protected final const func GetActionHoldTime(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, actionName: CName) -> Floatscripted
public final const func GetBoolFromQuestDB(scriptInterface: ref<StateGameScriptInterface>, varName: CName) -> Boolscripted
protected final const func GetBraindanceSystem(scriptInterface: ref<StateGameScriptInterface>) -> ref<BraindanceSystem>scripted
protected final const func GetCameraYaw(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final const func GetCancelChargeButtonInput(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func GetClosestSlotTransform(scriptInterface: ref<StateGameScriptInterface>, isTargetKnockedOver: Bool, slotComponent: ref<SlotComponent>, out slotTransform: WorldTransform) -> Boolscripted
protected final const func GetCurrentSceneTierData(stateContext: ref<StateContext>) -> ref<SceneTierData>scripted
protected final const func GetCurrentTier(stateContext: ref<StateContext>) -> GameplayTierscripted
protected final const func GetFFParamsForCrouch(scriptInterface: ref<StateGameScriptInterface>) -> CNamescripted
public final func GetGameplayCameraParameters(out cameraParameters: ref<GameplayCameraData>, tweakDBPath: script_ref<String>)scripted
protected final const func GetHorizontalMovementDirection(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final const func GetHudManager(scriptInterface: ref<StateGameScriptInterface>) -> ref<HUDManager>scripted
protected final const func GetItemIDFromWrapperPermanentParameter(stateContext: ref<StateContext>, parameterName: CName) -> ItemIDscripted
protected final const func GetItemInLeftHandSlot(scriptInterface: ref<StateGameScriptInterface>) -> ref<ItemObject>scripted
protected final const func GetItemInRightHandSlot(scriptInterface: ref<StateGameScriptInterface>) -> ref<ItemObject>scripted
protected final const func GetLeftHandItemFromParam(stateContext: ref<StateContext>) -> ItemIDscripted
public final const func GetLocomotionState(stateContext: ref<StateContext>) -> CNamescripted
protected final const func GetLootData(scriptInterface: ref<StateGameScriptInterface>) -> LootDatascripted
protected final const func GetQuickWheelItemName(scriptInterface: ref<StateGameScriptInterface>) -> Stringscripted
protected final const func GetReferenceNameFromEquipmentSide(side: EEquipmentSide) -> CNamescripted
protected final const func GetRightHandItemFromParam(stateContext: ref<StateContext>) -> ItemIDscripted
protected final const func GetSceneSystemInterface(scriptInterface: ref<StateGameScriptInterface>) -> ref<SceneSystemInterface>scripted
protected final const func GetSceneTier(scriptInterface: ref<StateGameScriptInterface>) -> Int32scripted
protected final const func GetStateNameFromEquipmentState(equipmentState: EEquipmentState) -> CNamescripted
public final const func GetStatFloatValue(scriptInterface: ref<StateGameScriptInterface>, statType: gamedataStatType, statSystem: ref<StatsSystem>, opt object: ref<GameObject>) -> Floatscripted
protected final const func GetStatPoolValue(scriptInterface: ref<StateGameScriptInterface>, entityID: EntityID, statPool: gamedataStatPoolType, opt asPrecentage: Bool) -> Floatscripted
public const func GetStatusEffectRecordData(stateContext: ref<StateContext>) -> wref<StatusEffectPlayerData_Record>scripted
protected final const func GetTakedownAction(stateContext: ref<StateContext>) -> ETakedownActionTypescripted
protected final const func GetVerticalSpeed(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final const func GetWeaponItemTag(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, tag: CName, opt itemID: ItemID) -> Boolscripted
protected final func HandleDamagePreview(weapon: ref<WeaponObject>, scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>)scripted
protected final const func HasActiveConsumable(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func HasAnyValidWeaponAvailable(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func HasStatPoolValueReachedMax(scriptInterface: ref<StateGameScriptInterface>, entityID: EntityID, statPool: gamedataStatPoolType) -> Boolscripted
protected final const func HasTimeStampElapsed(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, timeStampName: CName) -> Boolscripted
public final const func HoldAimingForTime(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, blockAimingFor: Float)scripted
protected final const func IsActiveVehicleVisible(scriptInterface: ref<StateGameScriptInterface>, opt distance: Float) -> Boolscripted
protected final const func IsAimingBlockedForTime(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsAimingHeldForTime(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsAimingSoftBlocked(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsAnyEquipmentStateMachineActive(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsCameraPitchAcceptable(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, cameraPitchThreshold: Float) -> Boolscripted
protected final const func IsCarryingBody(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsCrouchForced(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsDeepEnoughToSwim(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsDisplayingInputHintBlocked(scriptInterface: ref<StateGameScriptInterface>, actionName: CName) -> Boolscripted
protected final const func IsDoorInteractionActive(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func IsEmptyHandsForced(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsEnemyOrSensoryDeviceVisible(scriptInterface: ref<StateGameScriptInterface>, opt distance: Float) -> Boolscripted
protected final const func IsEnemyVisible(scriptInterface: ref<StateGameScriptInterface>, opt distance: Float) -> Boolscripted
protected final const func IsExaminingDevice(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsExitVehicleBlocked(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func IsInEmptyHandsState(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsInFirstEquip(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsInFocusMode(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func IsInHighLevelState(stateContext: ref<StateContext>, highLevelStateName: CName) -> Boolscripted
public final const func IsInInputContextState(stateContext: ref<StateContext>, inputContextStateName: CName) -> Boolscripted
public final const func IsInItemWheelState(stateContext: ref<StateContext>) -> Boolscripted
public final const func IsInLadderState(stateContext: ref<StateContext>) -> Boolscripted
public final const func IsInLocomotionState(stateContext: ref<StateContext>, locomotionStateName: CName) -> Boolscripted
public final const func IsInMeleeState(stateContext: ref<StateContext>, meleeStateName: CName) -> Boolscripted
protected final const func IsInMinigame(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsInPhotoMode(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsInSafeSceneTier(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsInSafeZone(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsInSlidingState(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsInStealthLocomotion(stateContext: ref<StateContext>) -> Boolscripted
public final const func IsInTakedownState(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsInTier2Locomotion(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func IsInUpperBodyState(stateContext: ref<StateContext>, upperBodyStateName: CName) -> Boolscripted
public final const func IsInVehicleState(stateContext: ref<StateContext>, vehicleStateName: CName) -> Boolscripted
public final const func IsInVisionModeActiveState(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func IsInWeaponReloadState(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsItemMeleeWeapon(item: ItemID) -> Boolscripted
protected final const func IsLeftHandInEquippedState(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsLeftHandInUnequippedState(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsLeftHandInUnequippingState(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsLookingAtEnemyNPC(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsLootDataActive(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsMovementInput(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func IsNameplateVisible(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsNoCombatActionsForced(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public const func IsPlayerExhausted(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayerInAnyMenu(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayerInBraindance(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayerInCombat(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayerInSecuritySystem(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayerMoving(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayerMovingBackwards(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayerMovingHorizontally(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayerMovingVertically(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public const func IsPlayerTired(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayingAsReplacer(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsQuickHackPanelOpened(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsQuickWheelItemACyberdeck(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsQuickWheelItemACyberware(scriptInterface: ref<StateGameScriptInterface>, cyberwareType: gamedataItemType) -> Boolscripted
protected final const func IsRadialWheelOpen(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsRightHandChangingEquipState(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsRightHandInEquippedState(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsRightHandInEquippingState(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsRightHandInUnequippedState(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsRightHandInUnequippingState(stateContext: ref<StateContext>) -> Boolscripted
public final const func IsSafeStateForced(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsTimeDilationActive(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, timeDilationReason: CName) -> Boolscripted
protected final const func IsUploadingQuickHack(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsUsingConsumableRestricted(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsUsingFirearmsForced(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsUsingFistsForced(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsUsingLeftHandAllowed(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsUsingMeleeForced(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsVaultingClimbingRestricted(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func IsVehicleBlockingCombat(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsVehicleCameraChangeBlocked(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsVehicleExitCombatModeBlocked(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func IsWeaponStateBlockingAiming(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func ItemsInLootData(scriptInterface: ref<StateGameScriptInterface>) -> Int32scripted
public func OnItemEquipped(slot: TweakDBID, item: ItemID)scripted
public func OnItemUnequipped(slot: TweakDBID, item: ItemID)scripted
public func OnStatChanged(ownerID: StatsObjectID, statType: gamedataStatType, diff: Float, value: Float)scripted
public func OnStatusEffectApplied(statusEffect: wref<StatusEffect_Record>)scripted
public func OnStatusEffectRemoved(statusEffect: wref<StatusEffect_Record>)scripted
protected final const func PlayerHasGrenadeCharges(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func PlaySound(soundName: CName, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func PlaySoundMetadataEvent(evtName: CName, scriptInterface: ref<StateGameScriptInterface>, evtParam: Float)scripted
protected final func PrepareGameEffectAoEAttack(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, attackRecord: ref<Attack_Record>) -> Boolscripted
protected final const func ProcessCombatGadgetActionInputCaching(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>)scripted
protected final const func ProcessPermanentBoolParameterToggle(parameterName: CName, state: Bool, stateContext: ref<StateContext>)scripted
protected final func QueueSetCameraParamsEvent(cameraParams: CName, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func QueueSetCameraParamsEvent_Tier3Scene(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func RemoveInputHint(scriptInterface: ref<StateGameScriptInterface>, actionName: CName, source: CName)scripted
protected final const func RemoveInputHintsBySource(scriptInterface: ref<StateGameScriptInterface>, source: CName)scripted
protected final func RequestPlayerPositionAdjustment(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, target: ref<GameObject>, slideTime: Float, distanceRadius: Float, rotationDuration: Float, adjustPosition: Vector4, opt useParabolicMotion: Bool) -> Boolscripted
protected final func RequestPlayerPositionAdjustmentWithCurve(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, slideTime: Float, distanceRadius: Float, adjustPosition: Vector4, adjustCurveName: CName) -> Boolscripted
protected final func RequestVehicleCameraPerspective(scriptInterface: ref<StateGameScriptInterface>, requestedCameraPerspective: vehicleCameraPerspective)scripted
public final func ResetForceFlags(stateContext: ref<StateContext>)scripted
public final const func ResetSoftBlockAiming(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func SendDataTrackingRequest(scriptInterface: ref<StateGameScriptInterface>, telemetryData: ETelemetryData, modifyValue: Int32)scripted
protected final const func SendDrawItemRequest(scriptInterface: ref<StateGameScriptInterface>, item: ItemID, opt equipAnimType: gameEquipAnimationType)scripted
protected final const func SendEquipmentSystemWeaponManipulationRequest(scriptInterface: ref<StateGameScriptInterface>, requestType: EquipmentManipulationAction, opt equipAnimType: gameEquipAnimationType)scripted
protected final func SetAudioParameter(paramName: CName, paramValue: Float, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func SetBlackboardBoolVariable(scriptInterface: ref<StateGameScriptInterface>, id: BlackboardID_Bool, value: Bool)scripted
public final func SetBlackboardEntityID(scriptInterface: ref<StateGameScriptInterface>, id: BlackboardID_EntityID, value: EntityID)scripted
public final func SetBlackboardFloatVariable(scriptInterface: ref<StateGameScriptInterface>, id: BlackboardID_Float, value: Float)scripted
public final func SetBlackboardIntVariable(scriptInterface: ref<StateGameScriptInterface>, id: BlackboardID_Int, value: Int32)scripted
public final func SetGameplayCameraParameters(scriptInterface: ref<StateGameScriptInterface>, tweakDBPath: script_ref<String>)scripted
protected final const func SetItemIDWrapperPermanentParameter(stateContext: ref<StateContext>, parameterName: CName, item: ItemID)scripted
protected final func SetSurfaceMaterialProbingDirection(direction: gameaudioeventsSurfaceDirection, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func SetVehicleCameraSceneMode(scriptInterface: ref<StateGameScriptInterface>, sceneMode: Bool)scripted
protected final const func SetZoomStateAnimFeature(scriptInterface: ref<StateGameScriptInterface>, shouldAim: Bool)scripted
protected final const func ShouldEnterSafe(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, opt maxDistanceSquared: Float) -> Boolscripted
protected final const func ShouldIgnoreWeaponSafe(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func ShowAttackPreview(showIfAiming: Bool, weaponObject: ref<WeaponObject>, scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>)scripted
protected final const func ShowInputHint(scriptInterface: ref<StateGameScriptInterface>, actionName: CName, source: CName, label: script_ref<String>, opt holdIndicationType: inkInputHintHoldIndicationType, opt enableHoldAnimation: Bool, opt sortingPriority: Int32, opt inputHintKeyCombinationType: inkInputHintKeyCombinationType)scripted
public final const func SoftBlockAimingForTime(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, blockAimingFor: Float)scripted
protected final func StartEffect(scriptInterface: ref<StateGameScriptInterface>, effectName: CName, opt blackboard: ref<worldEffectBlackboard>)scripted
protected final func StartPool(statPoolsSystem: ref<StatPoolsSystem>, weaponEntityID: EntityID, poolType: gamedataStatPoolType, opt rangeBegin: Float, opt rangeEnd: Float, opt valuePerSec: Float)scripted
protected final func StartStatPoolDecay(scriptInterface: ref<StateGameScriptInterface>, statPoolType: gamedataStatPoolType)scripted
protected final func StopEffect(scriptInterface: ref<StateGameScriptInterface>, effectName: CName)scripted
protected final func StopPool(statPoolsSystem: ref<StatPoolsSystem>, weaponEntityID: EntityID, poolType: gamedataStatPoolType, startDecay: Bool, opt rangeBegin: Float, opt rangeEnd: Float)scripted
protected final func StopStatPoolDecayAndRegenerate(scriptInterface: ref<StateGameScriptInterface>, statPoolType: gamedataStatPoolType)scripted
protected final const func ThreatsOnPlayerThreatList(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func ToggleAudioAimDownSights(weapon: ref<WeaponObject>, toggleOn: Bool)scripted
protected final const func TriggerNoiseStim(owner: wref<GameObject>, takedownActionType: ETakedownActionType)scripted
protected final const func TutorialAddFact(scriptInterface: ref<StateGameScriptInterface>, factName: CName, add: Int32)scripted
protected final func TutorialSetFact(scriptInterface: ref<StateGameScriptInterface>, factName: CName)scripted
protected final func UpdateCameraParams(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func UsingJohnnyReplacer(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted