REDNODE / GAME API

Device

classscriptedClass

extends DeviceBase › GameObject › GameEntity › Entity › IScriptable › ISerializable

Extended by 11 types

BaseDestructibleDevice DropPointModule ElectricLight GlitchedTurret InteractiveDevice InteractiveSign InvisibleSceneStash ProximityDetector SimpleOnTurnOnPlayEffectDevice TrafficLight VirtualMasterDevice

Properties 51

NameTypeFlags
activeProgramToUploadOnNPCTweakDBIDscriptedprotected
activeStatusEffectTweakDBIDscriptedprotected
advanceInteractionStateResolveDelayIDDelayIDscriptedprotected
areaEffectsDataarray<SAreaEffectData>scriptedpublic
areaEffectsInFocusModearray<SAreaEffectTargetData>scriptedpublic
blackboardref<IBlackboard>scriptedprotected
cameraComponentref<CameraComponent>scriptedprotected
cameraZoomActiveBoolscriptedprivate
cameraZoomComponentref<CameraComponent>scriptedprotected
contentScaleTweakDBIDscriptedprotected
controllerref<ScriptableDeviceComponent>scriptedprotected
controllerTypeNameCNamescriptedprotected
currentlyUploadingActionwref<ScriptableDeviceAction>scriptedpublic
currentPlayerTargetCallbackIDref<CallbackHandle>scriptedprivate
debugOptionsDebuggerPropertiesscriptedprotected
delayedUpdateDeviceStateIDDelayIDscriptedprotected
deviceStateEDeviceStatusscriptedprotected
disassemblableComponentref<DisassemblableComponent>scriptedprotected
durabilityTypeEDeviceDurabilityTypescriptedprotected
effectVisualizationref<AreaEffectVisualizationComponent>scriptedprotected
fxResourceMapperref<FxResourceMapperComponent>scriptedprotected
gameplayRoleComponentref<GameplayRoleComponent>scriptedprotected
IKslotComponentref<SlotComponent>scriptedprotected
isInitializedBoolscriptedprivate
isInsideLogicAreaBoolscriptedprotected
isQhackUploadInProgerssBoolscriptedprotected
isUIdirtyBoolscriptedprotected
isVisibleBoolscriptedprotected
lastPingSourceIDEntityIDscriptedprivate
localizationref<LocalizationStringComponent>scriptedprotected
networkGridBeamFXFxResourcescriptedprotected
networkGridBeamOffsetVector4scriptedprotected
onInputHintManagerInitializedChangedCallbackref<CallbackHandle>scriptedprivate
personalLinkComponentref<WorkspotResourceComponent>scriptedprotected
personalLinkFailsafeIDDelayIDscriptedprotected
personalLinkHackSendBoolscriptedprotected
resourceLibraryComponentref<ResourceLibraryComponent>scriptedprotected
scanningTweakDBRecordTweakDBIDscriptedprotected
screenDefinitionSUIScreenDefinitionscriptedprotected
slotComponentref<SlotComponent>scriptedprivate
ToggleZoomInteractionWorkspotref<WorkspotResourceComponent>scriptedprotected
uiComponentwref<IWorldWidgetComponent>scriptedprotected
updateIDDelayIDscriptedprivate
updateRunningBoolscriptedprivate
wasAnimationFastForwardedBoolscriptedprotected
wasEngineeringSkillcheckTriggeredBoolscriptedprivate
wasLookedAtLastBoolscriptedprivate
wasVisibleBoolscriptedprotected
workspotActivatorwref<GameObject>scriptedprotected
ZoomStateMachineListenerIDref<CallbackHandle>scriptedprotected
ZoomUIListenerIDref<CallbackHandle>scriptedprotected

Methods 428

protected func ActivateDevice()scripted
protected final func AddActiveContext(context: gamedeviceRequestType)scripted
protected final func AddHudButtonHelper(argText: script_ref<String>, argIcon: CName)scripted
protected func AdjustInteractionComponent()scripted
protected func ApplyActiveStatusEffect(target: EntityID, statusEffect: TweakDBID)scripted
protected func ApplyDamage(attackData: ref<AttackData>)scripted
protected func ArmJuryrigTrap()scripted
protected func BreakDevice()scripted
public const func CanBeInvestigated() -> Boolscripted
public const func CanOverrideNetworkContext() -> Boolscripted
protected final const func CanPassAnySkillCheck() -> Boolscripted
protected final const func CanPassAnySkillCheckOnMaster() -> Boolscripted
public const func CanPassDemolitionSkillCheck() -> Boolscripted
public const func CanPassEngineeringSkillCheck() -> Boolscripted
public const func CanPassHackingSkillCheck() -> Boolscripted
public const func CanPlayerUseQuickHackVulnerability(data: TweakDBID) -> Boolscripted
public const func CanRevealRemoteActionsWheel() -> Boolscripted
protected final func CheckDistractionAchievemnt()scripted
public const func CheckQueryStartPoint(transform: WorldTransform) -> Vector4scripted
protected final func ClearActiveProgramToUploadOnNPC()scripted
protected final func ClearActiveStatusEffect()scripted
protected final func ClearQuickHacks()scripted
public const func CompileScannerChunks() -> Boolscripted
public func ControlledDeviceInputAction(isPressed: Bool)scripted
protected func CreateBlackboard()scripted
protected final func CreateEMPGameEffect(range: Float)scripted
protected final func CreateFxInstance(resource: FxResource, transform: WorldTransform) -> ref<FxInstance>scripted
protected final func CreateGameplayObjective(data: ref<GemplayObjectiveData>)scripted
protected func CutPower()scripted
protected func DeactivateDevice()scripted
protected func DeactivateJuryrigTrap()scripted
protected func DetermineInteractionState(opt context: GetActionsContext)scripted
protected final func DetermineInteractionStateByTask(opt context: GetActionsContext)scripted
protected final func DetermineInteractionStateTask(data: ref<ScriptTaskData>)scripted
public const func DeterminGameplayRoleMappinRange(data: script_ref<SDeviceMappinData>) -> Floatscripted
public const func DeterminGameplayRoleMappinVisuaState(data: script_ref<SDeviceMappinData>) -> EMappinVisualStatescripted
protected func DeviceUpdate()scripted
protected final func Die()scripted
private final func DisplayConnectionWindowOnPlayerHUD(shouldDisplay: Bool, attempt: Int32)scripted
protected final func EnableProximityMappinInteractionLayer(enable: Bool)scripted
protected final func EnableProximityRevealInteractionLayer(enable: Bool)scripted
protected final func EnableUpdate(shouldEnable: Bool, opt time: Float)scripted
protected func EnterWorkspot(activator: ref<GameObject>, opt freeCamera: Bool, opt componentName: CName, opt deviceData: CName)scripted
protected func EnterWorkspotWithIK(activator: ref<GameObject>, shouldCrouch: Bool, opt cameraFlavour: CName, opt componentName: CName, opt cameraPosition: Vector4, opt cameraRotation: Quaternion, opt rightHandPosition: Vector4, opt rightHandRotation: Quaternion, opt leftHandPosition: Vector4, opt leftHandRotation: Quaternion)scripted
protected final func EvaluateCameraZoomState(executor: ref<GameObject>, opt instant: Bool)scripted
protected final func EvaluateProximityMappinInteractionLayerState()scripted
protected func EvaluateProximityRevealInteractionLayerState()scripted
protected final const func ExecuteAction(action: ref<DeviceAction>, opt executor: wref<GameObject>) -> Boolscripted
protected final const func ExecuteAction(choice: script_ref<InteractionChoice>, executor: wref<GameObject>, layerTag: CName)scripted
protected func ExecuteBaseActionOperation(actionClassName: CName)scripted
protected func ExecuteDeviceStateOperation()scripted
protected final const func ExtractEntityID(evt: ref<TriggerEvent>) -> EntityIDscripted
public final func FastForwardAnimations()scripted
protected func FillObjectDescription(out arr: array<ScanningTooltipElementDef>)scripted
private final func FireSingleTick()scripted
protected final func ForceReEvaluateGameplayRole()scripted
public const func GetAcousticQuerryStartPoint() -> Vector4scripted
public final const func GetActionsDebug(context: script_ref<GetActionsContext>, debugger: ref<DeviceDebuggerComponent>, out outActions: array<ref<DeviceAction>>) -> Boolscripted
protected final const func GetActiveProgramToUploadOnNPC() -> TweakDBIDscripted
protected final const func GetActiveStatusEffect() -> TweakDBIDscripted
public final const func GetAreaEffectLifetimeByAction(action: ref<ScriptableDeviceAction>) -> Floatscripted
public final const func GetAreaEffectLifetimeByName(effectName: CName) -> Floatscripted
public final const func GetAreaEffectStimRangeByAction(action: ref<ScriptableDeviceAction>) -> Floatscripted
public const func GetBlackboard() -> ref<IBlackboard>scripted
public const func GetBlackboardDef() -> ref<DeviceBaseBlackboardDef>scripted
private final const func GetBlackboardIntVariable(id: BlackboardID_Int) -> Int32scripted
protected final const func GetBreachedNetworkBeamResource() -> FxResourcescripted
protected const func GetCachedInvestigationPositionsArray(globalNodeRef: GlobalNodeRef) -> array<Vector4>scripted
public const func GetContentScale() -> TweakDBIDscripted
public const func GetContext(opt processInitiator: ref<GameObject>, opt requestType: gamedeviceRequestType) -> GetActionsContextscripted
public const func GetController() -> ref<ScriptableDeviceComponent>scripted
public const func GetCurrentGameplayRole() -> EGameplayRolescripted
public const func GetCurrentHealth() -> Floatscripted
public func GetCurrentlyUploadingAction() -> ref<ScriptableDeviceAction>scripted
public const func GetCurrentOutline() -> EFocusOutlineTypescripted
public final const func GetDebuggerProperties() -> DebuggerPropertiesscripted
protected final const func GetDefaultDevicesBeamResource() -> FxResourcescripted
protected final func GetDefaultDistractionAreaEffectData() -> ref<AreaEffectData>scripted
public const func GetDefaultHighlight() -> ref<FocusForcedHighlightData>scripted
protected final const func GetDefaultNetworkBeamResource() -> FxResourcescripted
private final func GetDeviceConnectionsHighlightSystem() -> ref<DeviceConnectionsHighlightSystem>scripted
public final const func GetDeviceName() -> Stringscripted
public const func GetDevicePS() -> ref<ScriptableDeviceComponentPS>scripted
public final const func GetDeviceState() -> EDeviceStatusscripted
public final const func GetDeviceStatusString() -> Stringscripted
public func GetDistractionControllerSource(opt effectData: ref<AreaEffectData>) -> ref<Entity>scripted
public final func GetDistractionPointPosition(device: wref<GameObject>) -> Vector4scripted
protected const func GetDistractionRange(type: DeviceStimType) -> Floatscripted
public func GetDistractionStimLifetime(defaultValue: Float) -> Floatscripted
private final func GetEngineeringSkillcheckSFXName() -> CNamescripted
public final func GetEntityFromNode(nodeRef: NodeRef) -> ref<Entity>scripted
public const func GetFxResourceByKey(key: CName) -> FxResourcescripted
public final const func GetFxResourceMapper() -> ref<FxResourceMapperComponent>scripted
protected func GetGameController() -> ref<DeviceInkGameControllerBase>scripted
protected final const func GetGameplayQuestSystem() -> ref<GameplayQuestSystem>scripted
protected func GetHitSourcePosition(hitSourceEntityID: EntityID) -> Vector4scripted
public const func GetInputContextName() -> CNamescripted
protected final func GetLocalization() -> ref<LocalizationStringComponent>scripted
private final func GetMatchingActionProgramName(actions: script_ref<array<ref<DeviceAction>>>, searchWord: script_ref<String>) -> Int32scripted
public const func GetNetworkBeamEndpoint() -> Vector4scripted
protected const func GetNetworkBeamOffset() -> Vector4scripted
private final const func GetNetworkBlackboard() -> ref<IBlackboard>scripted
private final const func GetNetworkBlackboardDef() -> ref<NetworkBlackboardDef>scripted
public const func GetNetworkLinkSlotName() -> CNamescripted
public const func GetNetworkLinkSlotName(out transform: WorldTransform) -> CNamescripted
public final const func GetNetworkSecurityLevel() -> Stringscripted
public final func GetNodePosition(opt nodeRef: NodeRef) -> array<Vector4>scripted
private final const func GetPlayerCyberDeck() -> array<String>scripted
protected final const func GetPlayerMainObject() -> ref<GameObject>scripted
public const func GetPlaystyleMappinLocalPos() -> Vector4scripted
public const func GetPlaystyleMappinSlotWorldPos() -> Vector4scripted
public const func GetPlaystyleMappinSlotWorldTransform() -> WorldTransformscripted
public const func GetPSClassName() -> CNamescripted
protected final const func GetPSName() -> CNamescripted
public final const func GetResourceLibrary() -> ref<ResourceLibraryComponent>scripted
protected func GetRevealOnProximityStopLifetimeValue() -> Floatscripted
public const func GetScannerAttitudeTweak() -> TweakDBIDscripted
protected const func GetScannerName() -> Stringscripted
public final const func GetScreenDefinition() -> ScreenDefinitionPackagescripted
public const func GetSecuritySystem() -> ref<SecuritySystemControllerPS>scripted
public final const func GetSlotComponent() -> ref<SlotComponent>scripted
protected final const func GetSlotTag() -> CNamescripted
protected const func GetSmallestDistractionRange(type: DeviceStimType) -> Floatscripted
public func GetStimTarget() -> ref<GameObject>scripted
public const func GetTotalHealth() -> Floatscripted
public final const func GetTweakDBRecord() -> TweakDBIDscripted
public final const func GetWillingInvestigators() -> array<EntityID>scripted
protected func HandlePlayerStateMachineZoom(value: Float)scripted
public const func HasActiveDistraction() -> Boolscripted
public const func HasActiveQuickHackUpload() -> Boolscripted
public final const func HasActiveStaticHackingSkillcheck() -> Boolscripted
protected final const func HasAnyActiveQuickHackVulnerabilities() -> Boolscripted
protected const func HasAnyDistractions() -> Boolscripted
public final const func HasAnyPlaystyle() -> Boolscripted
protected final const func HasAnyQuickHackActive() -> Boolscripted
public final const func HasAnySkillCheckActive() -> Boolscripted
public const func HasAnySlaveDevices() -> Boolscripted
protected final const func HasAnySpiderBotOrdersActive() -> Boolscripted
public const func HasDirectActionsActive() -> Boolscripted
public const func HasImportantInteraction() -> Boolscripted
protected const func HasInvestigationPositionsArrayCached(globalNodeRef: GlobalNodeRef) -> Boolscripted
public final const func HasWillingInvestigator(id: EntityID) -> Boolscripted
private final func HideAdvanceInteractionInputHints()scripted
protected func HideMappinOnProximity()scripted
private final func InitializeGameplayObjectives()scripted
protected final func InitializeScanningData()scripted
protected final func InitializeScanningDataTask(data: ref<ScriptTaskData>)scripted
private func InitializeScreenDefinition()scripted
protected func InitiatePersonalLinkWorkspot(puppet: ref<GameObject>)scripted
private final const func IsActionQueueEnabled() -> Boolscripted
private final const func IsActionQueueFull() -> Boolscripted
public const func IsActive() -> Boolscripted
public const func IsActiveBackdoor() -> Boolscripted
protected final const func IsActiveProgramToUploadOnNPCValid() -> Boolscripted
protected final const func IsActiveStatusEffectValid() -> Boolscripted
public const func IsBackdoor() -> Boolscripted
public const func IsBreached() -> Boolscripted
protected final const func IsConnectedToActionsSequencer() -> Boolscripted
public const func IsConnectedToBackdoorDevice() -> Boolscripted
public const func IsConnectedToSecuritySystem() -> Boolscripted
public const func IsControllingDevices() -> Boolscripted
protected final const func IsCyberdeckEquippedOnPlayer() -> Boolscripted
public const func IsDemolitionSkillCheckActive() -> Boolscripted
public const func IsDevice() -> Boolscripted
public final const func IsDeviceSecured() -> Boolscripted
public const func IsDirectInteractionCondition() -> Boolscripted
public const func IsEngineeringSkillCheckActive() -> Boolscripted
public const func IsGameplayRelevant() -> Boolscripted
public final const func IsGameplayRoleStatic() -> Boolscripted
public const func IsGameplayRoleValid(role: EGameplayRole) -> Boolscripted
public const func IsHackingSkillCheckActive() -> Boolscripted
public const func IsHighlightedInFocusMode() -> Boolscripted
public const func IsInitialized() -> Boolscripted
public final const func IsInvestigated() -> Boolscripted
protected final const func IsLockedViaSequencer() -> Boolscripted
protected final func IsLookedAt() -> Boolscripted
public const func IsNetrunner() -> Boolscripted
public const func IsNetworkKnownToPlayer() -> Boolscripted
public const func IsNetworkLinkDynamic() -> Boolscripted
protected final const func IsPlayer(entityID: EntityID) -> Boolscripted
public const func IsPlayerAround() -> Boolscripted
public final const func IsPotentiallyQuickHackable() -> Boolscripted
public const func IsQuest() -> Boolscripted
public const func IsQuickHackAble() -> Boolscripted
public const func IsQuickHacksExposed() -> Boolscripted
public const func IsReadyForUI() -> Boolscripted
public const func IsSolo() -> Boolscripted
public const func IsTargetTresspassingMyZone(target: ref<GameObject>) -> Boolscripted
public const func IsTechie() -> Boolscripted
public final const func IsUIdirty() -> Boolscripted
public final const func IsVisible() -> Boolscripted
protected final func KillNPCWorkspotUser(killDelay: Float)scripted
protected func LeaveWorkspot(activator: ref<GameObject>)scripted
protected func MarkAsQuest(isQuest: Bool)scripted
protected func NotifyConnectionHighlightSystem(IsHighlightON: Bool, IsNotifiedByMasterDevice: Bool) -> Boolscripted
protected final func NotifyParents()scripted
protected cb func OnAccessPointMiniGameStatus(evt: ref<AccessPointMiniGameStatus>) -> Boolscripted
protected cb func OnActionCooldownEvent(evt: ref<ActionCooldownEvent>) -> Boolscripted
protected cb func OnActionPing(evt: ref<PingDevice>) -> Boolscripted
protected cb func OnAdvanceInteractionStateResolveEvent(evt: ref<AdvanceInteractionStateResolveEvent>) -> Boolscripted
protected cb func OnAreaEnter(evt: ref<AreaEnteredEvent>) -> Boolscripted
protected cb func OnAreaExit(evt: ref<AreaExitedEvent>) -> Boolscripted
protected cb func OnAttitudeChanged(evt: ref<AttitudeChangedEvent>) -> Boolscripted
protected cb func OnAuthorizeUser(evt: ref<AuthorizeUser>) -> Boolscripted
protected cb func OnCancelUpdateEvent(evt: ref<CancelDeviceUpdateEvent>) -> Boolscripted
protected cb func OnChangeJuryrigTrapState(evt: ref<ChangeJuryrigTrapState>) -> Boolscripted
protected cb func OnChangeLoopCurveEvent(evt: ref<ChangeLoopCurveEvent>) -> Boolscripted
protected cb func OnCommunicationEvent(evt: ref<CommunicationEvent>) -> Boolscripted
protected cb func OndDeviceOperationTriggerDelayed(evt: ref<DelayedDeviceOperationTriggerEvent>) -> Boolscripted
protected cb func OnDeath(evt: ref<gameDeathEvent>) -> Boolscripted
protected cb func OnDelayedDeviceOperation(evt: ref<DelayedOperationEvent>) -> Boolscripted
protected cb func OnDelayedUpdateDeviceStateEvent(evt: ref<DelayedUpdateDeviceStateEvent>) -> Boolscripted
protected cb func OnDetach() -> Boolscripted
protected cb func OnDeviceUpdate(evt: ref<DeviceUpdateEvent>) -> Boolscripted
protected cb func OnDeviceVisible(evt: ref<DeviceVisibilityChangedEvent>) -> Boolscripted
protected cb func OnDeviceWidgetUpdate(evt: ref<RequestDeviceWidgetUpdateEvent>) -> Boolscripted
protected cb func OnDisableAreaIndicator(evt: ref<DisableAreaIndicatorEvent>) -> Boolscripted
protected cb func OnDisableRPGRequirementsForQucikHackActions(evt: ref<DisableRPGRequirementsForDeviceActions>) -> Boolscripted
protected cb func OnDisassembleDevice(evt: ref<DisassembleDevice>) -> Boolscripted
protected cb func OnDurabilityLimitReach(evt: ref<DurabilityLimitReach>) -> Boolscripted
protected cb func OnFactChanged(evt: ref<FactChangedEvent>) -> Boolscripted
protected cb func OnGameAttached() -> Boolscripted
protected cb func OnGlitchScreen(evt: ref<GlitchScreen>) -> Boolscripted
protected cb func OnHandleEngineeringSkillcheckSFX(evt: ref<ActionEngineering>) -> Boolscripted
protected cb func OnHitEvent(hit: ref<gameHitEvent>) -> Boolscripted
protected cb func OnHUDInstruction(evt: ref<HUDInstruction>) -> Boolscripted
protected cb func OnInputHintManagerInitializedChanged(value: Variant) -> Boolscripted
protected cb func OnIsUIZoomDeviceChange(value: Bool) -> Boolscripted
protected cb func OnLogicReady(evt: ref<SetLogicReadyEvent>) -> Boolscripted
public func OnMaraudersMapDeviceDebug(sink: ref<MaraudersMapDevicesSink>)scripted
protected cb func OnMissingWorkspotComponentFailsafeEvent(evt: ref<MissingWorkspotComponentFailsafeEvent>) -> Boolscripted
protected cb func OnNotifyHighlightedDevice(evt: ref<NotifyHighlightedDevice>) -> Boolscripted
protected cb func OnNotifyParents(evt: ref<NotifyParentsEvent>) -> Boolscripted
protected cb func OnNPCKillDelayEvent(evt: ref<NPCKillDelayEvent>) -> Boolscripted
protected cb func OnOpenFullscreenUI(evt: ref<OpenFullscreenUI>) -> Boolscripted
protected cb func OnOverloadDevice(evt: ref<OverloadDevice>) -> Boolscripted
protected cb func OnPerformedAction(evt: ref<PerformedAction>) -> Boolscripted
protected cb func OnPersitentStateInitialized(evt: ref<GameAttachedEvent>) -> Boolscripted
protected cb func OnPlayBink(evt: ref<PlayBinkEvent>) -> Boolscripted
protected cb func OnPlayerDetectedVisibleEvent(evt: ref<OnDetectedEvent>) -> Boolscripted
protected cb func OnPlayerStateMachineZoom(value: Float) -> Boolscripted
protected cb func OnPlayInDeviceCallbackEvent(evt: ref<PlayInDeviceCallbackEvent>) -> Boolscripted
protected cb func OnProjectileBreachEvent(evt: ref<ProjectileBreachEvent>) -> Boolscripted
protected cb func OnPSChangedEvent(evt: ref<PSChangedEvent>) -> Boolscripted
protected cb func OnPulseEvent(evt: ref<gameVisionModeUpdateVisuals>) -> Boolscripted
protected cb func OnQuestForceArmJuryrigTrap(evt: ref<QuestForceJuryrigTrapArmed>) -> Boolscripted
protected cb func OnQuestForceCameraZoom(evt: ref<QuestForceCameraZoom>) -> Boolscripted
protected cb func OnQuestForceDeactivateJuryrigTrap(evt: ref<QuestForceJuryrigTrapDeactivated>) -> Boolscripted
protected cb func OnQuestForceDisableAuthorization(evt: ref<QuestForceAuthorizationDisabled>) -> Boolscripted
protected cb func OnQuestForceDisabled(evt: ref<QuestForceDisabled>) -> Boolscripted
protected cb func OnQuestForceEnableAuthorization(evt: ref<QuestForceAuthorizationEnabled>) -> Boolscripted
protected cb func OnQuestForceEnabled(evt: ref<QuestForceEnabled>) -> Boolscripted
protected cb func OnQuestForceOFF(evt: ref<QuestForceOFF>) -> Boolscripted
protected cb func OnQuestForceON(evt: ref<QuestForceON>) -> Boolscripted
protected cb func OnQuestForcePower(evt: ref<QuestForcePower>) -> Boolscripted
protected cb func OnQuestForceSecuritySystemAlarmed(evt: ref<QuestForceSecuritySystemAlarmed>) -> Boolscripted
protected cb func OnQuestForceSecuritySystemArmed(evt: ref<QuestForceSecuritySystemArmed>) -> Boolscripted
protected cb func OnQuestForceSecuritySystemSafe(evt: ref<QuestForceSecuritySystemSafe>) -> Boolscripted
protected cb func OnQuestForceUnpower(evt: ref<QuestForceUnpower>) -> Boolscripted
public final const func OnQuestMinigameRequest()scripted
protected cb func OnQuestResolveSkillchecks(evt: ref<ResolveAllSkillchecksEvent>) -> Boolscripted
protected cb func OnQuestSetSkillchecks(evt: ref<SetSkillcheckEvent>) -> Boolscripted
protected cb func OnQuestStartGlitch(evt: ref<QuestStartGlitch>) -> Boolscripted
protected cb func OnQuestStopGlitch(evt: ref<QuestStopGlitch>) -> Boolscripted
protected cb func OnQuickHackDistraction(evt: ref<QuickHackDistraction>) -> Boolscripted
protected cb func OnQuickHackPanelStateChanged(evt: ref<QuickHackPanelStateEvent>) -> Boolscripted
protected cb func OnQuickHackToggleOn(evt: ref<QuickHackToggleON>) -> Boolscripted
protected cb func OnQuickSlotCommandUsed(evt: ref<QuickSlotCommandUsed>) -> Boolscripted
protected cb func OnReavealDevicesGrid(evt: ref<RevealDevicesGridOnEntityEvent>) -> Boolscripted
protected cb func OnRepeatApplyAnimFeatureHACK(evt: ref<RepeatPersonalLinkAnimFeaturesHACK>) -> Boolscripted
protected cb func OnRequesBreadCrumbBarUpdate(evt: ref<RequestBreadCrumbBarUpdateEvent>) -> Boolscripted
protected cb func OnRequestActionWidgetsUpdate(evt: ref<RequestActionWidgetsUpdateEvent>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnRequestUiRefresh(evt: ref<RequestUIRefreshEvent>) -> Boolscripted
protected cb func OnReturnToDeviceScreenEvent(evt: ref<ReturnToDeviceScreenEvent>) -> Boolscripted
protected cb func OnRevealDeviceRequest(evt: ref<RevealDeviceRequest>) -> Boolscripted
protected cb func OnRevealNetworkGridOnPulse(evt: ref<RevealNetworkGridOnPulse>) -> Boolscripted
protected cb func OnRevealNetworkGridRequestFromNetworkSystem(evt: ref<RevealNetworkGridNetworkRequest>) -> Boolscripted
protected cb func OnRevealStateChanged(evt: ref<RevealStateChangedEvent>) -> Boolscripted
protected cb func OnScanningActionFinishedEvent(evt: ref<ScanningActionFinishedEvent>) -> Boolscripted
protected cb func OnScanningLookedAt(evt: ref<ScanningLookAtEvent>) -> Boolscripted
protected cb func OnSecurityAreaCrossingPerimeter(evt: ref<SecurityAreaCrossingPerimeter>) -> Boolscripted
protected cb func OnSecuritySystemForceAttitudeChange(evt: ref<SecuritySystemForceAttitudeChange>) -> Boolscripted
protected cb func OnSecuritySystemOutput(evt: ref<SecuritySystemOutput>) -> Boolscripted
protected cb func OnSendSpiderbotToPerformActionEvent(evt: ref<SendSpiderbotToPerformActionEvent>) -> Boolscripted
protected cb func OnSetAuthorizationModuleOFF(evt: ref<SetAuthorizationModuleOFF>) -> Boolscripted
protected cb func OnSetAuthorizationModuleON(evt: ref<SetAuthorizationModuleON>) -> Boolscripted
protected cb func OnSetDeviceAttitude(evt: ref<SetDeviceAttitude>) -> Boolscripted
protected cb func OnSetDevicePowered(evt: ref<SetDevicePowered>) -> Boolscripted
protected cb func OnSetDeviceUnpowered(evt: ref<SetDeviceUnpowered>) -> Boolscripted
protected cb func OnSetExposeQuickHacks(evt: ref<SetExposeQuickHacks>) -> Boolscripted
protected cb func OnSetOFF(evt: ref<SetDeviceOFF>) -> Boolscripted
protected cb func OnSetON(evt: ref<SetDeviceON>) -> Boolscripted
protected cb func OnSlaveStateChanged(evt: ref<PSDeviceChangedEvent>) -> Boolscripted
protected cb func OnSpiderbotOrderCompletedEvent(evt: ref<SpiderbotOrderCompletedEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnTCSInputCameraZoom(evt: ref<TCSInputCameraZoom>) -> Boolscripted
protected cb func OnTCSInputDeviceAttack(evt: ref<TCSInputDeviceAttack>) -> Boolscripted
protected cb func OnTCSInputXAxisEvent(evt: ref<TCSInputXAxisEvent>) -> Boolscripted
protected cb func OnTCSInputXYAxisEvent(evt: ref<TCSInputXYAxisEvent>) -> Boolscripted
protected cb func OnTCSInputYAxisEvent(evt: ref<TCSInputYAxisEvent>) -> Boolscripted
protected cb func OnTCSTakeOverControlActivate(evt: ref<TCSTakeOverControlActivate>) -> Boolscripted
protected cb func OnTCSTakeOverControlDeactivate(evt: ref<TCSTakeOverControlDeactivate>) -> Boolscripted
protected cb func OnTimetableEntryTriggered(evt: ref<DeviceTimetableEvent>) -> Boolscripted
protected cb func OnToggleActivation(evt: ref<ToggleActivation>) -> Boolscripted
protected cb func OnToggleComponents(evt: ref<ToggleComponentsEvent>) -> Boolscripted
protected cb func OnToggleJuryrigTrap(evt: ref<ToggleJuryrigTrap>) -> Boolscripted
protected cb func OnToggleNetrunnerDive(evt: ref<ToggleNetrunnerDive>) -> Boolscripted
protected cb func OnToggleON(evt: ref<ToggleON>) -> Boolscripted
protected cb func OnTogglePower(evt: ref<TogglePower>) -> Boolscripted
protected cb func OnToggleTakeOverControl(evt: ref<ToggleTakeOverControl>) -> Boolscripted
protected cb func OnToggleUIInteractivity(evt: ref<ToggleUIInteractivity>) -> Boolscripted
protected cb func OnToggleZoomInteraction(evt: ref<ToggleZoomInteraction>) -> Boolscripted
protected cb func OnUIAction(evt: ref<UIActionEvent>) -> Boolscripted
protected cb func OnUnregisterFromZoomBlackboardEvent(evt: ref<UnregisterFromZoomBlackboardEvent>) -> Boolscripted
protected cb func OnUpdateWillingInvestigators(evt: ref<UpdateWillingInvestigators>) -> Boolscripted
protected cb func OnUploadProgressStateChanged(evt: ref<UploadProgramProgressEvent>) -> Boolscripted
protected func OnVisibilityChanged()scripted
protected cb func OnWorkspotFinished(componentName: CName) -> Boolscripted
protected final func OrderSpiderbot()scripted
protected func PerformDive(attempt: Int32, isRemote: Bool)scripted
protected final func PingNetworkGrid(lifetime: Float, pingType: EPingType, revealSlave: Bool, revealMaster: Bool, ignoreRevealed: Bool)scripted
protected final func PingNetworkGrid(lifetime: Float, pingType: EPingType, resource: FxResource, revealSlave: Bool, revealMaster: Bool, ignoreRevealed: Bool)scripted
public final func PingNetworkGrid_Event(ownerEntityPosition: Vector4, fxResource: FxResource, lifetime: Float, pingType: EPingType, revealSlave: Bool, revealMaster: Bool, ignoreRevealed: Bool)scripted
protected final func PlayEffect(effectEventName: CName, effectEventTag: CName)scripted
protected func ProcessDamagePipeline(evt: ref<gameHitEvent>)scripted
private final func ProjectileExposeQuickHacks()scripted
protected func PulseNetwork(revealNetworkAtEnd: Bool)scripted
protected func PushData()scripted
protected func PushPersistentData()scripted
protected func ReactToHit(hit: ref<gameHitEvent>)scripted
protected final func ReEvaluateGameplayRole()scripted
protected final func RefreshInteraction()scripted
protected func RefreshUI(opt isDelayed: Bool)scripted
protected final func RegisterPlayerInputListener(shouldRegister: Bool)scripted
protected final func RegisterPlayerTargetCallback()scripted
protected final func RemoveActiveContext(context: gamedeviceRequestType)scripted
protected final func RemoveGameplayObjective(data: ref<GemplayObjectiveData>)scripted
protected final func RemoveHudButtonHelper()scripted
protected final func RequestActionWidgetsUpdate(blackboard: ref<IBlackboard>)scripted
protected final func RequestDeviceWidgetsUpdate(blackboard: ref<IBlackboard>)scripted
protected func RequestThumbnailWidgetsUpdate(blackboard: ref<IBlackboard>)scripted
public func ResavePersistentData(ps: ref<PersistentState>) -> Boolscripted
protected func ResetChoicesByEvent()scripted
private final func ResolveComponents(componentsData: script_ref<array<SComponentOperationData>>)scripted
private final func ResolveDeviceOperationOnFocusMode(visionType: gameVisionModeType, activated: Bool)scripted
protected final func ResolveGameplayObjectives(show: Bool)scripted
protected func ResolveGameplayState()scripted
protected final func ResolveGameplayStateByTask()scripted
protected final func ResolveGameplayStateTask(data: ref<ScriptTaskData>)scripted
protected func ResolveIllegalAction(executor: ref<GameObject>, duration: Float)scripted
private final func ResolveQuestImportanceOnPerformedAction(action: ref<ScriptableDeviceAction>)scripted
private final func ResolveQuestMarkOnFact()scripted
private final func ResolveRemoteActions(state: Bool)scripted
protected final func RestoreBaseActionOperations()scripted
protected func RestoreDeviceState()scripted
protected func RestorePower()scripted
protected final func RevealDevicesGrid(shouldDraw: Bool)scripted
public final func RevealDevicesGrid_Event(shouldDraw: Bool, opt ownerEntityPosition: Vector4, opt fxDefault: FxResource)scripted
protected final func RevealNetworkGrid(shouldDraw: Bool)scripted
public final func RevealNetworkGrid_Event(shouldDraw: Bool, opt ownerEntityPosition: Vector4, opt fxDefault: FxResource, opt fxBreached: FxResource)scripted
protected func SendDisableAreaIndicatorEvent()scripted
protected func SendEventToDefaultPS(evt: ref<Event>)scripted
protected func SendQuickhackCommands(shouldOpen: Bool)scripted
protected final func SendSetIsSpiderbotInteractionOrderedEvent(value: Bool)scripted
protected final func SendSkillCheckInfo(display: Bool)scripted
protected final func SetActiveProgramToUploadOnNPC(program: TweakDBID)scripted
protected final func SetActiveStatusEffect(effect: TweakDBID)scripted
protected func SetClearance()scripted
public func SetCurrentlyUploadingAction(action: ref<ScriptableDeviceAction>)scripted
protected final func SetGameplayRole(role: EGameplayRole)scripted
protected final func SetGameplayRoleToNone()scripted
protected func SetInvestigationPositionsArray(globalNodeRef: GlobalNodeRef, arr: script_ref<array<Vector4>>)scripted
protected final func SetJuryrigTrapComponentState(newState: Bool)scripted
private final func SetJuryrigTrapState(newState: EJuryrigTrapState)scripted
protected final func SetLogicReady()scripted
protected final func SetMeshAppearance(appearance: CName, opt component: CName)scripted
protected final func SetScanningProgressBarText()scripted
protected func SetStateAlarmed()scripted
protected func SetStateArmed()scripted
protected func SetStateSafe()scripted
protected final func SetZoomBlackboardValues(newState: Bool, opt lockPlayerFor: Float)scripted
protected final func ShouldAllowSpiderbotToPerformAction() -> Boolscripted
protected func ShouldAlwasyRefreshUIInLogicAra() -> Boolscripted
private final func ShouldBeHighlightedLongerOnPing() -> Boolscripted
public const func ShouldEnableRemoteLayer() -> Boolscripted
protected func ShouldExitZoomOnAuthorization() -> Boolscripted
public final const func ShouldInitiateDebug() -> Boolscripted
private final func ShouldPulseNetwork() -> Boolscripted
protected const func ShouldRegisterToHUD() -> Boolscripted
public final const func ShouldRevealDevicesGrid() -> Boolscripted
public const func ShouldShowDamageNumber() -> Boolscripted
public const func ShouldShowScanner() -> Boolscripted
private final func ShowAdvanceInteractionInputHints()scripted
protected final func ShowGameplayObjective(data: ref<GemplayObjectiveData>)scripted
protected func ShowMappinOnProximity()scripted
private final func ShowQuickHackDuration(action: ref<ScriptableDeviceAction>)scripted
protected func StartGlitching(glitchState: EGlitchState, opt intensity: Float)scripted
protected func StartOverload()scripted
protected func StartPingingNetwork()scripted
protected func StartRevealingOnProximity()scripted
protected final func StopEMPGameEffect()scripted
protected func StopGlitching()scripted
protected func StopOverload(killDelay: Float)scripted
protected func StopPingingNetwork()scripted
protected func StopRevealingOnProximity(lifetime: Float)scripted
protected final func SucceedGameplayObjective(data: ref<GemplayObjectiveData>)scripted
protected final func TakeControlOverCamera(isOn: Bool)scripted
protected func TerminateConnection()scripted
protected func ToggleAreaIndicator(turnOn: Bool)scripted
protected final func ToggleCameraZoom(toggle: Bool, opt instant: Bool)scripted
protected final func ToggleComponentByName(componentName: CName, toggle: Bool)scripted
protected final func TriggerAreaEffectDistractionByAction(action: ref<ScriptableDeviceAction>)scripted
protected final func TriggerAreaEffectDistractionByName(effectName: CName)scripted
protected final func TriggerArreaEffectDistraction(effectData: ref<AreaEffectData>, opt executor: ref<GameObject>)scripted
protected func TurnAuthorizationModuleOFF()scripted
protected func TurnAuthorizationModuleON()scripted
protected func TurnOffDevice()scripted
protected func TurnOnDevice()scripted
protected final func UnRegisterPlayerTargetCallback()scripted
protected func UpdateDeviceState(opt isDelayed: Bool) -> Boolscripted
protected func UploadActiveProgramOnNPC(targetID: EntityID)scripted
public final const func WasVisible() -> Boolscripted