REDNODE / GAME API

DisposalDevice

classscriptedClass

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

Properties 20

NameTypeFlags
additionalMeshComponentref<MeshComponent>scriptedprotected
currentDisposalSyncNameCNamescriptedprotected
currentKillSyncNameCNamescriptedprotected
distractionSoundDurationFloatscriptedprotected
distractionSoundNameCNamescriptedprotected
isNonlethalBoolscriptedprotected
isReactToHitBoolscriptedprotected
lethalTakedownComponentNamesarray<CName>scriptedprotected
lethalTakedownComponentsarray<ref<IPlacedComponent>>scriptedprotected
lethalTakedownKillDelayFloatscriptedprotected
npcBodywref<NPCPuppet>scriptedprotected
OnCarryingChangedCallbackref<CallbackHandle>scriptedprivate
OnReplacerChangedCallbackref<CallbackHandle>scriptedprivate
OnTakedownChangedCallbackref<CallbackHandle>scriptedprivate
physicalMeshesarray<ref<PhysicalMeshComponent>>scriptedprotected
physicalMeshNamesarray<CName>scriptedprotected
playerStateMachineBlackboardwref<IBlackboard>scriptedprotected
sideTriggerNamesarray<CName>scriptedprotected
triggerComponentsarray<ref<TriggerComponent>>scriptedprotected
workspotDurationFloatscriptedprotected

Methods 50

protected final func ActivatePhysicalMeshes()scripted
protected final func CheckCurrentSide()scripted
public const func DeterminGameplayRole() -> EGameplayRolescripted
public const func DeterminGameplayRoleMappinRange(data: script_ref<SDeviceMappinData>) -> Floatscripted
public const func DeterminGameplayRoleMappinVisuaState(data: script_ref<SDeviceMappinData>) -> EMappinVisualStatescripted
private final func Distract(index: Int32)scripted
private final func DoAttack(damageType: TweakDBID)scripted
protected final func EnableLethalTakedownComponents()scripted
private final func Explode(index: Int32, instigator: wref<GameObject>)scripted
protected final const func GetAttackRange(attackTDBID: TweakDBID) -> Floatscripted
protected const func GetController() -> ref<DisposalDeviceController>scripted
public const func GetDevicePS() -> ref<DisposalDeviceControllerPS>scripted
protected const func HasAnyDirectInteractionActive() -> Boolscripted
public const func HasImportantInteraction() -> Boolscripted
private final func HideNPCPermanently()scripted
protected final func InitializeAlreadyUsedDevice()scripted
public const func IsBodyDisposalPossible() -> Boolscripted
protected cb func OnCarryingChanged(value: Bool) -> Boolscripted
protected cb func OnDisposeBody(evt: ref<DisposeBody>) -> Boolscripted
protected cb func OnDistraction(evt: ref<Distraction>) -> Boolscripted
protected cb func OnExplosiveDeviceDelayedEvent(evt: ref<ExplosiveDeviceDelayedEvent>) -> Boolscripted
protected cb func OnGameAttached() -> Boolscripted
protected cb func OnHit(evt: ref<gameHitEvent>) -> Boolscripted
public func OnMaraudersMapDeviceDebug(sink: ref<MaraudersMapDevicesSink>)scripted
protected cb func OnNonlethalTakedownAndDisposeBody(evt: ref<NonlethalTakedownAndDisposeBody>) -> Boolscripted
protected cb func OnNPCKillDelayEvent(evt: ref<NPCKillDelayEvent>) -> Boolscripted
protected cb func OnOverChargeDevice(evt: ref<OverchargeDevice>) -> Boolscripted
protected cb func OnReplacerChanged(value: Bool) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnSpiderbotDistractionPerformed(evt: ref<SpiderbotDistractionPerformed>) -> Boolscripted
protected cb func OnSpiderbotExplodeExplosiveDevicePerformed(evt: ref<SpiderbotExplodeExplosiveDevicePerformed>) -> Boolscripted
protected cb func OnStopSoundDisposal(evt: ref<StopSoundDisposal>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnTakedownAndDisposeBody(evt: ref<TakedownAndDisposeBody>) -> Boolscripted
protected cb func OnTakedownChanged(value: Int32) -> Boolscripted
protected cb func OnTimerEvent(evt: ref<TimerEvent>) -> Boolscripted
protected cb func OnToggleActivation(evt: ref<ToggleActivation>) -> Boolscripted
protected cb func OnWorkspotFinished(componentName: CName) -> Boolscripted
protected final func PlayTransformAnim(animationName: CName)scripted
protected func ResolveGameplayState()scripted
protected final func SendRefreshInteractionEvent()scripted
private final func SetNpcIsDisposedBlackboard()scripted
protected final func SetTakedownCameraAnimFeature(value: Int32)scripted
private final func SetUpPlayerStateMachineBlackboard()scripted
private final func SpawnVFXs(fx: FxResource)scripted
protected final func StartExplosionPipeline(instigator: wref<GameObject>, opt additionalDelays: Float)scripted
protected func StartGlitching(glitchState: EGlitchState, opt intensity: Float)scripted
protected func StopGlitching()scripted
private final func TakedownAndDispose(isNonlethal: Bool)scripted
private final func UpdateLightAppearance()scripted