DriverCombatEvents
classscriptedClass
extends VehicleEventsTransition › VehicleTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 2 types
Properties 16
| Name | Type | Flags |
|---|---|---|
aimPressed | Bool | scriptedprotected |
curTarget | wref<GameObject> | scriptedprotected |
curTargetHostile | Bool | scriptedprotected |
driverCombatInTPP | Bool | scriptedprotected |
driverCombatInTPPCallback | ref<CallbackHandle> | scriptedprotected |
executionOwner | wref<GameObject> | scriptedprotected |
exitReleasedTime | Float | scriptedprotected |
highlightData | ref<FocusForcedHighlightData> | scriptedprotected |
newTargetComponent | Bool | scriptedprotected |
owner | wref<GameObject> | scriptedprotected |
requirePerspectiveUpdate | Bool | scriptedprotected |
targetComponent | wref<IPlacedComponent> | scriptedprotected |
targetComponentCallback | ref<CallbackHandle> | scriptedprotected |
vehicleInTPP | Bool | scriptedprotected |
vehicleInTPPCallback | ref<CallbackHandle> | scriptedprotected |
vehicleManeuversTime | Float | scriptedprotected |
Methods 17
private final func ClearTarget(scriptInterface: ref<StateGameScriptInterface>)scripted
private final func IsPerformingAWheelieOrEndo(vehicleObject: ref<VehicleObject>) -> Boolscripted
protected func OnAimChange()scripted
protected cb func OnDriverCombatInTPPChange(value: Bool) -> Boolscripted
protected cb func OnDriverCombatTargetChange(value: Variant) -> Boolscripted
protected func OnEnter(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnForcedExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func OnNewTargetAcquired(playerOwner: ref<PlayerPuppet>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnPerspectiveUpdate(scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnUpdate(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected cb func OnVehicleInTPPChange(value: Bool) -> Boolscripted
private final func RequestToggleVehicleDriverCombatCamera(scriptInterface: ref<StateGameScriptInterface>)scripted
private final func SetTargetHighlight(attitude: EAIAttitude, highlight: ref<FocusForcedHighlightData>)scripted
private final func UpdateTargetHighlight(playerOwner: ref<PlayerPuppet>)scripted
private final func UpdateVehicleManeuversPerk(scriptInterface: ref<StateGameScriptInterface>, timeDelta: Float)scripted
protected final func UpdateWeaponData(scriptInterface: ref<StateGameScriptInterface>, itemType: gamedataItemType)scripted