REDNODE / GAME API

IronsightGameController

classscriptedClass

extends gameuiIronsightGameController › inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable

Extended by 1 type

HerculesCrosshairtGameController

Properties 61

NameTypeFlags
ActiveWeaponSlotWeaponDatascriptedprivate
ADSAnimatorwref<AimDownSightController>scriptedprivate
ADSContainerinkWidgetRefscriptedprotected
altimeterwref<AltimeterController>scriptedprivate
altimeterContainerinkWidgetRefscriptedprotected
ammoinkTextRefscriptedprotected
ammoSpareCountinkTextRefscriptedprotected
animIntroref<inkAnimProxy>scriptedprivate
animLoopref<inkAnimProxy>scriptedprivate
animPerfectChargeref<inkAnimProxy>scriptedprivate
animReloadref<inkAnimProxy>scriptedprivate
attitudeEAIAttitudescriptedprivate
bbwref<IBlackboard>scriptedprivate
bbIDref<CallbackHandle>scriptedprivate
chargebarwref<ChargebarController>scriptedprivate
chargebarContainerinkWidgetRefscriptedprotected
chargebarTriggerModeChangedref<CallbackHandle>scriptedprivate
chargebarValueChangedref<CallbackHandle>scriptedprivate
compasswref<CompassController>scriptedprivate
compass2wref<CompassController>scriptedprivate
compassContainerinkWidgetRefscriptedprotected
compassContainer2inkWidgetRefscriptedprotected
crosshairStategamePSMCrosshairStatesscriptedprivate
crosshairStateChangedref<CallbackHandle>scriptedprivate
currentAmmoInt32scriptedprotected
dotinkWidgetRefscriptedprotected
firstEquipAnimationNameCNamescriptedprotected
InventoryManagerref<InventoryDataManagerV2>scriptedprivate
isTargetEnemyBoolscriptedprivate
originalWeaponwref<WeaponObject>scriptedprivate
perfectChargeIndicatorinkWidgetRefscriptedprivate
playerPuppetwref<GameObject>scriptedprivate
playerStateMachineBBwref<IBlackboard>scriptedprivate
playerStateMachineUpperBodyBBIDref<CallbackHandle>scriptedprivate
rangeinkTextRefscriptedprotected
seeThroughWallsBoolscriptedprotected
shootAnimationref<inkAnimProxy>scriptedprivate
shootAnimationNameCNamescriptedprotected
targetwref<GameObject>scriptedprivate
targetAcquiredBBIDref<CallbackHandle>scriptedprivate
targetAcquiredObstructedBBIDref<CallbackHandle>scriptedprivate
targetAttitudeAnimatorwref<TargetAttitudeAnimationController>scriptedprivate
targetAttitudeBBIDref<CallbackHandle>scriptedprivate
targetAttitudeContainerinkWidgetRefscriptedprotected
targetAttitudeEnemyNonHostileinkWidgetRefscriptedprotected
targetAttitudeFriendlyinkWidgetRefscriptedprotected
targetAttitudeHostileinkWidgetRefscriptedprotected
targetBBwref<IBlackboard>scriptedprivate
targetHealthListenerref<IronsightTargetHealthChangeListener>scriptedprivate
targetHitAnimationref<inkAnimProxy>scriptedprivate
targetHitAnimationNameCNamescriptedprotected
targetRangeFloatscriptedprivate
targetRangeBBIDref<CallbackHandle>scriptedprivate
targetRangeDecimalPrecisionUint32scriptedprotected
targetRangeObstructedBBIDref<CallbackHandle>scriptedprivate
upperBodyStategamePSMUpperBodyStatesscriptedprotected
weaponBBwref<IBlackboard>scriptedprivate
weaponDataBBwref<IBlackboard>scriptedprotected
weaponDataShootBBIDref<CallbackHandle>scriptedprivate
weaponDataTargetHitBBIDref<CallbackHandle>scriptedprivate
weaponItemDataInventoryItemDatascriptedprivate

Methods 30

protected final func IsOriginalWeapon(weaponID: ItemID) -> Boolscripted
protected final func IsWeaponActive() -> Boolscripted
protected final func OnAmmoCountChanged(value: Int32)scripted
public final func OnAmmoSpareCountChanged()scripted
protected final func OnAnimationIntroFinished(anim: ref<inkAnimProxy>)scripted
protected cb func OnChargeValueChanged(value: Float) -> Boolscripted
protected cb func OnCompassUpdate() -> Boolscripted
protected cb func OnCrosshairStatStateeChanged(state: Int32) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnIronsightTargetHealthUpdateEvent(evt: ref<IronsightTargetHealthUpdateEvent>) -> Boolscripted
protected cb func OnPerfectChargeUIEvent(evt: ref<PerfectChargeUIEvent>) -> Boolscripted
protected cb func OnPlayerAttach(playerPuppet: ref<GameObject>) -> Boolscripted
protected cb func OnPlayerDetach(playerPuppet: ref<GameObject>) -> Boolscripted
protected final func OnReloadEndLoop(anim: ref<inkAnimProxy>)scripted
protected cb func OnShoot(arg: Variant) -> Boolscripted
protected cb func OnTargetAcquired(targetID: EntityID) -> Boolscripted
protected cb func OnTargetAttitudeChanged(attitude: Int32) -> Boolscripted
protected cb func OnTargetDistanceChanged(distance: Float) -> Boolscripted
protected cb func OnTargetHit(arg: Variant) -> Boolscripted
protected cb func OnTriggerModeChanged(triggerMode: Variant) -> Boolscripted
protected cb func OnUninitialize() -> Boolscripted
protected cb func OnUpperBodyChanged(state: Int32) -> Boolscripted
protected cb func OnWeaponDataChanged(value: Variant) -> Boolscripted
protected final func RefreshTargetDistance()scripted
private final func RefreshTargetHealth()scripted
private final func RegisterTargetCallbacks(register: Bool)scripted
private final func ResetTargetData()scripted
private final func SetRosterSlotData()scripted
protected final func StopAnimation(anim: ref<inkAnimProxy>)scripted
protected final func UpdateTargetAttitudeVisibility()scripted