REDNODE / GAME API

LcdScreen

classscriptedClass

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

Extended by 1 type

ApartmentScreen

Properties 2

NameTypeFlags
isShortGlitchActiveBoolscriptedprotected
shortGlitchDelayIDDelayIDscriptedprotected

Methods 26

protected func ApplyActiveStatusEffect(target: EntityID, statusEffect: TweakDBID)scripted
protected func CreateBlackboard()scripted
protected func CutPower()scripted
public const func DeterminGameplayRole() -> EGameplayRolescripted
public const func GetBlackboardDef() -> ref<LcdScreenBlackBoardDef>scripted
protected const func GetController() -> ref<LcdScreenController>scripted
public final const func GetCustomNumber() -> Int32scripted
public const func GetDevicePS() -> ref<LcdScreenControllerPS>scripted
public final const func GetMessageRecord() -> ref<ScreenMessageData_Record>scripted
public final const func HasCustomNumber() -> Boolscripted
protected cb func OnHitEvent(hit: ref<gameHitEvent>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnSetMessageRecord(evt: ref<SetMessageRecordEvent>) -> Boolscripted
protected cb func OnStopShortGlitch(evt: ref<StopShortGlitchEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
public func ResavePersistentData(ps: ref<PersistentState>) -> Boolscripted
protected func ResolveGameplayState()scripted
protected func StartGlitching(glitchState: EGlitchState, opt intensity: Float)scripted
private final func StartShortGlitch()scripted
protected func StopGlitching()scripted
protected func TurnOffDevice()scripted
private final func TurnOffScreen()scripted
protected func TurnOnDevice()scripted
private final func TurnOnScreen()scripted
private final func UpdateMessageRecordUI(messageData: ref<ScreenMessageData>)scripted
protected func UploadActiveProgramOnNPC(targetID: EntityID)scripted