REDNODE / GAME API

NetworkSystem

classscriptedClass

extends ScriptableSystem › IScriptableSystem › IScriptable › ISerializable

Properties 27

NameTypeFlags
activateLinksDelayIDDelayIDscriptedprivate
activePingsarray<ref<PingCachedData>>scriptedprivate
backdoorsarray<PersistentID>scriptedprivate
currentPlayerTargetCallbackIDref<CallbackHandle>scriptedprivate
deactivateLinksDelayIDDelayIDscriptedprivate
debugCashedPingFxResourceFxResourcescriptedprivate
debugQueryNumberInt32scriptedprivate
focusModeActiveBoolscriptedprivate
focusModeToggleCallbackref<CallbackHandle>scriptedprivate
lastBeamResourceFxResourcescriptedprivate
lastPingSourceIDEntityIDscriptedprivate
lastTargetMasterIDEntityIDscriptedprivate
lastTargetSlaveIDEntityIDscriptedprivate
networkPresetRecordwref<NetworkPingingParameteres_Record>scriptedprivate
networkPresetTBDIDTweakDBIDscriptedprivate
networkRevealTargetsarray<EntityID>scriptedprivate
networkRevealTargetsLastSessionarray<EntityID>scriptedprivate
pingCachedDataref<PingCachedData>scriptedprivate
pingedSquadsarray<CName>scriptedprivate
pingLinksCounterInt32scriptedprivate
pingNetworkEffectref<EffectInstance>scriptedprivate
playerSpawnCallbackUint32scriptedprivate
revealedBackdoorsCountInt32scriptedprivate
sessionStartedBoolscriptedprivate
unregisterLinksRequestDelayDelayIDscriptedprivate
visionModeChangedCallbackref<CallbackHandle>scriptedprivate

Methods 185

private final func ActivateNetworkLinkByIndex(linkIndex: Int32)scripted
protected final func ActivateNetworkLinkByTask(linkIndex: Int32)scripted
protected final func ActivateNetworkLinkTask(data: ref<ScriptTaskData>)scripted
private final func AddActivePing(source: ref<GameObject>, pingType: EPingType, duration: Float, linkType: ELinkType, revealNetworkAtEnd: Bool, fxResource: FxResource, virtualNetworkShapeID: TweakDBID)scripted
private final func AddNetworkRevealTarget(target: EntityID)scripted
private final func AddPingedSquad(squadName: CName)scripted
public final const func AllowSimultanousPinging() -> Boolscripted
private final func CancelNetworkLinkDelay(linkData: script_ref<SNetworkLinkData>)scripted
private final func CleanNetwork()scripted
private final func ClearPingedSquads()scripted
private final const func CompareLinksData(linkData1: script_ref<SNetworkLinkData>, linkData2: script_ref<SNetworkLinkData>) -> Boolscripted
private final func CreateForksForVirtualLink1(linkData: SNetworkLinkData, ping: ref<PingCachedData>, sphereCentre: Vector4, radius: Float, direction: Vector4, vertices: script_ref<array<Vector4>>)scripted
private final func CreateForksForVirtualLink1(linkData: SNetworkLinkData, ping: ref<PingCachedData>, sphereCentre: Vector4, radius: Float, direction: Vector4, connectionPoint: Vector4)scripted
private final func CreateVirtualLinksForPing(ping: ref<PingCachedData>)scripted
private final func CreateVirtualLinksForPing1(ping: ref<PingCachedData>)scripted
private final func CreateVirtualNetwork(sourcePing: ref<PingCachedData>)scripted
protected final func DeactivateNetworkLinkByTask(linkIndex: Int32, instant: Bool)scripted
protected final func DeactivateNetworkLinkTask(data: ref<ScriptTaskData>)scripted
private final func DecreasePingLinbksCounter()scripted
private final func DeterminNetworkLinkPriority(linkData: script_ref<SNetworkLinkData>) -> EPriorityscripted
private final func DeterminNetworkLinkVisibility(linkIndex: Int32) -> Boolscripted
private final func DrawNetworkBeamByIndex(linkIndex: Int32) -> Boolscripted
private final func EvaluateLastMasterTarget(slaveID: EntityID)scripted
private final func EvaluateLastSlaveTarget(masterID: EntityID)scripted
private final func EvaluatelastTargets(newTarget: EntityID) -> Boolscripted
private final func EvaluateVisionMode(visionType: gameVisionModeType)scripted
private final func FindBestMatchingVertice(point: Vector4, direction: Vector4, angle: Float, radius: Float, excludeVertice: Vector4, vertices: script_ref<array<Vector4>>) -> Vector4scripted
private final func GetActivePing(sourceID: EntityID) -> ref<PingCachedData>scripted
private final func GetAllMastersOfSlave(slaveID: EntityID) -> array<EntityID>scripted
private final func GetAllSlavesOfMaster(masterID: EntityID) -> array<EntityID>scripted
private final const func GetAmmountOfPingDurationIntervals() -> Int32scripted
private final func GetCurrentTarget() -> wref<GameObject>scripted
private final func GetCurrentTargetID() -> EntityIDscripted
public final const func GetHudManager() -> ref<HUDManager>scripted
public final const func GetInitialPingSource() -> wref<GameObject>scripted
public final const func GetInitialPingSourceID() -> EntityIDscripted
public final const func GetLastActivePingWithRevealNetwork() -> ref<PingCachedData>scripted
public final const func GetLastPingSourceID() -> EntityIDscripted
private final func GetMaxNumberOfSegmentsForVirtualNetwork(virtualNetworkRecord: wref<VirtualNetwork_Record>) -> Int32scripted
private final func GetNetworkBeam(linkData: script_ref<SNetworkLinkData>) -> ref<FxInstance>scripted
public final const func GetNetworkReavealDuration() -> Floatscripted
private final func GetNetworkRelation(sourceID: EntityID, targetID: EntityID) -> ENetworkRelationscripted
private final const func GetObjectFromID(entityID: EntityID) -> wref<GameObject>scripted
private final const func GetPingPresetRecord() -> wref<NetworkPingingParameteres_Record>scripted
private final const func GetPingRange() -> Floatscripted
private final const func GetPingRevealDuration() -> Floatscripted
public final const func GetPingType(sourceID: EntityID) -> EPingTypescripted
protected final func GetPlayerStateMachineBlackboard(playerPuppet: wref<GameObject>) -> ref<IBlackboard>scripted
public final const func GetPulseRange() -> Floatscripted
private final func GetRandomPoint(direction: Vector4, radius: Float, angle: Float) -> Vector4scripted
private final func GetRandomPointOnSphere(sphereCentre: Vector4, radius: Float) -> Vector4scripted
private final func GetRandomPointOnSphere(sphereCentre: Vector4, radius: Float, slice: Int32) -> Vector4scripted
private final func GetRandomPointOnSphereInFacingQuadrant(sphereCenter: Vector4, radius: Float, facePoint: Vector4) -> Vector4scripted
private final func GetRandomPointOnSphereQuadrant0() -> Vector4scripted
public final const func GetRevealLinksAfterLeavingFocusDuration() -> Floatscripted
public final const func GetRevealMasterAfterLeavingFocusDuration() -> Floatscripted
public final const func GetSpacePingAppearModifier() -> Floatscripted
public final const func GetSpacePingDuration() -> Floatscripted
private final const func GetVirtualLinkAngleTollerance() -> Floatscripted
private final const func GetVirtualLinkForkAngleTollerance() -> Floatscripted
private final const func GetVirtualNetworkRecord() -> wref<VirtualNetwork_Record>scripted
private final const func GetVirtualNetworkSegmentMarker(virtualNetworkRecord: wref<VirtualNetwork_Record>) -> Vector4scripted
public final const func HasActivePing(sourceID: EntityID) -> Boolscripted
public final const func HasActivePingWithRevealNetwork(sourceID: EntityID) -> Boolscripted
private final func HasAnyActivePing() -> Boolscripted
public final const func HasAnyActivePingWithRevealNetwork() -> Boolscripted
private final func HasDiffrentChildrenThanTargets(sourceID: EntityID, targets: script_ref<array<EntityID>>) -> Boolscripted
private final func HasDiffrentParentsThanTargets(sourceID: EntityID, targets: script_ref<array<EntityID>>) -> Boolscripted
public final const func HasNetworkLinkWithHigherPriority(linkData: script_ref<SNetworkLinkData>) -> Boolscripted
private final func IncreasePingLinbksCounter()scripted
private final const func IsActivePingsLimitReached() -> Boolscripted
private final func IsCurrentTarget(entityID: EntityID) -> Boolscripted
private final func IsCurrentTargetValid() -> Boolscripted
private final func IsCurrentTargetValidInNetwork() -> Boolscripted
private final const func IsFreeLinkLimitReached(linkData: script_ref<SNetworkLinkData>) -> Boolscripted
private final func IsIdValid(id: EntityID) -> Boolscripted
private final func IsInNetwork(id: EntityID) -> Boolscripted
private final func IsLastMasterTarget(entityID: EntityID) -> Boolscripted
private final func IsLastSlaveTarget(entityID: EntityID) -> Boolscripted
private final func IsMaster(targetEntityID: EntityID) -> Boolscripted
private final func IsMasterInNetwork(id: EntityID) -> Boolscripted
public final const func IsPingLinksLimitReached() -> Boolscripted
private final func IsSlaveInNetwork(id: EntityID) -> Boolscripted
public final const func IsSquadMarkedWithPing(squadName: CName) -> Boolscripted
private final func IsTagged(id: EntityID) -> Boolscripted
private final func IsVirtualNetworkWithinDistanceLimit(sourcePing: ref<PingCachedData>) -> Boolscripted
private final func KillAllNetworkBeams()scripted
private final func KillNetworkBeam(index: Int32, instant: Bool)scripted
private final func KillNetworkBeamByData(linkData: script_ref<SNetworkLinkData>)scripted
private final func KillNetworkBeamByIndex(index: Int32)scripted
private final func KillNetworkBeamsByID(ID: EntityID)scripted
private final func KillNetworkBeamsByID(slaveID: EntityID, masterID: EntityID)scripted
private final func KillSingleOldestFreeLinkWitoutRevealPing()scripted
protected final func OnActivateNetworkLinksRequest(request: ref<ActivateLinksRequest>)scripted
private final func OnAddPingedSquadRequest(request: ref<AddPingedSquadRequest>)scripted
private func OnAttach()scripted
private final func OnClearPingedSquadRequest(request: ref<ClearPingedSquadRequest>)scripted
private final func OnDeactivateAllNetworkLinksRequest(request: ref<DeactivateAllNetworkLinksRequest>)scripted
protected final func OnDeactivateLinksRequest(request: ref<DeactivateLinksRequest>)scripted
private func OnDetach()scripted
private final func OnEvaluateVisionModeRequest(request: ref<EvaluateVisionModeRequest>)scripted
protected cb func OnFocusModeToggle(value: Bool) -> Boolscripted
private final func OnMarkBackdoorAsRevealedRequest(request: ref<MarkBackdoorAsRevealedRequest>)scripted
private final func OnNewBackdoorDeviceRequest(request: ref<NewBackdoorDeviceRequest>)scripted
private final func OnPlayerSpawnedCallback(playerPuppet: ref<GameObject>)scripted
protected cb func OnPlayerTargetChanged(value: EntityID) -> Boolscripted
private final func OnRegisterNetworkLinkRequest(request: ref<RegisterNetworkLinkRequest>)scripted
private final func OnRegisterPingLinkRequest(request: ref<RegisterPingNetworkLinkRequest>)scripted
private final func OnRemovePingedSquadRequest(request: ref<RemovePingedSquadRequest>)scripted
private final func OnRevealNetworkRequestRequest(request: ref<RevealNetworkRequestRequest>)scripted
private final func OnStartPingingNetworkRequest(request: ref<StartPingingNetworkRequest>)scripted
private final func OnStopingingNetworkRequest(request: ref<StopPingingNetworkRequest>)scripted
private final func OnUnregisterAllNetworkLinksRequest(request: ref<UnregisterAllNetworkLinksRequest>)scripted
private final func OnUnregisterNetworkLinkBetweenTwoEntitiesRequest(request: ref<UnregisterNetworkLinkBetweenTwoEntitiesRequest>)scripted
private final func OnUnregisterNetworkLinkRequest(request: ref<UnregisterNetworkLinkRequest>)scripted
private final func OnUnregisterNetworkLinksByIdAndTypeRequest(request: ref<UnregisterNetworkLinksByIdAndTypeRequest>)scripted
private final func OnUnregisterNetworkLinksByIDRequest(request: ref<UnregisterNetworkLinksByIDRequest>)scripted
private final func OnUpdateNetworkVisualisationRequest(request: ref<UpdateNetworkVisualisationRequest>)scripted
protected cb func OnVisionModeChanged(value: Int32) -> Boolscripted
public final const func QuickHacksExposedByDefault() -> Boolscripted
protected final func RegisterFocusModeCallback()scripted
private final func RegisterNetworkLinkWithDelay(linkData: script_ref<SNetworkLinkData>, delay: Float)scripted
protected final func RegisterPlayerSpawnedCallback()scripted
protected final func RegisterPlayerTargetCallback()scripted
protected final func RegisterVisionModeCallback(player: ref<GameObject>)scripted
private final func RemoveActivePing(index: Int32)scripted
private final func RemoveActivePingBySource(sourceID: EntityID)scripted
private final func RemoveActivePingBySourceAndType(sourceID: EntityID, pingType: EPingType)scripted
private final func RemoveAllActiveFakePings()scripted
private final func RemoveAllActivePings()scripted
private final func RemoveAllPingLinksByType(linkType: ELinkType)scripted
private final func RemoveNetworkLinkByData(linkData: script_ref<SNetworkLinkData>)scripted
private final func RemoveNetworkLinkByIdAndType(linkType: ELinkType, ID: EntityID)scripted
private final func RemoveNetworkLinkByType(linkType: ELinkType)scripted
private final func RemoveNetworkLinksBetweenTwoEntitities(firstID: EntityID, secondID: EntityID, onlyRemoveWeakLink: Bool)scripted
private final func RemoveNetworkLinksByID(ID: EntityID)scripted
private final func RemoveNetworkRevealTarget(index: Int32)scripted
private final func RemovePingedSquad(squadName: CName)scripted
private final func RemovePingLinksByFxResource(fxResource: FxResource, intant: Bool)scripted
private final func RemovePingLinksBySource(sourceID: EntityID, intant: Bool)scripted
private final func RemovePingLinksBySourceAndFxResource(sourceID: EntityID, fxResource: FxResource, intant: Bool)scripted
private final func RemovePingLinksBySourceAndType(linkType: ELinkType, sourceID: EntityID)scripted
private final func ResolveConnectionHighlight(enable: Bool, linkData: script_ref<SNetworkLinkData>)scripted
private final func ResolveNetworkRevealTarget(linkData: script_ref<SNetworkLinkData>)scripted
private final func ResolveNetworkSystemCleanupDelay()scripted
private final func RevealEntireNetworkOnTarget(target: EntityID)scripted
private final func RevealNetworkOnCachedTarget(targets: script_ref<array<EntityID>>)scripted
private final func SendConnectionHighlightEvent(enable: Bool, target: EntityID, source: EntityID, linkData: script_ref<SNetworkLinkData>)scripted
private final func SendRevealNetworkEvent(target: EntityID, opt delay: Float)scripted
private final func SendRevealNetworkGridRequest(target: EntityID)scripted
private final func SetupPingPresetRecord()scripted
private final const func ShouldForceInstantBeamKill() -> Boolscripted
public final const func ShouldNetworkElementsPersistAfterFocus() -> Boolscripted
public final const func ShouldPulsRealObject() -> Boolscripted
private final const func ShouldRevealMasterOnPulse() -> Boolscripted
public final const func ShouldRevealNetworkAfterPulse() -> Boolscripted
private final const func ShouldRevealSlaveOnPulse() -> Boolscripted
public final const func ShouldShowLinksOnMaster() -> Boolscripted
public final const func ShouldShowOnlyTargetQuickHacks() -> Boolscripted
public final const func ShouldUsePulseOnPing() -> Boolscripted
public final const func SuppressPingIfBackdoorsFound() -> Boolscripted
protected final func UnregisterFocusModeCallback()scripted
private final func UnregisterNetworkLinkWithDelay(linkData: script_ref<SNetworkLinkData>) -> DelayIDscripted
protected final func UnregisterPlayerSpawnedCallback()scripted
protected final func UnregisterPlayerTargetCallback()scripted
protected final func UnregisterVisionModeCallback()scripted
private final func UpdateNetworkLinkData(linkData: SNetworkLinkData, indexToUpdate: Int32)scripted
private final func UpdateNetworkVisualisation()scripted