REDNODE / GAME API

PhotoModePlayerEntityComponent

classscriptedClass

extends ScriptableComponent › GameComponent › IComponent › IScriptable › ISerializable

Properties 22

NameTypeFlags
currentPuppetwref<PlayerPuppet>scriptedprivate
currentWeaponInSlotItemIDscriptedprivate
customizableBoolscriptedprivate
cyberwareArmsBeingSpawnedBoolscriptedprivate
cyberwareArmsItemItemIDscriptedprivate
cyberwareArmsVisibleBoolscriptedprivate
fakePuppetwref<gamePuppet>scriptedprivate
holsteredArmsBeingSpawnedBoolscriptedprivate
holsteredArmsItemItemIDscriptedprivate
holsteredArmsShouldBeVisibleBoolscriptedprivate
holsteredArmsVisibleBoolscriptedprivate
itemsLoadingTimeFloatscriptedprivate
loadingItemsarray<ItemID>scriptedprivate
loadingVisualItemsarray<ItemID>scriptedprivate
mainPuppetwref<PlayerPuppet>scriptedprivate
muzzleEffectEnabledBoolscriptedprivate
swapHangunWeaponItemIdItemIDscriptedprivate
swapMeleeWeaponItemIdItemIDscriptedprivate
swapRifleWeaponItemIdItemIDscriptedprivate
swapShootgunWeaponItemIdItemIDscriptedprivate
TSref<TransactionSystem>scriptedprivate
usedWeaponItemIdItemIDscriptedprivate

Methods 33

private final func AddAmmoForWeapon(weaponID: ItemID)scripted
private final func ClearInventory()scripted
private final func EquipHolsteredArms()scripted
private final func EquipWeaponOfThisType(typesList: array<gamedataItemType>)scripted
private final func FindMatchingEquipmentInEquipArea(area: gamedataEquipmentArea, typesList: array<gamedataItemType>) -> ItemIDscripted
private final func FindMatchingEquipmentInInventory(typesList: array<gamedataItemType>) -> ItemIDscripted
private final const func GetEquipArea(equipmentData: ref<EquipmentSystemPlayerData>, areaType: gamedataEquipmentArea) -> SEquipAreascripted
public final const func GetPhotoModeActiveEquipAreas(equipmentData: ref<EquipmentSystemPlayerData>) -> array<SEquipArea>scripted
public final const func GetPhotoModeActiveSlots() -> array<gamedataEquipmentArea>scripted
public final const func GetPhotoModeEquipAreas(equipmentData: ref<EquipmentSystemPlayerData>, isVisual: Bool, withUnderwear: Bool) -> array<SEquipArea>scripted
public final const func GetPhotoModeVisualEquipAreas(equipmentData: ref<EquipmentSystemPlayerData>, withUnderwear: Bool) -> array<SEquipArea>scripted
public final const func GetPhotoModeVisualSlots(withUnderwear: Bool) -> array<gamedataEquipmentArea>scripted
private final func GetWeaponInHands() -> gamedataItemTypescripted
private final func HasAllItemsFinishedLoading() -> Boolscripted
private final func HasAllItemsVisualsFinishedLoading() -> Boolscripted
private final func IsItemOfThisType(item: ItemID, typesList: script_ref<array<gamedataItemType>>) -> Boolscripted
public final func IsMuzzleFireSupported() -> Boolscripted
private final func OnGameAttach()scripted
private final func OnGameDetach()scripted
protected cb func OnItemAddedToSlot(evt: ref<ItemAddedToSlot>) -> Boolscripted
protected cb func OnItemVisualsAddedToSlot(evt: ref<ItemVisualsAddedToSlot>) -> Boolscripted
private final func PutOnFakeItem(itemToAdd: ItemID, puppet: wref<PlayerPuppet>)scripted
private final func PutOnFakeItemFromCurrentPuppet(itemToAdd: ItemID)scripted
private final func PutOnFakeItemFromMainPuppet(itemToAdd: ItemID)scripted
private final func ReevaluateArmsVisibility()scripted
private final func RemoveAllItems(areas: script_ref<array<SEquipArea>>)scripted
public final func SetMuzzleEffectEnabled(enabled: Bool)scripted
private final func SetupInventory(isCurrentPlayerObjectCustomizable: Bool)scripted
private final func SetupUnderwear()scripted
public final func StopWeaponShootEffects()scripted
public final func SwitchWardrobeSet(wardrobeSet: Int32)scripted
private final func UnequipCyberwareArms()scripted
private final func UnequipHolsteredArms()scripted