REDNODE / GAME API

PlayerPuppet

classscriptedClass

extends ScriptedPuppet › gamePuppet › gamePuppetBase › TimeDilatable › GameObject › GameEntity › Entity › IScriptable › ISerializable

The player character, V. Scripts usually get it with GetPlayer(gameInstance).

Properties 138

NameTypeFlags
accessibilityControlsListenerref<AccessibilityControlsListener>scriptedprivate
aimAssistListenerref<AimAssistSettingsListener>scriptedprivate
aimAssistUpdateQueuedBoolscriptedprivate
allStatsListenerref<PlayerPuppetAllStatListener>scriptedprivate
armorStatListenerref<ArmorStatListener>scriptedprivate
attackingNetrunnerIDEntityIDscriptedprivate
autoRevealListenerref<AutoRevealStatListener>scriptedprivate
behindCoverBoolscriptedprivate
bestTargettingDotFloatscriptedprivate
bestTargettingWeaponwref<WeaponObject>scriptedprivate
bossThatTargetsPlayerEntityIDscriptedprivate
breachFinderComponentref<BreachFinderComponent>scriptedprivate
cachedGameplayRestrictionsarray<TweakDBID>scriptedprivate
callbackHandlesarray<ref<CallbackHandle>>scriptedprivate
chaseSpawnComponentref<gameChaseSpawnComponent>scriptedprivate
choiceTokenTextDrawnBoolscriptedprivate
choiceTokenTextLayerIdUint32scriptedprivate
combatControllerref<PlayerCombatController>scriptedprivate
combatGadgetStateInt32scriptedprivate
contactsActiveListenerref<CallbackHandle>scriptedpublic
controllingDeviceIDEntityIDscriptedprivate
coverModifierActiveBoolscriptedprivate
coverRecordIDTweakDBIDscriptedprivate
coverVisibilityPerkBlockedBoolscriptedprivate
CPOMissionDataBbIdref<CallbackHandle>scriptedprivate
CPOMissionDataStateref<CPOMissionDataState>scriptedpublic
critHealthRumbleDurationIDDelayIDscriptedprivate
critHealthRumblePlayedBoolscriptedprivate
curInventoryWeightFloatscriptedpublic
currentPlayerWorkspotTagsarray<CName>scriptedprivate
currentVisibleTargetListenerref<CallbackHandle>scriptedpublic
customFastForwardPossibleBoolscriptedprivate
CWMaskInVehicleInputHeldBoolscriptedprivate
damageReductionRecordIDTweakDBIDscriptedprivate
DataDamageUpdateIDDelayIDscriptedprivate
Debug_DamageInputRecref<DEBUG_DamageInputReceiver>scriptedprivate
DEBUG_Visualizerref<DEBUG_VisualizerComponent>scriptedpublic
delayEndGracePeriodAfterSpawnEventIDDelayIDscriptedprivate
delayEventIDDelayIDscriptedprivate
distanceFromTargetSquaredFloatscriptedprivate
doingQuickMeleeBoolscriptedprivate
driverCombatWeaponTypegamedataItemTypescriptedprivate
effectTimeStampFloatscriptedpublic
enviroDamageRcvComponentref<EnvironmentDamageReceiverComponent>scriptedprivate
equipmentMeshOverlayEffectNameCNamescriptedprivate
equipmentMeshOverlayEffectTagCNamescriptedprivate
equipmentMeshOverlaySlotsarray<TweakDBID>scriptedprivate
equippedRightHandWeaponwref<WeaponObject>scriptedprivate
explosionHighDamageThresholdFloatscriptedpublic
explosionLowDamageThresholdFloatscriptedpublic
explosionMedDamageThresholdFloatscriptedpublic
explosionRangeFloatscriptedprivate
focusModeActiveBoolscriptedprivate
fppCameraComponentref<FPPCameraComponent>scriptedprivate
friendlyDevicesHostileToEnemiesarray<EntityID>scriptedprivate
friendlyDevicesHostileToEnemiesLockRWLockscriptedprivate
GrenadesChargeStatListenerref<GrenadesChargeStatListener>scriptedprivate
gunshotRangeFloatscriptedprivate
handlingModifiersref<PlayerWeaponHandlingModifiers>scriptedprivate
hasBeenDetectedBoolscriptedprivate
hasKiroshiOpticsFragmentBoolscriptedprivate
HealingItemsChargeStatListenerref<HealingItemsChargeStatListener>scriptedprivate
healthStatListenerref<HealthStatListener>scriptedprivate
healthVfxBlackboardref<worldEffectBlackboard>scriptedpublic
highDamageThresholdFloatscriptedpublic
incapacitatedBoolscriptedprivate
inCombatBoolscriptedprivate
inCrouchBoolscriptedprivate
inDriverCombatTPPBoolscriptedprivate
inMountedWeaponVehicleBoolscriptedprivate
inspectionComponentref<InspectionComponent>scriptedprivate
interactionDataListenerref<CallbackHandle>scriptedpublic
interestingFactsInterestingFactsscriptedprivate
interestingFactsListenersFunctionsInterestingFactsListenersFunctionsscriptedprivate
interestingFactsListenersIdsInterestingFactsListenersIdsscriptedprivate
isAimingBoolscriptedprivate
isAimingAtChildBoolscriptedprivate
isAimingAtFriendlyBoolscriptedprivate
isBeingRevealedBoolscriptedprivate
isInBodySlamBoolscriptedprivate
isInFinisherBoolscriptedprivate
isResettingBoolscriptedprivate
isTalkingOnPhoneBoolscriptedprivate
itemLogBlackboardwref<IBlackboard>scriptedpublic
katanaAnimProgressionFloatscriptedprivate
laserTargettingVfxBlackboardref<worldEffectBlackboard>scriptedpublic
lastDmgInflictedEngineTimescriptedprivate
lastHealthUpdateFloatscriptedprivate
lastScanTargetwref<GameObject>scriptedpublic
leftHandCyberwareStateInt32scriptedprivate
locomotionStateInt32scriptedprivate
lowDamageThresholdFloatscriptedpublic
medDamageThresholdFloatscriptedpublic
meleeHighDamageThresholdFloatscriptedpublic
meleeLowDamageThresholdFloatscriptedpublic
meleeMedDamageThresholdFloatscriptedpublic
meleeSelectInputProcessedBoolscriptedpublic
meleeWeaponStateInt32scriptedprivate
memoryListenerref<MemoryListener>scriptedprivate
mountedVehiclewref<VehicleObject>scriptedprivate
nextBufferModifierInt32scriptedprivate
noMovementModifierDataarray<ref<gameStatModifierData>>scriptedprivate
NPCDeathInstigatorwref<NPCPuppet>scriptedprivate
numberOfCombatantsInt32scriptedprivate
OpticalCamoChargeStatListenerref<OpticalCamoChargeStatListener>scriptedprivate
OverclockChargeListenerref<OverclockChargeListener>scriptedprivate
overlappedSecurityZonesarray<PersistentID>scriptedprivate
oxygenStatListenerref<OxygenStatListener>scriptedprivate
Phoneref<PlayerPhone>scriptedpublic
playerAttachedCallbackIDUint32scriptedprivate
playerDetachedCallbackIDUint32scriptedprivate
pocketRadioref<PocketRadio>scriptedprivate
popupIsModalListenerref<CallbackHandle>scriptedpublic
primaryTargetingComponentref<TargetingComponent>scriptedprivate
ProjectileLauncherChargeStatListenerref<ProjectileLauncherChargeStatListener>scriptedprivate
quickSlotsManagerref<QuickSlotsManager>scriptedprivate
randomizedTimeFloatscriptedprivate
registeredFactListenersarray<FactCallbackData>scriptedprivate
remoteMappinIdNewMappinIDscriptedprivate
resetTickIDDelayIDscriptedprivate
rightHandAttachmentSlotListenerref<AttachmentSlotsScriptListener>scriptedprivate
sceneTierGameplayTierscriptedprivate
secondHeartListenerref<SecondHeartStatListener>scriptedprivate
securityAreaTypeE3HACKESecurityAreaTypescriptedpublic
smsMessengerActiveListenerref<CallbackHandle>scriptedpublic
staminaListenerref<StaminaListener>scriptedprivate
targettingEnemiesInt32scriptedprivate
uiRadialContextistenerref<CallbackHandle>scriptedpublic
uiVendorContextListenerref<CallbackHandle>scriptedpublic
vehicleKnockdownTimestampFloatscriptedprivate
vehicleStategamePSMVehiclescriptedprivate
visibilityListenerref<VisibilityStatListener>scriptedprivate
visionModeControllerref<PlayerVisionModeController>scriptedprivate
visReductionRecordIDTweakDBIDscriptedprivate
waitingForDelayEventBoolscriptedprivate
weaponZoomLevelFloatscriptedprivate
workspotDamageReductionActiveBoolscriptedprivate
workspotVisibilityReductionActiveBoolscriptedprivate

Methods 398

private final func ActivateIconicCyberware()scripted
private final func AddGameplayRestriction(psmBB: ref<IBlackboard>, actionRestrictionRecordID: TweakDBID)scripted
private final func AddOnHitRumble(hitEvent: ref<gameHitEvent>)scripted
public final func AddOverrlappedSecurityZone(zone: PersistentID)scripted
private final func AllowOuterwearClothing()scripted
public final func ApplyAimAssistSettings(config: AimAssistSettingConfig)scripted
public final func ApplyNoMovementStatGroupModifiers()scripted
private final func ApplyNPCLevelAndProgressionBuild(npc: wref<GameObject>, actionName: CName)scripted
public final func BlockScaling(itemData: ref<gameItemData>)scripted
private final func CacheGameplayRestriction(actionRestrictionRecordID: TweakDBID)scripted
private final func CalculateEncumbrance()scripted
private final const func CanAvoidCombat() -> Boolscripted
public final const func CanAvoidCombatWithDodge() -> Boolscripted
public final const func CanAvoidCombatWithGag() -> Boolscripted
private final func CheckRadialContextRequest() -> Boolscripted
private final func CheckVehicleSystemGarageState() -> Boolscripted
private final const func CheckVForVendettaAchievement(evt: ref<TargetNeutraliziedEvent>)scripted
public final func CompensateExceedScaling(itemData: ref<gameItemData>)scripted
private final func CPOMissionDataOnPlayerDetach()scripted
private final func CreateFactCallbackData(factName: CName) -> FactCallbackDatascripted
private final func CreateVendettaTimeDelayEvent()scripted
protected final func DefineModifierGroups()scripted
private final func DisableCameraBobbing(b: Bool)scripted
private final func DisableFootstepAudio(b: Bool)scripted
public final func DisableScanningFromInput()scripted
private final func DisallowOuterwearClothing()scripted
public final func DistanceFromTargetSquared() -> Floatscripted
private final func EnableCombatVisibilityDistances(enable: Bool)scripted
private final func EnableUIBlackboardListener(enable: Bool)scripted
private final func EquipNewCyberware(items: array<ItemID>, availableCapacity: Float, addToInventoryIfOverallocated: Bool, opt stashedQuickhacks: array<ItemID>) -> Floatscripted
private final func EvaluateApplyingReplacerGameplayRestrictions()scripted
public final func EvaluateEncumbrance(opt isLootBroken: Bool)scripted
private final func ExecuteCWMask()scripted
private final func FindBuildSpacing(enumType: script_ref<String>, buildNameStringPart: script_ref<String>) -> Int32scripted
public final func FindVehicleCameraManager() -> ref<VehicleCameraManager>scripted
private final func ForceCloseRadialWheel()scripted
public final func GetAimAssistLevel() -> EAimAssistLevelscripted
private final func GetAppropriateCWByQuality(quality: Int32, baseCWRecord: TweakDBID) -> ref<Item_Record>scripted
private final const func GetAreaFromEnum(slot: TransmogSlots) -> gamedataEquipmentAreascripted
public final func GetBreachFinderComponent() -> ref<BreachFinderComponent>scripted
public final func GetBufferModifier() -> Int32scripted
public final const func GetCachedQuickHackList() -> array<PlayerQuickhackData>scripted
public final const func GetCombatExitTimestamp() -> Floatscripted
public final const func GetCompatibleCPOMissionDeviceName() -> CNamescripted
private final func GetCPOQuickSlotID(action: ListenerAction) -> Int32scripted
protected final const func GetCurrentSecurityZoneType(owner: ref<GameObject>) -> gameCityAreaTypescripted
protected final const func GetCurrentZoneType(factValue: Int32) -> gameCityAreaTypescripted
public final func GetCWMaskID() -> ItemIDscripted
private final func GetDamageThresholdParams()scripted
private final const func GetEquipmentSystem() -> ref<EquipmentSystem>scripted
public final func GetEquippedItemIdInArea(equipArea: gamedataEquipmentArea, opt slot: Int32) -> ItemIDscripted
public final const func GetExplosionRange() -> Floatscripted
public final const func GetFPPCameraComponent() -> ref<FPPCameraComponent>scripted
private final func GetGlitchedEquippedCyberware(out items: array<ItemID>)scripted
public final func GetGrenadeCharges() -> Int32scripted
public final func GetGrenadeCharges(item: ref<Grenade_Record>) -> Int32scripted
public final func GetGrenadeThrowCost() -> Int32scripted
public final func GetGrenadeThrowCostClean() -> Int32scripted
public final const func GetGunshotRange() -> Floatscripted
public final const func GetHackingDataBlackboard() -> ref<IBlackboard>scripted
public final func GetHealingItemCharges() -> Int32scripted
public final func GetHealingItemUseCost() -> Int32scripted
public final const func GetInspectionComponent() -> ref<InspectionComponent>scripted
public final const func GetIsInWorkspotFinisher() -> Boolscripted
private final func GetItemCapacityRequirement(itemID: ItemID) -> Floatscripted
public final func GetLastDamageInflictedTime() -> EngineTimescripted
private final func GetMinigameBlackboard() -> ref<IBlackboard>scripted
public final const func GetMinigamePrograms() -> array<MinigameProgramData>scripted
public final const func GetMountedVehicle() -> ref<VehicleObject>scripted
public const func GetNetworkLinkSlotName() -> CNamescripted
public final const func GetOverlappedSecurityZones() -> array<PersistentID>scripted
public final const func GetPermanentFoodBonus(type: gamedataStatType) -> Floatscripted
public final const func GetPhoneCallFactName(contactName1: CName, contactName2: CName) -> Stringscripted
public final const func GetPlayerCurrentWorkspotTags() -> array<CName>scripted
public final const func GetPlayerPerkDataBlackboard() -> ref<IBlackboard>scripted
public final const func GetPlayerStateMachineBlackboard() -> ref<IBlackboard>scripted
public final func GetPlayerWeaponHandler() -> ref<PlayerWeaponHandlingModifiers>scripted
public final func GetPocketRadio() -> ref<PocketRadio>scripted
public final func GetPrimaryTargetingComponent() -> ref<TargetingComponent>scripted
public final func GetProjectileLauncherCharges() -> Int32scripted
public final func GetProjectileLauncherShootCost() -> Int32scripted
protected const func GetPS() -> ref<PlayerPuppetPS>scripted
public final const func GetQuickSlotsManager() -> ref<QuickSlotsManager>scripted
public final const func GetReplicatedStateClass() -> CNamescripted
public final func GetStaminaPercUnsafe() -> Floatscripted
public final func GetStaminaValueUnsafe() -> Floatscripted
private final func GetUnlockedVehiclesSize() -> Int32scripted
public final func GetVehicleVisualCustomizationComponent() -> ref<vehicleVisualCustomizationComponent>scripted
private final func GetZoomBlackboardValues() -> Boolscripted
private final func GotKeycardNotification()scripted
private final func GracePeriodAfterSpawn()scripted
public final func GrenadeChargesAreOnMax() -> Boolscripted
private final func HandleDoorsForCombat(vehicle: wref<VehicleObject>)scripted
public final const func HasAutoReveal() -> Boolscripted
public final func HasCWMask() -> Boolscripted
public func HasPrimaryOrSecondaryEquipment() -> Boolscripted
public final func HealingItemChargesAreOnMax() -> Boolscripted
public final func IconicCyberwareActivated()scripted
private final func InitializeFocusModeTagging()scripted
private final func InitializeTweakDBRecords()scripted
private final func InitInterestingFacts()scripted
private final func InvalidateZone()scripted
public final func IsAimingAtChild() -> Boolscripted
public final func IsAimingAtFriendly() -> Boolscripted
public final func IsAimSnapEnabled() -> Boolscripted
public final func IsBeingRevealed() -> Boolscripted
public final const func IsBlackwallForceEquippedOnPlayer() -> Boolscripted
private final const func IsCallingVehicleRestricted() -> Boolscripted
private final const func IsCombatStartBufferActive(buffer: Float) -> Boolscripted
public final const func IsCooldownForActionActive(actionID: TweakDBID) -> Boolscripted
public final const func IsCoverModifierAdded() -> Boolscripted
public final func IsExhausted() -> Boolscripted
public const func IsIncapacitated() -> Boolscripted
public final const func IsInCombat() -> Boolscripted
public final const func IsInGyroTutorial() -> Boolscripted
public final func IsInPoliceVehicle() -> Boolscripted
public final const func IsInReplayTutorial() -> Boolscripted
public final func IsInvisible() -> Boolscripted
public const func IsJohnnyReplacer() -> Boolscripted
public final const func IsMoving() -> Boolscripted
public final const func IsMovingHorizontally() -> Boolscripted
public final const func IsMovingVertically() -> Boolscripted
public final const func IsNaked() -> Boolscripted
public const func IsNetworkLinkDynamic() -> Boolscripted
private final func IsPhoneCallActive() -> Boolscripted
public const func IsPlayer() -> Boolscripted
public const func IsPuppetInCombat() -> Boolscripted
public const func IsReplacer() -> Boolscripted
public final const func IsReplicable() -> Boolscripted
public const func IsVRReplacer() -> Boolscripted
public final const func IsWorkspotDamageReductionAdded() -> Boolscripted
public final const func IsWorkspotVisibilityReductionActive() -> Boolscripted
private final func KeybaordAndMouseControlsActive() -> Boolscripted
public final func LockItemPlusOnNonIconicWeapons(itemData: ref<gameItemData>)scripted
protected cb func OnAction(action: ListenerAction, consumer: ListenerActionConsumer) -> Boolscripted
private final func OnActionMultiplayer(action: ListenerAction, consumer: ListenerActionConsumer)scripted
protected cb func OnActivateOpticalCamoToExitCombatEvent(evt: ref<ExitCombatOnOpticalCamoActivatedEvent>) -> Boolscripted
public final func OnAdditiveCameraMovementsSettingChanged()scripted
protected cb func OnAdHocAnimationRequest(evt: ref<AdHocAnimationEvent>) -> Boolscripted
protected cb func OnAppearanceChangeFinishEvent(evt: ref<entAppearanceChangeFinishEvent>) -> Boolscripted
protected cb func OnAttitudeChanged(evt: ref<AttitudeChangedEvent>) -> Boolscripted
protected cb func OnBeingNoticed(evt: ref<OnBeingNoticed>) -> Boolscripted
protected cb func OnBeingTarget(evt: ref<OnBeingTarget>) -> Boolscripted
protected cb func OnBeingTargetByLaserSight(evt: ref<BeingTargetByLaserSightUpdateEvent>) -> Boolscripted
protected cb func OnBlockAndCompensateScalingEvent(evt: ref<BlockAndCompensateScalingEvent>) -> Boolscripted
protected cb func OnBodySlamStateChange(newState: Bool) -> Boolscripted
protected cb func OnBuyAttribute(evt: ref<RequestBuyAttribute>) -> Boolscripted
protected cb func OnCameraShakeEvent(evt: ref<gameCameraShakeEvent>) -> Boolscripted
protected cb func OnCarHitPlayer(evt: ref<OnCarHitPlayer>) -> Boolscripted
protected cb func OnCleanUpTimeDilationEvent(evt: ref<CleanUpTimeDilationEvent>) -> Boolscripted
protected cb func OnClearAnimFeatureCarryEvent(evt: ref<ClearAnimFeatureCarryEvent>) -> Boolscripted
protected cb func OnClearBeingNoticedBB(evt: ref<ClearBeingNoticedBB>) -> Boolscripted
protected cb func OnClearItemAppearanceEvent(evt: ref<ClearItemAppearanceEvent>) -> Boolscripted
protected cb func OnCombatGadgetStateChange(newState: Int32) -> Boolscripted
protected cb func OnCombatStateChanged(newState: Int32) -> Boolscripted
protected cb func OnConsumablesChargesRework(evt: ref<ConsumablesChargesReworkEvent>) -> Boolscripted
protected cb func OnControllingDeviceChange(controllingId: EntityID) -> Boolscripted
protected cb func OnCPOChoiceTokenDrawTextEvent(evt: ref<CPOChoiceTokenDrawTextEvent>) -> Boolscripted
protected cb func OnCPOGiveChoiceTokenEvent(e: ref<MultiplayerGiveChoiceTokenEvent>) -> Boolscripted
protected cb func OnCPOMissionDataChanged(hasData: Bool) -> Boolscripted
protected cb func OnCPOMissionDataTransferred(evt: ref<CPOMissionDataTransferred>) -> Boolscripted
private final func OnCPOMissionDataTransferredChoiceTokenClient(evt: ref<CPOMissionDataTransferred>)scripted
private final func OnCPOMissionDataTransferredClient(evt: ref<CPOMissionDataTransferred>)scripted
private final func OnCPOMissionDataTransferredServer(evt: ref<CPOMissionDataTransferred>)scripted
protected cb func OnCPOMissionDataUpdateEvent(e: ref<CPOMissionDataUpdateEvent>) -> Boolscripted
protected cb func OnCPOMissionPlayerVotedEvent(evt: ref<CPOMissionPlayerVotedEvent>) -> Boolscripted
protected cb func OnCrouchDelayEvent(evt: ref<CrouchDelayEvent>) -> Boolscripted
protected cb func OnCurrentVisibleTargetChanged(targetId: EntityID) -> Boolscripted
protected cb func OnDamageInflicted(evt: ref<DamageInflictedEvent>) -> Boolscripted
protected cb func OnDeath(evt: ref<gameDeathEvent>) -> Boolscripted
protected cb func OnDetach() -> Boolscripted
protected cb func OnDisableBraindanceActions(evt: ref<DisableBraindanceActions>) -> Boolscripted
protected cb func OnDisableVisualOverride(evt: ref<DisableVisualOverride>) -> Boolscripted
protected cb func OnDismembermentInstigated(evt: ref<DismembermentInstigated>) -> Boolscripted
protected cb func OnDistrictChanged(evt: ref<PlayerEnteredNewDistrictEvent>) -> Boolscripted
protected cb func OnDodgeToAvoidCombatEvent(evt: ref<DodgeToAvoidCombatEvent>) -> Boolscripted
protected cb func OnDriverCombatCameraChange(inTPP: Bool) -> Boolscripted
protected cb func OnDriverCombatWeaponTypeChange(newWeaponType: Int32) -> Boolscripted
protected cb func OnEnableBraindanceActions(evt: ref<EnableBraindanceActions>) -> Boolscripted
protected cb func OnEnablePlayerVisibilityEvent(evt: ref<EnablePlayerVisibilityEvent>) -> Boolscripted
protected cb func OnEnableVisualOverride(evt: ref<EnableVisualOverride>) -> Boolscripted
public final func OnEnterAimState()scripted
private final func OnEnterDangerousZone()scripted
private final func OnEnterPublicZone()scripted
private final func OnEnterRestrictedZone()scripted
private final func OnEnterSafeZone()scripted
private final func OnEnterUndefinedZone()scripted
protected cb func OnEvaluateEncumbranceEvent(evt: ref<EvaluateEncumbranceEvent>) -> Boolscripted
private final func OnExitPublicZone()scripted
private final func OnExitSafeZone()scripted
protected cb func OnExperienceGained(evt: ref<ExperiencePointsEvent>) -> Boolscripted
public final func OnExplosiveDeviceExploded()scripted
protected cb func OnFactChangedEvent(evt: ref<FactChangedEvent>) -> Boolscripted
protected cb func OnFelledEvent(evt: ref<FelledEvent>) -> Boolscripted
protected cb func OnFillAnimWrapperInfoBasedOnEquippedItem(evt: ref<FillAnimWrapperInfoBasedOnEquippedItem>) -> Boolscripted
protected cb func OnFinishedVendettaTimeEvent(evt: ref<FinishedVendettaTimeEvent>) -> Boolscripted
protected cb func OnForceBraindanceCameraToggle(evt: ref<ForceBraindanceCameraToggle>) -> Boolscripted
protected cb func OnGameAttached() -> Boolscripted

Runs when the player puppet is attached to the game world. It does not mean a save has loaded, and it runs more than once per session:

Player action Runs
Game reaches the main menu Yes, once
Load a save, from the main menu or the pause menu Yes, once per load
Open the load-save list No
Save the game No

Tested on 2.31 with a @wrapMethod probe. See P1 results.

protected cb func OnGameLoadedFactReset(evt: ref<GameLoadedFactReset>) -> Boolscripted
protected cb func OnHackTargetEvent(evt: ref<HackTargetEvent>) -> Boolscripted
protected cb func OnHalloweenEvent(evt: ref<HalloweenEvent>) -> Boolscripted
protected cb func OnHealthUpdateEvent(evt: ref<HealthUpdateEvent>) -> Boolscripted
protected cb func OnHeavyFootstepEvent(evt: ref<HeavyFootstepEvent>) -> Boolscripted
protected cb func OnHideVisualSlot(evt: ref<HideVisualSlot>) -> Boolscripted
private final func OnHitAnimation(hitEvent: ref<gameHitEvent>)scripted
private final func OnHitBlockedOrDeflected(hitEvent: ref<gameHitEvent>)scripted
private final func OnHitSounds(hitEvent: ref<gameHitEvent>)scripted
private final func OnHitUI(hitEvent: ref<gameHitEvent>)scripted
protected cb func OnIconicsReworkCompensateEvent(evt: ref<IconicsReworkCompensateEvent>) -> Boolscripted
protected func OnIncapacitated()scripted
protected cb func OnInteraction(choiceEvent: ref<InteractionChoiceEvent>) -> Boolscripted
protected cb func OnInteractionStateChange(value: Variant) -> Boolscripted
protected cb func OnInvalidateCombatController(evt: ref<PlayerCombatControllerInvalidateEvent>) -> Boolscripted
protected cb func OnInvalidateVisionModeController(evt: ref<PlayerVisionModeControllerInvalidateEvent>) -> Boolscripted
protected cb func OnInventoryEmpty(evt: ref<OnInventoryEmptyEvent>) -> Boolscripted
protected cb func OnItemAddedToInventory(evt: ref<ItemAddedEvent>) -> Boolscripted
protected cb func OnItemAddedToSlot(evt: ref<ItemAddedToSlot>) -> Boolscripted
protected cb func OnItemBeingRemovedFromInventory(evt: ref<ItemBeingRemovedEvent>) -> Boolscripted
protected cb func OnItemChangedEvent(evt: ref<ItemChangedEvent>) -> Boolscripted
public final func OnItemEquipped(slot: TweakDBID, item: ItemID)scripted
protected cb func OnItemRemovedFromSlot(evt: ref<ItemRemovedFromSlot>) -> Boolscripted
public final func OnItemUnequipped(slot: TweakDBID, item: ItemID)scripted
protected cb func OnKatanaMagFieldHitDelayEvent(evt: ref<KatanaMagFieldHitDelayEvent>) -> Boolscripted
protected cb func OnLeftHandCyberwareStateChange(newState: Int32) -> Boolscripted
protected cb func OnLevelUp(evt: ref<LevelUpdateEvent>) -> Boolscripted
protected cb func OnLocomotionStateChanged(newState: Int32) -> Boolscripted
protected cb func OnLookAtObjectChangedEvent(evt: ref<LookAtObjectChangedEvent>) -> Boolscripted
protected cb func OnMakePlayerVisibleAfterSpawn(evt: ref<EndGracePeriodAfterSpawn>) -> Boolscripted
protected cb func OnManagePersonalLinkChangeEvent(evt: ref<ManagePersonalLinkChangeEvent>) -> Boolscripted
protected cb func OnMeleeHitEvent(evt: ref<MeleeHitEvent>) -> Boolscripted
protected cb func OnMeleeHitSloMo(evt: ref<MeleeHitSlowMoEvent>) -> Boolscripted
protected cb func OnMeleeWeaponStateChange(newState: Int32) -> Boolscripted
protected cb func OnModifyOverlappedSecurityArease(evt: ref<ModifyOverlappedSecurityAreas>) -> Boolscripted
protected cb func OnMountingEvent(evt: ref<MountingEvent>) -> Boolscripted
protected cb func OnNewPerkSold(evt: ref<NewPerkSoldEvent>) -> Boolscripted
protected cb func OnNumberOfCombatantsChanged(value: Uint32) -> Boolscripted
protected cb func OnPartAddedToSlotEvent(evt: ref<PartAddedToSlotEvent>) -> Boolscripted
protected cb func OnPartRemovedEvent(evt: ref<PartRemovedEvent>) -> Boolscripted
protected cb func OnPartRemovedFromSlotEvent(evt: ref<PartRemovedFromSlotEvent>) -> Boolscripted
protected cb func OnPauseBraindance(evt: ref<PauseBraindance>) -> Boolscripted
protected cb func OnPlayerCoverStatusChangedEvent(evt: ref<PlayerCoverStatusChangedEvent>) -> Boolscripted
protected cb func OnPlayerDamageFromDataEvent(e: ref<PlayerDamageFromDataEvent>) -> Boolscripted
protected cb func OnPlayerTakedownStateChange(takedownState: Int32) -> Boolscripted
protected cb func OnPrepareForForcedVehicleCombat(evt: ref<PrepareForForcedVehicleCombat>) -> Boolscripted
protected cb func OnProcessVendettaAchievementEvent(evt: ref<ProcessVendettaAchievementEvent>) -> Boolscripted
protected cb func OnRadioToggleEvent(evt: ref<RadioToggleEvent>) -> Boolscripted
protected cb func OnRasetsuToPlayerScalingEvent(evt: ref<RasetsuToPlayerScalingEvent>) -> Boolscripted
protected cb func OnRefreshItemPlayerScalingEvent(evt: ref<RefreshItemPlayerScalingEvent>) -> Boolscripted
protected cb func OnRefreshQuickhackMenuEvent(evt: ref<RefreshQuickhackMenuEvent>) -> Boolscripted
protected cb func OnRegisterFastTravelPoints(evt: ref<RegisterFastTravelPointsEvent>) -> Boolscripted
protected cb func OnReleaseControl() -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnRequestEquipHeavyWeapon(evt: ref<RequestEquipHeavyWeapon>) -> Boolscripted
protected cb func OnRequestStats(evt: ref<RequestStats>) -> Boolscripted
protected cb func OnRescaleNonIconicWeaponsEvent(evt: ref<RescaleNonIconicWeaponsEvent>) -> Boolscripted
protected cb func OnResetItemAppearanceEvent(evt: ref<ResetItemAppearanceEvent>) -> Boolscripted
protected cb func OnRestoreCybWeaponQualitiesEvent(evt: ref<RestoreCybWeaponQualitiesEvent>) -> Boolscripted
protected cb func OnRestoreVisualOverride(evt: ref<RestoreVisualOverride>) -> Boolscripted
protected cb func OnRestoreVisualSlot(evt: ref<RestoreVisualSlot>) -> Boolscripted
protected func OnResurrected()scripted
protected cb func OnRetrofixCyberwaresEvent(evt: ref<RetrofixCyberwaresEvent>) -> Boolscripted
protected cb func OnRetrofixOverallocatedCyberwareEvent(evt: ref<RetrofixOverallocatedCyberwareEvent>) -> Boolscripted
protected cb func OnRetrofixQuickhacksEvent(evt: ref<RetrofixQuickhacksEvent>) -> Boolscripted
protected cb func OnRewardEvent(evt: ref<RewardEvent>) -> Boolscripted
protected cb func OnRewindableSectionEvent(evt: ref<scnRewindableSectionEvent>) -> Boolscripted
protected cb func OnSceneFirstEquipState(evt: ref<SceneFirstEquipState>) -> Boolscripted
protected cb func OnSceneForceWeaponAimEvent(evt: ref<SceneForceWeaponAim>) -> Boolscripted
protected cb func OnSceneForceWeaponSafeEvent(evt: ref<SceneForceWeaponSafe>) -> Boolscripted
protected cb func OnSceneTierChange(newState: Int32) -> Boolscripted
protected cb func OnSetSlowMoForOnePunchAttackEvent(evt: ref<SetSlowMoForOnePunchAttackEvent>) -> Boolscripted
protected cb func OnSetUpEquipmentOverlayEvent(evt: ref<SetUpEquipmentOverlayEvent>) -> Boolscripted
protected cb func OnSpiderbotOrderTargetEvent(evt: ref<SpiderbotOrderDeviceEvent>) -> Boolscripted
protected cb func OnStartedBeingTrackedAsHostile(evt: ref<StartedBeingTrackedAsHostile>) -> Boolscripted
public final func OnStatChanged(ownerID: StatsObjectID, statType: gamedataStatType, diff: Float, total: Float)scripted
protected cb func OnStatusEffectApplied(evt: ref<ApplyStatusEffectEvent>) -> Boolscripted
protected cb func OnStatusEffectRemoved(evt: ref<RemoveStatusEffect>) -> Boolscripted
private final func OnStatusEffectUsedHealingItemOrCyberwareApplied()scripted
protected cb func OnStopCritHealthRumble(evt: ref<StopCritHealthRumble>) -> Boolscripted
protected cb func OnStoppedBeingTrackedAsHostile(evt: ref<StoppedBeingTrackedAsHostile>) -> Boolscripted
protected cb func OnSysDebuggerEvent(evt: ref<SysDebuggerEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnTakedownOrder(evt: ref<OrderTakedownEvent>) -> Boolscripted
protected cb func OnTargetNeutraliziedEvent(evt: ref<TargetNeutraliziedEvent>) -> Boolscripted
protected cb func OnToggleNewPlayerFlashlightEvent(evt: ref<ToggleNewPlayerFlashlightEvent>) -> Boolscripted
protected cb func OnTogglePlayerFlashlightEvent(evt: ref<TogglePlayerFlashlightEvent>) -> Boolscripted
protected cb func OnUIContactListContextChanged(value: Bool) -> Boolscripted
protected cb func OnUIContextChange(value: Bool) -> Boolscripted
protected cb func OnUIRadialContextChange(value: Bool) -> Boolscripted
protected cb func OnUISmsMessengerContextChanged(value: Bool) -> Boolscripted
protected cb func OnUIVendorContextChange(value: Bool) -> Boolscripted
protected cb func OnUnderwearEquipFailsafeEvent(evt: ref<UnderwearEquipFailsafeEvent>) -> Boolscripted
protected cb func OnUnifyIconicsUpgradeCountWithEffectiveTierEvent(evt: ref<UnifyIconicsUpgradeCountWithEffectiveTierEvent>) -> Boolscripted
protected cb func OnUnmountingEvent(evt: ref<UnmountingEvent>) -> Boolscripted
protected cb func OnUpdateAutoRevealStatEvent(evt: ref<UpdateAutoRevealStatEvent>) -> Boolscripted
protected cb func OnUpdateEquippedWeaponsHandling(evt: ref<UpdateEquippedWeaponsHandlingEvent>) -> Boolscripted
protected cb func OnUpdateMiniGameProgramsEvent(evt: ref<UpdateMiniGameProgramsEvent>) -> Boolscripted
protected cb func OnUpdateVisibilityModifierEvent(evt: ref<UpdateVisibilityModifierEvent>) -> Boolscripted
protected cb func OnUpperBodyStateChange(newState: Int32) -> Boolscripted
protected cb func OnVehicleRadioEvent(evt: ref<VehicleRadioEvent>) -> Boolscripted
protected cb func OnVehicleRadioStationChanged(evt: ref<VehicleRadioStationChanged>) -> Boolscripted
protected cb func OnVehicleStateChange(newState: Int32) -> Boolscripted
protected cb func OnVisionStateChange(newState: Int32) -> Boolscripted
protected cb func OnWeaponEquipEvent(evt: ref<WeaponEquipEvent>) -> Boolscripted
protected cb func OnWeaponStateChange(newState: Int32) -> Boolscripted
protected cb func OnWorkspotFinishedEvent(evt: ref<WorkspotFinishedEvent>) -> Boolscripted
protected cb func OnWorkspotStartedEvent(evt: ref<WorkspotStartedEvent>) -> Boolscripted
protected cb func OnWoundedInstigated(evt: ref<WoundedInstigated>) -> Boolscripted
protected cb func OnZoneChange(value: Variant) -> Boolscripted
public final func OnZoneFactChanged(val: Int32)scripted
protected cb func OnZoomLevelChange(newLevel: Float) -> Boolscripted
private final func PlayCritHealthRumble()scripted
private final func PlayerAttachedCallback(playerPuppet: ref<GameObject>)scripted
public final const func PlayerContainsWorkspotTag(tag: CName) -> Boolscripted
private final func PlayerDetachedCallback(playerPuppet: ref<GameObject>)scripted
private final func PlayFootstepCameraShakeBasedOnProximity(evt: ref<HeavyFootstepEvent>)scripted
private final func PrioritizeCyberwareOnRetrofix(itemID: ItemID, equipmentArea: gamedataEquipmentArea, out p1: array<ItemID>, out p2: array<ItemID>, out p3: array<ItemID>, beforeVikVisit: Bool) -> Boolscripted
private final func ProcessBreathingEffectApplication(evt: ref<StatusEffectEvent>)scripted
private final func ProcessCallVehicleAction(type: gameinputActionType)scripted
private final func ProcessDamageEvents(addDamage: Bool, damagesPreset: CName)scripted
private final func ProcessTieredDruggedEffect(evt: ref<StatusEffectEvent>)scripted
private final func ProcessTieredDrunkEffect(evt: ref<StatusEffectEvent>)scripted
private final func ProcessToggleWalkInput()scripted
private final func PromoteOpticalCamoEffectorToCompletelyBlocking()scripted
public final func PSGetPocketRadioStation() -> Int32scripted
public final func PSIsInDriverCombat() -> Boolscripted
public final func PSSetPocketRadioStation(value: Int32)scripted
private final func PushDeflectEvent(isBulletDeflect: Bool)scripted
private final func PushHitDataToGraph(hitEvent: ref<gameHitEvent>)scripted
public final func ReevaluateLookAtTarget()scripted
private final func RefreshCPOVisionAppearance()scripted
private final func RegisterCPOMissionDataCallback()scripted
public final func RegisterFriendlyDeviceHostileToEnemies(deviceID: EntityID)scripted
private final func RegisterInterestingFactsListeners()scripted
private final func RegisterRemoteMappin()scripted
protected final func RegisterStatListeners(self: ref<PlayerPuppet>)scripted
private final func RegisterToFacts()scripted
private final func RemoveCyberwareParts(item: ItemID) -> array<ItemID>scripted
private final func RemoveGameplayRestriction(psmBB: ref<IBlackboard>, actionRestrictionRecordID: TweakDBID)scripted
private final func RemoveInteractionChoices()scripted
public final func RemoveOverrlappedSecurityZone(zone: PersistentID)scripted
public final func RescaleOwnedIconicsToPlayerLevel(itemData: ref<gameItemData>)scripted
private final func ResolveCachedGameplayRestrictions()scripted
private final func RestoreMinigamePrograms()scripted
public final func RetroRescaleNonIconicWeapons(itemData: ref<gameItemData>)scripted
private final func Revive(percAmount: Float)scripted
public final func ScaleRasetsuToProperTier(itemData: ref<gameItemData>)scripted
public final func SendCameraShakeDataToGraph(opt hitEvent: ref<gameHitEvent>, shakeStrength: Float)scripted
private final func SendCheckRemovedItemWithSlotActiveItemRequest(item: ItemID)scripted
protected final func SendSceneOverridesAnimFeature(sceneOverridesBlackboard: ref<IBlackboard>)scripted
private final func SendSummonVehicleQuickSlotsManagerRequest()scripted
public final func SetBlackboardIntVariable(id: BlackboardID_Int, value: Int32)scripted
public final func SetBufferModifier(i: Int32)scripted
private final func SetCustomFastForwardEnabled(enabled: Bool)scripted
private final func SetEntityNoticedPlayerBBValue(b: Bool)scripted
public final func SetHasCPOMissionData(setHasData: Bool, damagesPreset: CName, compatibleDeviceName: CName, ownerDecidesOnTransfer: Bool)scripted
public final func SetIconicWeaponsTier(itemData: ref<gameItemData>)scripted
public final func SetInvisible(isInvisible: Bool)scripted
public final func SetIsBeingRevealed(isBeingRevealed: Bool)scripted
public final const func SetPermanentFoodBonus(type: gamedataStatType, value: Float)scripted
public final func SetPSIsInDriverCombat(isInDriverCombat: Bool)scripted
public final func SetSecurityAreaTypeE3HACK(securityAreaType: ESecurityAreaType)scripted
protected final func SetSlowMo(slowMoAmount: Float, slowMoDuration: Float)scripted
protected final func SetStatPoolEnabled(statpool: gamedataStatPoolType, statpooltype: gameStatPoolModificationTypes, enabled: Bool)scripted
private final func SetupInPlayerDevelopmentSystem()scripted
private final func SetWarningMessage(message: script_ref<String>, opt msgType: SimpleMessageType)scripted
private final func SetZoomBlackboardValues(newState: Bool)scripted
public final const func ShouldAllowCycleToFistCyberware() -> Boolscripted
protected const func ShouldRegisterToHUD() -> Boolscripted
public const func ShouldShowScanner() -> Boolscripted
private final func ShowSandevistanBlockedNotification()scripted
private final func StartProcessingVForVendettaAchievement(deathInstigator: ref<GameObject>)scripted
private final func StopCritHealthRumble()scripted
private final func ToggleFocusedGrenadeShootingPerk(activate: Bool)scripted
private final func TriggerInspect(itemID: String, offset: Float, adsOffset: Float, timeToScan: Float)scripted
public final func TryScaleItemToPlayer(itemData: ref<gameItemData>)scripted
private final func UnequipOverallocatedCyberware(items: array<ItemID>, availableCapacity: Float) -> Floatscripted
public final func UnifyIconicWeaponsUpgradesCountWithEffectiveTier(itemData: ref<gameItemData>)scripted
private final func UnInitializeFocusModeTagging()scripted
private final func UnlockAccessPointPrograms()scripted
private final func UnregisterCPOMissionDataCallback()scripted
public final func UnregisterFriendlyDeviceHostileToEnemies(deviceID: EntityID)scripted
private final func UnregisterInterestingFactsListeners()scripted
private final func UnregisterRemoteMappin()scripted
protected final func UnregisterStatListeners(self: ref<PlayerPuppet>)scripted
private final func UnregisterToFacts()scripted
private final func UpdateAimAssist()scripted
protected final func UpdateAimAssistDelayedTask(data: ref<ScriptTaskData>)scripted
private final func UpdateAimAssistImmediate()scripted
private final func UpdateHealthStateSFX(healthValue: Float)scripted
private final func UpdateHealthStateVFX(healthValue: Float)scripted
public final func UpdateInventoryWeight(weightChange: Float, opt isLootBroken: Bool)scripted
private final func UpdateLookAtObject(target: ref<GameObject>)scripted
private final func UpdateMinigamePrograms(program: MinigameProgramData, add: Bool)scripted
private final func UpdatePlayerSettings()scripted
private final func UpdateSecondaryVisibilityOffset(isCrouching: Bool)scripted
public final func UpdateVisibility()scripted
private final func UpdateVisibilityModifier()scripted
public final func UpdateWeaponRightEquippedItemInfo()scripted