REDNODE / GAME API

PoliceAgentRegistry

classscriptedClass

extends IScriptable › ISerializable

Properties 4

NameTypeFlags
gameGameInstancescriptedprivate
npcAgentsarray<ref<NPCAgent>>scriptedprivate
requestTicketsarray<TicketData>scriptedprivate
vehicleAgentsarray<ref<VehicleAgent>>scriptedprivate

Methods 41

public final func Contains(id: EntityID) -> Boolscripted
public final func CreateTicket(request: Uint32, strategy: vehiclePoliceStrategy, opt isFallback: Bool)scripted
public final func DistanceSquaredToTClosestMaxTacAgent(positionToCheck: Vector4) -> Floatscripted
public final func GetAvCount() -> Int32scripted
public final func GetEngagedNotDisengagingVehicleList(out vehicleArray: array<ref<VehicleAgent>>) -> Boolscripted
public final func GetEngagedVehicleCount() -> Int32scripted
public final func GetEngagedVehicleList() -> array<ref<VehicleAgent>>scripted
public final func GetExternalNPCCount() -> Int32scripted
public final func GetFallbackNPCCount() -> Int32scripted
public final func GetMaxTacNPCCount() -> Int32scripted
public final func GetMaxTacNPCList() -> array<ref<NPCAgent>>scripted
public final func GetNPCList() -> array<ref<NPCAgent>>scripted
public final func GetNPCsAssignedToVehicle(vehicleEntityId: EntityID, toFill: script_ref<array<ref<NPCAgent>>>)scripted
public final func GetNPCSpawnedType(id: EntityID) -> DynamicVehicleTypescripted
public final func GetPendingFallbackOnFootTicketCount() -> Int32scripted
public final func GetPendingVehicleTicketsCount() -> Int32scripted
public final func GetRoadblockCount() -> Int32scripted
public final func GetRoadblockNPCList() -> array<ref<NPCAgent>>scripted
public final func GetRoadblockVehicleList() -> array<ref<VehicleAgent>>scripted
public final func GetSupportVehicleCount() -> Int32scripted
public final func GetSupportVehicleList() -> array<ref<VehicleAgent>>scripted
public final func GetSupportVehiclesWithStrategyCount(strategy: vehiclePoliceStrategy) -> Int32scripted
public final func GetTotalNPCCount() -> Int32scripted
public final func GetTotalPendingTicketsCount() -> Int32scripted
public final func GetTotalVehicleCount() -> Int32scripted
public final func GetVehicleList() -> array<ref<VehicleAgent>>scripted
public final func GetVehiclesWithoutRegisteredPassengers(toFill: script_ref<array<ref<VehicleAgent>>>)scripted
public final func HasNPCBeenAttackedByPlayer(id: EntityID) -> Boolscripted
public final func HasPoliceRecentlyDeescalated() -> Boolscripted
public final func IsPoliceInCombatWithPalyer() -> Boolscripted
public final func IsPreventionMaxTac(puppet: ref<gamePuppet>) -> Boolscripted
public final func PopRequestTicket(request: Uint32, opt ticketData: script_ref<TicketData>) -> Boolscripted
public final func RegisterAgent(unit: ref<GameObject>, type: DynamicVehicleType, opt strategy: vehiclePoliceStrategy, opt isFallback: Bool, overrideExisting: Bool) -> Boolscripted
private final func TryGetIndexOf_NPC(id: EntityID, opt index: script_ref<Int32>) -> Boolscripted
private final const func TryGetIndexOf_Ticket(id: Uint32, opt index: script_ref<Int32>) -> Boolscripted
private final func TryGetIndexOf_Vehicle(id: EntityID, opt index: script_ref<Int32>) -> Boolscripted
public final func TryGetNPCAgentByID(id: EntityID, agent: script_ref<ref<NPCAgent>>) -> Boolscripted
public final func TryGetVehicleAgentByID(id: EntityID, agent: script_ref<ref<VehicleAgent>>) -> Boolscripted
public final func UnregisterAgent(id: EntityID) -> UnregisterResultscripted
public final func UnregisterAll()scripted
public final func UpdateVehiclePassengerCount(vehicleID: EntityID, passengers: Int32)scripted