REDNODE / GAME API

PreventionSystem

classscriptedClass

extends ScriptableSystem › IScriptableSystem › IScriptable › ISerializable

Properties 108

NameTypeFlags
agentGroupsListarray<ref<PreventionAgents>>scriptedprivate
agentRegistryref<PoliceAgentRegistry>scriptedprivatepersistentsavable
avSpawnPointListarray<Vector3>scriptedprivate
beliefAccuracyTimerDelayIDDelayIDscriptedprivate
blinkingStatusDelayIDDelayIDscriptedprivate
blinkReasonsStackarray<CName>scriptedprivate
blockOnFootSpawnByQuestBoolscriptedprivatepersistent
blockReconDroneSpawnByQuestBoolscriptedprivatepersistent
blockShootingFromVehicleBoolscriptedprivate
blockVehicleSpawnByQuestBoolscriptedprivatepersistent
canSpawnFallbackEarlyBoolscriptedprivate
chaseMultiplierFloatscriptedprivate
civilianVehicleDestructionCountInt32scriptedprivate
civilianVehicleDestructionThresholdInt32scriptedprivate
civilianVehicleDestructionTimeoutFloatscriptedprivate
codeRedReinforcementBoolscriptedprivate
crimeScoreMultiplierByQuestFloatscriptedprivatepersistent
crimescoreTimerDelayIDDelayIDscriptedprivate
currentVehicleTicketCountInt32scriptedprivate
damageToPlayerMultiplierFloatscriptedprivate
Debug_LastAttackTypegamedataAttackTypescriptedprivate
Debug_lastAVRequestedSpawnPositionVector3scriptedprivate
Debug_LastCrimeDistanceFloatscriptedprivate
Debug_LastDamageDealtFloatscriptedprivate
Debug_ProcessReasonEPreventionDebugProcessReasonscriptedprivate
defaultHeatLevelsBoolscriptedprivate
districtManagerref<DistrictManager>scriptedprivatepersistent
districtMultiplierFloatscriptedprivate
failedVehicleSpawnAttemptsInt32scriptedprivate
failsafePoliceRecordT1TweakDBIDscriptedprivate
failsafePoliceRecordT2TweakDBIDscriptedprivate
failsafePoliceRecordT3TweakDBIDscriptedprivate
firstStarTimeStampFloatscriptedprivate
forceEternalGreyStarsBoolscriptedprivatepersistent
freeAreaResetDelayIDDelayIDscriptedprivate
hadOngoingSpawnRequestBoolscriptedprivate
hasViewersBoolscriptedprivate
heatChangeReasonStringscriptedprivate
heatLevelChangedBoolscriptedprivate
heatStageEPreventionHeatStagescriptedprivate
ignoreSecurityAreasBoolscriptedprivate
ignoreSecurityAreasByQuestBoolscriptedprivatepersistent
inputlockDelayIDDelayIDscriptedprivate
isInitialSearchStateBoolscriptedprivate
isPlayerMountedBoolscriptedprivate
isVehicleDelayOverBoolscriptedprivate
lastAttackTargetIDsarray<EntityID>scriptedprivate
lastAttackTimeFloatscriptedprivate
lastAVRequestedSpawnPositionsArrayarray<Vector4>scriptedprivate
lastCivilianVehicleDestructionTimeStampFloatscriptedprivate
lastKnownPositionVector4scriptedprivate
lastKnownVehiclewref<VehicleObject>scriptedprivate
lastStarChangeTimeStampFloatscriptedprivate
maxAllowedDistanceToPlayerFloatscriptedprivate
maxHeatLevelEPreventionHeatStagescriptedprivate
maxtacTicketIDUint32scriptedprivate
maxtacTroopBeingAliveTimeStampFloatscriptedprivate
minHeatLevelEPreventionHeatStagescriptedprivate
nodeEventSourcesarray<CName>scriptedprivate
numberOfMaxtacSquadsSpawnedInt32scriptedprivate
onPlayerChoiceCallIDref<CallbackHandle>scriptedprivate
playerwref<PlayerPuppet>scriptedprivate
playerAttachedCallbackIDUint32scriptedprivate
playerCrossedBufferDistanceBoolscriptedprivate
playerDetachedCallbackIDUint32scriptedprivate
playerHLSgamePSMHighLevelscriptedprivate
playerHLSIDref<CallbackHandle>scriptedprivate
playerIsInPreventionFreeAreaBoolscriptedprivate
playerIsInSecurityAreaarray<PersistentID>scriptedprivate
playerVehicleStategamePSMVehiclescriptedprivate
playerVehicleStateIDref<CallbackHandle>scriptedprivate
policeChaseBlackboardwref<IBlackboard>scriptedprivate
policeKnowsPlayerLocationBoolscriptedprivate
policemenSpawnDelayIDDelayIDscriptedprivate
policeSecuritySystemsarray<PersistentID>scriptedprivate
preventionDataMatrixwref<PreventionHeatDataMatrix_Record>scriptedprivate
preventionDataTablewref<PreventionHeatTable_Record>scriptedprivate
preventionPresetwref<DistrictPreventionData_Record>scriptedprivate
preventionQuestEventSourcesarray<CName>scriptedprivatepersistent
preventionTickCallerref<IntervalCaller>scriptedprivate
preventionUnitKilledDuringLockBoolscriptedprivate
previousHitAttackTimeFloatscriptedprivate
previousHitTargetIDEntityIDscriptedprivate
reconDeployedBoolscriptedprivate
reconDestroyedBoolscriptedprivate
reconPhaseEnabledBoolscriptedprivate
ressuplyVehicleTicketCallerref<IntervalCaller>scriptedprivate
roadblockadeRespawnTickCallerref<IntervalCaller>scriptedprivate
searchingStatusDelayIDDelayIDscriptedprivate
securityAreaResetCheckBoolscriptedprivate
securityAreaResetDelayIDDelayIDscriptedprivate
setCallRejectionIncrementBoolscriptedprivatepersistent
shouldForceStarStateUIToActiveBoolscriptedprivate
shouldPreventionUnitsStartRetreatingBoolscriptedprivate
starStateEStarStatescriptedprivate
starStateBufferTimerDelayIDDelayIDscriptedprivate
starStateUIChangedBoolscriptedprivate
systemEnabledBoolscriptedprivatepersistent
systemLockedBoolscriptedprivate
systemLockSourcesarray<CName>scriptedprivatepersistent
temp_const_falseBoolscriptedprivate
totalCrimeScoreFloatscriptedprivate
transitionToGreyStateDelayIDDelayIDscriptedprivate
unhandledInputsReceivedInt32scriptedprivate
vehicleSpawnBlockSideEVehicleSpawnBlockSidescriptedprivate
vehicleSpawnTickCallerref<IntervalCaller>scriptedprivate
viewersarray<wref<GameObject>>scriptedprivate
wantedBarBlackboardwref<IBlackboard>scriptedprivate

Methods 276

public final const func AreTurretsActive() -> Boolscripted
private final func CalculateCrimeScoreForNPC(request: ref<PreventionDamageRequest>)scripted
private final func CalculateCrimeScoreForVehicle(request: ref<PreventionDamageRequest>)scripted
private final func CancelAllDelayedEvents()scripted
private final func CancelAllIntervalCallers()scripted
private final func CancelBlinkingTimerRequest()scripted
private final func CancelCrimescoreDropTimerRequest()scripted
private final func CancelNPCSpawnDelay() -> Boolscripted
private final func CancelSearchingTimerRequest()scripted
private final func CancelSecurityAreaResetRequest()scripted
private final func CancelStateBufferTimerRequest()scripted
private final func CancelTransitiontoGreyStateTimerRequest()scripted
public final const func CanPreventionReactToInput() -> Boolscripted
private final func CanRequestAVSpawn() -> Boolscripted
private final func CanSpawnAvAtPosition(playerPosition: Vector4, position: Vector4) -> Boolscripted
private final func ChangeAgentsAttitude(desiredAffiliation: EAIAttitude)scripted
private final func ChangeAttitude(owner: wref<GameObject>, target: wref<GameObject>, desiredAttitude: EAIAttitude)scripted
private final func ChangeHeatStage(newHeatStage: EPreventionHeatStage, heatChangeReason: String)scripted
private final func CheckLastMaxTacAlone()scripted
private final func CheckPlayerDistanceToLKP()scripted
private final func CheckPossibleSpawnPosAndRequestAVSpawn()scripted
protected final func ClearLastAttackTargetIDs()scripted
private final func ComputeTotalCrimeScoreForTelemetry(newHeatStageEnum: EPreventionHeatStage) -> Uint32scripted
private final func CreateStrategyRequest(strategy: vehiclePoliceStrategy) -> ref<BaseStrategyRequest>scripted
private final func DamageChange()scripted
private final func DebugGetCivilianDestroyedVehicleCount() -> Int32scripted
private final func DespawnAllPolice(useAggressiveDespawn: Bool)scripted
private final func execInstructionActive(opt heatStage: EPreventionHeatStage)scripted
private final func execInstructionOff()scripted
private final func execInstructionOn()scripted
private final func execInstructionSafe(heatChangeReason: String)scripted
public final const func FillPreventionSystemDebugData(out dataToFill: PreventionSystemDebugData)scripted
private final const func GetAgentRegistry() -> ref<PoliceAgentRegistry>scripted
private final func GetCharacterRecordFromPool(pool: script_ref<array<wref<PreventionUnitPoolData_Record>>>, out recordID: TweakDBID) -> Boolscripted
private final func GetCharacterRecordsFromPool(recordsCount: Int32, pool: script_ref<array<wref<PreventionUnitPoolData_Record>>>, recordIDs: script_ref<array<TweakDBID>>) -> Boolscripted
public final const func GetCurrentDistrict() -> wref<District>scripted
public final const func GetDamageToPlayerMultiplier() -> Floatscripted
private final func GetDataTableForCurrentHeat()scripted
private final func GetDataTableForCurrentHeat(heatStage: EPreventionHeatStage, characterRecords: script_ref<array<TweakDBID>>, out spawnRange: Vector2, out unitsCount: Uint32, out spawnInterval: Float, out hasRecon: Bool) -> Boolscripted
private final const func GetDataTableForHeat(heatStage: EPreventionHeatStage) -> ref<PreventionHeatTable_Record>scripted
private final func GetDistrictMultiplier() -> Floatscripted
private final func GetFindSpawnPointsOrigin(out pos: Vector4, out dir: Vector4)scripted
private final func GetFindSpawnPointsOriginsData(spawnOriginsPositions: script_ref<array<Vector4>>)scripted
public final const func GetFirstStarTimeStamp() -> Floatscripted
public final const func GetGame() -> GameInstancescripted
private final func GetHeatData() -> wref<PreventionHeatData_Record>scripted
public final const func GetHeatStage() -> EPreventionHeatStagescripted
public final const func GetHeatStageAsInt() -> Uint32scripted
public final const func GetInputLockOverrideThreshold() -> Int32scripted
public final const func GetLastAttackTargetIDs() -> array<EntityID>scripted
public final const func GetLastAttackTime() -> Floatscripted
public final const func GetLastKnownPlayerPosition() -> Vector4scripted
public final const func GetLastKnownPlayerVehicle() -> wref<VehicleObject>scripted
public final const func GetLastStarChangeStartTimeStamp() -> Floatscripted
private final func GetNewBatchMaxTacSpawnPositions()scripted
public final const func GetPlayer() -> wref<PlayerPuppet>scripted
private final func GetPreventionDataForCurrentDistrict(district: wref<District>)scripted
public final const func GetPreventionInputLockTime() -> Floatscripted
private final func GetPreventionMatrixPresetForCurrentDistrict(district: wref<District>)scripted
private final func GetSoftDeescalationBlinkingStarsDuration() -> Floatscripted
private final func GetSoftDeescalationGreyStarsDuration() -> Floatscripted
public final const func GetSpawnOriginMaxDistance() -> Floatscripted
public final const func GetStarState() -> EStarStatescripted
private final func GetVehicleRecordFromPool(pool: script_ref<array<wref<PreventionVehiclePoolData_Record>>>, out outVehicleRecord: wref<Vehicle_Record>) -> Boolscripted
private final func GetWantedLevelFact() -> Int32scripted
private final func HandleDebugEventSourceTracking(sourceName: CName, tryRemoveLock: Bool)scripted
private final func HandleRoadblockadeUnitSpawned(spawnedObject: ref<GameObject>)scripted
private final func HandleSpawnRequestFailure(result: SpawnRequestResult, ticketData: TicketData)scripted
private final func HandleSpawnRequestSuccess(result: SpawnRequestResult, ticketData: TicketData)scripted
private final func HasViewersChanged(currentViewerState: Bool)scripted
private final func HeatPipeline(heatChangeReason: String)scripted
private final func IsAnyVehicleChasingTarget() -> Boolscripted
public final const func IsChasingPlayer() -> Boolscripted
private final func IsDistanceRangeValid(range: Vector2) -> Boolscripted
public final const func IsMaxTacDefeated() -> Boolscripted
private final func IsNPCValid(puppet: wref<ScriptedPuppet>) -> Boolscripted
private final func IsPlayerCloseToLastCrimePosition() -> Boolscripted
private final func IsPlayerInQuestArea() -> Boolscripted
public final const func IsPlayerMounted() -> Boolscripted
public final const func IsPoliceUnawareOfThePlayerExactLocation() -> Boolscripted
private final func IsPreventionGlobalQuestObjectiveEnabled() -> Boolscripted
private final func IsPreventionInputLocked() -> Boolscripted
private final func IsPursuedVehicleFast() -> Boolscripted
public final const func IsRegistered(entityID: EntityID) -> Boolscripted
private func IsSavingLocked() -> Boolscripted
public final const func IsShootingFromVehicleBlocked() -> Boolscripted
private final const func IsStrategyAvailable(strategy: vehiclePoliceStrategy) -> Boolscripted
public final const func IsSystemEnabled() -> Boolscripted
public final const func IsSystemLocked() -> Boolscripted
private final func IsVehicleValid(vehicle: wref<VehicleObject>) -> Boolscripted
private func OnAttach()scripted
private final func OnClearPreventionSystemLocks(evt: ref<ClearPreventionSystemLocks>)scripted
protected final func OnCombatStartedRequest(request: ref<PreventionCombatStartedRequest>)scripted
protected final func OnCrimeWitnessRequest(request: ref<PreventionCrimeWitnessRequest>)scripted
protected final func OnDamageInput(request: ref<PreventionDamageRequest>)scripted
private func OnDetach()scripted
private final func OnDistrictAreaEntered(request: ref<DistrictEnteredEvent>)scripted
private final func OnHeatChanged(previousHeat: EPreventionHeatStage)scripted
protected cb func OnPlayerChoice(value: Variant) -> Boolscripted
protected cb func OnPlayerHLSChange(value: Int32) -> Boolscripted
protected cb func OnPlayerVehicleStateChange(value: Int32) -> Boolscripted
private final func OnPreventionBlinkingStatusRequest(evt: ref<PreventionBlinkingStatusRequest>)scripted
protected final func OnPreventionConsoleInstructionRequest(request: ref<PreventionConsoleInstructionRequest>)scripted
protected final func OnPreventionConsoleLockRequest(request: ref<PreventionConsoleLockRequest>)scripted
private final func OnPreventionCrimeScoreZeroRequest(request: ref<PreventionCrimeScoreZeroRequest>)scripted
protected final func OnPreventionDamage(evt: ref<PreventionDamage>)scripted
private final func OnPreventionEntityDestroyed(destroyedEntityID: EntityID)scripted
private final func OnPreventionForceDeescalateRequest(evt: ref<PreventionForceDeescalateRequest>)scripted
protected final func OnPreventionMinMaxHeatLevels(request: ref<PreventionMinMaxHeatLevels>)scripted
protected final func OnPreventionPoliceSecuritySystemRequest(request: ref<PreventionPoliceSecuritySystemRequest>)scripted
private final func OnPreventionSearchingStatusRequest(evt: ref<PreventionSearchingStatusRequest>)scripted
protected final func OnPreventionSecurityAreaRequest(request: ref<PreventionSecurityAreaRequest>)scripted
private final func OnPreventionStarStateBufferTimerRequest(evt: ref<PreventionStarStateBufferTimerRequest>)scripted
private final func OnPreventionTickRequest(request: ref<PreventionTickRequest>)scripted
private final func OnPreventionTransitionToGreyStateTimerRequest(evt: ref<PreventionTransitionToGreyStateTimerRequest>)scripted
private final func OnPreventionUnitDespawnedRequest(request: ref<PreventionUnitDespawnedRequest>)scripted
private final func OnPreventionUnitSpawnedRequest(request: ref<PreventionUnitSpawnedRequest>)scripted
private final func OnRefreshDeescalationTimers(evt: ref<RefreshDeescalationTimers>)scripted
private final func OnRefreshDistrict(request: ref<RefreshDistrictRequest>)scripted
private final func OnRegisterNPC(request: ref<RegisterNPCRequest>)scripted
protected final func OnRegisterRequest(request: ref<PreventionRegisterRequest>)scripted
private final func OnRemoveRecentAvSpawnLocationFromCacheRequest(req: ref<RemoveRecentAvSpawnLocationFromCacheRequest>)scripted
private func OnRestored(saveVersion: Int32, gameVersion: Int32)scripted
private final func OnResupplyVehicleTicketsRequest(evt: ref<ResupplyVehicleTicketsRequest>)scripted
private final func OnSecurityAreaResetRequest(request: ref<SecurityAreaResetRequest>)scripted
private final func OnSetBlockShootingFromVehicle(evt: ref<SetBlockShootingFromVehicle>)scripted
private final func OnSetHeatCounterMultiplier(evt: ref<SetHeatCounterMultiplier>)scripted
private final func OnSetHeatLevelLimiter(evt: ref<SetHeatLevelLimiter>)scripted
private final func OnSetPoliceForcesPool(evt: ref<SetPoliceForcesPool>)scripted
private final func OnSetPoliceSearchArea(evt: ref<SetPoliceSearchArea>)scripted
private final func OnSetPreventionDifficulty(evt: ref<SetPreventionDifficulty>)scripted
private final func OnSetPreventionPath(evt: ref<SetPreventionPath>)scripted
private final func OnSetWantedLevel(evt: ref<SetWantedLevel>)scripted
private final func OnSpawnPoliceVehicleRequest(evt: ref<SpawnPoliceVehicleWithDelayRequest>)scripted
private final func OnSpawnRoadblockRequest(evt: ref<SpawnRoadblockadeWithDelayRequest>)scripted
private final func OnToggleBlockSceneInteractions(evt: ref<ToggleBlockSceneInteractions>)scripted
private final func OnTogglePreventionCrowdSpawns(evt: ref<TogglePreventionCrowdSpawns>)scripted
private final func OnTogglePreventionFreeArea(evt: ref<TogglePreventionFreeArea>)scripted
private final func OnTogglePreventionGlobalQuestObjective(evt: ref<TogglePreventionGlobalQuestObjective>)scripted
private final func OnTogglePreventionSystem(evt: ref<TogglePreventionSystem>)scripted
private final func OnToggleQuestPreventionTrigger(evt: ref<ToggleQuestPreventionTrigger>)scripted
protected final func OnTryResetPreventionFreeArea(request: ref<TryResetPreventionFreeArea>)scripted
private final func OnUnlockPreventionInputRequest(request: ref<UnlockPreventionInputRequest>)scripted
private final func OnVehicleExplosion()scripted
protected final func OnVehicleStolenRequest(request: ref<PreventionVehicleStolenRequest>)scripted
protected final func OnViewerRequest(request: ref<PreventionVisibilityRequest>)scripted
private final func OnViewersStateChanged()scripted
private final func PlayerAttachedCallback(playerPuppet: ref<GameObject>)scripted
private final func PlayerDetachedCallback(playerPuppet: ref<GameObject>)scripted
private final func PoliceLostPlayer()scripted
private final func PostDamageChange(request: ref<PreventionDamageRequest>)scripted
private final func PreDamageChange()scripted
private final func PreventionInputLockRequest()scripted
private final func PreventionMinimapOverride()scripted
private final func ProcessDogtownLawAchievement()scripted
private final func ProcessPreventionDamageRequest(request: ref<PreventionDamageRequest>)scripted
private final func ReachedEngagedVehiclesLimit() -> Boolscripted
private final func ReachedRoadblockLimit() -> Boolscripted
private final func ReachedSupportVehiclesLimit() -> Boolscripted
private final func ReachedTotalVehiclesLimit() -> Boolscripted
private final func ReevaluateSecurityAreaReset()scripted
private final func ReevaluttatePreventionLockSources()scripted
private final func RefreshDebug()scripted
private final func RefreshDebugDistrictInfo()scripted
private final func RefreshDebugEvents()scripted
private final func RefreshDebugEventSources()scripted
private final func RefreshDebugLockSources()scripted
private final func RefreshDebugProcessInfo()scripted
private final func RefreshDebugRemoveAllLockSources()scripted
private final func RefreshDebugSecAreaInfo()scripted
private final func Register(attitudeGroup: CName, ps: wref<PersistentState>)scripted
private final func RegisterPreventionUnit(preventionUnit: ref<GameObject>, vehicleType: DynamicVehicleType, overrideExisting: Bool, opt strategy: vehiclePoliceStrategy, opt isFallback: Bool) -> Boolscripted
private final func RegisterToBBCalls()scripted
private final func ReinitAll()scripted
private final func RemovePlayerFromSecuritySystemBlacklist()scripted
private final func RemovePreventionInputLockRequest()scripted
private final func RequestAVSpawnAtPosition(position: Vector3)scripted
private final func RequestUnitSpawn(recordID: TweakDBID, spawnTransform: WorldTransform)scripted
private final func ResetBlinkingTimerRequest()scripted
private final func ResetCrimescoreDropTimerRequest()scripted
private final func ResetSearchingTimerRequest()scripted
private final func ResetStateBufferTimerRequest()scripted
private final func ResetTransitiontoGreyStateTimerRequest()scripted
private final func RestoreDefaultConfig()scripted
private final func RestoreDefaultPreset()scripted
private final func RestoreDefaultPreventionMatrixPreset()scripted
private final func RestoreMinimapToDefault()scripted
private final func SelectRange(strategyDataRec: wref<StrategyData_Record>) -> Vector2scripted
private final func SendDropPointLockRequest(isEnabled: Bool)scripted
private final func SendInternalSystem(damageDealt: Float, opt heatStage: EPreventionHeatStage)scripted
private final func SetAgentsSupport(hasSupport: Bool)scripted
protected final func SetBlockOnFootSpawn(value: Bool)scripted
protected final func SetBlockReconDroneSpawn(value: Bool)scripted
protected final func SetBlockShootingFromVehicle(value: Bool)scripted
protected final func SetBlockVehicleSpawn(value: Bool)scripted
protected final func SetChaseMultiplier(value: Float)scripted
protected final func SetCrimeScoreMultiplier(value: Float)scripted
protected final func SetDamageToPlayerMultiplier(value: Float)scripted
private final func SetIsPlayerMounted(isPlayerMounted: Bool)scripted
protected final func SetLastAttackTime(value: Float)scripted
protected final func SetLastKnownPlayerPosition(value: Vector4)scripted
protected final func SetMinMaxResetHeatLevels(MinLevel: Int32, MaxLevel: Int32, isDefault: Bool)scripted
private final func SetSingleAgentSupport(ps: wref<PersistentState>, hasSupport: Bool)scripted
protected final func SetStarStateUI(newState: EStarState)scripted
protected final func SetSystemLock(value: Bool)scripted
protected final func SetVehicleSpawnBlockSide(value: EVehicleSpawnBlockSide)scripted
private final func SetWantedLevelFact(level: Int32)scripted
private final func SetWantedStateFact(state: EStarState)scripted
public final const func ShouldPreventionUnitsRetreat() -> Boolscripted
public final const func ShouldReactionBeAggressive() -> Boolscripted
private final const func ShouldSpawnPatrolVehicleWhenInSearch() -> Boolscripted
private final func ShouldSpawnRoadblockade() -> Boolscripted
public final const func ShouldWorkSpotPoliceJoinChase(puppet: ref<ScriptedPuppet>) -> Boolscripted
private final func SpawnFallbackUnits(spawnPoints: array<Vector3>, characterRecords: array<TweakDBID>, unitCount: Uint32) -> Int32scripted
private final func SpawnPipeline()scripted
private final func SpawnPoliceVehicle() -> Uint32scripted
private final func SpawnRoadblockade(heatStage: EPreventionHeatStage)scripted
private final func SpawnUnits(spawnPoints: script_ref<array<Vector3>>, characterRecords: script_ref<array<TweakDBID>>, unitCount: Uint32, out sentRequests: Int32) -> Boolscripted
private final func StartBlinkingTimerRequest()scripted
private final func StartBlinkingTimerRequest(duration: Float, lockWhileBlinking: Bool, telemetryInfo: String)scripted
private final func StartCrimescoreDropTimerRequest()scripted
private final func StartPipeline(request: ref<PreventionDamageRequest>)scripted
private final func StartPreventionFreeAreaReset()scripted
private final func StartSearchingTimerRequest()scripted
private final func StartSecurityAreaResetRequest(opt resetDelay: Float)scripted
private final func StartStateBufferTimerRequest()scripted
private final func StartTransitiontoGreyStateTimerRequest()scripted
private final func StartVehicleDeescalationBehavior(vehicle: wref<VehicleObject>)scripted
private final func SyncTweakDistrictData()scripted
private final func TogglePreventionGlobalQuestObjective_Internal(preventionGlobalQuestDisabled: Bool, eventSource: CName)scripted
private final func TogglePreventionSystem(toggle: Bool)scripted
private final func TryGetAVSpawnPointsCallback(requestResult: AVSpawnPointsRequestResult)scripted
private final func TryGetDistinctUnitDataFromHeatStage(recordIDs: script_ref<array<TweakDBID>>) -> Boolscripted
public final const func TryGetNPCMarkedForDespawnAI(entityID: EntityID, out markedForDespawn: Bool) -> Boolscripted
private final func TryGetRoadblockDataFromHeatStage(heatStage: EPreventionHeatStage, out outVehicleRecord: wref<Vehicle_Record>, out spawnDistanceRange: Vector2) -> Boolscripted
private final func TryGetUnitDataFromHeatStage(heatStage: EPreventionHeatStage, recordsCount: Int32, recordIDs: script_ref<array<TweakDBID>>) -> Boolscripted
private final func TryGetUnitDataFromVehicleRecord(vehicleRecord: wref<Vehicle_Record>, recordsCount: Int32, recordIDs: script_ref<array<TweakDBID>>) -> Boolscripted
private final func TryGetVehicleDataFromHeatStage(heatStage: EPreventionHeatStage, out outVehicleRecord: wref<Vehicle_Record>) -> Boolscripted
private final func TryInitializePreventionTick()scripted
private final func TryMarkAsAttackedByPlayer(targetId: EntityID) -> Boolscripted
private final func TryRequestVehicleSpawnWithStrategy() -> Boolscripted
private final func TryResolveIndefiniteStarState()scripted
private final func TryRessuplyVehicleTickets()scripted
private final func TryResupplyTicket()scripted
public final const func TrySetNPCMarkedForDespawnAI(entityID: EntityID, markedForDespawn: Bool) -> Boolscripted
private final func TrySpawnOnFootFallbackBasedOnRoadInfo(system: ref<PreventionSpawnSystem>) -> Boolscripted
private final func TrySpawnPoliceOnFootFallback()scripted
private final func TryStartRoadblockRespawn()scripted
private final func TryStartVehicleRespawn()scripted
private final func TryUpdateStarState()scripted
private final func TryUpdateWantedLevelFact()scripted
private final func TutorialAddPoliceSystemFact()scripted
private final func UnRegister(attitudeGroup: CName, ps: wref<PersistentState>)scripted
private final func UnregisterBBCalls()scripted
private final func UnregisterPreventionUnit(entityID: EntityID)scripted
private final func UpdateDataMatrixOnDistrictChange(district: wref<District>)scripted
protected final func UpdateLastAttackTargetIDs(value: EntityID)scripted
private final func UpdateMaxTacUnits()scripted
private final func UpdateNPCs()scripted
private final func UpdatePreventionFreeAreas(isPlayerInFreeArea: Bool)scripted
private final func UpdateRoadblockadeUnits()scripted
private final func UpdateSearchingTimerRequest()scripted
private final func UpdateStarState()scripted
private final func UpdateStarStateTimers(state: EStarState)scripted
private final func UpdateStarStateTo(state: EStarState)scripted
private final func UpdateStateBufferTimerRequest()scripted
private final func UpdateStrategyPreCheckRequests()scripted
private final func UpdateTotalCrimeScore(request: ref<PreventionDamageRequest>)scripted
public final const func UpdateVehiclePassengerCount(entityID: EntityID, passengersCount: Int32)scripted
private final func UpdateVehicles()scripted
private final func UpdateViewers() -> Boolscripted
private final func UseOffTrafficPoints() -> Boolscripted
private final func ViewerRegister(viewer: wref<GameObject>)scripted
private final func ViewerUnRegister(viewer: wref<GameObject>)scripted
private final func WakeUpAgent(ps: wref<PersistentState>, wakeUp: Bool)scripted
private final func WakeUpAllAgents(wakeUp: Bool)scripted