REDNODE / GAME API

PublicSafeDecisions

classscriptedClass

extends WeaponReadyListenerTransition › WeaponTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable

Properties 9

NameTypeFlags
inCombatBoolscriptedprivate
inDangerousZoneBoolscriptedprivate
inFocusModeBoolscriptedprivate
inKereznikovBoolscriptedprivate
isAimingBoolscriptedprivate
isInVehicleCombatBoolscriptedprivate
isInVehTurretBoolscriptedprivate
isSprintingBoolscriptedprivate
rangedAttackPressedBoolscriptedprivate

Methods 16

protected final const func EnterCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected cb func OnAction(action: ListenerAction, consumer: ListenerActionConsumer) -> Boolscripted
protected func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected cb func OnCombatChanged(value: Int32) -> Boolscripted
protected func OnDetach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected cb func OnLocomotionChanged(value: Int32) -> Boolscripted
protected cb func OnUpperBodyChanged(value: Int32) -> Boolscripted
protected cb func OnVehicleChanged(value: Int32) -> Boolscripted
protected cb func OnVisionChanged(value: Int32) -> Boolscripted
protected cb func OnZonesChanged(value: Int32) -> Boolscripted
private final const func ShouldLeaveSafe(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func ToNoAmmo(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func ToNotReady(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func ToPublicSafeToReady(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func UpdateShouldOnEnterBeEnabled()scripted
protected func UpdateWeaponReadyListenerReturnValue()scripted