ReactionManagerComponent
classscriptedClass
extends ScriptableComponent › GameComponent › IComponent › IScriptable › ISerializable
Properties 86
| Name | Type | Flags |
|---|---|---|
activeReaction | ref<AIReactionData> | scriptedprivate |
aiRole | EAIRole | scriptedprivate |
backOffInProgress | Bool | scriptedprivate |
backOffTimestamp | Float | scriptedprivate |
beignHijacked | Bool | scriptedprivate |
bumpedRecently | Int32 | scriptedprivate |
bumpTimestamp | Float | scriptedprivate |
bumpTriggerDistanceBufferCrouched | Float | scriptedprivate |
bumpTriggerDistanceBufferMounted | Float | scriptedprivate |
cacheSecuritySysOutput | ref<SecuritySystemOutput> | scriptedprivate |
callingPoliceID | DelayID | scriptedprivate |
checkComfortZoneEventId | DelayID | scriptedprivate |
comfortZoneTimestamp | Float | scriptedprivate |
createThreshold | Bool | scriptedprivate |
crowdAimingReactionDistance | Float | scriptedprivate |
crowdFearStage | gameFearStage | scriptedprivate |
currentStealthStimThresholdValue | Int32 | scriptedprivate |
currentStimThresholdValue | Int32 | scriptedprivate |
deadBodyInvestigators | array<EntityID> | scriptedprivate |
deadBodyStartingPosition | Vector4 | scriptedprivate |
delay | Vector2 | scriptedprivate |
delayDetectionEventID | DelayID | scriptedprivate |
delayReactionEventID | DelayID | scriptedprivate |
delayStimEventID | DelayID | scriptedprivate |
desiredFearPhase | Int32 | scriptedprivate |
desiredReaction | ref<AIReactionData> | scriptedprivate |
disturbComfortZoneAggressiveEventId | DelayID | scriptedprivate |
disturbComfortZoneEventId | DelayID | scriptedprivate |
disturbingComfortZoneInProgress | Bool | scriptedprivate |
driverAllowedToGetAggressive | Bool | scriptedprivate |
driverIsAggressive | Bool | scriptedprivate |
entereProximityRecently | Int32 | scriptedprivate |
environmentalHazards | array<ref<StimuliEvent>> | scriptedprivate |
environmentalHazardsDelayIDs | array<DelayID> | scriptedprivate |
exitFearInVehicleEventId | DelayID | scriptedprivate |
exitWorkspotAim | Vector2 | scriptedprivate |
exitWorkspotSequenceEventId | DelayID | scriptedprivate |
facialCooldown | Float | scriptedprivate |
fastWalk | Bool | scriptedprivate |
fearInPlaceAroundDistance | Float | scriptedprivate |
fearLocomotionWrapper | Bool | scriptedprivate |
fearToIdleDistance | Vector2 | scriptedprivate |
gracePeriodDuration | Float | scriptedprivate |
highLevelState | gamedataNPCHighLevelState | scriptedprivate |
ignoreList | array<EntityID> | scriptedprivate |
inCrowd | Bool | scriptedprivate |
initCrowd | Bool | scriptedprivate |
initialized | Bool | scriptedprivate |
inPendingBehavior | Bool | scriptedprivate |
inReactionSequence | Bool | scriptedprivate |
inTrafficLane | Bool | scriptedprivate |
investigationList | array<StimEventData> | scriptedprivate |
isAlertedByDeadBody | Bool | scriptedprivate |
isInCrosswalk | Bool | scriptedprivate |
logSource | EReactLogSource | scriptedprivate |
lookatEvent | ref<LookAtAddEvent> | scriptedprivate |
lookatRepeat | Bool | scriptedprivate |
NPCRadius | Float | scriptedprivate |
ovefloodCooldown | Float | scriptedprivate |
owner_id | EntityID | scriptedprivate |
pendingBehaviorCb | ref<CallbackHandle> | scriptedprivate |
pendingReaction | ref<AIReactionData> | scriptedprivate |
personalities | array<gamedataStatType> | scriptedprivate |
playerProximity | Bool | scriptedprivate |
presetName | CName | scriptedprivate |
previousFearPhase | Int32 | scriptedprivate |
proximityLookatEventId | DelayID | scriptedprivate |
puppetReactionBlackboard | ref<IBlackboard> | scriptedprivate |
reactionCache | array<ref<AIReactionData>> | scriptedprivate |
reactionPreset | ref<ReactionPreset_Record> | scriptedprivate |
receivedStimPropagation | gamedataStimPropagation | scriptedprivate |
receivedStimType | gamedataStimType | scriptedprivate |
recentAlertObject | wref<GameObject> | scriptedprivate |
recentAlertTimeStamp | Float | scriptedprivate |
resetFacialEventId | DelayID | scriptedprivate |
resetReactionDataID | DelayID | scriptedprivate |
spreadingFearEventId | DelayID | scriptedprivate |
stanceState | gamedataNPCStanceState | scriptedprivate |
stealthTimeStampThreshold | Float | scriptedprivate |
stimuliCache | array<ref<StimEventTaskData>> | scriptedprivate |
stolenVehicle | wref<VehicleObject> | scriptedprivate |
successfulFearDeescalation | Float | scriptedprivate |
timeStampThreshold | Float | scriptedprivate |
updateByActive | Bool | scriptedprivate |
willingToCallPolice | Bool | scriptedprivate |
workspotReactionPlayed | Bool | scriptedprivate |
Methods 270
private func ActivateReactionLookAt(targetEntity: ref<Entity>, opt end: Bool, opt repeat: Bool, opt duration: Float, opt upperBody: Bool, opt inVehicle: Bool) -> Boolscripted
private final func ActivateUndeadLookAt(targetEntity: ref<Entity>) -> Boolscripted
private final func AddInvestigatedBody(bodyID: EntityID)scripted
private final func AddReactionValueToStatPool(reactionData: ref<AIReactionData>)scripted
private final func CacheEvent(stimData: ref<StimEventTaskData>)scripted
private final func CacheReaction(reactionData: ref<AIReactionData>)scripted
private final func CalculateMoveTypeChangeDelay(totalDistance: Float, distanceLeft: Float, minDistance: Float, maxDelay: Float) -> Floatscripted
public final const func CanAskToHolsterWeapon() -> Boolscripted
private final func CanReactInVehicle(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func CanStimInterruptCombat(stimEvent: ref<StimuliEvent>, canIgnorePlayerCombatStim: Bool) -> Boolscripted
private final func CanTriggerAlertedFromHostileStim(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func CanTriggerCombatFromHostileStim(stimEvent: ref<StimuliEvent>, reactionData: ref<AIReactionData>) -> Boolscripted
private final func CanTriggerExpressionLookAt() -> Boolscripted
private final func CanTriggerPanicInCombat(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func CanTriggerReprimandOrder() -> Boolscripted
private final func CheckComfortZone()scripted
private final func CheckCrowd()scripted
private final func CheckHearingDistance(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func CheckStalk(target: ref<GameObject>, timeout: Float)scripted
public final func ClearPendingReaction()scripted
private final func CombatGracePeriodPassed(player: ref<PlayerPuppet>) -> Boolscripted
private final func ConvertFearStageToFearPhase(fearStage: gameFearStage) -> Int32scripted
private final func CreateFearArea(stimEvent: ref<StimuliEvent>, fearPhase: Int32)scripted
private final func CreateFearThreashold()scripted
private func DeactiveLookAt(opt repeat: Bool) -> Boolscripted
private final func DeescalateReprimand()scripted
private final func DelayEnvironmentalHazardEvent(stimEvent: ref<StimuliEvent>) -> DelayIDscripted
private final func DelayReaction(stimType: gamedataStimType) -> Boolscripted
private final const func DidTargetMakeMeAlerted(target: ref<GameObject>) -> Boolscripted
private func FillStimData(stimEvent: ref<StimuliEvent>) -> StimEventDatascripted
private final func FirstSquadMemberReaction() -> Boolscripted
public final const func GetActiveOrDesiredReactionData() -> ref<AIReactionData>scripted
public final const func GetActiveReactionData() -> ref<AIReactionData>scripted
private final const func GetActiveStimPriority() -> gamedataStimPriorityscripted
private final const func GetActiveStimSource() -> Vector4scripted
private final const func GetActiveStimTarget() -> ref<GameObject>scripted
private final func GetCombatTarget(source: wref<GameObject>, opt attacker: wref<Entity>) -> wref<GameObject>scripted
public final func GetCurrentStealthStimThresholdValue() -> Int32scripted
public final func GetCurrentStealthStimTimeStamp() -> Floatscripted
public final func GetCurrentStimThresholdValue() -> Int32scripted
public final func GetCurrentStimTimeStamp() -> Floatscripted
public final const func GetDesiredReactionData() -> ref<AIReactionData>scripted
public final const func GetDesiredReactionName() -> gamedataOutputscripted
public final func GetEnvironmentalHazards() -> array<ref<StimuliEvent>>scripted
private final func GetFearAnimWrapper(fearPhase: Int32) -> CNamescripted
private final func GetFearReactionPhase(stimEvent: ref<StimuliEvent>) -> Int32scripted
private final func GetGrenadeInstigator(stimEvent: ref<StimuliEvent>) -> wref<GameObject>scripted
public final func GetIgnoreList() -> array<EntityID>scripted
public final const func GetInPendingBehavior() -> Boolscripted
private final func GetOutputPriority(output: gamedataOutput) -> Floatscripted
private final const func GetOwnerPuppet() -> ref<ScriptedPuppet>scripted
public final const func GetPendingReactionName() -> gamedataOutputscripted
public final func GetPreviousFearPhase() -> Int32scripted
public final const func GetPuppetReactionBlackboard() -> ref<IBlackboard>scripted
public final const func GetRandomFearLocomotionAnimWrapper(fearPhase: Int32, opt stimType: gamedataStimType) -> CNamescripted
public final const func GetReactionBehaviorName() -> gamedataOutputscripted
public final const func GetReactionCache() -> array<ref<AIReactionData>>scripted
private final const func GetReactionOutput(stimType: gamedataStimType, rules: script_ref<array<wref<Rule_Record>>>) -> ReactionOutputscripted
public final const func GetReactionPreset() -> wref<ReactionPreset_Record>scripted
private final func GetRealStimSource(stimEvent: ref<StimuliEvent>) -> wref<GameObject>scripted
public final const func GetReceivedStimPropagation() -> gamedataStimPropagationscripted
public final const func GetReceivedStimType() -> gamedataStimTypescripted
private final const func GetRules() -> array<wref<Rule_Record>>scripted
private final func GetSpreadFearPhase(stimEvent: ref<StimuliEvent>) -> Int32scripted
private final func GetStimSource(stimEvent: ref<StimuliEvent>) -> Vector4scripted
public final const func GetStimuliCache() -> array<ref<StimEventTaskData>>scripted
private final func GetThreatDistanceSquared(threat: ref<GameObject>) -> Floatscripted
public final const func GetWorkSpotReactionFlag() -> Boolscripted
private final func HandleCrowdReaction(stimEvent: ref<StimuliEvent>)scripted
protected final func HandleStimEvent(stimData: ref<StimEventTaskData>)scripted
protected final func HandleStimEventByTask(stimEvent: ref<StimuliEvent>, opt delayed: Bool)scripted
protected final func HandleStimEventTask(data: ref<ScriptTaskData>)scripted
private final func HasCombatTarget() -> Boolscripted
private final func HelpAlly(ally: wref<GameObject>, targetOfAlly: wref<GameObject>, onlyAlertNoThreat: Bool, opt dontTrySquad: Bool)scripted
private final func HelpAllyWithAlert(ownerPuppet: ref<ScriptedPuppet>, target: wref<GameObject>, timeToLive: Float)scripted
private final func HelpPlayer(enemy: wref<GameObject>)scripted
public final func InformInvestigators()scripted
private final func InitCrowd()scripted
private final func Initialiaze()scripted
private final func InvestigatingAlready(stimEvent: ref<StimuliEvent>) -> Boolscripted
public final const func IsAlertedByDeadBody() -> Boolscripted
private final func IsDuplicate(stimEvent: ref<StimuliEvent>, cacheStim: ref<StimuliEvent>) -> Boolscripted
private final func IsEventDuplicated(stimEvent: ref<StimuliEvent>) -> Boolscripted
public final const func IsFearLocomotionWrapperSet() -> Boolscripted
private final const func IsIllegalActionAgainstGanger(stimEvent: ref<StimuliEvent>) -> Boolscripted
public final const func IsInitAnimCall(stim: gamedataStimType) -> Boolscripted
private final func IsInitAnimShock(behavior: gamedataOutput) -> Boolscripted
private final func IsInList(list: script_ref<array<StimEventData>>, stimData: StimEventData) -> Boolscripted
private final func IsInPendingBehavior() -> Boolscripted
public final func IsInTrafficLane() -> Boolscripted
private final func IsLowerPriority(stimEvent: ref<StimuliEvent>, activePriority: gamedataStimPriority) -> Boolscripted
private final const func IsPlayerAiming() -> Boolscripted
private final const func IsPlayerCarryingBody(playerPuppet: wref<PlayerPuppet>) -> Boolscripted
private final func IsPlayerFearThreat() -> Boolscripted
private final func IsPlayerInZone(zone: gamePSMZones) -> Boolscripted
private final const func IsReactionAvailableInPreset(stimTrigger: gamedataStimType) -> Boolscripted
private final const func IsSameSourceObject(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func IsSameStimulus(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func IsSourceGrenade(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func IsSquadMateInDanger() -> Boolscripted
private final func IsStimuliEventValid(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func IsTargetArmed(target: ref<GameObject>) -> Boolscripted
private final const func IsTargetBehind(target: wref<GameObject>, opt angle: Float, opt meBehindOfTarget: Bool) -> Boolscripted
private final const func IsTargetClose(target: wref<GameObject>, distance: Float) -> Boolscripted
private final func IsTargetDetected(target: ref<GameObject>) -> Boolscripted
private final const func IsTargetInFront(target: wref<GameObject>, opt frontAngle: Float, opt meInFrontOfTarget: Bool, opt checkFullAngle: Bool) -> Boolscripted
public final const func IsTargetInMovementDirection(target: wref<GameObject>) -> Boolscripted
private final func IsTargetInSameSecuritySystem(target: wref<GameObject>) -> Boolscripted
public final const func IsTargetInterestingForPerception(target: ref<GameObject>) -> Boolscripted
private final const func IsTargetInterestingForRecentSquadMates(target: ref<GameObject>, ally: ref<GameObject>) -> Boolscripted
private final func IsTargetMelee(target: ref<GameObject>) -> Boolscripted
private final const func IsTargetPositionClose(targetPos: Vector4, distance: Float) -> Boolscripted
private final const func IsTargetRecentSquadAlly(target: wref<GameObject>) -> Boolscripted
private final func IsTargetSquadAlly(target: wref<GameObject>) -> Boolscripted
private final const func IsTargetVeryClose(target: wref<GameObject>) -> Boolscripted
public final func IsTargetVisible(target: ref<GameObject>) -> Boolscripted
private final func IsTargetVisibleBeyondSenses(stimEvent: ref<StimuliEvent>, reactionData: ref<AIReactionData>) -> Boolscripted
private final func IsVisibleRaycast(stimEvent: ref<StimuliEvent>, stimOffset: Vector4) -> Boolscripted
private final func JoinSearchWithAlert(ownerPuppet: ref<ScriptedPuppet>, target: wref<GameObject>, timeToLive: Float)scripted
private final const func Log(category: CName, message: String)scripted
private final const func LogCategory(suffix: String) -> CNamescripted
private final const func LogEnabled() -> Boolscripted
public final const func LogFailure(message: String)scripted
public final const func LogInfo(message: String)scripted
private final const func LogReaction(category: CName, message: String)scripted
private final const func LogReactionData(category: CName, reactionData: ref<AIReactionData>, message: String)scripted
public final func LogStart(source: EReactLogSource, message: String)scripted
private final const func LogStim(category: CName, stimType: gamedataStimType, stimPropagation: gamedataStimPropagation, message: String)scripted
public final const func LogSuccess(message: String)scripted
private final func MapLookAtVO(lookAtData: LookAtData, out vo: CName)scripted
private final func MapReactionPreset(mappingName: script_ref<String>)scripted
private final func NotifySecuritySystem(stimType: gamedataStimType, stimObject: ref<GameObject>)scripted
protected cb func OnAddInvestigatedBodyEvent(evt: ref<AddInvestigatorEvent>) -> Boolscripted
protected cb func OnAIEvent(aiEvent: ref<AIEvent>) -> Boolscripted
protected cb func OnAreaEnter(trigger: ref<AreaEnteredEvent>) -> Boolscripted
protected cb func OnAreaExit(trigger: ref<AreaExitedEvent>) -> Boolscripted
protected cb func OnAttitudeGroupChanged(evt: ref<AttitudeGroupChangedEvent>) -> Boolscripted
protected cb func OnBodyInvestigated(evt: ref<BodyInvestigatedEvent>) -> Boolscripted
protected cb func OnBodyPickedUp(evt: ref<SetBodyPositionEvent>) -> Boolscripted
protected cb func OnBumpEvent(evt: ref<BumpEvent>) -> Boolscripted
protected cb func OnCheckComfortZoneEvent(evt: ref<CheckComfortZoneEvent>) -> Boolscripted
protected cb func OnCleanEnvironmentalHazardEvent(cleanEnvironmentalHazardEvent: ref<CleanEnvironmentalHazardEvent>) -> Boolscripted
protected cb func OnClearFearOnHitEvent(evt: ref<ClearFearOnHitEvent>) -> Boolscripted
protected cb func OnCrosswalkEvent(evt: ref<CrosswalkEvent>) -> Boolscripted
protected cb func OnCrowdCallingPoliceEvent(evt: ref<CrowdCallingPoliceEvent>) -> Boolscripted
protected cb func OnCrowdReaction(reactionDelayEvent: ref<DelayedCrowdReactionEvent>) -> Boolscripted
protected cb func OnCrowdSettingsEvent(evt: ref<CrowdSettingsEvent>) -> Boolscripted
protected cb func OnDeescalateFearInVehicle(evt: ref<DeescalateFearInVehicle>) -> Boolscripted
protected cb func OnDelayStimEvent(evt: ref<DelayStimEvent>) -> Boolscripted
protected cb func OnDetectedEvent(evt: ref<OnDetectedEvent>) -> Boolscripted
protected cb func OnDisableUndeadAnimFeatureEvent(evt: ref<DisableUndeadAnimFeatureEvent>) -> Boolscripted
protected cb func OnDistrurbComfortZoneAggressiveEvent(evt: ref<DistrurbComfortZoneAggressiveEvent>) -> Boolscripted
protected cb func OnDisturbingComfortZoneEvent(evt: ref<DisturbingComfortZone>) -> Boolscripted
protected cb func OnEndLookatEvent(evt: ref<EndLookatEvent>) -> Boolscripted
protected cb func OnEventReceived(stimEvent: ref<StimuliEvent>) -> Boolscripted
protected cb func OnExitWorkspotSequenceEvent(evt: ref<ExitWorkspotSequenceEvent>) -> Boolscripted
protected cb func OnExplorationEnteredEvent(evt: ref<ExplorationEnteredEvent>) -> Boolscripted
protected cb func OnExplorationLeftEvent(evt: ref<ExplorationLeftEvent>) -> Boolscripted
public final func OnGameAttach()scripted
private final func OnGameDetach()scripted
protected cb func OnHighLevelStateDataEvent(evt: ref<gameHighLevelStateDataEvent>) -> Boolscripted
protected cb func OnIgnoreListEvent(evt: ref<IgnoreListEvent>) -> Boolscripted
private final func OnIncapacitated(instigator: ref<GameObject>)scripted
protected cb func OnIncapacitatedEvent(evt: ref<IncapacitatedEvent>) -> Boolscripted
protected cb func OnInCrowd(evt: ref<InCrowd>) -> Boolscripted
protected cb func OnLookedAtEvent(evt: ref<LookedAtEvent>) -> Boolscripted
protected cb func OnNPCRoleChangeEvent(evt: ref<NPCRoleChangeEvent>) -> Boolscripted
protected cb func OnOutOfCrowd(evt: ref<OutOfCrowd>) -> Boolscripted
protected cb func OnPendingBehaviorChanged(value: Bool) -> Boolscripted
protected cb func OnPlayerMuntedToMyVehicle(evt: ref<PlayerMuntedToMyVehicle>) -> Boolscripted
protected cb func OnPlayerProximityStartEvent(evt: ref<PlayerProximityStartEvent>) -> Boolscripted
protected cb func OnPlayerProximityStopEvent(evt: ref<PlayerProximityStopEvent>) -> Boolscripted
protected cb func OnProximityLookatEvent(evt: ref<ProximityLookatEvent>) -> Boolscripted
protected cb func OnRagdollEnabledEvent(evt: ref<RagdollNotifyEnabledEvent>) -> Boolscripted
protected cb func OnRainEvent(evt: ref<RainEvent>) -> Boolscripted
protected cb func OnReactionBehaviorStatus(evt: ref<ReactionBehaviorStatus>) -> Boolscripted
protected cb func OnReactionChangeRequestEvent(evt: ref<ReactionChangeRequestEvent>) -> Boolscripted
private final func OnReactionEnded()scripted
protected cb func OnReactionFinishedEvent(evt: ref<ReactionFinishedEvent>) -> Boolscripted
private final func OnReactionStarted(reactionData: ref<AIReactionData>)scripted
protected cb func OnReevaluatePresetEvent(evt: ref<ReevaluatePresetEvent>) -> Boolscripted
protected cb func OnRepeatLookatEvent(evt: ref<RepeatLookatEvent>) -> Boolscripted
protected cb func OnReprimandEscalationEvent(evt: ref<ReprimandEscalationEvent>) -> Boolscripted
protected cb func OnReprimandUpdate(evt: ref<ReprimandUpdate>) -> Boolscripted
protected cb func OnResetFacialEvent(evt: ref<ResetFacialEvent>) -> Boolscripted
protected cb func OnResetLookatReactionEvent(evt: ref<ResetLookatReactionEvent>) -> Boolscripted
protected cb func OnResetReactionEvent(evt: ref<ResetReactionEvent>) -> Boolscripted
protected cb func OnResetVehicleHijackEvent(evt: ref<ResetVehicleHijackEvent>) -> Boolscripted
protected cb func OnSecurityAreaCrossingPerimeter(evt: ref<SecurityAreaCrossingPerimeter>) -> Boolscripted
protected cb func OnSecuritySystemOutput(evt: ref<SecuritySystemOutput>) -> Boolscripted
protected cb func OnSenseVisibilityEvent(evt: ref<SenseVisibilityEvent>) -> Boolscripted
protected cb func OnStanceLevelChanged(evt: ref<StanceStateChangeEvent>) -> Boolscripted
protected cb func OnStatusEffectApplied(evt: ref<ApplyStatusEffectEvent>) -> Boolscripted
protected cb func OnStatusEffectRemoved(evt: ref<RemoveStatusEffect>) -> Boolscripted
protected cb func OnStealthStimThresholdEvent(thresholdEvent: ref<StealthStimThresholdEvent>) -> Boolscripted
protected cb func OnStimThresholdEvent(thresholdEvent: ref<StimThresholdEvent>) -> Boolscripted
protected cb func OnSuspiciousObjectEvent(evt: ref<SuspiciousObjectEvent>) -> Boolscripted
protected cb func OnSwapped(evt: ref<AIPuppetSwappedEvent>) -> Boolscripted
protected cb func OnSwapPreset(evt: ref<SwapPresetEvent>) -> Boolscripted
protected cb func OnTeleported(evt: ref<AIPuppetTeleportedEvent>) -> Boolscripted
protected cb func OnTerminateReactionLookatEvent(evt: ref<TerminateReactionLookatEvent>) -> Boolscripted
protected cb func OnTriggerDelayedReactionEvent(evt: ref<TriggerDelayedReactionEvent>) -> Boolscripted
protected cb func OnVehicleHijackEvent(evt: ref<VehicleHijackEvent>) -> Boolscripted
protected cb func OnVehicleHit(evt: ref<gameVehicleHitEvent>) -> Boolscripted
protected cb func OnWorkspotFinishedEvent(evt: ref<WorkspotFinishedEvent>) -> Boolscripted
protected cb func OnWorkspotStartedEvent(evt: ref<WorkspotStartedEvent>) -> Boolscripted
private final func PickCloserTarget(newStimEvent: ref<StimuliEvent>, out updateByActive: Bool)scripted
private final func PlayBumpInWorkspot(side: gameinteractionsBumpSide, direction: Vector4)scripted
private final func ProcessEnvironmentalHazard(stimEvent: ref<StimuliEvent>)scripted
private final func ProcessReactionOutput(stimData: ref<StimEventTaskData>, stimParams: StimParams)scripted
private final func ProcessStimForTheDead(stimEvent: ref<StimuliEvent>)scripted
private final func ProcessStimParams(stimEvent: ref<StimuliEvent>) -> StimParamsscripted
private final func ReactToSecurityOutput(evt: ref<SecuritySystemOutput>)scripted
protected final func ReactToSecuritySystemOutputByTask(evt: ref<SecuritySystemOutput>)scripted
protected final func ReactToSecuritySystemOutputTask(data: ref<ScriptTaskData>)scripted
private final func RecentReaction(behaviorName: gamedataOutput) -> Boolscripted
private final func ReevaluateReaction()scripted
private final func ReevaluateReactionPreset(opt ignoreSavedPreset: Bool)scripted
private final func ReflectSecSysStateToHLS(securityState: ESecuritySystemState) -> Boolscripted
private final func ReprimandEscalation()scripted
private final func ResetAllFearAnimWrappers()scripted
private final func ResetFacial(cooldown: Float)scripted
private final func SafeToExitFear() -> Boolscripted
private final func SafeToExitPanicFear() -> Boolscripted
private final func SelectFacialEmotion(out lookAtData: LookAtData)scripted
private final func SendIgnoreEventToSquad(opt ignoreListEvent: ref<IgnoreListEvent>)scripted
private final func SetBaseReactionPreset(opt ignoreSavedPreset: Bool)scripted
private final func SetCrowdRunningAwayAnimFeature(stimType: gamedataStimType)scripted
public final func SetDownedBodyVisibleComponent(visible: Bool, description: CName)scripted
private final func SetReactionPreset(reactionPreset: ref<ReactionPreset_Record>)scripted
private final func SetWarningMessage(lockey: script_ref<String>)scripted
private final func ShouldAddToIgnoreList(stimType: gamedataStimType) -> Boolscripted
private final func ShouldAudioStimBeProcessed(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func ShouldEventBeProcessed(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func ShouldFearInPlace(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func ShouldFearWhileAggressiveCrowdNPCCombat(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func ShouldFriendlyStimBeProcessed(stimEvent: ref<StimuliEvent>, investigateData: stimInvestigateData) -> Boolscripted
private final func ShouldHelpCausePlayerGotTooClose(targetOfTarget: wref<GameObject>, onlyAlertNoThreat: script_ref<Bool>) -> Boolscripted
private final func ShouldHelpTargetFromSameAttitudeGroup(target: wref<GameObject>, targetOfTarget: wref<GameObject>) -> Boolscripted
private final func ShouldHostileStimBeProcessed(stimEvent: ref<StimuliEvent>, investigateData: stimInvestigateData) -> Boolscripted
public final func ShouldIgnoreCombatStim(stimType: gamedataStimType, instigator: wref<ScriptedPuppet>, source: wref<ScriptedPuppet>, sourcePos: Vector4, opt log: Bool) -> Boolscripted
public final func ShouldIgnoreCombatStim(stimType: gamedataStimType, instigator: wref<ScriptedPuppet>, source: wref<ScriptedPuppet>, sourcePos: Vector4, canDelay: Bool, out canIgnoreOnlyDueToDelay: Bool, out canIgnorePlayerCombatStim: Bool, log: Bool) -> Boolscripted
private final func ShouldInterruptCurrentFearStage(fearPhase: Int32) -> Boolscripted
private final func ShouldNeutralStimBeProcessed(stimEvent: ref<StimuliEvent>, investigateData: stimInvestigateData) -> Boolscripted
private final const func ShouldPreventionReact(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func ShouldReactToNPCGrenade(grenade: wref<BaseGrenade>) -> Boolscripted
private final func ShouldStimBeProcessed(stimEvent: ref<StimuliEvent>, delayed: Bool) -> Boolscripted
private final func ShouldStimBeProcessedByCrowd(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func ShouldTriggerAggressiveCrowdNPCCombat(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func ShouldTriggerGrenadeDodgeBehavior(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func ShouldUpdateThreatPosition(stimEvent: ref<StimuliEvent>) -> Boolscripted
private final func ShouldVisualStimBeProcessed(stimEvent: ref<StimuliEvent>, reactionData: ref<AIReactionData>) -> Boolscripted
private final const func SourceAttitude(source: wref<GameObject>, attitude: EAIAttitude) -> Boolscripted
private final func SpreadFear(phase: Int32)scripted
private final func StartEscalateReprimand()scripted
private final const func StimRule(rule: wref<Rule_Record>, stimType: gamedataStimType) -> Boolscripted
private final func SurrenderToLeave() -> Boolscripted
private final const func TargetVerticalCheck(target: wref<GameObject>, opt distance: Float) -> Boolscripted
private final func TriggerAggressiveCrowdBehavior(owner: ref<GameObject>, target: ref<GameObject>)scripted
private final func TriggerAlerted(opt instigator: wref<GameObject>)scripted
private func TriggerBehaviorReaction(reaction: ReactionOutput, stimTaskData: ref<StimEventTaskData>, stimData: StimEventData)scripted
private final func TriggerCombat(trespasser: wref<GameObject>)scripted
private final func TriggerFacialLookAtReaction(opt forceFear: Bool, opt playVO: Bool)scripted
private final func TriggerFearFacial(phase: Int32)scripted
private func TriggerPendingReaction()scripted
private final func TriggerReactionBehaviorForCrowd(target: ref<GameObject>, reaction: gamedataOutput, initAnimInWorkspot: Bool, opt sourcePosition: Vector4)scripted
private final func TriggerReactionBehaviorForCrowd(stimEvent: ref<StimuliEvent>, reaction: gamedataOutput, dontPlayStartUpAnimation: Bool, opt skipInitialAnimation: Bool)scripted
private final func TryTriggerCombatOrAlertedFromHostileStim(stimEvent: ref<StimuliEvent>, stimData: ref<StimEventTaskData>, reactionData: ref<AIReactionData>, instigator: ref<GameObject>) -> Boolscripted
private final func UpdateActiveReaction(reaction: ReactionOutput, stimEvent: ref<StimuliEvent>, stimData: StimEventData, updateByActive: Bool)scripted
private final func UpdateStimSource()scripted