ScriptedPuppet
classscriptedClass
extends gamePuppet › gamePuppetBase › TimeDilatable › GameObject › GameEntity › Entity › IScriptable › ISerializable
Extended by 2 types
Properties 65
| Name | Type | Flags |
|---|---|---|
activeQualityRangeInteraction | CName | scriptedprivate |
activeQuickhackActionHistory | array<ref<ScriptableDeviceAction>> | scriptedprivate |
aiController | ref<AIHumanComponent> | scriptedprivate |
aiStateHandlerComponent | ref<AIPhaseStateEventHandlerComponent> | scriptedprivate |
animationControllerComponent | ref<AnimationControllerComponent> | scriptedprivate |
attemptedShards | array<ItemID> | scriptedprivatepersistent |
bloodPuddleSpawned | Bool | scriptedprivate |
breachControllerComponent | ref<BreachControllerComponent> | scriptedprivate |
bumpComponent | ref<BumpComponent> | scriptedprivate |
combatHUDManager | ref<CombatHUDManager> | scriptedprivate |
completedQuickhackHistory | array<ref<ScriptableDeviceAction>> | scriptedprivate |
crowdMemberComponent | ref<CrowdMemberBaseComponent> | scriptedprotected |
currentlyUploadingAction | wref<ScriptableDeviceAction> | scriptedprivate |
currentTagsStack | Uint32 | scriptedprivate |
currentWorkspotTags | array<CName> | scriptedprivate |
customAIComponents | array<ref<AICustomComponents>> | scriptedprivate |
customBlackboard | ref<IBlackboard> | scriptedprivate |
dismembermentComponent | ref<DismembermentComponent> | scriptedprivate |
droppedWeapons | Bool | scriptedprivate |
exposePosition | Bool | scriptedprivate |
fxResourceMapper | ref<FxResourceMapperComponent> | scriptedprivate |
gameplayRoleComponent | wref<GameplayRoleComponent> | scriptedprivate |
hasQuestItems | Bool | scriptedprivate |
highlightData | ref<FocusForcedHighlightData> | scriptedprivate |
hitHistory | ref<HitHistory> | scriptedprivate |
hitReactionComponent | ref<HitReactionComponent> | scriptedprotected |
hitRepresantation | ref<SlotComponent> | scriptedprivate |
incapacitatedOnAttach | Bool | scriptedprivate |
inputProcessed | Bool | scriptedprivate |
interactionComponent | ref<InteractionComponent> | scriptedprivate |
inventoryComponent | wref<Inventory> | scriptedprivate |
isActiveCached | CachedBoolValue | scriptedprivate |
isCivilian | Bool | scriptedprivate |
isCrowd | Bool | scriptedprivate |
isCyberpsycho | Bool | scriptedprivate |
isFinsherSoundPlayed | Bool | scriptedprivate |
isGanger | Bool | scriptedprivate |
isIconic | Bool | scriptedprivate |
isPolice | Bool | scriptedprivate |
killer | wref<Entity> | scriptedprivate |
linkedStatusEffect | LinkedStatusEffect | scriptedprivate |
listeners | array<ref<PuppetListener>> | scriptedprotected |
lootQuality | gamedataQuality | scriptedprivate |
movePolicies | ref<MovePoliciesComponent> | scriptedprivate |
objectActionsCallbackCtrl | ref<gameObjectActionsCallbackController> | scriptedprivate |
objectSelectionComponent | ref<ObjectSelectionComponent> | scriptedprivate |
puppetStateBlackboard | ref<IBlackboard> | scriptedprivate |
reactionComponent | ref<ReactionManagerComponent> | scriptedprivate |
resourceLibraryComponent | ref<ResourceLibraryComponent> | scriptedprotected |
securityAreaCallbackID | Uint32 | scriptedprivate |
securitySupportListener | ref<SecuritySupportListener> | scriptedprotected |
sensesComponent | ref<SenseComponent> | scriptedprivate |
sensorObjectComponent | ref<SensorObjectComponent> | scriptedprivate |
shouldBeRevealedStorage | ref<RevealRequestsStorage> | scriptedprivate |
shouldSpawnBloodPuddle | Bool | scriptedprivate |
signalHandlerComponent | ref<AISignalHandlerComponent> | scriptedprivate |
skipDeathAnimation | Bool | scriptedprivate |
slotComponent | ref<SlotComponent> | scriptedprivate |
statesComponent | ref<NPCStatesComponent> | scriptedprivate |
targetingComponentsArray | array<ref<TargetingComponent>> | scriptedprivate |
targetTrackerComponent | ref<TargetTrackerComponent> | scriptedprivate |
transformHistoryComponent | ref<TransformHistoryComponent> | scriptedprivate |
visibleObjectComponent | ref<VisibleObjectComponent> | scriptedprotected |
visibleObjectPositionUpdated | Bool | scriptedpublic |
weakspotComponent | ref<WeakspotComponent> | scriptedprivate |
Methods 348
private final func ActivateIntelligencePerks(action: ref<ScriptableDeviceAction>)scripted
public final func AddLinkedStatusEffect(netrunner: EntityID, target: EntityID, opt actionEffects: array<wref<ObjectActionEffect_Record>>)scripted
public func AddRecordEquipment(equipmentPriority: EquipmentPriority, opt powerLevel: Int32)scripted
public final const func AllowFinisherThreshold() -> Boolscripted
public final const func AwardsExperience() -> Boolscripted
public const func CanBeTagged() -> Boolscripted
public final const func CanNewActionBeQueued() -> Boolscripted
public const func CanOverrideNetworkContext() -> Boolscripted
public const func CanRevealRemoteActionsWheel() -> Boolscripted
private final func ClearLinkedStatusEffect()scripted
private final func CreateClearOutlinesRequest()scripted
protected func CreateListeners()scripted
private final func CreateObjectActionsCallbackController(instigator: wref<Entity>)scripted
private final func CreateTakedownEventOnLayerActivation(evt: ref<InteractionActivationEvent>)scripted
protected func DamagePipelineFinalized(evt: ref<gameHitEvent>)scripted
private final func DestroyObjectActionsCallbackController()scripted
protected final func DetermineInteractionState()scripted
protected final func DetermineInteractionStateByTask()scripted
protected final func DetermineInteractionStateTask(data: ref<ScriptTaskData>)scripted
public const func DeterminGameplayRole() -> EGameplayRolescripted
private final func DropHeldItems() -> Boolscripted
public final func EnableInteraction(layer: CName, b: Bool)scripted
protected final func EnableLootInteractionWithDelay(puppet: ref<gamePuppet>)scripted
public final func EnableSensesComponent(b: Bool)scripted
private final func EquipSavedLoadout()scripted
protected final func EquipSavedLoadoutTask(data: ref<ScriptTaskData>)scripted
private final func EvaluateLootQuality() -> Boolscripted
protected func EvaluateLootQualityByTask()scripted
public final const func EvaluateLootQualityEvent()scripted
protected final func EvaluateLootQualityTask(data: ref<ScriptTaskData>)scripted
private final func EvaluateQuickhacksCount()scripted
protected final func ExecuteAction(choice: script_ref<InteractionChoice>)scripted
protected final func ExecuteAction(action: ref<ScriptableDeviceAction>)scripted
public final func ForceVisionAppearanceNetrunner(target: ref<GameObject>, sourceID: EntityID, sourceName: CName, toggle: Bool)scripted
private final func GenerateMaterialDrops(baseUncommonMaterials: Float, baseRareMaterials: Float, baseEpicMaterials: Float, baseLegendaryMaterials: Float, TS: ref<TransactionSystem>)scripted
public final const func GetActiveQuickhackActionHistory() -> array<ref<ScriptableDeviceAction>>scripted
public final const func GetAIControllerComponent() -> ref<AIHumanComponent>scripted
public final const func GetAnimationControllerComponent() -> ref<AnimationControllerComponent>scripted
public final const func GetAreIncomingSecuritySystemEventsSuppressed() -> Boolscripted
public const func GetAttitudeAgent() -> ref<AttitudeAgent>scripted
private final const func GetBlackboardIntVariable(id: BlackboardID_Int) -> Int32scripted
public final const func GetBreachControllerComponent() -> ref<BreachControllerComponent>scripted
public final const func GetBumpComponent() -> ref<BumpComponent>scripted
private final const func GetChimeraHighlight() -> ref<FocusForcedHighlightData>scripted
public final const func GetCombatHUDManagerComponent() -> ref<CombatHUDManager>scripted
public final const func GetCompletedQuickhackActionHistory() -> array<ref<ScriptableDeviceAction>>scripted
public final func GetCooldownStorage() -> ref<CooldownStorage>scripted
private final const func GetCrowd() -> Boolscripted
public final const func GetCrowdMemberComponent() -> ref<CrowdMemberBaseComponent>scripted
private final func GetCurrentlyEquippedItems(heldObjects: script_ref<array<ref<ItemObject>>>) -> Boolscripted
public func GetCurrentlyUploadingAction() -> ref<ScriptableDeviceAction>scripted
public const func GetCurrentOutline() -> EFocusOutlineTypescripted
public final const func GetCurrentWorkspotTags() -> array<CName>scripted
public final const func GetCustomBlackboard() -> ref<IBlackboard>scripted
public const func GetDefaultHighlight() -> ref<FocusForcedHighlightData>scripted
public final const func GetDefenseModeStateFromBlackboard() -> gamedataDefenseModescripted
public final const func GetDeterminatedSecurityAreaType() -> ESecurityAreaTypescripted
public final const func GetDeviceActionMaxQueueSize() -> Int32scripted
public final const func GetDeviceActionQueueNames() -> array<CName>scripted
public final const func GetDeviceActionQueueSize() -> Int32scripted
public const func GetDeviceLink() -> ref<PuppetDeviceLinkPS>scripted
public final const func GetDismembermentComponent() -> ref<DismembermentComponent>scripted
public final func GetDistToTraceEndFromPosToMainTrackedObject(traceSource: AdditionalTraceType) -> Floatscripted
public const func GetFxResourceByKey(key: CName) -> FxResourcescripted
public final const func GetGameplayRoleComponent() -> ref<GameplayRoleComponent>scripted
public final const func GetGender() -> CNamescripted
public final const func GetHighLevelStateFromBlackboard() -> gamedataNPCHighLevelStatescripted
public final const func GetHitReactionComponent() -> ref<HitReactionComponent>scripted
public final const func GetHitReactionModeFromBlackboard() -> EHitReactionModescripted
public final const func GetHitRepresantationSlotComponent() -> ref<SlotComponent>scripted
private final const func GetICELevel() -> Floatscripted
private final const func GetIgnoredDurationStats() -> array<wref<StatusEffect_Record>>scripted
public const func GetIsIconic() -> Boolscripted
public final func GetItemMinigameAttempted(itemID: ItemID) -> Boolscripted
public final func GetKiller() -> wref<Entity>scripted
public final func GetLastDamageTimeFrom(threat: ref<GameObject>, out isMelee: Bool) -> Floatscripted
public final func GetLinkedStatusEffect() -> LinkedStatusEffectscripted
public const func GetLootQuality() -> gamedataQualityscripted
public final func GetMasterConnectedClassTypes() -> ConnectedClassTypesscripted
public final const func GetMovePolicesComponent() -> ref<MovePoliciesComponent>scripted
private final func GetNetworkBlackboard() -> ref<IBlackboard>scripted
private final func GetNetworkBlackboardDef() -> ref<NetworkBlackboardDef>scripted
public const func GetNetworkLinkSlotName() -> CNamescripted
public const func GetNetworkLinkSlotName(out transform: WorldTransform) -> CNamescripted
public final const func GetNPCType() -> gamedataNPCTypescripted
private final const func GetObjectActionEffectDurationValue(category: gamedataHackCategory, durationMods: script_ref<array<wref<ObjectActionEffect_Record>>>, rootObject: wref<GameObject>, targetID: StatsObjectID, instigatorID: EntityID) -> Floatscripted
public final const func GetObjectSelectionComponent() -> ref<ObjectSelectionComponent>scripted
public const func GetObjectToForwardHighlight() -> array<wref<GameObject>>scripted
public const func GetPhoneCallIndicatorSlotName() -> CNamescripted
public final const func GetPingDuration() -> Floatscripted
protected const func GetPS() -> ref<ScriptedPuppetPS>scripted
public final const func GetPuppetPS() -> ref<ScriptedPuppetPS>scripted
public final const func GetPuppetReactionPresetType() -> gamedataReactionPresetTypescripted
public final const func GetPuppetStateBlackboard() -> ref<IBlackboard>scripted
private final const func GetQuickHackDuration(quickHackRecord: wref<ObjectAction_Record>, rootObject: wref<GameObject>, targetID: StatsObjectID, instigatorID: EntityID) -> Floatscripted
private final const func GetQuickHackDuration(quickHackID: TweakDBID, rootObject: wref<GameObject>, targetID: StatsObjectID, instigatorID: EntityID) -> Floatscripted
public final func GetQuickHackDurationFromLongestEffect(quickHackRecord: wref<ObjectAction_Record>, rootObject: wref<GameObject>, targetID: StatsObjectID, instigatorID: EntityID) -> Floatscripted
public final const func GetReactionPresetID() -> TweakDBIDscripted
public final const func GetRecord() -> ref<Character_Record>scripted
public const func GetSecuritySystem() -> ref<SecuritySystemControllerPS>scripted
public const func GetSensesComponent() -> ref<SenseComponent>scripted
public final const func GetSensorObjectComponent() -> ref<SensorObjectComponent>scripted
public final const func GetSignalHandlerComponent() -> ref<AISignalHandlerComponent>scripted
public final const func GetSignalTable() -> ref<gameBoolSignalTable>scripted
public final const func GetSlotComponent() -> ref<SlotComponent>scripted
public final const func GetStanceStateFromBlackboard() -> gamedataNPCStanceStatescripted
public final const func GetStatesComponent() -> ref<NPCStatesComponent>scripted
public final const func GetStimReactionComponent() -> ref<ReactionManagerComponent>scripted
public const func GetTargetTrackerComponent() -> ref<TargetTrackerComponent>scripted
public final const func GetTargetTrackingExension() -> ref<TargetTrackingExtension>scripted
public final const func GetTransformHistoryComponent() -> ref<TransformHistoryComponent>scripted
public final const func GetUpperBodyStateFromBlackboard() -> gamedataNPCUpperBodyStatescripted
public final const func GetVendorType() -> gamedataVendorTypescripted
public final const func GetVisibleObjectComponent() -> ref<VisibleObjectComponent>scripted
public const func GetWasAggressiveCrowd() -> Boolscripted
public final const func GetWeakspotComponent() -> ref<WeakspotComponent>scripted
private final func GiveEquipment(equipmentPriority: EquipmentPriority, characterRecord: ref<Character_Record>, powerLevel: Int32)scripted
protected final func HandleChainLightningEffectAndDamageTask(data: ref<ScriptTaskData>)scripted
protected func HandleDeath(instigator: wref<GameObject>)scripted
protected final func HandleDefeated()scripted
protected final func HandleDefeatedByTask()scripted
protected final func HandleDefeatedTask(data: ref<ScriptTaskData>)scripted
public final func HandleSquadAction(actionName: CName, verb: EAISquadVerb)scripted
protected func HandleStimsOnHit(evt: ref<gameHitEvent>)scripted
public const func HasActiveQuickHackUpload() -> Boolscripted
private final func HasCalculatedEquipment(equipmentPriority: EquipmentPriority, characterRecord: ref<Character_Record>) -> Boolscripted
public const func HasDirectActionsActive() -> Boolscripted
public final func HasEquipment(equipmentPriority: EquipmentPriority) -> Boolscripted
public const func HasHeadUnderwater() -> Boolscripted
protected final const func HasLoot() -> Boolscripted
public func HasPrimaryOrSecondaryEquipment() -> Boolscripted
public final const func HasQuestItems() -> Boolscripted
protected final const func HasValidLootQuality() -> Boolscripted
public final const func HasWorkspotTag(tag: CName) -> Boolscripted
private final func HidePhoneCallDuration(statPoolType: gamedataStatPoolType)scripted
public final const func IsActionCurrentlyUploading() -> Boolscripted
public final const func IsActionQueueEnabled() -> Boolscripted
public final const func IsActionQueueFull() -> Boolscripted
public const func IsActive() -> Boolscripted
public const func IsActiveBackdoor() -> Boolscripted
private final const func IsActiveInternal() -> Boolscripted
public final const func IsAggressive() -> Boolscripted
public final const func IsAimAssistEnabled() -> Boolscripted
public final const func IsAndroid() -> Boolscripted
public const func IsBackdoor() -> Boolscripted
public final const func IsBoss() -> Boolscripted
public const func IsBreached() -> Boolscripted
public final const func IsCerberus() -> Boolscripted
public final const func IsCharacterChildren() -> Boolscripted
public final const func IsCharacterCivilian() -> Boolscripted
public final const func IsCharacterCyberpsycho() -> Boolscripted
public final const func IsCharacterGanger() -> Boolscripted
public final const func IsCharacterPolice() -> Boolscripted
private final const func IsChimera() -> Boolscripted
public final const func IsCivilian() -> Boolscripted
public const func IsConnectedToBackdoorDevice() -> Boolscripted
public const func IsConnectedToSecuritySystem() -> Boolscripted
public const func IsContainer() -> Boolscripted
public final const func IsCrowd() -> Boolscripted
public const func IsDead() -> Boolscripted
public const func IsDeadNoStatPool() -> Boolscripted
public const func IsDrone() -> Boolscripted
public final const func IsElite() -> Boolscripted
public final const func IsEnemy() -> Boolscripted
public final const func IsFinisherSoundPlayed() -> Boolscripted
public const func IsHackingPlayer() -> Boolscripted
public final const func IsHuman() -> Boolscripted
public final const func IsHumanoid() -> Boolscripted
public const func IsInvestigating() -> Boolscripted
public const func IsInvestigatingObject(object: ref<GameObject>) -> Boolscripted
public final const func IsMassive() -> Boolscripted
public final const func IsMaxTac() -> Boolscripted
public final const func IsMech() -> Boolscripted
public final const func IsMechanical() -> Boolscripted
public final const func IsNetrunnerPuppet() -> Boolscripted
public const func IsNetworkKnownToPlayer() -> Boolscripted
public const func IsNetworkLinkDynamic() -> Boolscripted
public final const func IsOfficer() -> Boolscripted
public final const func IsOnAutonomousAI() -> Boolscripted
private final func IsPerformingCallReinforcements() -> Boolscripted
public const func IsPlayerCompanion() -> Boolscripted
public const func IsPrevention() -> Boolscripted
public const func IsPuppet() -> Boolscripted
public const func IsPuppetInCombat() -> Boolscripted
private final func IsQualityRangeInteractionLayer(layerTag: CName) -> Boolscripted
public const func IsQuest() -> Boolscripted
public const func IsQuickHackAble() -> Boolscripted
public const func IsQuickHacksExposed() -> Boolscripted
public final const func IsResistantToTakedown() -> Boolscripted
public final const func IsRevealed() -> Boolscripted
public const func IsTargetTresspassingMyZone(target: ref<GameObject>) -> Boolscripted
public final const func IsTurnedOffNoStatusEffect() -> Boolscripted
public final const func IsUnderwater(opt howDeep: Float) -> Boolscripted
public final const func IsVendor() -> Boolscripted
public func Kill(opt instigator: wref<GameObject>, opt skipNPCDeathAnim: Bool, opt disableNPCRagdoll: Bool)scripted
protected final func LogDamageReceived(evt: ref<gameDamageReceivedEvent>, instigator: ref<GameObject>, dmgSituation: gameTelemetryDamageSituation)scripted
private final func LogEnemyDown(evt: ref<KillRewardEvent>, dmgSituation: gameTelemetryDamageSituation)scripted
private final func LootAllItems(choiceEvent: ref<InteractionChoiceEvent>)scripted
public final const func MySecuritySystemState() -> ESecuritySystemStatescripted
public final func NotifyHitReactionSourceChanged(hitSource: Int32)scripted
public final func NotifyHitReactionTypeChanged(hitType: Int32)scripted
protected cb func OnAccessPointMiniGameStatus(evt: ref<AccessPointMiniGameStatus>) -> Boolscripted
protected cb func OnAddOrRemoveListener(evt: ref<AddOrRemoveListenerEvent>) -> Boolscripted
protected cb func OnApplyNewStatusEffect(evt: ref<ApplyNewStatusEffectEvent>) -> Boolscripted
protected cb func OnAttitudeChanged(evt: ref<AttitudeChangedEvent>) -> Boolscripted
protected cb func OnBloodPuddleEvent(evt: ref<BloodPuddleEvent>) -> Boolscripted
private final func OnClearOutlinesRequest(evt: ref<ClearOutlinesRequestEvent>)scripted
protected cb func OnCommunicationEvent(evt: ref<CommunicationEvent>) -> Boolscripted
protected cb func OnCreateCustomBlackboard(evt: ref<CreateCustomBlackboardEvent>) -> Boolscripted
protected cb func OnDamageDealt(evt: ref<gameTargetDamageEvent>) -> Boolscripted
protected cb func OnDamageReceived(evt: ref<gameDamageReceivedEvent>) -> Boolscripted
protected cb func OnDeath(evt: ref<gameDeathEvent>) -> Boolscripted
protected cb func OnDefeated(evt: ref<DefeatedEvent>) -> Boolscripted
protected cb func OnDelayedTakedownGameEffectEvent(evt: ref<DelayedGameEffectEvent>) -> Boolscripted
protected cb func OnDetach() -> Boolscripted
protected func OnDied()scripted
public final func OnDiveFinished(reason: CName)scripted
protected cb func OnEvaluateLootQuality(evt: ref<gameEvaluateLootQualityEvent>) -> Boolscripted
protected cb func OnEvaluateMinigame(evt: ref<EvaluateMinigame>) -> Boolscripted
protected cb func OnExecutePuppetAction(evt: ref<ExecutePuppetActionEvent>) -> Boolscripted
protected cb func OnExitShapeEvent(evt: ref<ExitShapeEvent>) -> Boolscripted
protected cb func OnGameAttached() -> Boolscripted
protected cb func OnHackTargetEvent(evt: ref<HackTargetEvent>) -> Boolscripted
protected cb func OnHit(evt: ref<gameHitEvent>) -> Boolscripted
protected cb func OnHUDInstruction(evt: ref<HUDInstruction>) -> Boolscripted
protected func OnIncapacitated()scripted
protected cb func OnInteraction(choiceEvent: ref<InteractionChoiceEvent>) -> Boolscripted
protected cb func OnInteractionActivated(evt: ref<InteractionActivationEvent>) -> Boolscripted
protected cb func OnInteractionUsed(evt: ref<InteractionChoiceEvent>) -> Boolscripted
protected cb func OnInventoryChangedEvent(evt: ref<InventoryChangedEvent>) -> Boolscripted
protected cb func OnInventoryEmptyEvent(evt: ref<OnInventoryEmptyEvent>) -> Boolscripted
protected cb func OnItemAddedEvent(evt: ref<ItemAddedEvent>) -> Boolscripted
protected cb func OnItemAddedToSlot(evt: ref<ItemAddedToSlot>) -> Boolscripted
protected cb func OnItemRemovedEvent(evt: ref<ItemBeingRemovedEvent>) -> Boolscripted
protected cb func OnItemRemovedFromSlot(evt: ref<ItemRemovedFromSlot>) -> Boolscripted
protected cb func OnKillRewardEvent(evt: ref<KillRewardEvent>) -> Boolscripted
protected cb func OnLootPickupDelayEvent(evt: ref<LootPickupDelayEvent>) -> Boolscripted
protected cb func OnMinigameFailEvent(evt: ref<MinigameFailEvent>) -> Boolscripted
protected cb func OnNetworkLinkQuickhackEvent(evt: ref<NetworkLinkQuickhackEvent>) -> Boolscripted
protected cb func OnObjectActionRefreshEvent(evt: ref<gameObjectActionRefreshEvent>) -> Boolscripted
protected cb func OnOutlineRequestEvent(evt: ref<OutlineRequestEvent>) -> Boolscripted
protected cb func OnPauseResumePhoneCallEvent(evt: ref<PauseResumePhoneCallEvent>) -> Boolscripted
protected cb func OnPulseEvent(evt: ref<gameVisionModeUpdateVisuals>) -> Boolscripted
protected cb func OnQuickHackPanelStateChanged(evt: ref<QuickHackPanelStateEvent>) -> Boolscripted
protected cb func OnQuickSlotCommandUsed(evt: ref<QuickSlotCommandUsed>) -> Boolscripted
protected cb func OnReevaluateOxygenEvent(evt: ref<ReevaluateOxygenEvent>) -> Boolscripted
protected cb func OnRegisterPostion(evt: ref<RegisterPostionEvent>) -> Boolscripted
protected cb func OnRemoveAllStatusEffectOfTypeEvent(evt: ref<RemoveAllStatusEffectOfTypeEvent>) -> Boolscripted
protected cb func OnRemoveLinkedStatusEffectsEvent(evt: ref<RemoveLinkedStatusEffectsEvent>) -> Boolscripted
protected cb func OnRemoveLinkEvent(evt: ref<RemoveLinkEvent>) -> Boolscripted
protected cb func OnRemoveStatusEffect(evt: ref<RemoveStatusEffectEvent>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnRequestDismemberment(evt: ref<RequestDismembermentEvent>) -> Boolscripted
protected cb func OnResetSignalAIEventReceived(evt: ref<ResetSignal>) -> Boolscripted
protected cb func OnResurrect(evt: ref<ResurrectEvent>) -> Boolscripted
protected func OnResurrected()scripted
protected cb func OnRevealDeviceRequest(evt: ref<RevealDeviceRequest>) -> Boolscripted
protected cb func OnRevealNetworkGridOnPulse(evt: ref<RevealNetworkGridOnPulse>) -> Boolscripted
protected cb func OnRevealRequest(evt: ref<RevealRequestEvent>) -> Boolscripted
protected cb func OnRevealStateChanged(evt: ref<RevealStateChangedEvent>) -> Boolscripted
protected cb func OnScanningEvent(evt: ref<ScanningEvent>) -> Boolscripted
protected cb func OnScanningLookAtEvent(evt: ref<ScanningLookAtEvent>) -> Boolscripted
protected cb func OnSecurityAreaCrossingPerimeter(evt: ref<SecurityAreaCrossingPerimeter>) -> Boolscripted
public final func OnSecuritySupportThreshold(above: Bool)scripted
protected cb func OnSetBloodPuddleSettingsEvent(evt: ref<SetBloodPuddleSettingsEvent>) -> Boolscripted
protected cb func OnSetExposeQuickHacks(evt: ref<SetExposeQuickHacks>) -> Boolscripted
protected cb func OnSetLootInteractionAccessEvent(evt: ref<SetLootInteractionAccessibilityEvent>) -> Boolscripted
public final func OnSignalForcedRagdollDeathSignal(signalId: Uint16, newValue: Bool, userData: ref<ForcedRagdollDeathSignal>)scripted
public final func OnSignalNPCStateChangeSignal(signalId: Uint16, newValue: Bool, userData: ref<NPCStateChangeSignal>)scripted
public final func OnSignalSquadActionSignal(signalId: Uint16, newValue: Bool)scripted
protected cb func OnStartEndPhoneCallEvent(evt: ref<StartEndPhoneCallEvent>) -> Boolscripted
protected cb func OnStatusEffectApplied(evt: ref<ApplyStatusEffectEvent>) -> Boolscripted
protected cb func OnStatusEffectRemoved(evt: ref<RemoveStatusEffect>) -> Boolscripted
protected cb func OnSuppressNPCInSecuritySystem(evt: ref<SuppressNPCInSecuritySystem>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnToggleTargetingComponentsEvent(evt: ref<ToggleTargetingComponentsEvent>) -> Boolscripted
protected cb func OnUploadProgressStateChanged(evt: ref<UploadProgramProgressEvent>) -> Boolscripted
protected cb func OnWorkspotFinishedEvent(evt: ref<WorkspotFinishedEvent>) -> Boolscripted
protected cb func OnWorkspotStartedEvent(evt: ref<WorkspotStartedEvent>) -> Boolscripted
private final func OrderChoice(choiceEvent: ref<InteractionChoiceEvent>)scripted
private final func PausePhoneCallDuration(statPoolType: gamedataStatPoolType)scripted
private final func ProcessEnemyNetrunnerTutorialFact()scripted
private final func ProcessLootMinigame(baseMoney: Float, baseUncommonMaterials: Float, baseRareMaterials: Float, baseEpicMaterials: Float, baseLegendaryMaterials: Float, baseShardDropChance: Float, TS: ref<TransactionSystem>)scripted
private final func ProcessNewPerkFinisherLayer(evt: ref<InteractionChoiceEvent>, playerPuppet: ref<PlayerPuppet>, npcPuppet: ref<NPCPuppet>)scripted
protected final func ProcessQuickHackQueueOnDefeat()scripted
private final func ProcessSyncedAnimationPuppetActions(evt: ref<InteractionChoiceEvent>)scripted
private final func PropagateFadeOutlinesRequestToItems()scripted
private final func PropagateOutlineToCurrentlyUsedItems(evt: ref<OutlineRequestEvent>)scripted
protected func PulseNetwork(revealNetworkAtEnd: Bool)scripted
public final func PuppetDamagePipelineFinalized(evt: ref<gameHitEvent>)scripted
public final const func PuppetSubmergedRequestRemovingStatusEffects(obj: wref<GameObject>)scripted
private final func PushFinisherActionEventToPSM(evt: ref<InteractionChoiceEvent>, isFastFinisher: Bool)scripted
private final func PushTakedownActionEventToPSM(evt: ref<InteractionChoiceEvent>)scripted
public final func RefreshCachedDataCharacterTags()scripted
public final func RefreshCachedReactionPresetData()scripted
private final func RegisterSubCharacter()scripted
public final func RemoveLink()scripted
public final func RemoveLinkedStatusEffects(opt ssAction: Bool) -> Boolscripted
public final func RemoveLinkedStatusEffectsFromTarget(sourceID: EntityID, opt ssAction: Bool) -> Boolscripted
protected func RemoveListeners()scripted
private final func RequestRevealOutline(shouldIncreaseCounter: Bool, requester: EntityID)scripted
protected final func ResolveConnectionWithDeviceSystem()scripted
protected final func ResolveConnectionWithDeviceSystemTask(data: ref<ScriptTaskData>)scripted
private final func ResolveQualityRangeInteractionLayer()scripted
private final func ResumePhoneCallDuration(statPoolType: gamedataStatPoolType, initialDuration: Float)scripted
protected final func RevokeAllTickets()scripted
protected final func RevokeAllTicketsForPreventionSquad()scripted
protected func RewardKiller(killer: wref<GameObject>, killType: gameKillType, isAnyDamageNonlethal: Bool)scripted
private final func SendAIDeathSignal()scripted
private final func SendInteractionChoiceToPSM(choiceEvent: ref<InteractionChoiceEvent>, id: CName, isChoiceActive: Bool)scripted
protected func SendQuickhackCommands(shouldOpen: Bool)scripted
public final const func SetAnimWrappersOnItem(item: wref<ItemObject>)scripted
public func SetCurrentlyUploadingAction(action: ref<ScriptableDeviceAction>)scripted
public final func SetFinisherSoundPlayed(value: Bool)scripted
public final func SetItemMinigameAttempted(itemID: ItemID)scripted
public final func SetKiller(killer: wref<Entity>)scripted
public final func SetMainTrackedObject(target: ref<GameObject>)scripted
public final func SetReactionPresetID(presetID: TweakDBID)scripted
public func SetSenseObjectType(type: gamedataSenseObjectType)scripted
public final func SetSkipDeathAnimation(value: Bool)scripted
private final func SetWasIncapacitatedOnAttach(value: Bool)scripted
public const func ShouldEnableRemoteLayer() -> Boolscripted
private final func ShouldPulseNetwork() -> Boolscripted
protected const func ShouldRegisterToHUD() -> Boolscripted
public const func ShouldShowScanner() -> Boolscripted
public final const func ShouldSkipDeathAnimation() -> Boolscripted
public final const func ShouldSpawnBloodPuddle() -> Boolscripted
private final func ShowPhoneCallDuration(duration: Float, statType: gamedataStatType, statPoolType: gamedataStatPoolType, statPoolID: TweakDBID)scripted
private final func ShowQuickHackDuration(action: ref<ScriptableDeviceAction>)scripted
public func SoftKill(opt instigator: wref<GameObject>, opt skipNPCDeathAnim: Bool, opt disableNPCRagdoll: Bool)scripted
private final func SquadUpdate(leaveSquad: Bool, squadType: AISquadType)scripted
protected final func StartOxygenDecay()scripted
protected func StartPingingNetwork()scripted
protected final func StopOxygenDecay()scripted
protected func StopPingingNetwork()scripted
public final func StopPoliceBehaviour()scripted
private final func ToggleInteractionLayers()scripted
private final func TranslateChoicesIntoQuickSlotCommands(puppetActions: script_ref<array<ref<PuppetAction>>>, commands: script_ref<array<ref<QuickhackData>>>)scripted
private final func TriggerNewPerkFinisher(evt: ref<InteractionChoiceEvent>, playerPuppet: ref<PlayerPuppet>)scripted
private final func TriggerNewPerkFinisherBluntHold(playerPuppet: ref<PlayerPuppet>, npcPuppet: ref<NPCPuppet>)scripted
public final const func TriggerSecuritySystemNotification(lastKnownPosition: Vector4, threat: wref<GameObject>, type: ESecurityNotificationType, opt stimType: gamedataStimType)scripted
public final func TryRegisterToPrevention()scripted
private final func UnregisterSubCharacter()scripted
protected func Update(dt: Float)scripted
protected final func UpdateLootInteraction()scripted
private final func UpdateQuickHackableState(isQuickHackable: Bool)scripted
private final func UpdateScannerLookAtBB(b: Bool)scripted
public final const func WasIncapacitatedOnAttach() -> Boolscripted