REDNODE / GAME API

ScriptedPuppetPS

classscriptedClasssavable

extends GamePuppetPS › GameObjectPS › PersistentState › IScriptable › ISerializable

Extended by 1 type

PlayerPuppetPS

Properties 29

NameTypeFlags
activeContextsarray<gamedeviceRequestType>scriptedprivate
bountyIDTweakDBIDscriptedprivatepersistent
cooldownStorageref<CooldownStorage>scriptedprivate
currentCooldownIDUint32scriptedprivate
customWeaponLoadoutarray<CachedItemLoadout>scriptedprivatepersistent
genericMeleeLoadoutCachedItemLoadoutscriptedprivatepersistent
genericRangedLoadoutCachedItemLoadoutscriptedprivatepersistent
hasDirectInteractionChoicesActiveBoolscriptedprotected
isAndroidTurnedOffBoolscriptedprivatepersistent
isBreachedBoolscriptedprivatepersistent
isDeadBoolscriptedprivatepersistent
isDefeatMechanicActiveBoolscriptedprivatepersistent
isIncapacitatedBoolscriptedprivatepersistent
isInitializedEBOOLscriptedprivatepersistent
isPreventionNotifiedBoolscriptedprivatepersistent
lastInteractionLayerTagCNamescriptedprotected
leftHandLoadoutItemIDscriptedprivatepersistent
numberActionsInt32scriptedprivate
questForceScannerPresetTweakDBIDscriptedprivatepersistent
quickHacksExposedBoolscriptedprivatepersistent
reactionPresetIDTweakDBIDscriptedprivatepersistent
rightHandLoadoutItemIDscriptedprivatepersistent
securitySystemDataSecuritySystemDatascriptedprivatepersistent
transgressionsarray<TweakDBID>scriptedprivatepersistent
wasAttachedBoolscriptedprivatepersistent
wasIncapacitatedBoolscriptedprivatepersistent
wasQuickHackAttemptBoolscriptedprotected
wasRevealedInNetworkPingBoolscriptedprotectedpersistent

Methods 85

protected final func ActionSetExposeQuickHacks() -> ref<SetExposeQuickHacks>scripted
public final func AddActiveContext(context: gamedeviceRequestType)scripted
public final const func CheckFlatheadTakedownAvailability(context: script_ref<GetActionsContext>) -> Boolscripted
public final const func CheckMasterConnectedClassTypes() -> ConnectedClassTypesscripted
protected final const func CheckMasterRunnerAchievement(minigameProgramsCompleted: Int32)scripted
public final func DetermineInteractionState(interaction: ref<InteractionComponent>, context: GetActionsContext, objectActionsCallbackController: wref<gameObjectActionsCallbackController>)scripted
public final const func DetermineSecurityAreaTypeForEntityID(entityID: EntityID) -> ESecurityAreaTypescripted
public final const func DrawBetweenEntities(shouldDraw: Bool, focusModeOnly: Bool, fxResource: FxResource, masterID: EntityID, slaveID: EntityID, revealMaster: Bool, revealSlave: Bool, opt onlyRemoveWeakLink: Bool, opt isEyeContact: Bool, opt isPermanent: Bool)scripted
protected final const func ExecutePSAction(action: ref<ScriptableDeviceAction>, persistentState: ref<PersistentState>)scripted
private final func FilterRedundantPrograms(programs: script_ref<array<TweakDBID>>)scripted
private final func ForceExposeQuickHack(shouldForce: Bool)scripted
public func GenerateContext(requestType: gamedeviceRequestType, providedClearance: ref<Clearance>, opt providedProcessInitiator: ref<GameObject>, opt providedRequestor: EntityID) -> GetActionsContextscripted
public final const func GetAccessPoint() -> ref<AccessPointControllerPS>scripted
protected final const func GetAction(actionRecord: wref<ObjectAction_Record>) -> ref<PuppetAction>scripted
public final const func GetActiveContexts() -> array<gamedeviceRequestType>scripted
public final const func GetAllChoices(actions: script_ref<array<wref<ObjectAction_Record>>>, context: script_ref<GetActionsContext>, puppetActions: script_ref<array<ref<PuppetAction>>>)scripted
public final const func GetBountyID() -> TweakDBIDscripted
public final func GetCooldownStorage() -> ref<CooldownStorage>scripted
public final const func GetCustomWeaponLoadout() -> array<CachedItemLoadout>scripted
public final const func GetForcedScannerPreset() -> TweakDBIDscripted
public final const func GetGenericMeleeLoadout() -> CachedItemLoadoutscripted
public final const func GetGenericRangedLoadout() -> CachedItemLoadoutscripted
protected final const func GetHudManager() -> ref<HUDManager>scripted
public final const func GetIsAndroidTurnedOff() -> Boolscripted
public final const func GetIsDead() -> Boolscripted
public final const func GetIsIncapacitated() -> Boolscripted
public final const func GetLeftHandLoadout() -> ItemIDscripted
protected final const func GetMyEntityID() -> EntityIDscripted
public final const func GetNetworkName() -> Stringscripted
protected final const func GetNetworkSystem() -> ref<NetworkSystem>scripted
public final const func GetNumberActions() -> Int32scripted
protected final const func GetOwnerEntity() -> wref<ScriptedPuppet>scripted
public final const func GetOwnerEntityWeak() -> wref<Entity>scripted
public final func GetPlayerCooldownStorage() -> ref<CooldownStorage>scripted
protected final const func GetPlayerMainObject() -> ref<GameObject>scripted
public final const func GetReactionPresetID() -> TweakDBIDscripted
public final const func GetRightHandLoadout() -> ItemIDscripted
public final const func GetSecurityAreas(opt includeInactive: Bool, opt returnOnlyDirectlyConnected: Bool) -> array<ref<SecurityAreaControllerPS>>scripted
public final const func GetSecuritySystem() -> ref<SecuritySystemControllerPS>scripted
public final const func GetTransgressions() -> array<TweakDBID>scripted
public final const func GetValidChoices(actions: script_ref<array<wref<ObjectAction_Record>>>, context: script_ref<GetActionsContext>, objectActionsCallbackController: wref<gameObjectActionsCallbackController>, checkPlayerQuickHackList: Bool, choices: script_ref<array<InteractionChoice>>)scripted
public final const func GetWasIncapacitated() -> Boolscripted
public final const func HasActiveContext(context: gamedeviceRequestType) -> Boolscripted
public final const func HasDirectInteractionChoicesActive() -> Boolscripted
private final func Initialize()scripted
protected final func InitializeCooldownStorage()scripted
public final const func IsActionReady(actionID: TweakDBID) -> Boolscripted
public final const func IsBreached() -> Boolscripted
public final const func IsConnectedToAccessPoint() -> Boolscripted
public final const func IsConnectedToSecuritySystem() -> Boolscripted
public final const func IsDefeatMechanicActive() -> Boolscripted
public final const func IsInitialized() -> Boolscripted
public final const func IsPreventionNotified() -> Boolscripted
public final const func IsQuickHacksExposed() -> Boolscripted
public final func ManuallyTriggerActionCooldown(actionID: TweakDBID)scripted
public final func OnActionCooldownEvent(evt: ref<ActionCooldownEvent>) -> EntityNotificationTypescripted
public final func OnCacheLoadout(evt: ref<CacheItemEquippedToHandsEvent>) -> EntityNotificationTypescripted
public final func OnDeviceAttachment(evt: ref<DeviceLinkEstablished>) -> EntityNotificationTypescripted
protected final func OnGameAttached(evt: ref<GameAttachedEvent>) -> EntityNotificationTypescripted
protected cb func OnInstantiated() -> Boolscripted
protected final func OnPingSquad(evt: ref<PingSquad>) -> EntityNotificationTypescripted
public final func OnSecuritySystemOutput(evt: ref<SecuritySystemOutput>) -> EntityNotificationTypescripted
public final func OnSetExposeQuickHacks(evt: ref<SetExposeQuickHacks>) -> EntityNotificationTypescripted
public final func OnSetWasQuickHacked(evt: ref<SetQuickHackEvent>) -> EntityNotificationTypescripted
public final func OnSetWasQuickHackedAtempt(evt: ref<SetQuickHackAttemptEvent>) -> EntityNotificationTypescripted
private final func PushAerialTakedownActionEventToPSM(target: wref<GameObject>)scripted
private final func PushChoicesToInteractionComponent(interactionComponent: ref<InteractionComponent>, context: script_ref<GetActionsContext>, choices: script_ref<array<InteractionChoice>>)scripted
public final func RemoveActiveContext(context: gamedeviceRequestType)scripted
public final func SetForcedScannerPreset(preset: TweakDBID)scripted
public final func SetHasDirectInteractionChoicesActive(hasInteraction: Bool)scripted
public final func SetIsAndroidTurnedOff(isAndroidTurnedOff: Bool)scripted
private final func SetIsBreached(isBreached: Bool)scripted
public final func SetIsDead(isDead: Bool)scripted
public final func SetIsDefeatMechanicActive(isDefeatMechanicActive: Bool)scripted
public final func SetIsIncapacitated(isIncapacitated: Bool)scripted
public final func SetIsPreventionNotified(isPreventionNotified: Bool)scripted
public final func SetReactionPresetID(presetID: TweakDBID)scripted
public final func SetRevealedInNetworkPing(wasRevealed: Bool)scripted
public final func SetWasIncapacitated(wasIncapacitated: Bool)scripted
public final func StoreBountyData(bountyID: TweakDBID, transgressions: script_ref<array<TweakDBID>>)scripted
private final const func Sts_Ep1_12_ActiveForQHack_Hack() -> Boolscripted
public final const func WasAttached() -> Boolscripted
public final const func WasRevealedInNetworkPing() -> Boolscripted