REDNODE / GAME API

SecurityAlarmControllerPS

classscriptedClasssavable

extends MasterControllerPS › ScriptableDeviceComponentPS › SharedGameplayPS › DeviceComponentPS › GameComponentPS › PersistentState › IScriptable › ISerializable

Properties 2

NameTypeFlags
securityAlarmSetupSecurityAlarmSetupscriptedprotectedpersistent
securityAlarmStateESecuritySystemStatescriptedprivate

Methods 28

protected final func ActionSecurityAlarmEscalate() -> ref<SecurityAlarmEscalate>scripted
protected final func ActionToggleAlarm() -> ref<ToggleAlarm>scripted
public final const func AlarmSound() -> CNamescripted
protected const func CanCreateAnyQuickHackActions() -> Boolscripted
private final func CreateAlarmResponse(alarmState: ESecuritySystemState) -> ref<SecurityAlarmBreachResponse>scripted
public final const func GetAlarmState() -> ESecuritySystemStatescripted
protected func GetBackgroundTextureTweakDBID() -> TweakDBIDscripted
protected func GetDeviceIconTweakDBID() -> TweakDBIDscripted
public func GetQuestActions(out outActions: array<ref<DeviceAction>>, context: script_ref<GetActionsContext>)scripted
protected func GetQuickHackActions(out outActions: array<ref<DeviceAction>>, context: script_ref<GetActionsContext>)scripted
protected func Initialize()scripted
public final const func IsAlarmStateAlerted() -> Boolquestscripted
public final const func IsAlarmStateCombat() -> Boolquestscripted
public final const func IsAlarmStateNotCombat() -> Boolquestscripted
public final const func IsAlarmStateNotSafe() -> Boolquestscripted
public final const func IsAlarmStateSafe() -> Boolquestscripted
protected cb func OnInstantiated() -> Boolscripted
public func OnQuestForceSecuritySystemArmed(evt: ref<QuestForceSecuritySystemArmed>) -> EntityNotificationTypescripted
public func OnQuestForceSecuritySystemSafe(evt: ref<QuestForceSecuritySystemSafe>) -> EntityNotificationTypescripted
protected func OnRefreshSlavesEvent(evt: ref<RefreshSlavesEvent>) -> EntityNotificationTypescripted
public func OnSecurityAlarmBreachResponse(evt: ref<SecurityAlarmBreachResponse>) -> EntityNotificationTypescripted
public final func OnSecurityAlarmEscalate(evt: ref<SecurityAlarmEscalate>) -> EntityNotificationTypescripted
public func OnSecuritySystemOutput(evt: ref<SecuritySystemOutput>) -> EntityNotificationTypescripted
public func OnTargetAssessmentRequest(evt: ref<TargetAssessmentRequest>) -> EntityNotificationTypescripted
public final func OnToggleAlarm(evt: ref<ToggleAlarm>) -> EntityNotificationTypescripted
private final func QuestForceState(state: ESecuritySystemState)scripted
private final func RefreshSlaves()scripted
public final const func UsesSound() -> Boolscripted