REDNODE / GAME API

SecurityTurret

classscriptedClass

extends SensorDevice › ExplosiveDevice › BasicDistractionDevice › InteractiveDevice › Device › DeviceBase › GameObject › GameEntity › Entity › IScriptable › ISerializable

Properties 20

NameTypeFlags
animFeatureref<AnimFeature_SecurityTurretData>scriptedprivate
animFeatureNameCNamescriptedprivate
burstDelayEvtIDDelayIDscriptedprivate
isBurstDelayOngoingBoolscriptedprivate
isShootingOngoingBoolscriptedprivate
itemIDItemIDscriptedprotected
laserFXSlotNameCNamescriptedprotected
laserGameEffectref<EffectInstance>scriptedprotected
laserMeshref<MeshComponent>scriptedprivate
lookAtSlotref<SlotComponent>scriptedprivate
netClientCurrentlyAppliedStateref<SecurityTurretReplicatedState>scriptedprivate
nextShootCycleDelayEvtIDDelayIDscriptedprivate
optim_CheckTargetParametersShotsInt32scriptedprivate
targetingCompref<TargetingComponent>scriptedprivate
timeToNextShotFloatscriptedprivate
triggerSideOneref<TriggerComponent>scriptedprotected
triggerSideTworef<TriggerComponent>scriptedprotected
weaponwref<WeaponObject>scriptedprotected
weaponRecordref<WeaponItem_Record>scriptedprivate
weaponTDBIDTweakDBIDscriptedprivate

Methods 68

protected func ApplyReplicatedState(state: ref<DeviceReplicatedState>)scripted
private final func ApplyShootingInterval()scripted
protected final func CheckTargetParameters()scripted
public func ControlledDeviceInputAction(isPressed: Bool)scripted
protected func CutPower()scripted
protected func DamagePipelineFinalized(evt: ref<gameHitEvent>)scripted
public const func DeterminGameplayRole() -> EGameplayRolescripted
public const func DeterminGameplayRoleMappinRange(data: script_ref<SDeviceMappinData>) -> Floatscripted
protected func EnterWorkspot(activator: ref<GameObject>, opt freeCamera: Bool, opt componentName: CName, opt deviceData: CName)scripted
private const func GetController() -> ref<SecurityTurretController>scripted
public const func GetDevicePS() -> ref<SecurityTurretControllerPS>scripted
public const func GetDeviceStateClass() -> CNamescripted
protected final func GetFirerate() -> Floatscripted
public const func GetObjectToForwardHighlight() -> array<wref<GameObject>>scripted
private final func GetReplicationStateToUpdate() -> ref<SecurityTurretReplicatedState>scripted
public final func GetRipOffTriggerSide(forEntity: ref<Entity>) -> EDoorTriggerSidescripted
protected const func GetScannerName() -> Stringscripted
public final const func GetTurretWeapon() -> wref<WeaponObject>scripted
protected final func GetWeapon() -> wref<WeaponObject>scripted
protected final func GiveWeaponToTurret()scripted
protected final func GrabReferenceToWeapon()scripted
public const func IsTurret() -> Boolscripted
private final func MultiplyBaseAIRecoil() -> Floatscripted
protected cb func OnActionEngineering(evt: ref<ActionEngineering>) -> Boolscripted
public func OnAllValidTargetsDisappears()scripted
protected cb func OnAutoKillDelayEvent(evt: ref<AutoKillDelayEvent>) -> Boolscripted
public func OnCurrentTargetAppears(target: wref<GameObject>)scripted
protected cb func OnDamageReceived(evt: ref<gameDamageReceivedEvent>) -> Boolscripted
protected cb func OnDeath(evt: ref<gameDeathEvent>) -> Boolscripted
protected cb func OnDetach() -> Boolscripted
protected cb func OnDisassembleDevice(evt: ref<DisassembleDevice>) -> Boolscripted
protected cb func OnGameAttached() -> Boolscripted
protected cb func OnGrabReferenceToWeaponEvent(evt: ref<GrabReferenceToWeaponEvent>) -> Boolscripted
protected cb func OnHit(evt: ref<gameHitEvent>) -> Boolscripted
protected cb func OnQuestForceOverheat(evt: ref<QuestForceOverheat>) -> Boolscripted
protected cb func OnQuestForceReload(evt: ref<QuestForceReload>) -> Boolscripted
protected cb func OnQuestRemoveWeapon(evt: ref<QuestRemoveWeapon>) -> Boolscripted
protected cb func OnQuestResetDeviceToInitialState(evt: ref<QuestResetDeviceToInitialState>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnRipOff(evt: ref<RipOff>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnTargetLocked(evt: ref<TargetLockedEvent>) -> Boolscripted
protected cb func OnTCSTakeOverControlActivate(evt: ref<TCSTakeOverControlActivate>) -> Boolscripted
protected cb func OnTCSTakeOverControlDeactivate(evt: ref<TCSTakeOverControlDeactivate>) -> Boolscripted
protected cb func OnTurnONTurretAfterDuration(evt: ref<TurnONTurretAfterDuration>) -> Boolscripted
protected cb func OnTurretBurstShootingDelayEvent(evt: ref<TurretBurstShootingDelayEvent>) -> Boolscripted
protected cb func OnTurretShootingIntervalEvent(evt: ref<TurretShootingIntervalEvent>) -> Boolscripted
protected cb func OnWorkspotFinished(componentName: CName) -> Boolscripted
private final func ProcessShootingPattern()scripted
protected func PushPersistentData()scripted
private final func QueueNextShot(delay: Float)scripted
private final func ReplicateHealth(health: Float)scripted
private final func ReplicateIsDead(isDead: Bool)scripted
private final func ReplicateIsOn(isOn: Bool)scripted
private final func ReplicateIsShooting(isShooting: Bool)scripted
private final func RipOffTurret()scripted
protected final func SelectShootingPattern(weapon: wref<WeaponObject>, weaponOwner: wref<GameObject>, opt forceReselection: Bool)scripted
public func SetAsIntrestingTarget(target: wref<GameObject>) -> Boolscripted
private final func SetFirerate(value: Float)scripted
protected func SetLookAtPositionProviderOnFollowedTarget(evt: ref<LookAtAddEvent>, opt otherTarget: ref<GameObject>)scripted
private final func ShootAttachedWeapon(opt shootStart: Bool)scripted
private final func ShootStart()scripted
private final func ShootStop()scripted
public const func ShouldShowDamageNumber() -> Boolscripted
private final func SimplifiedTrackingSetUp(originalPosition: Vector4) -> Vector4scripted
protected final func ToggleTurretVisuals(toggle: Bool)scripted
protected func TurnOffDevice()scripted
protected func TurnOnDevice()scripted