REDNODE / GAME API

SecurityTurretControllerPS

classscriptedClasssavable

extends SensorDeviceControllerPS › ExplosiveDeviceControllerPS › BasicDistractionDeviceControllerPS › ScriptableDeviceComponentPS › SharedGameplayPS › DeviceComponentPS › GameComponentPS › PersistentState › IScriptable › ISerializable

Properties 6

NameTypeFlags
ignoreSkillcheckGenerationBoolscriptedprotected
laserGameEffectRefEffectRefscriptedprotected
pendingSecuritySystemDisableRequestBoolscriptedprivatepersistent
turretSkillChecksref<EngDemoContainer>scriptedprivate
vfxNameOnShootCNamescriptedprivate
weaponItemRecordStringStringscriptedprivate

Methods 44

protected func ActionDemolition(context: script_ref<GetActionsContext>) -> ref<ActionDemolition>scripted
protected func ActionEngineering(context: script_ref<GetActionsContext>) -> ref<ActionEngineering>scripted
public func ActionProgramSetDeviceAttitude() -> ref<ProgramSetDeviceAttitude>scripted
public func ActionProgramSetDeviceOff() -> ref<ProgramSetDeviceOff>scripted
protected final func ActionQuestForceOverheat() -> ref<QuestForceOverheat>scripted
protected final func ActionQuestForceReload() -> ref<QuestForceReload>scripted
protected final func ActionQuestRemoveWeapon() -> ref<QuestRemoveWeapon>scripted
protected func ActionRipOff() -> ref<RipOff>scripted
private final const func ActionSecurityTurretStatus() -> ref<SecurityTurretStatus>scripted
protected func ActionSetDeviceAttitude() -> ref<SetDeviceAttitude>scripted
protected const func CanCreateAnyQuickHackActions() -> Boolscripted
protected const func CanPerformReprimand() -> Boolscripted
protected func GameAttached()scripted
public func GetActions(out actions: array<ref<DeviceAction>>, context: GetActionsContext) -> Boolscripted
protected func GetBackgroundTextureTweakDBID() -> TweakDBIDscripted
protected func GetDeviceIconTweakDBID() -> TweakDBIDscripted
public const func GetDeviceStatusAction() -> ref<SecurityTurretStatus>scripted
public final const func GetIsUnderControl() -> Boolscripted
public final const func GetLaserGameEffectRef() -> EffectRefscripted
protected func GetMinigameActions(actions: script_ref<array<ref<DeviceAction>>>, context: script_ref<GetActionsContext>)scripted
public func GetQuestActionByName(actionName: CName) -> ref<DeviceAction>scripted
public func GetQuestActions(out actions: array<ref<DeviceAction>>, context: script_ref<GetActionsContext>)scripted
protected func GetQuickHackActions(out actions: array<ref<DeviceAction>>, context: script_ref<GetActionsContext>)scripted
protected func GetSkillCheckContainerForSetup() -> ref<BaseSkillCheckContainer>scripted
public final const func GetVfxNameOnShoot() -> Stringscripted
public final const func GetWeaponItemRecordString() -> Stringscripted
protected func Initialize()scripted
public final const func IsTurretOperationalUnderSecuritySystem() -> Boolscripted
public func OnActionDemolition(evt: ref<ActionDemolition>) -> EntityNotificationTypescripted
public func OnActionEngineering(evt: ref<ActionEngineering>) -> EntityNotificationTypescripted
public func OnDisassembleDevice(evt: ref<DisassembleDevice>) -> EntityNotificationTypescripted
protected cb func OnInstantiated() -> Boolscripted
private final func OnPendingSecuritySystemDisable(evt: ref<PendingSecuritySystemDisable>) -> EntityNotificationTypescripted
public func OnQuestForceOverheat(evt: ref<QuestForceOverheat>) -> EntityNotificationTypescripted
public func OnQuestForceReload(evt: ref<QuestForceReload>) -> EntityNotificationTypescripted
public func OnQuestRemoveWeapon(evt: ref<QuestRemoveWeapon>) -> EntityNotificationTypescripted
public final func OnRipOff(evt: ref<RipOff>) -> EntityNotificationTypescripted
public func OnSecurityAreaCrossingPerimeter(evt: ref<SecurityAreaCrossingPerimeter>) -> EntityNotificationTypescripted
public func OnSecuritySystemOutput(evt: ref<SecuritySystemOutput>) -> EntityNotificationTypescripted
protected func OnSetDeviceAttitude(evt: ref<SetDeviceAttitude>) -> EntityNotificationTypescripted
private final func Override(action: ref<ScriptableDeviceAction>)scripted
private final func RipOff(action: ref<ScriptableDeviceAction>)scripted
public func SendDeviceNotOperationalEvent()scripted
protected final func SetDeviceState(state: EDeviceStatus)scripted