REDNODE / GAME API

SensorDevice

classscriptedClass

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

Extended by 3 types

SecurityTurret SniperNest SurveillanceCamera

Properties 74

NameTypeFlags
animFeatureDataref<AnimFeature_SensorDevice>scriptedprivate
animFeatureDataNameCNamescriptedprivate
attitudeAgentref<AttitudeAgent>scriptedprotected
cameraComponentInvertedref<CameraComponent>scriptedprotected
clientForceSetAnimFeatureBoolscriptedprivate
currentLookAtEventHorref<LookAtAddEvent>scriptedprotected
currentLookAtEventVertref<LookAtAddEvent>scriptedprotected
currentlyFollowedTargetwref<GameObject>scriptedprivate
currentResolveDelayEventIDDelayIDscriptedprivate
debug_SS_inputsSendIntrestingInt32scriptedprivate
debug_SS_inputsSendLoseTargetInt32scriptedprivate
debug_SS_inputsSendTargetLockInt32scriptedprivate
debug_SS_outputFormSelfRecievedInt32scriptedprivate
debug_SS_outputFromElseRecievedInt32scriptedprivate
debug_SS_outputRecievedInt32scriptedprivate
debug_SS_reevaluatesDoneInt32scriptedprivate
debug_SS_TargetAssessmentRequestInt32scriptedprivate
debug_SS_trespassingRecievedInt32scriptedprivate
defaultSensePresetTweakDBIDscriptedprotected
degbu_SS_inputsSendInt32scriptedprivate
detectionFactorMultiplierFloatscriptedprivate
deviceFXRecordref<DeviceFX_Record>scriptedprotected
elementsToHideOnTCSarray<CName>scriptedprotected
elementsToHideOnTCSRefsarray<ref<IPlacedComponent>>scriptedprotected
engineTimeInSecFloatscriptedprivate
forwardFaceSlotComponentref<SlotComponent>scriptedprivate
hack_isResolveDelayEventFilledBoolscriptedprivate
hack_isTargetingDelayEventFilledBoolscriptedprivate
hack_isTargetLostBySensesDelEvtFilledBoolscriptedprivate
hack_wasSSOutupFromSelfBoolscriptedprivate
hack_wasTargetReevaluatedBoolscriptedprivate
hasSupportBoolscriptedprivate
hostileUpdateTowardsPlayerHostilesDelayedBoolscriptedprivate
HPListenersListarray<ref<TargetedObjectDeathListener>>scriptedprivate
idleGameEffectInstanceref<EffectInstance>scriptedprotected
idleSoundCNamescriptedprotected
idleSoundIsPlayingBoolscriptedprivate
idleSoundStopCNamescriptedprotected
initialAttitudeCNamescriptedprivate
isPLAYERSAFETargetLockBoolscriptedprivate
keepHostilityTowardsPlayerHostilesBoolscriptedprivate
lightAttitudeRefsarray<ref<gameLightComponent>>scriptedprotected
lightColorsLedColors_SensorDevicescriptedprotected
lightInfoRefsarray<ref<gameLightComponent>>scriptedprotected
lightScanRefsarray<ref<gameLightComponent>>scriptedprotected
maxPitchFloatscriptedprotected
maxYawFloatscriptedprotected
minPitchFloatscriptedprotected
minYawFloatscriptedprotected
playerControlDataPlayerControlDeviceDatascriptedprivate
playerDetectedBoolscriptedprivate
playIdleSoundOnIdleBoolscriptedprotected
previoustagKillListarray<wref<GameObject>>scriptedpublic
scanFXSlotNameCNamescriptedprotected
scanGameEffectref<EffectInstance>scriptedprotected
senseComponentref<SenseComponent>scriptedprotected
sensorDeviceStateESensorDeviceStatesscriptedprivate
sensorWakeStateESensorDeviceWakeStatescriptedprivate
sensorWakeStatePreviousESensorDeviceWakeStatescriptedprivate
soundDetectionLoopCNamescriptedprotected
soundDetectionLoopStopCNamescriptedprotected
soundDeviceDestroyedCNamescriptedprotected
soundDeviceOFFCNamescriptedprotected
soundDeviceONCNamescriptedprotected
taggedListenerCallbackref<CallbackHandle>scriptedprivate
targetForcedFormTagKillBoolscriptedprivate
targetingComponentref<TargetingComponent>scriptedprivate
targetingDelayEventIDDelayIDscriptedprivate
targetLostBySensesDelayEventIDDelayIDscriptedprivate
targetsarray<ref<Target>>scriptedprivate
targetTrackerComponentref<TargetTrackerComponent>scriptedprivate
TCExitEngineTimeFloatscriptedprivate
visibleObjectComponentref<VisibleObjectComponent>scriptedprotected
visionConeEffectInstanceref<EffectInstance>scriptedprotected

Methods 181

private final func AddTaggedListener(object: ref<GameObject>, funcName: CName)scripted
public func ApplyAnimFeatureToReplicate(obj: ref<GameObject>, inputName: CName, value: ref<AnimFeature>)scripted
private final func BlinkSecurityLight(howManyTimes: Int32)scripted
private final func BreakBehaviourResolve()scripted
private final func BreakReprimand(opt wasSucesfull: Bool)scripted
private final func BreakTargeting()scripted
private final func CacheInitialAttitude()scripted
private final func CancelLosetargetFalsePositiveDelay()scripted
private final func CancelPLAYERSAFEDelayEvent()scripted
private final func CanResolveStateChange(newState: ESensorDeviceStates) -> ESensorDeviceStatesscripted
private final func ChangeAttiudetowardsTag(currentList: script_ref<array<wref<GameObject>>>)scripted
protected final func ChangeTemporaryAttitude()scripted
private final func CheckIfTargetIsTaggedByPlayer(object: wref<GameObject>) -> Boolscripted
private final func ClearAllHPListeners()scripted
private final func ClearInitialAttitude()scripted
protected final func CreateLightSettings()scripted
private final func CreateLookAt(opt position: Vector4, opt otherTarget: ref<GameObject>)scripted
protected func DamagePipelineFinalized(evt: ref<gameHitEvent>)scripted
protected final func DestroySensor()scripted
protected final func DetermineLightAttitudeRefs()scripted
protected final func DetermineLightInfoRefs(desiredColor: ScriptLightSettings)scripted
protected final func DetermineLightScanRefs(desiredColor: ScriptLightSettings)scripted
private final func ForceCancelAllForcedBehaviours()scripted
private final func ForcedLookAtEntityWithoutTargetMODE(target: ref<GameObject>)scripted
private final func ForceLookAtQuestTarget()scripted
private final func ForceStartBehaviorResolve(newState: ESensorDeviceStates)scripted
public final const func GetAnimFeatureInCurrentState() -> ref<AnimFeature_SensorDevice>scripted
public const func GetAttitudeAgent() -> ref<AttitudeAgent>scripted
private final func GetBehaviourTimeToTakeAction() -> Floatscripted
private const func GetController() -> ref<SensorDeviceController>scripted
public final const func GetCurrentlyFollowedTarget() -> wref<GameObject>scripted
public const func GetCurrentOutline() -> EFocusOutlineTypescripted
public final const func GetCurrentTargets() -> array<ref<Target>>scripted
public const func GetDefaultHighlight() -> ref<FocusForcedHighlightData>scripted
private final func GetDetectionFactor() -> Floatscripted
public final const func GetDeviceFXRecord() -> ref<DeviceFX_Record>scripted
public const func GetDevicePS() -> ref<SensorDeviceControllerPS>scripted
private final func GetForcedTargetObject() -> wref<GameObject>scripted
protected func GetHitSourcePosition(hitSourceEntityID: EntityID) -> Vector4scripted
private final func GetPotentialHitSourcePosition(hitSourceEntityID: EntityID) -> Vector4scripted
public const func GetRotationData() -> CameraRotationDatascripted
public final const func GetRotationFromSlotRotation() -> EulerAnglesscripted
private final func GetSenseRange() -> Floatscripted
public const func GetSensesComponent() -> ref<SenseComponent>scripted
public final const func GetSensorDeviceState() -> ESensorDeviceStatesscripted
public final const func GetTargets() -> array<ref<Target>>scripted
public const func GetTargetTrackerComponent() -> ref<TargetTrackerComponent>scripted
public final const func GetVisibleObjectComponent() -> ref<VisibleObjectComponent>scripted
protected final func HandleSecuritySystemOutput()scripted
protected final func HandleSecuritySystemOutputByTask()scripted
protected final func HandleSecuritySystemOutputTask(data: ref<ScriptTaskData>)scripted
protected final func HasEntityPlayerAttitudeGroup() -> Boolscripted
public final const func HasSupport() -> Boolscripted
protected final func InitializeDeviceFXRecord()scripted
protected final func InitializeLights()scripted
protected final func InitializeLightsTask(data: ref<ScriptTaskData>)scripted
private final func IsCurrentTargetOutOfSenseRange(lostTarget: ref<GameObject>) -> Boolscripted
public const func IsExplosive() -> Boolscripted
public const func IsGameplayRelevant() -> Boolscripted
public final const func IsPlayerSafeTargetLock() -> Boolscripted
public const func IsPrevention() -> Boolscripted
public const func IsSensor() -> Boolscripted
public const func IsSurveillanceCamera() -> Boolscripted
public final const func IsTargetForcedFromTagKill() -> Boolscripted
public final const func IsTemporaryAttitudeChanged() -> Boolscripted
private final func KeepHostilityTowardsPlayerHostiles(keep: Bool)scripted
private final func LookAtStop()scripted
public final func LoseTarget(lostObject: wref<GameObject>, opt forceRemoveTarget: Bool)scripted
private final func LoseTargetFalsePositiveDelay(target: wref<GameObject>)scripted
private final func ModeIdleNoTarget()scripted
private final func ModeLookAtCurrentTarget()scripted
private final func ModeSearch(opt speedMultipler: Float)scripted
private final func ModeStopMovementAtTargetPos(targetPosition: Vector4)scripted
public func OnAllValidTargetsDisappears()scripted
protected cb func OnAttitudeChanged(evt: ref<AttitudeChangedEvent>) -> Boolscripted
public func OnCurrentTargetAppears(target: wref<GameObject>)scripted
protected cb func OnDeath(evt: ref<gameDeathEvent>) -> Boolscripted
protected cb func OnDetach() -> Boolscripted
protected cb func OnDetectionRiseEvent(evt: ref<DetectionRiseEvent>) -> Boolscripted
protected cb func OnEnterShapeEvent(evt: ref<EnterShapeEvent>) -> Boolscripted
private final func OneShotLookAtPosition(targetPos: Vector4, opt forcedLook: Bool)scripted
protected cb func OnForcePlayerIgnore(evt: ref<ForceIgnoreTargets>) -> Boolscripted
protected cb func OnGameAttached() -> Boolscripted
protected cb func OnHit(hit: ref<gameHitEvent>) -> Boolscripted
protected cb func OnHostileUpdateTowardsPlayerHostiles(evt: ref<HostileUpdateTowardsPlayerHostiles>) -> Boolscripted
protected cb func OnKillTaggedTarget(value: Variant) -> Boolscripted
protected cb func OnLostTargetDelayFalsePositivesDelay(evt: ref<LostTargetDelayFalsePositivesDelay>) -> Boolscripted
public func OnMaraudersMapDeviceDebug(sink: ref<MaraudersMapDevicesSink>)scripted
protected cb func OnNetworkLinkQuickhackEvent(evt: ref<NetworkLinkQuickhackEvent>) -> Boolscripted
protected cb func OnOnDetectedEvent(evt: ref<OnDetectedEvent>) -> Boolscripted
protected cb func OnOnRemoveDetection(evt: ref<OnRemoveDetection>) -> Boolscripted
protected cb func OnPostInitialize(evt: ref<entPostInitializeEvent>) -> Boolscripted
protected cb func OnPreUninitialize(evt: ref<entPreUninitializeEvent>) -> Boolscripted
protected cb func OnProgramSetDeviceAttitude(evt: ref<ProgramSetDeviceAttitude>) -> Boolscripted
protected cb func OnQhackExecuted(evt: ref<QhackExecuted>) -> Boolscripted
protected cb func OnQuestForceAttitude(evt: ref<QuestForceAttitude>) -> Boolscripted
protected cb func OnQuestForceScanEffect(evt: ref<QuestForceScanEffect>) -> Boolscripted
protected cb func OnQuestForceScanEffectStop(evt: ref<QuestForceScanEffectStop>) -> Boolscripted
protected cb func OnQuestSetDetectionToFalse(evt: ref<QuestSetDetectionToFalse>) -> Boolscripted
protected cb func OnQuestSetDetectionToTrue(evt: ref<QuestSetDetectionToTrue>) -> Boolscripted
protected cb func OnReactoToPreventionSystem(evt: ref<ReactoToPreventionSystem>) -> Boolscripted
protected cb func OnReprimandUpdate(evt: ref<ReprimandUpdate>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnResolveSensorDeviceBehaviour(evt: ref<ResolveSensorDeviceBehaviour>) -> Boolscripted
protected cb func OnRevealStateChanged(evt: ref<RevealStateChangedEvent>) -> Boolscripted
protected cb func OnSecuritySystemEnabled(evt: ref<SecuritySystemEnabled>) -> Boolscripted
protected cb func OnSecuritySystemForceAttitudeChange(evt: ref<SecuritySystemForceAttitudeChange>) -> Boolscripted
protected cb func OnSecuritySystemOutput(evt: ref<SecuritySystemOutput>) -> Boolscripted
protected cb func OnSecuritySystemSupport(evt: ref<SecuritySystemSupport>) -> Boolscripted
protected cb func OnSenseVisibilityEvent(evt: ref<SenseVisibilityEvent>) -> Boolscripted
protected cb func OnSetDetectionMultiplier(evt: ref<SetDetectionMultiplier>) -> Boolscripted
protected cb func OnSetDeviceAttitude(evt: ref<SetDeviceAttitude>) -> Boolscripted
protected cb func OnSetDeviceTagKillMode(evt: ref<SetDeviceTagKillMode>) -> Boolscripted
protected cb func OnSetJammedEvent(evt: ref<SetJammedEvent>) -> Boolscripted
protected cb func OnStartFollowingForcedTarget(evt: ref<QuestFollowTarget>) -> Boolscripted
protected cb func OnStartQuestLookAtTarget(evt: ref<QuestLookAtTarget>) -> Boolscripted
protected cb func OnStopFollowingForcedTarget(evt: ref<QuestStopFollowingTarget>) -> Boolscripted
protected cb func OnStopQuestStopLookAtTarget(evt: ref<QuestStopLookAtTarget>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnTargetAssessmentRequest(evt: ref<TargetAssessmentRequest>) -> Boolscripted
protected cb func OnTargetLocked(evt: ref<TargetLockedEvent>) -> Boolscripted
protected cb func OnTCSInputXYAxisEvent(evt: ref<TCSInputXYAxisEvent>) -> Boolscripted
protected cb func OnTCSTakeOverControlActivate(evt: ref<TCSTakeOverControlActivate>) -> Boolscripted
protected cb func OnTCSTakeOverControlDeactivate(evt: ref<TCSTakeOverControlDeactivate>) -> Boolscripted
protected cb func OnTurnOnVisibilitySenseComponent(evt: ref<TurnOnVisibilitySenseComponent>) -> Boolscripted
protected cb func OnUnregisterListenerOnTargetHPEvent(evt: ref<UnregisterListenerOnTargetHPEvent>) -> Boolscripted
public func OnValidTargetAppears(target: wref<GameObject>)scripted
public func OnValidTargetDisappears(target: wref<GameObject>)scripted
protected func OverrideLookAtSetupHor(out lookAtEntityEvent: ref<LookAtAddEvent>)scripted
protected func OverrideLookAtSetupVert(out lookAtEntityEvent: ref<LookAtAddEvent>)scripted
private final func RecognizeTarget(newObject: wref<GameObject>, opt questForcedIntresting: Bool)scripted
public final func ReevaluateTargets()scripted
private final func RegisterListenerOnTargetHP(target: ref<GameObject>)scripted
public final func RemoveAllTargets()scripted
public final func RemoveLinkedStatusEffects() -> Boolscripted
public final func RemoveLinkedStatusEffectsFromTarget(sourceID: EntityID) -> Boolscripted
public final func ResetRotation()scripted
protected final func ResolveConnectionWithSecuritySystem()scripted
protected final func ResolveConnectionWithSecuritySystemByTask()scripted
protected final func ResolveConnectionWithSecuritySystemTask(data: ref<ScriptTaskData>)scripted
protected func ResolveGameplayState()scripted
private final func ResolveLogicIDLE()scripted
private final func ResolveLogicJAMMER()scripted
private final func ResolveLogicLOSETARGET(iterator: Int32)scripted
private final func ResolveLogicREPRIMEND()scripted
private final func ResolveLogicTARGETLOCK()scripted
private final func ResolveLogicTARGETRECEIVED(iterator: Int32)scripted
private final func RevertTemporaryAttitude()scripted
protected final func RunGameEffect(out effectInstance: ref<EffectInstance>, effectRef: EffectRef, slotName: CName, range: Float)scripted
private final func RunVisionConeGameEffect()scripted
public final func ScheduleHostileUpdateTowardsPlayerHostiles()scripted
private final func SendDefaultSSNotification(target: wref<GameObject>, securityIntresting: Bool)scripted
protected func SendDisableAreaIndicatorEvent()scripted
protected final func SendReprimandInstructionToSecuritySystem()scripted
protected final func SenseLoseTarget(target: ref<GameObject>)scripted
public func SetAsIntrestingTarget(target: wref<GameObject>) -> Boolscripted
public final func SetDetectionMultiplier(multiplier: Float)scripted
private final func SetDeviceFriendly(evt: ref<SetDeviceAttitude>)scripted
private final func SetDeviceNeutral(evt: ref<SetDeviceAttitude>)scripted
protected final func SetHasSupport(value: Bool)scripted
protected final func SetHostileTowardsPlayerHostiles(opt useTargetingSystem: Bool)scripted
protected func SetLookAtPositionProviderOnFollowedTarget(evt: ref<LookAtAddEvent>, opt otherTarget: ref<GameObject>)scripted
private final func SetQuestVisibility(isVisible: Bool)scripted
public final func SetSenseObjectType(type: gamedataSenseObjectType)scripted
private final func SetSensePresetBasedOnSSState()scripted
private final func SetupLookAtProperties(recordID: TweakDBID, opt position: Vector4, opt otherTarget: ref<GameObject>) -> ref<LookAtAddEvent>scripted
private final func StartBehaviourResolve(newState: ESensorDeviceStates)scripted
protected func StartLockingTarget(lockingTime: Float)scripted
private final func StartReprimand()scripted
public final func SyncRotationWithAnimGraph()scripted
protected final func TCSMeshToggle(isVisible: Bool)scripted
protected final func TerminateGameEffect(out effectInstance: ref<EffectInstance>)scripted
protected final func ToggleActiveEffect(active: Bool)scripted
protected func ToggleAreaIndicator(turnOn: Bool)scripted
protected func TurnOffDevice()scripted
private final func TurnOffSenseComponent()scripted
protected func TurnOnDevice()scripted
protected final func UnregisterListenerOnTargetHP(listeningObject: wref<GameObject>, lostObject: wref<GameObject>)scripted
public final const func UnregisterListenerOnTargetHP(listeningObject: wref<GameObject>, listener: ref<TargetedObjectDeathListener>)scripted
private final func UpdateAnimFeatureWakeState()scripted