REDNODE / GAME API

SharedGameplayPS

classscriptedClasssavable

extends DeviceComponentPS › GameComponentPS › PersistentState › IScriptable › ISerializable

Extended by 2 types

DeviceLinkComponentPS ScriptableDeviceComponentPS

Properties 9

NameTypeFlags
authorizationPropertiesAuthorizationDatascriptedprotectedpersistent
cachedDeviceStateEDeviceStatusscriptedprotectedpersistent
deviceStateEDeviceStatusscriptedprotectedpersistent
hasNetworkBackdoorBoolscriptedprotected
revealDevicesGridBoolscriptedprotected
revealDevicesGridWhenUnpoweredBoolscriptedprotected
wasRevealedInNetworkPingBoolscriptedprotectedpersistent
wasStateCachedBoolscriptedprotectedpersistent
wasStateSetBoolscriptedprotectedpersistent

Methods 25

protected final func CacheDeviceState(state: EDeviceStatus)scripted
public final const func CheckMasterConnectedClassTypes() -> ConnectedClassTypesscripted
public func EvaluateDeviceState()scripted
protected final const func FindHighestSecurityAccessLevel(securityAreas: script_ref<array<ref<SecurityAreaControllerPS>>>) -> ESecurityAccessLevelscripted
public final const func GetAccessPoints() -> array<ref<AccessPointControllerPS>>scripted
public const func GetBackdoorAccessPoint() -> ref<AccessPointControllerPS>scripted
public final const func GetDeviceState() -> EDeviceStatusscripted
public const func GetNetworkName() -> Stringscripted
public const func GetSecurityAccessLevel() -> ESecurityAccessLevelscripted
public const func HasNetworkBackdoor() -> Boolscripted
public const func IsBreached() -> Boolscripted
public const func IsConnectedToBackdoorDevice() -> Boolscripted
public final const func IsConnectedToSecuritySystem() -> Boolscripted
public const func IsConnectedToSecuritySystem(out level: ESecurityAccessLevel) -> Boolscripted
public const func IsPartOfSystem(systemType: ESystems) -> Boolscripted
public const func IsPuppet() -> Boolscripted
private final func OnSetRevealedInNetwork(evt: ref<SetRevealedInNetwork>) -> EntityNotificationTypescripted
protected final const func QueueEntityEvent(entityID: EntityID, evt: ref<Event>)scripted
protected final const func QueuePSEvent(targetID: PersistentID, psClassName: CName, evt: ref<Event>)scripted
protected final const func QueuePSEvent(targetPS: wref<PersistentState>, evt: ref<Event>)scripted
protected final const func QueuePSEventWithDelay(targetID: PersistentID, psClassName: CName, evt: ref<Event>, delay: Float)scripted
protected final const func QueuePSEventWithDelay(targetPS: wref<PersistentState>, evt: ref<Event>, delay: Float)scripted
protected func SetDeviceState(state: EDeviceStatus)scripted
public const func SetRevealedInNetworkPing(wasRevealed: Bool)scripted
public const func WasRevealedInNetworkPing() -> Boolscripted