SniperNest
classscriptedClass
extends SensorDevice › ExplosiveDevice › BasicDistractionDevice › InteractiveDevice › Device › DeviceBase › GameObject › GameEntity › Entity › IScriptable › ISerializable
Properties 15
| Name | Type | Flags |
|---|---|---|
animFeature | ref<AnimFeature_SecurityTurretData> | scriptedprivate |
animFeatureName | CName | scriptedprivate |
burstDelayEvtID | DelayID | scriptedprivate |
isBurstDelayOngoing | Bool | scriptedprivate |
isShootingOngoing | Bool | scriptedprivate |
itemID | ItemID | scriptedprotected |
nextShootCycleDelayEvtID | DelayID | scriptedprivate |
player | wref<PlayerPuppet> | scriptedprivate |
startZoom | Float | scriptedprivate |
targetZoom | Float | scriptedprivate |
teleportAfterEnter | NodeRef | scriptedprivate |
timeToNextShot | Float | scriptedprivate |
weapon | wref<WeaponObject> | scriptedprotected |
zoomLerpDuration | Float | scriptedprivate |
zoomLerpTimeStamp | Float | scriptedprivate |
Methods 44
private final func AddHeadshotModifier()scripted
private final func ApplyShootingInterval()scripted
private final func BlockSniperNestFunctionalities(blocked: Bool)scripted
public func ControlledDeviceInputAction(isPressed: Bool)scripted
public const func DeterminGameplayRole() -> EGameplayRolescripted
protected func DeviceUpdate()scripted
protected func EnterWorkspot(activator: ref<GameObject>, opt freeCamera: Bool, opt componentName: CName, opt deviceData: CName)scripted
private const func GetController() -> ref<SniperNestController>scripted
public const func GetDevicePS() -> ref<SniperNestControllerPS>scripted
protected final func GetFirerate() -> Floatscripted
protected const func GetScannerName() -> Stringscripted
protected final func GetWeapon() -> wref<WeaponObject>scripted
private final func GiveSniperRifleToThePlayer()scripted
protected final func GiveWeaponToTurret()scripted
protected final func GrabReferenceToWeapon()scripted
protected func HandlePlayerStateMachineZoom(value: Float)scripted
private final func LeaveSniperNest()scripted
protected cb func OnDamageReceived(evt: ref<gameDamageReceivedEvent>) -> Boolscripted
protected cb func OnDetach() -> 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 OnQuestEjectPlayer(evt: ref<QuestEjectPlayer>) -> Boolscripted
protected cb func OnQuestEnterNoAnimation(evt: ref<QuestEnterNoAnimation>) -> Boolscripted
protected cb func OnQuestEnterPlayer(evt: ref<QuestEnterPlayer>) -> Boolscripted
protected cb func OnQuestExitNoAnimation(evt: ref<QuestExitNoAnimation>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnTCSTakeOverControlActivate(evt: ref<TCSTakeOverControlActivate>) -> Boolscripted
protected cb func OnTCSTakeOverControlDeactivate(evt: ref<TCSTakeOverControlDeactivate>) -> Boolscripted
protected cb func OnToggleTakeOverControl(evt: ref<ToggleTakeOverControl>) -> Boolscripted
protected cb func OnTurretShootingIntervalEvent(evt: ref<TurretShootingIntervalEvent>) -> Boolscripted
protected cb func OnWorkspotFinished(componentName: CName) -> Boolscripted
protected func PushPersistentData()scripted
private final func QueueNextShot(delay: Float)scripted
private final func RemoveHeadshotModifier()scripted
protected final func SelectShootingPattern(weapon: wref<WeaponObject>, weaponOwner: wref<GameObject>, opt forceReselection: Bool)scripted
private final func SetFirerate(value: Float)scripted
private final func SetUpSniperNestOnEnter()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 TeleportToNode(activator: ref<GameObject>)scripted