SniperNestControllerPS
classscriptedClasssavable
extends SensorDeviceControllerPS › ExplosiveDeviceControllerPS › BasicDistractionDeviceControllerPS › ScriptableDeviceComponentPS › SharedGameplayPS › DeviceComponentPS › GameComponentPS › PersistentState › IScriptable › ISerializable
Properties 2
| Name | Type | Flags |
|---|---|---|
isRippedOff | Bool | scriptedprivatepersistent |
vfxNameOnShoot | CName | scriptedprivate |
Methods 19
protected final func ActionQuestEjectPlayer() -> ref<QuestEjectPlayer>scripted
protected final func ActionQuestEnterNoAnimation() -> ref<QuestEnterNoAnimation>scripted
protected final func ActionQuestEnterPlayer() -> ref<QuestEnterPlayer>scripted
protected final func ActionQuestExitNoAnimation() -> ref<QuestExitNoAnimation>scripted
protected func GameAttached()scripted
public func GetActions(out actions: array<ref<DeviceAction>>, context: GetActionsContext) -> Boolscripted
public final const func GetIsUnderControl() -> Boolscripted
public func GetQuestActions(out actions: array<ref<DeviceAction>>, context: script_ref<GetActionsContext>)scripted
public final func GetRippedOff() -> Boolscripted
public final const func GetVfxNameOnShoot() -> Stringscripted
protected func Initialize()scripted
protected func LogicReady()scripted
protected cb func OnInstantiated() -> Boolscripted
public final func OnQuestEjectPlayer(evt: ref<QuestEjectPlayer>) -> EntityNotificationTypescripted
public final func OnQuestEnterNoAnimation(evt: ref<QuestEnterNoAnimation>) -> EntityNotificationTypescripted
public final func OnQuestEnterPlayer(evt: ref<QuestEnterPlayer>) -> EntityNotificationTypescripted
public final func OnQuestExitNoAnimation(evt: ref<QuestExitNoAnimation>) -> EntityNotificationTypescripted
protected final func SetDeviceState(state: EDeviceStatus)scripted
public final func SetRippedOff(value: Bool)scripted