REDNODE / GAME API

StimBroadcasterComponent

classscriptedClass

extends ScriptableComponent › GameComponent › IComponent › IScriptable › ISerializable

Properties 6

NameTypeFlags
activeRequestsarray<ref<StimRequest>>scriptedpublic
blockedStimsarray<StimIdentificationData>scriptedprivate
currentIDUint32scriptedpublic
fallbackIntervalFloatscriptedpublic
shouldBroadcastBoolscriptedpublic
targetsarray<NPCstubData>scriptedpublic

Methods 44

public final func AddActiveStimuli(contextOwner: wref<GameObject>, gdStimType: gamedataStimType, opt lifetime: Float, opt radius: Float, opt investigateData: stimInvestigateData, opt propagationChange: Bool, opt shouldOverride: Bool)scripted
private final func AddActiveStimulus(gdStimType: gamedataStimType, lifetime: Float, opt shouldOverride: Bool, opt radius: Float, opt investigateData: stimInvestigateData, opt propagationChange: Bool)scripted
private final func AddBlockedStim(data: script_ref<StimIdentificationData>)scripted
private final func AddNewDelayEvent()scripted
private final func AddStimmTarget(data: StimTargetData)scripted
private final func AssignNextValidUniqueID() -> StimRequestIDscripted
private final func ClearRequests()scripted
private final func ClearStimTargets()scripted
private final func CreateStimRequest(gdStimType: gamedataStimType, opt duration: Float, opt radius: Float, opt investigateData: stimInvestigateData, opt propagationChange: Bool) -> ref<StimRequest>scripted
private final func DetermineHowManyRepeats(request: ref<StimRequest>) -> Int32scripted
private final func FindRequestIndex(request: ref<StimRequest>) -> Int32scripted
private final func FindRequestIndexByID(id: StimRequestID) -> Int32scripted
private final func FindRequestIndexByName(gdStimType: gamedataStimType) -> Int32scripted
private final func GenerateRequestID(id: Uint32, valid: Bool) -> StimRequestIDscripted
private final func GetRequestByArrayIndex(index: Int32) -> ref<StimRequest>scripted
private final func GetRequestByID(id: StimRequestID) -> ref<StimRequest>scripted
private final func GetRequestByName(gdStimType: gamedataStimType) -> ref<StimRequest>scripted
private final func HasStimTarget(data: StimTargetData) -> Boolscripted
public final const func HasStimTargets() -> Boolscripted
private final func IsEqual(stim: ref<StimuliEvent>, gdStimType: gamedataStimType) -> Boolscripted
private final func IsRequestDuplicated(gdStimType: gamedataStimType) -> Boolscripted
private final func IsStimBlocked(data: script_ref<StimIdentificationData>) -> Boolscripted
public final const func IsStimProcessingBlocked(sourceID: EntityID, stimType: gamedataStimType, opt stimName: CName) -> Boolscripted
protected cb func OnBlockStimProcessingCooldownEvent(evt: ref<BlockStimProcessingCooldownEvent>) -> Boolscripted
protected cb func OnBroadcastEvent(evt: ref<BroadcastEvent>) -> Boolscripted
protected final func OnGameDetach()scripted
protected cb func OnRecurrentStimuliEvent(evt: ref<RecurrentStimuliEvent>) -> Boolscripted
protected cb func OnStatusEffectApplied(evt: ref<ApplyStatusEffectEvent>) -> Boolscripted
protected cb func OnStimTargetsUpdate(evt: ref<StimTargetsEvent>) -> Boolscripted
private final func ProcessStartRequest(gdStimType: gamedataStimType, lifetime: Float, opt radius: Float, opt investigateData: stimInvestigateData, opt propagationChange: Bool) -> StimRequestIDscripted
private final func ProcessStopRequest(gdStimType: gamedataStimType)scripted
private final func RebroadcastStimuli(evt: ref<RecurrentStimuliEvent>) -> Boolscripted
private final func RemoveActiveStimByID(id: StimRequestID)scripted
public final func RemoveActiveStimuliByName(contextOwner: wref<GameObject>, gdStimType: gamedataStimType)scripted
private final func RemoveBlockedStim(delayID: DelayID)scripted
private final func RemoveBlockedStim(data: script_ref<StimIdentificationData>)scripted
private final func RemoveRequest(index: Int32)scripted
private final func RemoveRequest(request: ref<StimRequest>)scripted
public final func ResolveStimProcessingCooldown(sourceID: EntityID, stimType: gamedataStimType, opt stimName: CName, cooldown: Float) -> Boolscripted
public final func SendDrirectStimuliToTarget(contextOwner: wref<GameObject>, gdStimType: gamedataStimType, target: ref<GameObject>, opt investigateData: stimInvestigateData, opt delay: Float, opt purelyDirect: Bool, opt propagationChange: Bool)scripted
public final func SetSingleActiveStimuli(contextOwner: wref<GameObject>, gdStimType: gamedataStimType, opt lifetime: Float, opt radius: Float, opt investigateData: stimInvestigateData, opt propagationChange: Bool)scripted
private final func StopTriggeringStims()scripted
public final func TriggerNoiseStim(owner: wref<GameObject>, takedownActionType: ETakedownActionType)scripted
public final func TriggerSingleBroadcast(contextOwner: wref<GameObject>, gdStimType: gamedataStimType, opt radius: Float, opt investigateData: stimInvestigateData, opt propagationChange: Bool)scripted