REDNODE / GAME API

VehicleTransition

abstract classscriptedClass

extends DefaultTransition › StateFunctor › IScriptable › ISerializable

Extended by 17 types

CombatDecisions DriveDecisions DriverCombatDecisions EnteringCombatDecisions EnteringDecisions ExitingCombatDecisions ExitingDecisions GunnerDecisions IdleDecisions PassengerDecisions SceneDecisions SceneExitingCombatDecisions SceneExitingDecisions SwitchSeatsDecisions VehicleEventsTransition WaitingForSceneDecisions WaitingForSceneEvents

Properties 2

NameTypeFlags
exitSlotCNamescriptedprotected
stateMachineInitDatawref<VehicleTransitionInitData>scriptedpublic

Methods 71

protected final const func DeactivateTimeDilationCW(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func DoesVehicleSupportFireArms(vehicle: ref<VehicleObject>) -> Boolscripted
protected final const func DriverSwitchSeatsCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected func ExitWorkspot(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, isInstant: Bool, opt upsideDown: Bool)scripted
protected final func GetAdjacentSeat(slotName: CName, out nextSlotName: CName) -> Boolscripted
protected final const func GetDriverCombatWeaponManipulationRequest(vehicle: ref<VehicleObject>) -> EquipmentManipulationActionscripted
protected final const func GetDriverCombatWeaponTag(vehicle: ref<VehicleObject>) -> CNamescripted
protected final const func GetPuppetVehicleSceneTransition(stateContext: ref<StateContext>) -> PuppetVehicleStatescripted
protected final const func GetUnmountingEvent(stateContext: ref<StateContext>) -> ref<MountEventData>scripted
protected final const func GetVehClass(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Int32scripted
private final func GetVehicleBlackboard(scriptInterface: ref<StateGameScriptInterface>) -> ref<IBlackboard>scripted
protected final const func GetVehicleDataPackage(stateContext: ref<StateContext>) -> wref<VehicleDataPackage_Record>scripted
protected final const func GetVehicleDriverCombatType(vehicle: ref<VehicleObject>) -> gamedataDriverCombatTypescripted
protected final func GetVehicleInventory(scriptInterface: ref<StateGameScriptInterface>)scripted
public final func GetVehicleObject(scriptInterface: ref<StateGameScriptInterface>) -> wref<VehicleObject>scripted
public final func GetVehiclePS(scriptInterface: ref<StateGameScriptInterface>) -> wref<VehicleComponentPS>scripted
protected final func GetVehType(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Int32scripted
protected final func IsAdjacentSeatAvailable(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, slotName: CName) -> Boolscripted
protected final const func IsDriverInVehicle(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsExitForced(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsInScene(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func IsInVehicleWorkspot(scriptInterface: ref<StateGameScriptInterface>, slotName: CName) -> Boolscripted
protected final const func IsPassengerInVehicle(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayerAllowedToEnterCombat(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayerAllowedToEnterDriverCombat(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayerAllowedToExitCombat(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func IsUnmountDirectionClosest(stateContext: ref<StateContext>, unmountDirection: vehicleExitDirection) -> Boolscripted
protected final func IsUnmountDirectionOpposite(stateContext: ref<StateContext>, unmountDirection: vehicleExitDirection) -> Boolscripted
protected final const func IsVehicleExitBlocked1Frame(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsVehicleRemoteControlled(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func PassangerSwitchSeatsCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func PauseStateMachines(stateContext: ref<StateContext>, executionOwner: ref<GameObject>)scripted
protected final func PlayerStateChange(scriptInterface: ref<StateGameScriptInterface>, newstate: Int32)scripted
protected final func PlayVehicleExitDoorAnimation(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func RemoveMountingRequest(stateContext: ref<StateContext>)scripted
protected final func RemoveUnmountingRequest(stateContext: ref<StateContext>)scripted
protected final func RequestToggleVehicleCamera(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func RequestVehicleCinematicCamera(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ResetAnimFeature(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ResetIsCar(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ResetVehFppCameraParams(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ResetVehicleCamera(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ResetVehParams(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ResumeStateMachines(executionOwner: ref<GameObject>)scripted
protected final func SendAnimFeature(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func SendEquipToHandsRequest(scriptInterface: ref<StateGameScriptInterface>, itemID: ItemID)scripted
protected final func SendIsCar(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func SetFirearmsGameplayRestriction(scriptInterface: ref<StateGameScriptInterface>, shouleAdd: Bool)scripted
protected final func SetIsCar(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsEnteringCombat(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsExitingCombat(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsExitingVehicle(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsInVehicle(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsInVehicleCombat(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsInVehicleDriverCombat(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsInVehicleWindowCombat(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsVehicleDriver(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsWorldRenderPlane(stateContext: ref<StateContext>, value: Bool)scripted
protected final const func SetRequestedTPPCamera(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetSide(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func SetupVehicleDataPackage(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> wref<VehicleDataPackage_Record>scripted
protected final func SetVehFppCameraParams(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, isPassenger: Bool, opt side: Bool, opt combat: Bool)scripted
protected final func SetVehicleCameraParameters(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func SetVehicleClass(stateContext: ref<StateContext>, value: Int32)scripted
protected final func SetVehicleStatusEffects(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, shouleAdd: Bool)scripted
protected final func SetVehicleType(stateContext: ref<StateContext>, value: Int32)scripted
protected final const func SetWasCombatForced(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetWasStolen(stateContext: ref<StateContext>, value: Bool)scripted
protected final func StartLeavingVehicle(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ToggleWindowForOccupiedSeat(scriptInterface: ref<StateGameScriptInterface>, slotName: CName, shouldopen: Bool)scripted
protected final const func TryToStopVehicle(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, opt force: Bool)scripted