REDNODE / GAME API

VendingMachine

classscriptedClass

extends InteractiveDevice › Device › DeviceBase › GameObject › GameEntity › Entity › IScriptable › ISerializable

Extended by 2 types

IceMachine WeaponVendingMachine

Properties 4

NameTypeFlags
advUiComponentref<IComponent>scriptedprotected
isShortGlitchActiveBoolscriptedprotected
shortGlitchDelayIDDelayIDscriptedprotected
vendorIDref<VendorComponent>scriptedprivate

Methods 48

protected final func AdvertGlitch(start: Bool, data: GlitchData)scripted
protected final func AttachVendor()scripted
protected final func AttachVendorTask(data: ref<ScriptTaskData>)scripted
protected func BuyItems(request: ref<BuyRequest>)scripted
protected func CreateBlackboard()scripted
protected final func CreateBuyRequest(opt itemID: ItemID) -> ref<BuyRequest>scripted
protected func CreateDispenseRequest(shouldPay: Bool, item: ItemID) -> ref<DispenseRequest>scripted
protected func CreateQuestDispenseStackRequest(item: ItemID, amount: Int32) -> ref<DispenseStackRequest>scripted
protected func DeactivateDevice()scripted
protected final func DeattachVendor()scripted
protected final func DeattachVendorTask(data: ref<ScriptTaskData>)scripted
protected final func DelayHackedEvent(time: Float, itemID: ItemID)scripted
protected final func DelayVendingMachineEvent(time: Float, isFree: Bool, isReady: Bool, opt itemID: ItemID)scripted
public const func DeterminGameplayRole() -> EGameplayRolescripted
protected func DispenseItems(request: ref<DispenseRequest>)scripted
protected final func DispenseStack(request: ref<DispenseStackRequest>)scripted
public const func GetBlackboardDef() -> ref<VendingMachineDeviceBlackboardDef>scripted
protected const func GetController() -> ref<VendingMachineController>scripted
public const func GetDevicePS() -> ref<VendingMachineControllerPS>scripted
protected final func GetGlitchData(glitchState: EGlitchState) -> GlitchDatascripted
protected func GetJunkItem() -> ItemIDscripted
protected func GetProcessingSFX() -> CNamescripted
public func GetVendorID() -> TweakDBIDscripted
protected func HackedEffect()scripted
private func InitializeScreenDefinition()scripted
protected cb func OnAreaEnter(evt: ref<AreaEnteredEvent>) -> Boolscripted
protected cb func OnDelayHackedEvent(evt: ref<DelayHackedEvent>) -> Boolscripted
protected cb func OnDispenceItemFromVendor(evt: ref<DispenceItemFromVendor>) -> Boolscripted
protected cb func OnDispenseStackOfItems(evt: ref<DispenseStackOfItems>) -> Boolscripted
protected cb func OnHitEvent(hit: ref<gameHitEvent>) -> Boolscripted
protected cb func OnQuestDispenseFreeItem(evt: ref<DispenseFreeItem>) -> Boolscripted
protected cb func OnQuestDispenseSpecificItem(evt: ref<DispenseFreeSpecificItem>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnStopShortGlitch(evt: ref<StopShortGlitchEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnVendingMachineFinishedEvent(evt: ref<VendingMachineFinishedEvent>) -> Boolscripted
protected func PlayItemFall()scripted
protected final func RandomizePosition() -> Vector4scripted
protected func ResolveGameplayState()scripted
protected final func SendDataToUIBlackboard(status: PaymentStatus)scripted
protected final func SendSoldOutToUIBlackboard(soldOut: Bool)scripted
protected final func SimpleGlitch(on: Bool)scripted
protected func StartGlitching(glitchState: EGlitchState, opt intensity: Float)scripted
private final func StartShortGlitch()scripted
protected func StopGlitching()scripted
protected final func ToggleLights(on: Bool)scripted
protected func TurnOffDevice()scripted
protected func TurnOnDevice()scripted