REDNODE / GAME API

GameObject

classnative name gameObjectnative

extends GameEntity › Entity › IScriptable › ISerializable

Extended by 73 types

AdjustableStreamingRangeTarget BunkerMapObject Candle CasinoChips CasinoTableObject CCTVCamera cpConveyor cpConveyorObject cpMeatBag CPOMissionDevice cpPlayerDetector cpPlayerDetector_PseudoDevice cpStairsTrigger cpTestPhysXDynamicMovement cpTestPlatformController cpTimerTest dbgSpawner DEBUG_ItemRebalancer DEBUG_VirtualShopkeeper DebugInteractionObject DebugTextDrawer DeviceBase FakeDoor FakeFeature gameAreaVolume gameAudioClueObject gameAugmentedRealitySign gameController gameCoverObject gameCpoArmouryItem gameCpoPickableItem gameDebugFreeCamera gameDestructibleObject gameFreeCamera gameLadderObject gameLootBag gameLootContainerBase gameLootObject gamePhotoModeCameraObject gamePickupObject gameRemains gameuiCyberspaceUIObject gameuiEntityPreviewGameObject gameuiWorldMapGameObject genLevelRandomizer GravityChangeTrigger InspectDummy InspectionObject JumpPod Master_Test MovableQuestTrigger mpPersistentTestBox muliplayerInteractionTest NcartStationMarker NetrunnerPrototypeNetworkNode PhotomodeLightObject PSD_Trigger SampleDeviceClass SampleEntityWithCounter SampleInteractiveEntityThatBumpsTheCounter sampleVisClueMaster sampleVisClueSlave sampleVisWireMaster sampleVisWireMasterTwo sampleVisWireSlave sampleVisWireSlaveTwo SceneScreen Slave_Test TimeDilatable VehicleObject VirtualItem_TEMP WeakspotObject WireRepairable

Properties 34

NameTypeFlags
accumulatedTimePasssedFloatscriptedprivate
audioResourceNameCNameoverriding
displayDescriptionLocalizationStringoverriding
displayNameLocalizationStringoverriding
e3ObjectRevealedBoolscriptedprivate
forceDefeatRewardBoolscriptedprotected
forceRegisterInHudManagerBoolscriptedprotected
hasVisibilityForcedInAnimSystemBoolscriptedprivate
hitInstigatorCooldownIDDelayIDscriptedprivate
isDeadBoolscriptedprotected
isHighlightedInFocusModeBoolscriptedprotected
isScannerDataDirtyBoolscriptedprivate
isTargetedWithSmartWeaponBoolscriptedprotected
killRewardDisabledBoolscriptedprotected
lastEngineTimeFloatscriptedprivate
lastHitInstigatorIDEntityIDscriptedprivate
markAsQuestBoolscriptedprotected
persistentStateref<PersistentState>overriding
playerSocketgamePlayerSocketoverriding
prereqListenersarray<ref<GameObjectListener>>scriptedprotected
receivedDamageHistoryarray<DamageHistoryEntry>scriptedprotected
scanningComponentref<ScanningComponent>scriptedprotected
sourceShootComponentref<SourceShootComponent>scriptedprivate
squadMemberComponentref<SquadMemberBaseComponent>scriptedprotected
statusEffectComponentref<StatusEffectComponent>scriptedprotected
statusEffectListenersarray<ref<StatusEffectTriggerListener>>scriptedprotected
stimBroadcasterref<StimBroadcasterComponent>scriptedprotected
tagsredTagListoverriding
targetShootComponentref<TargetShootComponent>scriptedprivate
uiSlotComponentref<SlotComponent>overriding
visibilityCheckDistanceFloatoverriding
visionComponentref<VisionModeComponent>scriptedprotected
willDieSoonBoolscriptedprotected
workspotMapperref<WorkspotMapperComponent>scriptedprotected

Methods 313

public final const func BlockFinisherThreshold() -> Boolscripted
public final const func BlockWorkspotFinishers() -> Boolscripted
public const func CanBeInvestigated() -> Boolscripted
public const func CanBeTagged() -> Boolscripted
protected final func CancelForcedVisionAppearance(data: ref<FocusForcedHighlightData>)scripted
public const func CanOverrideNetworkContext() -> Boolscripted
public const func CanPassDemolitionSkillCheck() -> Boolscripted
public const func CanPassEngineeringSkillCheck() -> Boolscripted
public const func CanPassHackingSkillCheck() -> Boolscripted
public final const func CanPlayerScanThroughWalls() -> Boolscripted
public const func CanPlayerUseQuickHackVulnerability(data: TweakDBID) -> Boolscripted
public final const func CanReceivePoiseDamage() -> Boolscripted
public const func CanRevealRemoteActionsWheel() -> Boolscripted
private final func CheckIfPreventionShouldReact(damageDealers: script_ref<array<wref<GameObject>>>)scripted
protected final func ClearForcedVisibilityInAnimSystem()scripted
public const func CompileScannerChunks() -> Boolscripted
protected func DamagePipelineFinalized(evt: ref<gameHitEvent>)scripted
public const func DeterminGameplayRole() -> EGameplayRolescripted
public const func DeterminGameplayRoleMappinRange(data: script_ref<SDeviceMappinData>) -> Floatscripted
public const func DeterminGameplayRoleMappinVisuaState(data: script_ref<SDeviceMappinData>) -> EMappinVisualStatescripted
public final func DisableKillReward(value: Bool)scripted
protected func DisableOffMeshConnections(player: Bool, npc: Bool)scripted
public func DisplayHitUI(dmgInfos: script_ref<array<DamageInfo>>)scripted
public func DisplayKillUI(killInfo: KillInfo)scripted
protected func EnableOffMeshConnections(player: Bool, npc: Bool)scripted
native func EnableTransformUpdates(enable: Bool)
public func EvaluateMappinsVisualState()scripted
protected func FillObjectDescription(out arr: array<ScanningTooltipElementDef>)scripted
public final func FindAndRewardKiller(killType: gameKillType, opt instigator: wref<GameObject>)scripted
public final func ForceDefeatReward(value: Bool)scripted
protected final func ForceVisionAppearance(data: ref<FocusForcedHighlightData>)scripted
public const func GetAcousticQuerryStartPoint() -> Vector4scripted
public final const func GetAnimationSystemForcedVisibilityManager() -> ref<AnimationSystemForcedVisibilityManager>scripted
public const func GetAttitudeAgent() -> ref<AttitudeAgent>scripted
public final const func GetAttitudeTowards(target: ref<GameObject>) -> EAIAttitudescripted
native const func GetAudioName()
public final const func GetAvailableClueIndex() -> Int32scripted
native const func GetBasePS() -> ref<GameObjectPS>
public final const func GetBraindanceLayer() -> braindanceVisionModescripted
public const func GetContentScale() -> TweakDBIDscripted
native const func GetCurrentContext() -> CName
public func GetCurrentlyUploadingAction() -> ref<ScriptableDeviceAction>scripted
public const func GetCurrentOutline() -> EFocusOutlineTypescripted
native func GetCurveValue(out x: Float, out y: Float, curveName: CName, isDebug: Bool)
public const func GetDefaultHighlight() -> ref<FocusForcedHighlightData>scripted
public final const func GetDefaultHighlightType() -> EFocusForcedHighlightTypescripted
native const func GetDisplayDescription() -> String
native const func GetDisplayName() -> String
public final func GetEntitiesAroundObject(opt range: Float, opt searchFilter: TargetSearchFilter) -> array<ref<Entity>>scripted
protected final func GetFastTravelSystem() -> ref<FastTravelSystem>scripted
public final const func GetFocusClueSystem() -> ref<FocusCluesSystem>scripted
public const func GetFreeWorkspotDataForAIAction(aiAction: gamedataWorkspotActionType) -> ref<WorkspotEntryData>scripted
public const func GetFreeWorkspotRefForAIAction(aiAction: gamedataWorkspotActionType) -> NodeRefscripted
public const func GetFreeWorkspotsCountForAIAction(aiAction: gamedataWorkspotActionType) -> Int32scripted
public const func GetFxResourceByKey(key: CName) -> FxResourcescripted
native const func GetGame() -> GameInstance
public final const func GetHudManager() -> ref<HUDManager>scripted
public const func GetIsBroken() -> Boolscripted
public const func GetIsIconic() -> Boolscripted
public final const func GetIsInFastFinisher() -> Boolscripted
public final const func GetLinkedClueData(clueIndex: Int32) -> LinkedFocusClueDatascripted
public const func GetLootQuality() -> gamedataQualityscripted
native const func GetName() -> CName
public const func GetNetworkBeamEndpoint() -> Vector4scripted
public const func GetNetworkLinkSlotName() -> CNamescripted
public const func GetNetworkLinkSlotName(out transform: WorldTransform) -> CNamescripted
protected final const func GetNetworkSystem() -> ref<NetworkSystem>scripted
public final func GetNPCsAroundObject(opt range: Float) -> array<ref<NPCPuppet>>scripted
public const func GetNumberOfWorkpotsForAIAction(aiAction: gamedataWorkspotActionType) -> Int32scripted
public const func GetObjectToForwardHighlight() -> array<wref<GameObject>>scripted
native func GetOwner() -> wref<GameObject>
public final const func GetPersistentID() -> PersistentIDscripted
public const func GetPhoneCallIndicatorSlotName() -> CNamescripted
public const func GetPlaystyleMappinLocalPos() -> Vector4scripted
public const func GetPlaystyleMappinSlotWorldPos() -> Vector4scripted
public const func GetPlaystyleMappinSlotWorldTransform() -> WorldTransformscripted
public final const func GetPreventionSystem() -> ref<PreventionSystem>scripted
native const func GetPS() -> ref<GameObjectPS>
public const func GetPSClassName() -> CNamescripted
public final const func GetPSOwnerData() -> PSOwnerDatascripted
public const func GetQuickHackIndicatorSlotName() -> CNamescripted
public final const func GetReceivedDamageByPlayerLastTimeStamp() -> Floatscripted
public const func GetRoleMappinSlotName() -> CNamescripted
public func GetScannableObjects() -> array<ScanningTooltipElementDef>scripted
public const func GetScannerAttitudeTweak() -> TweakDBIDscripted
public const func GetSecuritySystem() -> ref<SecuritySystemControllerPS>scripted
public const func GetSensesComponent() -> ref<SenseComponent>scripted
public final const func GetSourceShootComponent() -> ref<SourceShootComponent>scripted
public final const func GetSquadMemberComponent() -> ref<SquadMemberBaseComponent>scripted
public final const func GetStatusEffectComponent() -> ref<StatusEffectComponent>scripted
public final const func GetStimBroadcasterComponent() -> ref<StimBroadcasterComponent>scripted
public final const func GetTaggingSystem() -> ref<FocusModeTaggingSystem>scripted
public final const func GetTakeOverControlSystem() -> ref<TakeOverControlSystem>scripted
public final const func GetTargetShootComponent() -> ref<TargetShootComponent>scripted
public const func GetTargetTrackerComponent() -> ref<TargetTrackerComponent>scripted
public final const func GetTotalCountOfInvestigationSlots() -> Int32scripted
native func GetTracedActionName() -> String
native const func GetUISlotComponent() -> ref<SlotComponent>
protected func HandleDeath(instigator: wref<GameObject>)scripted
protected final func HandleDeathByTask(instigator: wref<GameObject>)scripted
protected final func HandleDeathTask(data: ref<ScriptTaskData>)scripted
private final func HandleICEBreakerUpdate(evt: ref<ApplyStatusEffectEvent>)scripted
protected func HandleStimsOnHit(evt: ref<gameHitEvent>)scripted
public const func HasActiveDistraction() -> Boolscripted
public const func HasActiveQuickHackUpload() -> Boolscripted
public final const func HasAnyClue() -> Boolscripted
public const func HasAnyDirectInteractionActive() -> Boolscripted
public const func HasAnySlaveDevices() -> Boolscripted
public final const func HasAnyStoredClues() -> Boolscripted
public final const func HasAttitude(attitude: EAIAttitude) -> Boolscripted
public const func HasDirectActionsActive() -> Boolscripted
public final func HasFinisherAvailable() -> Boolscripted
public const func HasFreeWorkspotForInvestigation() -> Boolscripted
public final const func HasHighlight(highlightType: EFocusForcedHighlightType, outlineType: EFocusOutlineType) -> Boolscripted
public final const func HasHighlight(highlightType: EFocusForcedHighlightType, outlineType: EFocusOutlineType, sourceID: EntityID) -> Boolscripted
public final const func HasHighlight(highlightType: EFocusForcedHighlightType, outlineType: EFocusOutlineType, sourceID: EntityID, sourceName: CName) -> Boolscripted
public const func HasImportantInteraction() -> Boolscripted
public final const func HasOutlineOrFill(highlightType: EFocusForcedHighlightType, outlineType: EFocusOutlineType) -> Boolscripted
public final const func HasRevealRequest(data: gameVisionModeSystemRevealIdentifier) -> Boolscripted
native const func HasTag(tag: CName) -> Bool
protected final func HasVisibilityForcedInAnimSystem() -> Boolscripted
public const func IsAccessPoint() -> Boolscripted
public const func IsActive() -> Boolscripted
public const func IsActiveBackdoor() -> Boolscripted
public const func IsAmmoLoot() -> Boolscripted
public final const func IsAnyClueEnabled() -> Boolscripted
public final const func IsAnyPlaystyleValid() -> Boolscripted
public const func IsBackdoor() -> Boolscripted
public const func IsBodyDisposalPossible() -> Boolscripted
public final const func IsBraindanceBlocked() -> Boolscripted
public const func IsBreached() -> Boolscripted
public final const func IsClueInspected() -> Boolscripted
public const func IsConnectedToBackdoorDevice() -> Boolscripted
public const func IsConnectedToSecuritySystem() -> Boolscripted
public const func IsContainer() -> Boolscripted
public const func IsControllingDevices() -> Boolscripted
protected final const func IsCurrentlyScanned() -> Boolscripted
protected final const func IsCurrentTarget() -> Boolscripted
public const func IsDead() -> Boolscripted
public const func IsDeadNoStatPool() -> Boolscripted
public const func IsDemolitionSkillCheckActive() -> Boolscripted
public const func IsDevice() -> Boolscripted
public const func IsDrone() -> Boolscripted
public const func IsDropPoint() -> Boolscripted
public const func IsEngineeringSkillCheckActive() -> Boolscripted
public const func IsExplosive() -> Boolscripted
public const func IsFastTravelPoint() -> Boolscripted
public const func IsGameplayRelevant() -> Boolscripted
public const func IsGameplayRoleValid(role: EGameplayRole) -> Boolscripted
public final const func IsGrouppedClue() -> Boolscripted
public const func IsHackingPlayer() -> Boolscripted
public const func IsHackingSkillCheckActive() -> Boolscripted
public const func IsHandgunAmmoLoot() -> Boolscripted
public const func IsHighlightedInFocusMode() -> Boolscripted
public final const func IsHostile() -> Boolscripted
public final const func IsInFinisherHealthThreshold(playerPuppet: wref<GameObject>) -> Boolscripted
public const func IsInIconForcedVisibilityRange() -> Boolscripted
public const func IsInitialized() -> Boolscripted
public const func IsInvestigating() -> Boolscripted
public const func IsInvestigatingObject(targetID: ref<GameObject>) -> Boolscripted
protected final const func IsItem() -> Boolscripted
public const func IsJohnnyReplacer() -> Boolscripted
public const func IsNetrunner() -> Boolscripted
public const func IsNetworkKnownToPlayer() -> Boolscripted
public const func IsNetworkLinkDynamic() -> Boolscripted
public final const func IsNeutral() -> Boolscripted
public const func IsNPC() -> Boolscripted
public final const func IsObjectRevealed() -> Boolscripted
public const func IsPaperdoll() -> Boolscripted
public final const func IsPhotoModeBlocked() -> Boolscripted
public const func IsPlayer() -> Boolscripted
native const func IsPlayerControlled() -> Bool
public const func IsPlayerStash() -> Boolscripted
public const func IsPrevention() -> Boolscripted
public const func IsPuppet() -> Boolscripted
public const func IsQuest() -> Boolscripted
public const func IsQuickHackAble() -> Boolscripted
public const func IsQuickHacksExposed() -> Boolscripted
public const func IsReplacer() -> Boolscripted
public const func IsRifleAmmoLoot() -> Boolscripted
public const func IsScaningCluesBlocked() -> Boolscripted
public final const func IsScanned() -> Boolscripted
public final const func IsScannerDataDirty() -> Boolscripted
native const func IsSelectedForDebugging() -> Bool
public const func IsSensor() -> Boolscripted
public const func IsShardContainer() -> Boolscripted
public const func IsShotgunAmmoLoot() -> Boolscripted
public const func IsSniperAmmoLoot() -> Boolscripted
public const func IsSolo() -> Boolscripted
public final const func IsTaggedinFocusMode() -> Boolscripted
protected final func IsTargetedWithSmartWeapon() -> Boolscripted
public const func IsTargetTresspassingMyZone(target: ref<GameObject>) -> Boolscripted
public const func IsTechie() -> Boolscripted
public const func IsTurret() -> Boolscripted
public const func IsValidHostileTarget() -> Boolscripted
public const func IsVehicle() -> Boolscripted
public const func IsVRReplacer() -> Boolscripted
public const func IsWardrobe() -> Boolscripted
protected func MarkAsQuest(isQuest: Bool)scripted
protected cb func OnAddOrRemoveListenerForGameObject(evt: ref<AddOrRemoveListenerForGOEvent>) -> Boolscripted
protected cb func OnAddStatusEffectTriggerListener(evt: ref<AddStatusEffectListenerEvent>) -> Boolscripted
public final func OnAnimEventReplicated(eventName: CName)scripted
public final func OnAnimFeatureReplicated(inputName: CName, value: ref<AnimFeature>)scripted
protected cb func OnAttitudeChanged(evt: ref<AttitudeChangedEvent>) -> Boolscripted
protected cb func OnAutoSaveEvent(evt: ref<AutoSaveEvent>) -> Boolscripted
protected cb func OnChangeRewardSettingsEvent(evt: ref<ChangeRewardSettingsEvent>) -> Boolscripted
protected cb func OnCustomUIAnimationEvent(evt: ref<CustomUIAnimationEvent>) -> Boolscripted
protected cb func OnDamageReceived(evt: ref<gameDamageReceivedEvent>) -> Boolscripted
protected cb func OnDebugOutlineEvent(evt: ref<DebugOutlineEvent>) -> Boolscripted
protected cb func OnDelayPrereqEvent(evt: ref<DelayPrereqEvent>) -> Boolscripted
protected cb func OnDetach() -> Boolscripted
protected cb func OnDeviceLinkRequest(evt: ref<DeviceLinkRequest>) -> Boolscripted
public final func OnEventReplicated(evt: ref<Event>)scripted
protected cb func OnGameAttached() -> Boolscripted
protected cb func OnGameplayRoleChangeNotification(evt: ref<GameplayRoleChangeNotification>) -> Boolscripted
protected cb func OnHit(evt: ref<gameHitEvent>) -> Boolscripted
protected func OnHitAnimation(hitEvent: ref<gameHitEvent>)scripted
protected func OnHitBlockedOrDeflected(hitEvent: ref<gameHitEvent>)scripted
protected cb func OnHitInstigatorCooldown(evt: ref<HitInstigatorCooldownEvent>) -> Boolscripted
protected cb func OnHitProjection(evt: ref<gameProjectedHitEvent>) -> Boolscripted
protected func OnHitSounds(hitEvent: ref<gameHitEvent>)scripted
protected func OnHitUI(hitEvent: ref<gameHitEvent>)scripted
protected func OnHitVFX(hitEvent: ref<gameHitEvent>)scripted
protected cb func OnHUDInstruction(evt: ref<HUDInstruction>) -> Boolscripted
protected cb func OnlinkedClueTagEvent(evt: ref<linkedClueTagEvent>) -> Boolscripted
protected cb func OnLookedAtEvent(evt: ref<LookedAtEvent>) -> Boolscripted
protected cb func OnMiss(evt: ref<gameMissEvent>) -> Boolscripted
protected cb func OnOutlineRequestEvent(evt: ref<OutlineRequestEvent>) -> Boolscripted
protected cb func OnPhysicalDestructionEvent(evt: ref<PhysicalDestructionEvent>) -> Boolscripted
protected cb func OnPostInitialize(evt: ref<entPostInitializeEvent>) -> Boolscripted
protected cb func OnPreUninitialize(evt: ref<entPreUninitializeEvent>) -> Boolscripted
protected cb func OnPulseEvent(evt: ref<gameVisionModeUpdateVisuals>) -> Boolscripted
protected cb func OnRecord1DamageInHistoryEvent(evt: ref<Record1DamageInHistoryEvent>) -> Boolscripted
protected cb func OnRemoveStatusEffectTriggerListener(evt: ref<RemoveStatusEffectListenerEvent>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnScaleAndLockLeftHandWeaponsCompensateInStashEvent(evt: ref<ScaleAndLockLeftHandWeaponsCompensateInStashEvent>) -> Boolscripted
protected cb func OnScanningLookedAt(evt: ref<ScanningLookAtEvent>) -> Boolscripted
protected cb func OnScanningModeChanged(evt: ref<ScanningModeEvent>) -> Boolscripted
protected cb func OnSetAsQuestImportantEvent(evt: ref<SetAsQuestImportantEvent>) -> Boolscripted
protected cb func OnSmartGunLockEvent(evt: ref<SmartGunLockEvent>) -> Boolscripted
protected cb func OnStatusEffectApplied(evt: ref<ApplyStatusEffectEvent>) -> Boolscripted
protected cb func OnStatusEffectRemoved(evt: ref<RemoveStatusEffect>) -> Boolscripted
protected cb func OnTagObjectEvent(evt: ref<TagObjectEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnToggleOffMeshConnections(evt: ref<ToggleOffMeshConnections>) -> Boolscripted
protected cb func OnToggleVisibilityInAnimSystemEvent(evt: ref<ToggleVisibilityInAnimSystemEvent>) -> Boolscripted
protected func OnTransformUpdated()scripted
protected cb func OnTriggerAttackEffectorWithDelay(evt: ref<TriggerAttackEffectorWithDelay>) -> Boolscripted
protected cb func OnUnifyIconicsUpgradeCountWithEffectiveTierInStashEvent(evt: ref<UnifyIconicsUpgradeCountWithEffectiveTierInStashEvent>) -> Boolscripted
protected cb func OnVehicleHit(evt: ref<gameVehicleHitEvent>) -> Boolscripted
protected cb func OnWillDieSoonEventEvent(evt: ref<WillDieSoonEvent>) -> Boolscripted
public final func PassUpdate(dt: Float)scripted
native const func PlayerLastUsedKBM() -> Bool
native const func PlayerLastUsedPad() -> Bool
native const func PlayerLastUsedPS5Pad() -> Bool
protected func ProcessDamagePipeline(evt: ref<gameHitEvent>)scripted
protected final func ProcessDamageReceived(evt: ref<gameDamageReceivedEvent>)scripted
protected final func ProlongWeaponGlitchNPCDebuff(player: ref<PlayerPuppet>)scripted
protected func PulseNetwork(revealNetworkAtEnd: Bool)scripted
protected final func PurgeScannerBlackboard()scripted
native func QueueReplicatedEvent(evt: ref<Event>)
public func ReactToHitProcess(hitEvent: ref<gameHitEvent>)scripted
public func Record1DamageInHistory(source: ref<GameObject>)scripted
native func RegisterInputListener(listener: ref<IScriptable>, opt name: CName)
native func RegisterInputListenerWithOwner(listener: ref<IScriptable>, name: CName)
protected final func RegisterToHUDManager(shouldRegister: Bool)scripted
protected final func RegisterToHUDManagerByTask(shouldRegister: Bool)scripted
protected final func RegisterToHUDManagerTask(data: ref<ScriptTaskData>)scripted
native func ReplicateAnimEvent(obj: ref<GameObject>, eventName: CName)
native func ReplicateAnimFeature(obj: ref<GameObject>, inputName: CName, value: ref<AnimFeature>)
native func ReplicateInputBool(obj: ref<GameObject>, inputName: CName, value: Bool)
native func ReplicateInputFloat(obj: ref<GameObject>, inputName: CName, value: Float)
native func ReplicateInputInt(obj: ref<GameObject>, inputName: CName, value: Int32)
native func ReplicateInputVector(obj: ref<GameObject>, inputName: CName, value: Vector4)
private final func RequestAutoSave(isForced: Bool) -> Boolscripted
private final func RequestAutoSaveWithDelay(value: Float, maxAttempts: Int32, isForced: Bool)scripted
protected final func RequestHUDRefresh(targetID: EntityID, opt updateData: ref<HUDActorUpdateData>)scripted
protected final func RequestHUDRefresh(opt updateData: ref<HUDActorUpdateData>)scripted
protected final func ResolveFacts(facts: script_ref<array<SFactOperationData>>)scripted
private final func ResolveFocusClueConclusion(clueIndex: Int32, conclusionData: ScanningTooltipElementDef)scripted
private final func ResolveFocusClueExtendedDescription(clueIndex: Int32)scripted
protected final func ResolveHitIstigatorCooldown(instigatorID: EntityID) -> Boolscripted
private final func RestoreRevealState()scripted
protected func RewardKiller(killer: wref<GameObject>, killType: gameKillType, isAnyDamageNonlethal: Bool)scripted
protected func SendEventToDefaultPS(evt: ref<Event>)scripted
protected final func SendForceRevealObjectEvent(reveal: Bool, reason: CName, opt instigatorID: EntityID, opt lifetime: Float, opt delay: Float)scripted
protected func SendQuickhackCommands(shouldOpen: Bool)scripted
protected final func SendReactivateHighlightEvent()scripted
public func SetCurrentlyUploadingAction(action: ref<ScriptableDeviceAction>)scripted
public final func SetScannerDirty(dirty: Bool)scripted
public const func ShouldEnableRemoteLayer() -> Boolscripted
public final const func ShouldForceRegisterInHUDManager() -> Boolscripted
public const func ShouldReactToTarget(targetID: EntityID) -> Boolscripted
public const func ShouldRegisterToHUD() -> Boolscripted
public const func ShouldSendGameAttachedEventToPS() -> Boolscripted
public const func ShouldShowScanner() -> Boolscripted
protected func StartPingingNetwork()scripted
protected func StartStatusEffectSFX(evt: ref<ApplyStatusEffectEvent>)scripted
protected func StartStatusEffectVFX(evt: ref<ApplyStatusEffectEvent>)scripted
protected func StopPingingNetwork()scripted
protected func StopStatusEffectSFX(evt: ref<RemoveStatusEffect>)scripted
protected func StopStatusEffectVFX(evt: ref<RemoveStatusEffect>)scripted
protected final func ToggleForcedVisibilityInAnimSystem(sourceName: CName, isVisibe: Bool, opt transitionTime: Float, opt entityID: EntityID, opt forcedVisibleOnlyInFrustum: Bool)scripted
protected final func ToggleQuestImportance(isImportant: Bool)scripted
native func TriggerEvent(eventName: CName, opt data: ref<IScriptable>, opt flags: Int32) -> Bool
protected final func TriggerMenuEvent(eventName: CName)scripted
public final const func TryGetControlledProxy() -> ref<GameObject>scripted
protected final func TryOpenQuickhackMenu(shouldOpen: Bool)scripted
native func UnregisterInputListener(listener: ref<IScriptable>, opt name: CName)
protected func Update(dt: Float)scripted
public func UpdateAdditionalScanningData()scripted
protected final func UpdateDefaultHighlight()scripted