PreventionSpawnSystem
classnative name gamePreventionSpawnSystemnative
extends IPreventionSpawnSystem › IGameSystem › IScriptable › ISerializable
Methods 50
native func CancelAllSpawnRequests()native func CancelSpawnRequest(requestID: Uint32)
native func ClearStrategyPreCheckRequests()protected final func Debug_EmulateDamageDealt(damageAmount: Float)scripted
native const func DebugTryOverrideWithForcedStrategy(out strategy: vehiclePoliceStrategy)
protected final func DespawnCallback(entityID: EntityID)scripted
native const func FindPursuitPointsRangeAsync(spawnOriginPositions: array<Vector4>, radiusMin: Float, radiusMax: Float, unitCount: Uint32, characterRecords: array<TweakDBID>, navVisCheck: Bool, agentSize: NavGenAgentSize, scriptable: wref<IScriptable>, functionName: String)
native const func GetAvailableStrategies(out strategies: array<vehiclePoliceStrategy>) -> Bool
native const func GetIntersectionInFrontOfPlayerPos() -> Vector4
native const func GetNearestRoadFromPlayerInfo(out info: NearestRoadFromPlayerInfo)
native func GetNumberOfSpawnedPreventionUnits() -> Int32
native func GetPreventionSystemCanSpawnInCrowd() -> Bool
native const func GetRandomAvailableStrategy(wantedStrategies: array<vehiclePoliceStrategy>) -> vehiclePoliceStrategy
native const func GetRandomAvailableStrategyInRange(minStrat: Uint8, maxStrat: Uint8) -> vehiclePoliceStrategy
native func InterruptAllActionAndCommands(veh: wref<VehicleObject>)
native const func IsAnyStrategyAvailable() -> Bool
native func IsEntityRegistered(id: EntityID) -> Bool
native func IsInUnmountingRange(position: Vector3) -> Bool
native const func IsPlayerInDogTown() -> Bool
native func IsPlayerInSoftDeescalationTrigger() -> Bool
native const func IsPlayerOnHighway() -> Bool
native func IsPointInPreventionFreeArea(point: Vector4) -> Bool
native func IsPreventionVehicleEnabled() -> Bool
native const func IsStrategyAvailable(strategy: vehiclePoliceStrategy) -> Bool
native func MarkAsDead(entityID: EntityID)
native func NotifyPlayerMounted(isPlayerMounted: Bool)
protected final func OnEnterPreventionQuestTrigger(disablePreventionSystem: Bool)scripted
native func RegisterEntityDeathCallback(scriptable: wref<IScriptable>, functionName: String, entityID: EntityID)
native func ReinitAll()native func RequestAVSpawn(recordID: TweakDBID, spawnDistanceRange: Vector2, useOffTrafficPoints: Bool) -> Uint32
native func RequestAVSpawnAtLocation(recordID: TweakDBID, location: Vector3) -> Uint32
native func RequestAVSpawnPoints(scriptable: wref<IScriptable>, functionName: String, spawnDistanceRange: Vector2, maxSpawnPoints: Uint32, useOffTrafficPoints: Bool) -> Uint32
native func RequestChaseVehicle(vehicleRecordID: TweakDBID, passengersRecordIDs: array<TweakDBID>, strategy: ref<BaseStrategyRequest>) -> Uint32
native func RequestDespawn(entityID: EntityID)
native func RequestDespawnAll(shouldUseAggressiveDespawn: Bool)
native func RequestDespawnVehicleAndPassengers(vehicle: wref<VehicleObject>)
native func RequestRoadBlockadeSpawn(vehiclessRecordIDs: array<TweakDBID>, spawnDistanceRange: Vector2, numberNPCsPerCar: Uint32) -> Uint32
native func RequestUnitSpawn(recordID: TweakDBID, spawnTransform: WorldTransform) -> Uint32
protected final func RoadblockadeNPCEarlyInit(puppet: ref<gamePuppet>)scripted
public final func SetIfAvailable(value: vehiclePoliceStrategy) -> vehiclePoliceStrategyscripted
native func SetStrategyPreCheckRequests(preCheckRequests: array<ref<BaseStrategyRequest>>)
protected final func SpawnRequestFinished(requestResult: SpawnRequestResult)scripted
native func ToggleFreeArea(areaReference: NodeRef, enable: Bool)
native func TogglePreventionActive(isActive: Bool)
native func TogglePreventionCrowdSpawns(toggle: Bool)
native func TogglePreventionQuestTrigger(areaReference: NodeRef, enable: Bool)
public final const func TryFillPreventionSystemDebugData(out dataToFill: PreventionSystemDebugData) -> Boolscripted
native func TryGetVehicleType(id: EntityID, out vehicleType: DynamicVehicleType) -> Bool
native func UnregisterEntityDeathCallback(scriptable: wref<IScriptable>, functionName: String, entityID: EntityID)
protected final func VehicleEarlyInit(vehicleObject: ref<WheeledObject>)scripted