REDNODE / GAME API

ScanningComponent

classnative name gameScanningComponentnative

extends GameComponent › IComponent › IScriptable › ISerializable

Properties 24

NameTypeFlags
autoGenerateBoundingSphereBooloverriding
boundingSphereSphereoverriding
BraindanceLayerbraindanceVisionModescriptedprivate
cluesarray<FocusClueDefinition>scriptedprivate
cpoEnableMultiplePlayersScanningModifierBooloverriding
currentBraindanceLayerInt32scriptedprivate
currentHighlightref<FocusForcedHighlightData>scriptedprivate
ignoresScanningDistanceLimitBooloverriding
isBeingScannedBoolscriptedprivate
isBraindanceActiveBoolscriptedprivate
isBraindanceBlockedBoolscriptedprivate
isBraindanceClueBoolscriptedprivate
isBraindanceLayerUnlockedBoolscriptedprivate
isBraindanceTimelineUnlockedBoolscriptedprivate
isEntityVisibleBoolscriptedprivate
isFocusModeActiveBoolscriptedprivate
isHudManagerInitializedBoolscriptedprivate
isScanningCluesBlockedBoolscriptedprivate
objectDescriptionref<ObjectScanningDescription>scriptedprivate
OnBraindanceFppChangeCallbackref<CallbackHandle>scriptedprivate
OnBraindanceVisionModeChangeCallbackref<CallbackHandle>scriptedprivate
scannableDataarray<ScanningTooltipElementDef>overriding
scanningBarTextTweakDBIDscriptedprivate
timeNeededFloatoverriding

Methods 109

private final func CancelForcedVisionAppearance(data: ref<FocusForcedHighlightData>, opt fast: Bool, opt ignoreStackEvaluation: Bool)scripted
private final func EvaluateBraindanceClueState()scripted
protected final func ForceReEvaluateGameplayRole()scripted
private final func ForceVisionAppearance(data: ref<FocusForcedHighlightData>)scripted
public final const func GetAllClues() -> array<FocusClueDefinition>scripted
public final const func GetAvailableClueIndex() -> Int32scripted
native func GetBoundingSphere() -> Sphere
public final const func GetBraindanceLayer() -> braindanceVisionModescripted
public final const func GetClueByIndex(index: Int32) -> FocusClueDefinitionscripted
public final const func GetClueCount() -> Int32scripted
public final const func GetClueGroupID(index: Int32) -> CNamescripted
private final const func GetClueHighlight(highlightInstructions: ref<HighlightInstance>) -> ref<FocusForcedHighlightData>scripted
public final const func GetClueHighlightData(highlightInstructions: ref<HighlightInstance>) -> ref<FocusForcedHighlightData>scripted
private final const func GetDefaultHighlight(highlightInstructions: ref<HighlightInstance>) -> ref<FocusForcedHighlightData>scripted
public final func GetExtendedClueRecords(clueIndex: Int32) -> array<ClueRecordData>scripted
public final const func GetFocusClueSystem() -> ref<FocusCluesSystem>scripted
public final const func GetLinkedClueData(clueIndex: Int32, linkedClueData: script_ref<LinkedFocusClueData>) -> Boolscripted
private final const func GetMyPS() -> ref<gameScanningComponentPS>scripted
public final const func GetObjectDescription() -> ref<ObjectScanningDescription>scripted
private final const func GetOwner() -> ref<GameObject>scripted
private final const func GetQuestHighlight(highlightInstructions: ref<HighlightInstance>) -> ref<FocusForcedHighlightData>scripted
public final func GetScannableDataForSingleClueByIndex(index: Int32, out conclusionData: ScanningTooltipElementDef) -> array<ScanningTooltipElementDef>scripted
public final func GetScannableObjects(out arr: array<ScanningTooltipElementDef>)scripted
public final const func GetScanningBarTextTweak() -> TweakDBIDscripted
native func GetScanningProgress() -> Float
native const func GetScanningState() -> gameScanningState
native func GetTimeNeeded() -> Float
public final const func HasAnyClue() -> Boolscripted
public final const func HasAnyStoredClues() -> Boolscripted
public final const func HasClueWithID(clueID: Int32) -> Boolscripted
public final const func HasValidObjectDescription() -> Boolscripted
private final func HideMappins(value: Bool)scripted
private final func HighLightWeakspots()scripted
private final func InitializeQuestDBCallbacks()scripted
public final const func IsActiveClueLinked() -> Boolscripted
public final const func IsActiveClueUsingAutoInspect() -> Boolscripted
public final const func IsAnyClueEnabled() -> Boolscripted
private final const func IsAnyClueValid() -> Boolscripted
native const func IsBlocked() -> Bool
public final const func IsBraindanceBlocked() -> Boolscripted
public final const func IsBraindanceClue() -> Boolscripted
public final const func IsClueInspected() -> Boolscripted
public final const func IsClueLinked(index: Int32) -> Boolscripted
public final const func IsClueProgressing() -> Boolscripted
public final const func IsClueUsingAutoInspect(index: Int32) -> Boolscripted
private final func IsConclusionActive(clueIndex: Int32) -> Boolscripted
public final const func IsObjectDescriptionEnabled() -> Boolscripted
public final const func IsPhotoModeBlocked() -> Boolscripted
native const func IsScanned() -> Bool
native const func IsScanning() -> Bool
public final const func IsScanningCluesBlocked() -> Boolscripted
private final func NotifyClueStateChanged(clueIndex: Int32, ignorePS: Bool, updateFocusClueSystem: Bool)scripted
private final func NotifyHudManager(isClue: Bool)scripted
protected cb func OnActivateConclusionFactChanged(evt: ref<FactChangedEvent>) -> Boolscripted
protected cb func OnBraindanceFppChange(fppToggle: Bool) -> Boolscripted
protected cb func OnBraindanceVisionModeChange(value: Int32) -> Boolscripted
protected cb func OnClearCustomObjectDescription(evt: ref<ClearCustomObjectDescriptionEvent>) -> Boolscripted
protected cb func OnClueLockedByScene(evt: ref<SetExclusiveFocusClueEntityEvent>) -> Boolscripted
protected cb func OnClueStateChanged(evt: ref<FocusClueStateChangeEvent>) -> Boolscripted
protected cb func OnDisableObjectDescription(evt: ref<DisableObjectDescriptionEvent>) -> Boolscripted
protected cb func OnDisableScanner(evt: ref<DisableScannerEvent>) -> Boolscripted
protected cb func OnEnteventsSetVisibility(evt: ref<enteventsSetVisibility>) -> Boolscripted
protected final func OnGameAttach()scripted
protected final func OnGameDetach()scripted
protected cb func OnHUDInstruction(evt: ref<HUDInstruction>) -> Boolscripted
protected cb func OnLinkedClueUpdateEvent(evt: ref<linkedClueUpdateEvent>) -> Boolscripted
protected cb func OnQuestToggleClueConclusion(evt: ref<ToggleClueConclusionEvent>) -> Boolscripted
protected cb func OnRevealStateChanged(evt: ref<RevealStateChangedEvent>) -> Boolscripted
protected cb func OnScannableBraindanceClueDisabledEvent(evt: ref<OnScannableBraindanceClueDisabledEvent>) -> Boolscripted
protected cb func OnScannableBraindanceClueEnabledEvent(evt: ref<OnScannableBraindanceClueEnabledEvent>) -> Boolscripted
protected cb func OnScanningEvent(evt: ref<ScanningEvent>) -> Boolscripted
protected cb func OnScanningLookedAt(evt: ref<ScanningLookAtEvent>) -> Boolscripted
protected cb func OnSetCurrentGameplayRole(evt: ref<SetCurrentGameplayRoleEvent>) -> Boolscripted
protected cb func OnSetCustomObjectDescription(evt: ref<SetCustomObjectDescriptionEvent>) -> Boolscripted
protected cb func OnSetGameplayRole(evt: ref<SetGameplayRoleEvent>) -> Boolscripted
protected cb func OnToggleFocusClue(evt: ref<ToggleFocusClueEvent>) -> Boolscripted
protected final func ProcessBraindanceHudInstruction(instruction: ref<BraindanceInstance>)scripted
protected final func ProcessHighlightHudInstruction(instruction: ref<HighlightInstance>)scripted
protected final func ProcessScannerHudInstruction(instruction: ref<ScanInstance>)scripted
private final func ReEvaluateGrouppedCluesState() -> Boolscripted
private final func RegisterGrouppedClue(clueIndex: Int32) -> Boolscripted
private final func RequestFocusClueSystemUpdate(clueIndex: Int32)scripted
private final func RequestHUDRefresh()scripted
private final func ResolveFocusClueOnScannCompleted()scripted
private final func ResolveScannerAvailability()scripted
private final func RestoreClueState()scripted
private final const func Script_IsScanningStateTransitionAllowed(currentState: gameScanningState, newState: gameScanningState) -> Boolscripted
private final func SendHighlightEventToWeakspot(object: ref<GameObject>)scripted
native func SetBlocked(isBlocked: Bool)
public final func SetClueExtendedDescriptionAsInspected(clueIndex: Int32, descriptionIndex: Int32)scripted
public final func SetClueState(clueIndex: Int32, isEnabled: Bool, updateFocusClueSystem: Bool, ignorePS: Bool)scripted
public final func SetClueState(clueIndex: Int32, isEnabled: Bool, isInspected: Bool, updateFocusClueSystem: Bool, ignorePS: Bool)scripted
public final func SetConclusionAsShown(clueID: Int32)scripted
private final func SetConclusionState(clueID: Int32, state: EConclusionQuestState)scripted
native func SetIsScanned_Event(val: Bool)
native func SetScannableThroughWalls(isScannableThroughWalls: Bool)
public final func SetScannableThroughWallsIfPossible()scripted
private final func SignalScannablesBlackboard()scripted
private final func StartBraindanceClueEffect()scripted
private final func StopBraindanceClueEffect()scripted
protected final func ToggleBraindance(value: Bool)scripted
private final func ToggleBraindanceScanning(value: Bool)scripted
private final func ToggleHighlight(toggle: Bool, highlightInstructions: ref<HighlightInstance>)scripted
private final func ToggleScanningBlocked(isBlocked: Bool)scripted
private final func UnInitializeQuestDBCallbacks()scripted
private final func UpdateDefaultHighlight()scripted
private final func UpdateLinkedClues(linkedCluekData: script_ref<LinkedFocusClueData>, updatePS: Bool)scripted
native func UpdateTooltipData()
public final const func WasConclusionShown(clueID: Int32) -> Boolscripted