REDNODE / GAME API

WorkspotGameSystem

classnative name gameWorkspotGameSystemnative

extends IWorkspotGameSystem › IGameSystem › IScriptable › ISerializable

Methods 33

native func GetDeviceUser(deviceID: EntityID) -> ref<GameObject>
native func GetExtendedInfo(actor: ref<GameObject>) -> ref<ExtendedWorkspotInfo>
native func GetIdOfExitAnim(actor: ref<GameObject>, animName: CName) -> Int32
native func HardResetPlaybackToStart(actor: ref<GameObject>)
native func HasExitNodes(actor: ref<GameObject>, fastExit: Bool, slowExit: Bool, opt performNavmeshChecks: Bool) -> Bool
native func IsActorInWorkspot(actor: ref<GameObject>) -> Bool
native func IsInVehicleWorkspot(vehicle: ref<GameObject>, child: ref<GameObject>, slotName: CName) -> Bool
native func IsReactionAvailable(actor: ref<GameObject>, reactionName: CName) -> Bool
native func IsWorkspotEnabled(actor: ref<GameObject>) -> Bool
native func MountToVehicle(parent: ref<GameObject>, child: ref<GameObject>, slideTime: Float, animDelay: Float, workspotResourceContainer: CName, slotName: CName, opt syncronizedObjects: array<EntityID>, opt entrySlotName: CName, opt animVariables: array<CName>) -> Bool
native func PlayInDevice(device: ref<GameObject>, actor: ref<GameObject>, opt workspotStateFlavourName: CName, opt actorDataCompName: CName, opt deviceDataCompName: CName, opt syncSlotName: CName, opt slideTime: Float, opt slideBehaviour: WorkspotSlidingBehaviour, opt callbackEventRecipient: ref<Entity>)
native func PlayInDeviceSimple(device: ref<GameObject>, actor: ref<GameObject>, allowCameraMov: Bool, opt actorDataCompName: CName, opt deviceDataCompName: CName, opt syncSlotName: CName, opt slideTime: Float, opt slideBehaviour: WorkspotSlidingBehaviour, opt callbackEventRecipient: ref<Entity>)
native func PlayNpcInWorkspot(npc: ref<GameObject>, master: ref<GameObject>, referenceEntity: ref<GameObject>, actorDataCompName: CName, opt syncSlotName: CName, opt slideTime: Float, opt syncOffsetSourceCompName: CName)
native func ResetPlaybackToStart(actor: ref<GameObject>)
native func SendDebugCommand(mode: workWorkspotDebugMode, entId: String)
native func SendDebugCommandEnt(mode: workWorkspotDebugMode, obj: ref<GameObject>)
native func SendDebugCommandFunctionalTests(mode: workWorkspotDebugMode, obj: ref<GameObject>, redscript: ref<IScriptable>)
native func SendDynamicSyncBindSignal(actor: ref<GameObject>, master: ref<GameObject>)
native func SendDynamicSyncUnbindSignal(actor: ref<GameObject>)
native func SendEventToConnectedSpots(actor: ref<GameObject>, eventName: CName) -> Bool
native func SendFastExitSignal(actor: ref<GameObject>, opt dirLS: Vector3, opt stayInWorkspotIfFailed: Bool, opt playSlowExitIfFailed: Bool, opt instant: Bool, opt tryBlendToWalk: Bool)
native func SendForwardSignal(actor: ref<GameObject>)
native func SendJumpCommandEnt(actor: ref<GameObject>, entryId: Int32, instant: Bool)
native func SendJumpToAnimEnt(actor: ref<GameObject>, animName: CName, instant: Bool)
native func SendJumpToTagCommandEnt(actor: ref<GameObject>, entryTag: CName, instant: Bool, opt deviceId: EntityID)
native func SendPlaySignal(actor: ref<GameObject>)
native func SendReactionSignal(actor: ref<GameObject>, reactionName: CName) -> Bool
native func SendSlowExitSignal(actor: ref<GameObject>, opt animationName: CName, opt dontWaitForCurrentAnimationToFinish: Bool)
native func StopInDevice(actor: ref<GameObject>, opt posDelta: Vector4, opt orientDelta: Quaternion)
native func StopNpcInWorkspot(actor: ref<GameObject>)
native func SwitchSeatVehicle(parent: ref<GameObject>, child: ref<GameObject>, workspotResourceContainer: CName, slotName: CName, opt exitSlotName: CName, opt activateAnimVariables: array<CName>, opt deactivateAnimVariables: array<CName>)
native func SynchronizeItemWithOwner(item: ref<ItemObject>, owner: ref<GameObject>)
native func UnmountFromVehicle(parent: ref<GameObject>, child: ref<GameObject>, opt instant: Bool, opt posDelta: Vector4, opt orientDelta: Quaternion, opt exitSlotName: CName)