REDNODE / GAME API

StealthMappin

classnative name gamemappinsStealthMappinnative

extends RuntimeMappin › IMappin › IVisualObject › IScriptable › ISerializable

Methods 66

native func CanSeePlayer() -> Bool
native func DetectionProgressDecreases() -> Bool
native func DetectionProgressIncreases() -> Bool
native func GetArchetype() -> gamedataArchetypeType
native func GetAttitudeTowardsPlayer() -> EAIAttitude
native func GetDetectionProgress() -> Float
native func GetGameObject() -> wref<GameObject>
native func GetHighestLootQuality() -> Uint32
native func GetHighLevelState() -> gamedataNPCHighLevelState
native func GetIsDetectionGrowing() -> Bool
native func GetNameplateEnabled() -> Bool
native func GetNPCLevel() -> Uint32
native func GetNumberOfCombatants() -> Uint32
native func GetNumberOfShotAttempts() -> Uint32
native func GetObjectMarkersEnabled() -> Bool
native func GetPrevDetectionProgress()
native func GetPrevThreatAccuracy()
native func GetRarity() -> gamedataNPCRarity
native func GetReprimandAnimationState() -> gameReprimandMappinAnimationState
native func GetSenseCone() -> gamemappinsSenseCone
native func GetSkipIntroAnim() -> Bool
native func GetStatusEffectCurrentPriority() -> Float
native func GetStatusEffectIconPath() -> String
native func GetStatusEffectTimeRemaining() -> Float
native func GetStealthAwarenessState() -> gameEnemyStealthAwarenessState
native func GetThreatAccuracy() -> Float
native func HasBeenSeen() -> Bool
native func HasHackingStatusEffect() -> Bool
native func HasItems() -> Bool
native func HasLootProcessed() -> Bool
native func HideUIDetection() -> Bool
native func IsAggressive() -> Bool
native func IsAlive() -> Bool
native func IsCombatNPC() -> Bool
native func IsCrowdNPC() -> Bool
native func IsDevice() -> Bool
native func IsFriendlyFromHack() -> Bool
native func IsHiddenByQuestIn3D() -> Bool
native func IsHiddenByQuestOnMinimap() -> Bool
native func IsHighlighted() -> Bool
native func IsInCombat() -> Bool
native func IsNetrunner() -> Bool
native func IsPlayerInHostileZone() -> Bool
native func IsPlayerInterestingFromSecuritySystemPOV() -> Bool
native func IsPlayerWanted() -> Bool
native func IsPrevention() -> Bool
native func IsScanned() -> Bool
native func IsSquadInCombat() -> Bool
native func IsTagged() -> Bool
native func IsTarget() -> Bool
native func IsUsingSenseCone() -> Bool
native func SetIsPulsing(isPulsing: Bool)
native func SetStealthAwarenessState(state: gameEnemyStealthAwarenessState)
native func SetVisibleIn3D(isVisible: Bool)
native func SetVisibleOnMinimap(isVisible: Bool)
native func ThreatAccuracyDecreases() -> Bool
native func ThreatAccuracyIncreases() -> Bool
native func UnregisterMappin()
native func UpdateCombatantState(isCombatant: Bool)
native func UpdateCombatToAwareThreshold(threshold: Float)
native func UpdateObjectMarkerThreshold(threshold: Float)
native func UpdateObjectMarkerVisibility(canHaveObjectMarker: Bool, isVisible: Bool)
native func UpdateSenseCone()
native func UpdateSenseConeAvailable(available: Bool)
native func WasDetectionAboveZero() -> Bool
native func WillReprimand() -> Bool