REDNODE / GAME API

StateGameScriptInterface

classnative name gamestateMachineGameScriptInterfacenative

extends StateScriptInterface › IScriptable › ISerializable

Methods 151

native func ActivateCameraSetting(settingId: CName) -> Bool
native const func CanCapsuleFit(capsuleHeight: Float, capsuleRadius: Float) -> Bool
native const func CanEnterInteraction(stateContext: ref<StateContext>) -> Bool
native const func CanEquipItem(stateContext: ref<StateContext>) -> Bool
static native func CreateWaterImpulse(position: Vector4, radius: Float, strength: Float, numFrames: Uint32)
native const func GetAchievementSystem() -> ref<AchievementSystem>
native const func GetActionPressCount(actionName: CName) -> Uint32
native const func GetActionPrevStateTime(actionName: CName) -> Float
native const func GetActionStateTime(actionName: CName) -> Float
native const func GetActionValue(actionName: CName) -> Float
native const func GetActivityLogSystem() -> ref<ActivityLogSystem>
native const func GetAINavigationSystem() -> ref<AINavigationSystem>
native const func GetAttitudeSystem() -> ref<AttitudeSystem>
native const func GetAudioSystem() -> ref<AudioSystem>
native const func GetBlackboardSystem() -> ref<BlackboardSystem>
native const func GetCameraSystem() -> ref<CameraSystem>
native const func GetCameraWorldTransform() -> Transform
native const func GetCharacterCustomizationSystem() -> ref<gameuiICharacterCustomizationSystem>
native const func GetCollisionReport() -> array<ControllerHit>
native const func GetCombatQueriesSystem() -> ref<gameICombatQueriesSystem>
native const func GetCommunitySystem() -> ref<CommunitySystem>
native const func GetCompanionSystem() -> ref<CompanionSystem>
native const func GetCooldownSystem() -> ref<ICooldownSystem>
native const func GetCoverManager() -> ref<CoverManager>
native const func GetDamageSystem() -> ref<DamageSystem>
native const func GetDebugCheatsSystem() -> ref<DebugCheatsSystem>
native const func GetDebugDrawHistorySystem() -> ref<IDebugDrawHistorySystem>
native const func GetDebugPlayerBreadcrumbs() -> ref<DebugPlayerBreadcrumbs>
native const func GetDebugVisualizerSystem() -> ref<DebugVisualizerSystem>
native const func GetDelaySystem() -> ref<DelaySystem>
native const func GetDeviceSystem() -> ref<DeviceSystem>
native const func GetDynamicSpawnSystem() -> ref<DynamicSpawnSystem>
native const func GetEffectorSystem() -> ref<EffectorSystem>
native const func GetEntitySpawnerEventsBroadcaster() -> ref<EntitySpawnerEventsBroadcaster>
native const func GetFxSystem() -> ref<FxSystem>
native const func GetGame() -> GameInstance
native const func GetGameEffectSystem() -> ref<EffectSystem>
native const func GetGamepadLightController() -> ref<GamepadLightController>
native const func GetGameplayLogicPackageSystem() -> ref<GameplayLogicPackageSystem>
native const func GetGameRulesSystem() -> ref<gameIGameRulesSystem>
native const func GetGameTagSystem() -> ref<GameTagSystem>
native const func GetGodModeSystem() -> ref<GodModeSystem>
native const func GetInfluenceMapSystem() -> ref<InfluenceMapSystem>
native const func GetInputHeading() -> Float
native const func GetInteractionManager() -> ref<InteractionManager>
native const func GetInventoryManager() -> ref<InventoryManager>
native const func GetItemIdInSlot(slotName: TweakDBID) -> ItemID
native const func GetJournalManager() -> ref<JournalManager>
native const func GetLevelAssignmentSystem() -> ref<LevelAssignmentSystem>
native const func GetLocationManager() -> ref<LocationManager>
native const func GetLootManager() -> ref<LootManager>
native const func GetMappinSystem() -> ref<MappinSystem>
native const func GetMeleeAttackData(attackRecord: wref<Attack_Melee_Record>, staminaCost: Float, attackSpeed: Float) -> ref<MeleeAttackData>
native const func GetMinimapSystem() -> ref<MinimapSystem>
native const func GetModdingSystem()
native const func GetMountingFacility() -> ref<IMountingFacility>
native const func GetMountingInfo(child: ref<GameObject>) -> MountingInfo
native func GetObjectFromComponent(targetingComponent: ref<IPlacedComponent>) -> ref<GameObject>
native const func GetObjectPoolSystem() -> ref<ObjectPoolSystem>
native const func GetOnlineSystem() -> ref<IOnlineSystem>
native const func GetOwnerForward() -> Vector4
native const func GetOwnerMovingDirection() -> Vector4
native const func GetOwnerStateVectorParameterFloat(parameterType: physicsStateValue) -> Float
native const func GetOwnerStateVectorParameterVector(parameterType: physicsStateValue) -> Vector4
native const func GetOwnerTransform() -> Transform
native const func GetPersistencySystem() -> ref<GamePersistencySystem>
native const func GetPhotoModeSystem() -> ref<PhotoModeSystem>
native const func GetPingSystem() -> ref<PingSystem>
native const func GetPlayerManagerSystem() -> ref<gameIPlayerManager>
native const func GetPlayerSystem() -> ref<PlayerSystem>
native const func GetPoliceRadioSystem() -> ref<PoliceRadioSystem>
native const func GetPrereqManager() -> ref<PrereqManager>
native const func GetPreventionSpawnSystem() -> ref<PreventionSpawnSystem>
native const func GetQuestsSystem() -> ref<QuestsSystem>
native const func GetRazerChromaEffectsSystem()
native const func GetRestrictMovementAreaManager() -> ref<RestrictMovementAreaManager>
native const func GetRoleForSlot(slot: MountingSlotId, parent: ref<GameObject>, opt occupantSlotComponentName: CName) -> gameMountingSlotRole
native const func GetSafeAreaManager() -> ref<SafeAreaManager>
native const func GetSceneSystem() -> ref<SceneSystem>
native const func GetScriptableSystem(name: CName) -> ref<ScriptableSystem>
native const func GetScriptableSystemsContainer() -> ref<ScriptableSystemsContainer>
native const func GetScriptsDebugOverlaySystem() -> ref<ScriptsDebugOverlaySystem>
native const func GetSenseManager() -> ref<SenseManager>
native const func GetSpatialQueriesSystem() -> ref<SpatialQueriesSystem>
native const func GetStateVectorParameter(stateVectorParameter: physicsStateValue) -> Variant
native const func GetStatPoolsSystem() -> ref<StatPoolsSystem>
native const func GetStatsDataSystem() -> ref<StatsDataSystem>
native const func GetStatsSystem() -> ref<StatsSystem>
native const func GetStatusEffectSystem() -> ref<StatusEffectSystem>
native const func GetSubtitleHandlerSystem() -> ref<SubtitleHandlerSystem>
native const func GetTargetingSystem() -> ref<TargetingSystem>
native const func GetTelemetrySystem() -> ref<TelemetrySystem>
native const func GetTeleportationFacility() -> ref<TeleportationFacility>
native const func GetTimeSystem() -> ref<TimeSystem>
native const func GetTransactionSystem() -> ref<TransactionSystem>
native const func GetUISystem() -> ref<UISystem>
native const func GetVehicleSystem() -> ref<VehicleSystem>
native const func GetVisionModeSystem() -> ref<VisionModeSystem>
native const func GetWardrobeSystem()
native const func GetWatchdogSystem() -> ref<IWatchdogSystem>
native const func GetWaterLevel(puppetPosition: Vector4, referencePosition: Vector4, out waterLevel: Float) -> Bool
native const func GetWorkspotSystem() -> ref<WorkspotGameSystem>
native const func HasSecureFooting() -> SecureFootingResult
native const func HasStatFlag(flag: gamedataStatType) -> Bool
native const func HasStatFlagOwner(flag: gamedataStatType, owner: ref<GameObject>) -> Bool
native const func IsActionHeld(actionName: CName) -> Bool
native const func IsActionJustHeld(actionName: CName) -> Bool
native const func IsActionJustPressed(actionName: CName) -> Bool
native const func IsActionJustReleased(actionName: CName) -> Bool
native const func IsActionJustTapped(actionName: CName) -> Bool
native const func IsAxisChangeAction(actionName: CName) -> Bool
native const func IsDriverInVehicle(opt child: ref<GameObject>, opt parent: ref<GameObject>) -> Bool
native const func IsEntityInCombat(opt objectId: EntityID) -> Bool
native const func IsFalling() -> Bool
native const func IsMountedToObject(opt object: ref<GameObject>) -> Bool
native const func IsMoveInputConsiderable() -> Bool
native const func IsOnGround() -> Bool
native const func IsOnMovingPlatform() -> Bool
native const func IsPassengerInVehicle(opt child: ref<GameObject>, opt parent: ref<GameObject>) -> Bool
native const func IsPlayerInBraindance() -> Bool
native const func IsRelativeChangeAction(actionName: CName) -> Bool
native const func IsSceneAnimationActive() -> Bool
native const func IsTriggerModeActive(triggerMode: gamedataTriggerMode) -> Bool
native const func LocomotionOverlapTest(primitiveDimension: Vector4, position: Vector4, rotation: EulerAngles, out result: TraceResult) -> Bool
native const func LocomotionOverlapTestExcludeEntity(primitiveDimension: Vector4, position: Vector4, rotation: EulerAngles, excludedEntity: ref<Entity>, out result: TraceResult) -> Bool
native const func LocomotionRaycastTest(start: Vector4, end: Vector4) -> TraceResult
native const func LocomotionSweepTest(primitiveDimension: Vector4, position: Vector4, rotation: EulerAngles, direction: Vector4, distance: Float, opt assumeInitialPositionClear: Bool, out result: TraceResult) -> Bool
native const func MeetsPrerequisites(prereqName: TweakDBID) -> Bool
native const func Overlap(primitiveDimension: Vector4, position: Vector4, rotation: EulerAngles, queryPreset: CName, out result: TraceResult) -> Bool
native const func OverlapMultipleHits(primitiveDimension: Vector4, position: Vector4, rotation: EulerAngles, queryPreset: CName) -> array<TraceResult>
native const func OverlapWithASingleGroup(primitiveDimension: Vector4, position: Vector4, rotation: EulerAngles, queryGroup: CName, out result: TraceResult) -> Bool
native func PushAnimationEvent(eventName: CName) -> Bool
static native func PushAnimationEventToItem(item: wref<ItemObject>, eventName: CName)
native const func Raycast(start: Vector4, end: Vector4, queryPreset: CName) -> TraceResult
native const func RaycastMultipleHits(start: Vector4, end: Vector4, queryPreset: CName) -> array<TraceResult>
native const func RaycastWithASingleGroup(start: Vector4, end: Vector4, queryGroup: CName) -> TraceResult
native const func RequestWeaponEquipOnServer(slotName: TweakDBID, itemId: ItemID)
native func SetAnimationParameterBool(key: CName, value: Bool) -> Bool
native func SetAnimationParameterFeature(key: CName, value: ref<AnimFeature>, opt owner: ref<GameObject>) -> Bool
native func SetAnimationParameterFloat(key: CName, value: Float) -> Bool
native func SetAnimationParameterInt(key: CName, value: Int32) -> Bool
native func SetAnimationParameterQuaternion(key: CName, value: Quaternion) -> Bool
native func SetAnimationParameterVector(key: CName, value: Vector4) -> Bool
native func SetCameraTimeDilationCurve(curveName: CName) -> Bool
native func SetComponentVisibility(actionName: CName, visibility: Bool) -> Bool
native func SetStateVectorParameter(stateVectorParameter: physicsStateValue, value: Variant) -> Bool
native const func Sweep(primitiveDimension: Vector4, position: Vector4, rotation: EulerAngles, direction: Vector4, distance: Float, queryPreset: CName, opt assumeInitialPositionClear: Bool, out result: TraceResult) -> Bool
native const func SweepMultipleHits(primitiveDimension: Vector4, position: Vector4, rotation: EulerAngles, direction: Vector4, distance: Float, queryPreset: CName) -> array<TraceResult>
native const func SweepWithASingleGroup(primitiveDimension: Vector4, position: Vector4, rotation: EulerAngles, direction: Vector4, distance: Float, queryGroup: CName, opt assumeInitialPositionClear: Bool, out result: TraceResult) -> Bool
native func TEMP_WeaponStopFiring() -> Bool
native const func TransformInvPointFromObject(point: Vector4, opt object: ref<GameObject>) -> Vector4