TargetingSystem
classnative name gametargetingTargetingSystemnativeimportOnly
extends ITargetingSystem › IGameSystem › IScriptable › ISerializable
Methods 41
native func AddIgnoredCollisionEntities(entity: wref<GameObject>)
native func AddIgnoredLookAtEntity(instigator: wref<GameObject>, ignoredEntityId: EntityID)
native func AimSnap(instigator: wref<GameObject>)
native func BreakAimSnap(instigator: wref<GameObject>)
native func BreakLookAt(instigator: wref<GameObject>)
native func GetAimAssistConfig(owner: wref<GameObject>) -> TweakDBID
native func GetBestComponentOnTargetObject(shootStartPosition: Vector4, shootStartForward: Vector4, target: wref<GameObject>, componentFilter: TargetComponentFilterType) -> wref<TargetingComponent>
native func GetComponentClosestToCrosshair(instigator: wref<GameObject>, out angleDistance: EulerAngles, query: TargetSearchQuery) -> ref<IPlacedComponent>
native func GetCrosshairData(instigator: wref<GameObject>, out crosshairPosition: Vector4, out crosshairForward: Vector4)
native func GetCurrentSpread(instigator: wref<GameObject>) -> Vector4
native func GetDefaultCrosshairData(instigator: wref<GameObject>, out crosshairPosition: Vector4, out crosshairForward: Vector4)
native func GetDefaultCrosshairOrientationProvider(instigator: wref<GameObject>, opt orientationEntitySpace: Quaternion) -> ref<IOrientationProvider>
native func GetDefaultCrosshairPositionProvider(instigator: wref<GameObject>, opt offsetEntitySpace: Vector3) -> ref<IPositionProvider>
native func GetLookAtComponent(instigator: wref<GameObject>, opt withLOS: Bool, opt ignoreTranparent: Bool) -> wref<IComponent>
native func GetLookAtObject(instigator: wref<GameObject>, opt withLOS: Bool, opt ignoreTranparent: Bool) -> ref<GameObject>
native func GetLookAtPosition(instigator: wref<GameObject>, opt withLOS: Bool, opt ignoreTranparent: Bool) -> Vector4
native func GetObjectClosestToCrosshair(instigator: wref<GameObject>, out angleDistance: EulerAngles, query: TargetSearchQuery) -> ref<GameObject>
native func GetOrientationFromCrosshairToTargetOrientationProvider(instigator: wref<GameObject>, targetComponent: wref<IPlacedComponent>, opt orientationEntitySpace: Quaternion) -> ref<IOrientationProvider>
native func GetPuppetBlackboardUpdater() -> ref<PuppetBlackboardUpdater>
native func GetTargetClosestByDistance(instigator: wref<GameObject>, query: TargetSearchQuery, position: Vector4, targetPartInfo: TS_TargetPartInfo) -> ref<GameObject>
native func GetTargetingSet(instigator: wref<GameObject>, object: wref<GameObject>) -> TargetingSet
native func GetTargetParts(instigator: wref<GameObject>, query: TargetSearchQuery, out parts: array<TS_TargetPartInfo>) -> Bool
native func GetTrackedTargetComponent(instigator: wref<GameObject>) -> wref<TargetingComponent>
native func GetTrackedTargetObject(instigator: wref<GameObject>) -> ref<GameObject>
native func HasAimSnapActive(instigator: wref<GameObject>) -> Bool
native func IsAnyActiveVehicleVisible(instigator: wref<GameObject>, opt distance: Float) -> Bool
native func IsAnyEnemyOrSensorVisible(instigator: wref<GameObject>, opt distance: Float) -> Bool
native func IsAnyEnemyVisible(instigator: wref<GameObject>, opt distance: Float) -> Bool
native func IsVisibleTarget(instigator: wref<GameObject>, target: wref<GameObject>) -> Bool
native func LookAt(instigator: wref<GameObject>, out params: AimRequest)
native func OnAimStartBegin(instigator: wref<GameObject>)
native func OnAimStartEnd(instigator: wref<GameObject>)
native func OnAimStop(instigator: wref<GameObject>)
native func ProcessLookAtFilter(instigator: wref<GameObject>, filter: ref<TargetFilter>)
native func RegisterLookAtFilter(instigator: wref<GameObject>, filter: ref<TargetFilter>) -> TargetFilterTicket
native func RemoveIgnoredCollisionEntities(entity: wref<GameObject>)
native func RemoveIgnoredLookAtEntity(instigator: wref<GameObject>, ignoredEntityId: EntityID)
native func SetAimAssistConfig(owner: wref<GameObject>, presetId: TweakDBID)
native func SetIsMovingFast(instigator: wref<GameObject>, isFast: Bool)
native func SetPlayerAimWeaponPositionProvider(instigator: wref<GameObject>, positionProvider: ref<IPositionProvider>)
native func UnregisterLookAtFilter(instigator: wref<GameObject>, filterTicket: TargetFilterTicket)