REDNODE / GAME API

gameuiCrosshairBaseGameController

classnative

extends inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable

Extended by 24 types

BaseTechCrosshairController Crosshair_ChargeBar Crosshair_Custom_HMG Crosshair_Melee_Hammer Crosshair_Melee_Knife Crosshair_Melee_Misc Crosshair_Power_Defender Crosshair_Power_Overture Crosshair_Power_Saratoga Crosshair_Power_Tactician Crosshair_Tech_Omaha CrosshairGameController_Basic CrosshairGameController_Jailbreak_Power CrosshairGameController_Jailbreak_Smart CrosshairGameController_Jailbreak_Tech CrosshairGameController_Launcher CrosshairGameController_Mantis_Blade CrosshairGameController_NoWeapon CrosshairGameController_Rasetsu CrosshairGameController_Simple CrosshairGameController_Smart_Rifl gameuiCrosshairBaseMelee gameuiDriverCombatMountedMissileLauncherCrosshairGameController gameuiDriverCombatMountedPowerWeaponCrosshairGameController

Properties 27

NameTypeFlags
bulletSpreedBlackboardIdref<CallbackHandle>scriptedprivate
crosshairStategamePSMCrosshairStatesscriptedprivate
crosshairStateBlackboardIdref<CallbackHandle>scriptedprivate
currentAimTargetBBIDref<CallbackHandle>scriptedprivate
currentRaycastTargetBBIDref<CallbackHandle>scriptedprivate
deadEyeAnimProxyref<inkAnimProxy>scriptedprotected
deadEyeWidgetinkWidgetRefscriptedprotected
detailsinkWidgetRefoverriding
hasDeadEyeBoolscriptedprotected
healthListenerref<CrosshairHealthChangeListener>scriptedprivate
isActiveBooloverriding
isCamoActiveOnPlayerBoolscriptedprotected
isTargetDeadBoolscriptedprivate
lastGUIStateUpdateFrameUint64scriptedprivate
opticalCamoListenerref<OpticalCamoListener>scriptedprivate
playerPuppetwref<GameObject>scriptedprotected
psmBlackboardwref<IBlackboard>scriptedprotected
raycastTargetEntitywref<Entity>scriptedprotected
rootWidgetwref<inkWidget>scriptedprotected
staminaChangedCallbackref<CallbackHandle>scriptedprivate
staminaListenerref<CrosshairStaminaListener>scriptedprivate
targetAttitudeBBIDref<CallbackHandle>scriptedprivate
targetBBwref<IBlackboard>scriptedprotected
targetDistanceBBIDref<CallbackHandle>scriptedprivate
targetEntitywref<Entity>scriptedprotected
visionStategamePSMVisionscriptedprivate
weaponBBwref<IBlackboard>scriptedprotected

Methods 46

protected func ApplyCrosshairGUIState(state: CName, aimedAtEntity: ref<Entity>)scripted
protected func GetCrosshairState() -> gamePSMCrosshairStatesscripted
protected final func GetCurrentCrosshairGUIState() -> CNamescripted
protected func GetDistanceToTarget() -> Floatscripted
protected final func GetGame() -> GameInstancescripted
public func GetIntroAnimation(firstEquip: Bool) -> ref<inkAnimProxy>scripted
public func GetOutroAnimation() -> ref<inkAnimProxy>scripted
protected final func GetUIActiveWeaponBlackboard() -> ref<IBlackboard>scripted
protected final func GetVisionState() -> gamePSMVisionscripted
native func GetWeaponItemObject() -> ref<ItemObject>
native func GetWeaponLocalBlackboard() -> ref<IBlackboard>
native func GetWeaponRecordID() -> ItemID
public func HandleDeadEye()scripted
protected final func IsActive() -> Boolscripted
native func IsTargetWithinWeaponEffectiveRange(distanceToTarget: Float) -> Bool
protected cb func OnBulletSpreadChanged(spread: Vector2) -> Boolscripted
protected func OnCrosshairStateChange(oldState: gamePSMCrosshairStates, newState: gamePSMCrosshairStates)scripted
protected cb func OnCurrentAimTarget(entId: EntityID) -> Boolscripted
protected cb func OnCurrentRaycastTarget(id: EntityID) -> Boolscripted
protected cb func OnDeadEyeAnimFinished(anim: ref<inkAnimProxy>) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnNPCStatsChanged(value: Variant) -> Boolscripted
protected cb func OnPlayerAttach(playerPuppet: ref<GameObject>) -> Boolscripted
protected cb func OnPlayerDetach(playerPuppet: ref<GameObject>) -> Boolscripted
protected cb func OnPreIntro() -> Boolscripted
protected cb func OnPreOutro() -> Boolscripted
protected cb func OnPSMCrosshairStateChanged(value: Int32) -> Boolscripted
protected cb func OnRefreshCrosshairEvent(evt: ref<RefreshCrosshairEvent>) -> Boolscripted
protected func OnState_Aim()scripted
protected func OnState_GrenadeCharging()scripted
protected func OnState_HipFire()scripted
protected func OnState_LeftHandCyberware()scripted
protected func OnState_Reload()scripted
protected func OnState_ReloadDriverCombatMountedWeapons()scripted
protected func OnState_Safe()scripted
protected func OnState_Scanning()scripted
protected func OnState_Sprint()scripted
protected cb func OnTargetAttitudeChanged(attitude: Int32) -> Boolscripted
protected cb func OnTargetDistanceChanged(distance: Float) -> Boolscripted
protected cb func OnUninitialize() -> Boolscripted
public final func QueueCrosshairRefresh()scripted
protected final func RegisterTargetCallbacks(register: Bool)scripted
public final func SetCamoActiveOnPlayer(value: Bool)scripted
protected final func UpdateCrosshairGUIState(force: Bool)scripted
protected final func UpdateCrosshairState()scripted
public final func UpdateTPPDriverCombatCrosshair(value: Bool)scripted