VehicleObject
classnative name vehicleBaseObjectnative
extends GameObject › GameEntity › Entity › IScriptable › ISerializable
Extended by 3 types
Properties 28
| Name | Type | Flags |
|---|---|---|
abandoned | Bool | scriptedprivate |
archetype | rRef<AIArchetype> | overriding |
attitudeAgent | ref<AttitudeAgent> | scriptedprivate |
bumpedRecently | Int32 | scriptedprivate |
bumpTimestamp | Float | scriptedprivate |
crowdMemberComponent | ref<CrowdMemberBaseComponent> | scriptedprotected |
currentlyUploadingAction | wref<ScriptableDeviceAction> | scriptedprivate |
driverUnconscious | Bool | scriptedprivate |
drivingTrafficPattern | CName | scriptedprivate |
fearInside | Bool | scriptedprivate |
gotStuckIncrement | Int32 | scriptedprivate |
hasReactedToStimuli | Bool | scriptedprivate |
hitByPlayer | Bool | scriptedprivate |
hitTimestamp | Float | scriptedprivate |
inTrafficLane | Bool | scriptedprivate |
isQhackUploadInProgress | Bool | scriptedprivate |
isVehicleOnStateLocked | Bool | overridingpersistent |
minUnconsciousImpact | Float | scriptedprivate |
onPavement | Bool | scriptedprivate |
photoModeActiveListener | ref<CallbackHandle> | scriptedprivate |
reactionTriggerEvent | ref<HandleReactionEvent> | scriptedprivate |
timesSentReactionEvent | Int32 | scriptedprivate |
timesToResendHandleReactionEvent | Int32 | scriptedprivate |
triggerPanicDrivingEventDelayID | DelayID | scriptedprivate |
uiComponent | wref<WorldWidgetComponent> | scriptedprivate |
vehicleComponent | wref<VehicleComponent> | scriptedprivate |
vehicleUpsideDown | Bool | scriptedprivate |
waitForPassengersToSpawnEventDelayID | DelayID | scriptedprivate |
Methods 203
native func ActivateNetrunnerQuickhack(chooseHack: VehicleNetrunnerQuickhackType)
native func ActivateTemporaryLossOfControl()native func AddCollisionForce(force: Vector4)
native func ApplyAvgZOffset()public final func ApplyDamagesToDriver(evt: ref<gameHitEvent>)scripted
native func ApplyPermanentStun()native func AreFrontWheelsCentered() -> Bool
private final func CanNPCsLeaveVehicle() -> Boolscripted
public const func CanRevealRemoteActionsWheel() -> Boolscripted
native const func CanStartPanicDriving() -> Bool
native const func CanSwitchWeapons() -> Bool
native func CanUnmount(isPlayer: Bool, mountedObject: wref<GameObject>, opt checkSpecificDirection: vehicleExitDirection) -> vehicleUnmountPosition
native const func CommandsFromDriverEnabled() -> Bool
public const func CompileScannerChunks() -> Boolscripted
public final func ComputeIsVehicleUpsideDown() -> Boolscripted
protected func DamagePipelineFinalized(evt: ref<gameHitEvent>)scripted
native func DestructionResetGlass()native func DestructionResetGrid()native func DetachAllParts()native func DetachPart(partName: CName)
native func DetermineCoolExitImpulseLevel(mountedObject: wref<GameObject>, maxImpulseHeightThreshold: Float, minImpulseHeightThreshold: Float) -> vehicleCoolExitImpulseLevel
native func EnableAirControl(toggle: Bool)
native func EnableHighPriorityPanicDriving()native func EnableNPCCombat(enable: Bool)
private final func EscalateBumpVehicleReaction()scripted
native func EverPerformedChase() -> Bool
protected final func ExecuteVisualCustomizationWithDelay(set: Bool, reset: Bool, instant: Bool, opt delay: Float)scripted
native func ForceBrakesFor(seconds: Float)
native func ForceBrakesUntilStoppedOrFor(secondsToTimeout: Float, opt callback: ref<vehicleForceBrakesCallbackListener>)
native func GetAccessoryController() -> ref<vehicleController>
native const func GetActiveWeapons(out weaponList: array<wref<WeaponObject>>)
native const func GetAIComponent() -> ref<AIVehicleAgent>
native func GetAnimsetOverrideForPassenger(slotName: CName) -> CName
native func GetAnimsetOverrideForPassengerFromBoneName(boneName: CName) -> CName
native func GetAnimsetOverrideForPassengerFromSlotName(slotName: CName) -> CName
public const func GetAttitudeAgent() -> ref<AttitudeAgent>scripted
native func GetBlackboard() -> ref<IBlackboard>
native func GetBoneNameFromSlot(slotName: CName) -> CName
native func GetCameraManager() -> ref<VehicleCameraManager>
native func GetCollisionForce() -> Vector4
protected final const func GetControllerPersistentState() -> ref<PersistentState>scripted
public final const func GetCrowdMemberComponent() -> ref<CrowdMemberBaseComponent>scripted
public func GetCurrentlyUploadingAction() -> ref<ScriptableDeviceAction>scripted
public const func GetCurrentOutline() -> EFocusOutlineTypescripted
native func GetCurrentRadioIndex() -> Uint32
native const func GetCurrentSlotEstimatedTimeToArrival() -> Float
native const func GetCurrentSlotLocalPathLength() -> Float
native const func GetCurrentSlotLocalPathProgression() -> Float
public final func GetCurrentSpeed() -> Floatscripted
native const func GetCustomizationComponent() -> ref<VehicleCustomizationComponent>
public final func GetCustomizationWidgets() -> array<ref<WorldWidgetComponent>>scripted
public const func GetDefaultHighlight() -> ref<FocusForcedHighlightData>scripted
public const func GetDeviceLink() -> ref<VehicleDeviceLinkPS>scripted
native const func GetDistanceToPlayerSquared() -> Float
native func GetLinearVelocity() -> Vector4
native const func GetPoliceStrategy() -> vehiclePoliceStrategy
native const func GetPoliceStrategyDestination() -> Vector3
public const func GetPSClassName() -> CNamescripted
native func GetRadioReceiverStationName() -> CName
native func GetRadioReceiverTrackName() -> CName
native const func GetRecord() -> wref<Vehicle_Record>
native const func GetRecordID() -> TweakDBID
native func GetSlotIdForMountedObject(mountedObject: wref<GameObject>) -> CName
native const func GetTimeChasingTarget() -> Float
native func GetTotalMass() -> Float
native func GetUIComponents() -> array<ref<WorldWidgetComponent>>
public const func GetVehicleComponent() -> ref<VehicleComponent>scripted
public const func GetVehiclePS() -> ref<VehicleComponentPS>scripted
public final func GetVehicleType() -> gamedataVehicleTypescripted
private final func HandleTrafficBump(impact: Float)scripted
native func HasOccupantSlot(slotName: CName) -> Bool
native const func HasPassengers() -> Bool
native const func HasTrafficSlot() -> Bool
public final const func IsAbandoned() -> Boolscripted
private final const func IsActionQueueEnabled() -> Boolscripted
private final const func IsActionQueueFull() -> Boolscripted
native const func IsAirControlEnabled() -> Bool
native func IsArmedVehicle() -> Bool
native const func IsAutoDriveModeEnabled() -> Bool
native const func IsChasingTarget() -> Bool
native const func IsCrowdVehicle() -> Bool
public final const func IsDestroyed() -> Boolscripted
native const func IsEngineTurnedOn() -> Bool
native const func IsExecutingAnyCommand() -> Bool
native const func IsFlippedOver() -> Bool
public const func IsGameplayRelevant() -> Boolscripted
native const func IsHackable() -> Bool
native const func IsInAir() -> Bool
public final func IsInTrafficLane() -> Boolscripted
native func IsInTrafficPhysicsState() -> Bool
native const func IsLeaningOnOneWheel() -> Bool
public const func IsNetrunner() -> Boolscripted
native func IsNPCShooting() -> Bool
public final func IsOnPavement() -> Boolscripted
native const func IsPerformingPanicDriving() -> Bool
native const func IsPerformingSceneAnimation() -> Bool
native const func IsPlayerActiveVehicle() -> Bool
native const func IsPlayerDriver() -> Bool
native const func IsPlayerMounted() -> Bool
native const func IsPlayerVehicle() -> Bool
public const func IsPrevention() -> Boolscripted
public const func IsQuest() -> Boolscripted
public const func IsQuickHackAble() -> Boolscripted
public const func IsQuickHacksExposed() -> Boolscripted
native func IsRadioReceiverActive() -> Bool
native const func IsSkidding(wheelSlipThreshold: Float) -> Bool
public final const func IsStolen() -> Boolscripted
private final func IsTargetClose(targetPosition: Vector4, distance: Float) -> Boolscripted
public const func IsVehicle() -> Boolscripted
native const func IsVehicleAccelerateQuickhackActive() -> Bool
native const func IsVehicleForceBrakesQuickhackActive() -> Bool
native const func IsVehicleInsideInnerAreaOfAreaSpeedLimiter() -> Bool
native const func IsVehicleOnStateLocked() -> Bool
native const func IsVehicleParked() -> Bool
native const func IsVehicleRemoteControlled() -> Bool
native const func IsVehicleTurnedOn() -> Bool
public final func IsVehicleUpsideDown() -> Boolscripted
native func LockVehicleOnState(shouldLock: Bool)
protected func MarkAsQuest(isQuest: Bool)scripted
native func NextRadioReceiverStation()native func NotifyWindowChange(windowName: CName, isOpened: Bool)
native func NPCShoot(target: Vector4, projectiles: Uint32)
protected cb func OnCheckVehicleVisialCustomizationDistanceTermination(evt: ref<CheckVehicleVisialCustomizationDistanceTermination>) -> Boolscripted
protected cb func OnCrowdSettingsEvent(evt: ref<CrowdSettingsEvent>) -> Boolscripted
protected cb func OnDamageReceived(evt: ref<gameDamageReceivedEvent>) -> Boolscripted
protected cb func OnDelayReactionToMissingPassengersEvent(evt: ref<DelayReactionToMissingPassengersEvent>) -> Boolscripted
protected cb func OnDetach() -> Boolscripted
protected cb func OnDeviceLinkRequest(evt: ref<DeviceLinkRequest>) -> Boolscripted
protected cb func OnEventReceived(stimEvent: ref<StimuliEvent>) -> Boolscripted
protected cb func OnGameAttached() -> Boolscripted
protected cb func OnHandleReactionEvent(evt: ref<HandleReactionEvent>) -> Boolscripted
protected cb func OnHit(evt: ref<gameHitEvent>) -> Boolscripted
private final func OnHitSounds(hitEvent: ref<gameHitEvent>)scripted
protected cb func OnHUDInstruction(evt: ref<HUDInstruction>) -> Boolscripted
protected cb func OnInCrowd(evt: ref<InCrowd>) -> Boolscripted
protected cb func OnLookedAtEvent(evt: ref<LookedAtEvent>) -> Boolscripted
protected cb func OnMountingEvent(evt: ref<MountingEvent>) -> Boolscripted
protected cb func OnNewVehicleVisualCustomizationEvent(evt: ref<NewVehicleVisualCustomizationEvent>) -> Boolscripted
protected cb func OnOffPavement(evt: ref<OffPavement>) -> Boolscripted
protected cb func OnOutOfCrowd(evt: ref<OutOfCrowd>) -> Boolscripted
protected cb func OnPavement(evt: ref<OnPavement>) -> Boolscripted
protected cb func OnProcessVehicleVisualCustomizationLights(evt: ref<VehicleCustomizationLightsEvent>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnSetExposeQuickHacks(evt: ref<SetExposeQuickHacks>) -> Boolscripted
protected cb func OnStealVehicleEvent(evt: ref<StealVehicleEvent>) -> Boolscripted
protected cb func OnStuckEvent(evt: ref<VehicleStuckEvent>) -> Boolscripted
protected cb func OnSwitchVehicleVisualCustomizationStateEvent(evt: ref<SwitchVehicleVisualCustomizationStateEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnTeleport() -> Boolscripted
protected cb func OnTrafficAudioEvent(evt: ref<TrafficAudioEvent>) -> Boolscripted
protected cb func OnTriggerPanicDrivingEvent(evt: ref<TriggerPanicDrivingEvent>) -> Boolscripted
protected cb func OnUnableToStartPanicDriving(evt: ref<VehicleUnableToStartPanicDriving>) -> Boolscripted
protected cb func OnUnmountingEvent(evt: ref<UnmountingEvent>) -> Boolscripted
protected cb func OnUploadProgressStateChanged(evt: ref<UploadProgramProgressEvent>) -> Boolscripted
protected cb func OnVehicleBumpEvent(evt: ref<VehicleBumpEvent>) -> Boolscripted
protected cb func OnVehicleDestructionEvent(evt: ref<gameVehicleDestructionEvent>) -> Boolscripted
protected cb func OnVehicleFinishedMounting(evt: ref<VehicleFinishedMountingEvent>) -> Boolscripted
protected cb func OnVehicleFlippedOverEvent(evt: ref<VehicleFlippedOverEvent>) -> Boolscripted
protected cb func OnWaitForPassengersToSpawnEvent(evt: ref<WaitForPassengersToSpawnEvent>) -> Boolscripted
protected cb func OnWorkspotFinished(componentName: CName) -> Boolscripted
private final func PanicDrivingBehavior()scripted
native func PhysicsWakeUp()public final func PlayVehicleVisualCustomizationShader(play: Bool, opt instant: Bool, opt affectRims: Bool)scripted
native func PreHijackPrepareDriverSlot()public func ReactToHitProcess(hitEvent: ref<gameHitEvent>)scripted
public final const func RecordHasTag(tag: CName) -> Boolscripted
public final const func RecordHasTag(vehicleRecord: ref<Vehicle_Record>, tag: CName) -> Boolscripted
private final func ReevaluateStealing(character: wref<GameObject>, slotID: CName, stealingAction: Bool) -> Boolscripted
private final func ResendHandleReactionEvent()scripted
private final func ResetReactionSequenceOfAllPassengers()scripted
private final func ResetTimesSentReactionEvent()scripted
native func SendDelayedFinishedMountingEventToPS(isMounting: Bool, slotID: CName, character: ref<GameObject>, delay: Float)
protected func SendEventToDefaultPS(evt: ref<Event>)scripted
protected func SendQuickhackCommands(shouldOpen: Bool)scripted
public func SetCurrentlyUploadingAction(action: ref<ScriptableDeviceAction>)scripted
native func SetDestructionGridPointValues(layer: Uint32, values: array<Float>[15], accumulate: Bool)
native func SetHasExploded()private final func SetInteriorUIEnabled(enabled: Bool)scripted
native func SetIsHackable(enable: Bool)
native func SetPoliceStrategy(strategy: vehiclePoliceStrategy)
native func SetPoliceStrategyDestination(dest: Vector4)
native func SetRadioReceiverStation(stationIndex: Uint32)
native func SetRadioTier(radioTier: Uint32, overrideTier: Bool)
native func SetVehicleRemoteControlled(enable: Bool, shouldUnseatPassengers: Bool, shouldModifyInteractionState: Bool)
native func ShouldDamageSystemIgnoreHit(hitComponentName: CName) -> Bool
public final func ShouldPreventionReactToExplosion() -> Boolscripted
public const func ShouldRegisterToHUD() -> Boolscripted
public const func ShouldShowScanner() -> Boolscripted
private final func StealVehicle(thief: wref<GameObject>)scripted
private final func SyncVehicleVisualCustomizationDefinition()scripted
native func ToggleHorn(toggle: Bool, opt isPolice: Bool)
native func ToggleRadioReceiver(toggle: Bool)
native func ToggleSiren(toggle: Bool)
native func ToggleVehicleRemoteControlCamera()private final func TriggerDrivingPanicBehavior(threatPosition: Vector4)scripted
public final func TriggerExitBehavior(opt maxDelayOverride: Float)scripted
private final func TriggerFearInsideVehicleBehavior()scripted
private final func TriggerUnconsciousBehaviorForPassengers()scripted
native func TrySetHitCooldown() -> Bool
native func TurnEngineOn(on: Bool)
native func TurnVehicleOn(on: Bool)
native func WasRadioReceiverPlaying() -> Bool