REDNODE / GAME API

vehicleCinematicCameraComponent

classnative

extends CameraComponent › entCameraComponent › IPlacedComponent › IComponent › IScriptable › ISerializable

Properties 12

NameTypeFlags
consecutiveDynamicShotsProbabilityBonusInt32scriptedpublic
consecutiveStaticShotsProbabilityBonusInt32scriptedpublic
currentShotref<vehicleCinematicCameraShot>scriptedprivate
groupsarray<vehicleCinematicCameraShotGroup>overriding
lastChangeTimeFloatscriptedprivate
lastShotref<vehicleCinematicCameraShot>scriptedprivate
maxDistanceFromCameraToHaveProbabilityBonusForShotFloatscriptedpublic
maxProbabilityBonusFromCameraProximityToShotFloatscriptedpublic
middleZoneSizeForShotSelectionFloatscriptedpublic
shotChangeRequestedBoolscriptedprivate
targetTransformWorldTransformoverriding
teleportThisFrameBooloverriding

Methods 13

private final func ChangeCameraShot(context: vehicleCinematicCameraShotUpdateContext)scripted
native func CheckCollisionsAtPosition(position: Vector3) -> Bool
native func CheckIfHasLineOfSightWithVehicle(position: Vector3) -> Bool
native func CheckIfShotIsObstructed(position: Vector3, direction: Vector3) -> Bool
native func CheckIfVehicleIsInFrustum() -> Bool
private final func ExtractShotsFromGroup(group: ref<vehicleCinematicCameraShotGroup>, context: vehicleCinematicCameraShotUpdateContext, shots: script_ref<array<ref<vehicleCinematicCameraShot>>>)scripted
native func GetEngineTime() -> EngineTime
native func GetGroup(index: Int32) -> ref<vehicleCinematicCameraShotGroup>
native func GetGroupCount() -> Int32
public final const func GetLastShot() -> ref<vehicleCinematicCameraShot>scripted
public final const func GetWorldPosition() -> WorldPositionscripted
private final func SelectRandomShot(possibleShots: array<ref<vehicleCinematicCameraShot>>, context: vehicleCinematicCameraShotUpdateContext) -> ref<vehicleCinematicCameraShot>scripted
public final func UpdateCameraState(context: vehicleCinematicCameraShotUpdateContext)scripted