DeviceOperations
Base: IScriptable
BaseActionOperations, BaseStateOperations, CustomActionOperations, DoorStateOperations, FocusModeOperations, HitOperations, InteractionAreaOperations, SensesOperations, TriggerVolumeOperations
| Property | Type | |
|---|---|---|
components | WeakHandle<ent.IPlacedComponent>[] | scripted |
fxInstances | SVfxInstanceData[] | scripted |
void RequestComponents(ent.EntityRequestComponentsInterface ri) RTTIvoid TakeControl(ent.EntityResolveComponentsInterface ri) RTTIvoid ToggleOperation(bool enable, int index) RTTIbool IsOperationEnabled(int index) RTTIvoid SetDelayIdOnOperation(game.DelayID delayId, int operationID) RTTIvoid ClearDelayIdOnOperation(int operationID) RTTIvoid SendToggleOperataionEvent(bool enable, int index, EOperationClassType type, WeakHandle<game.Object> owner) RTTIvoid DelayOperation(SBaseDeviceOperationData operation, WeakHandle<game.Object> owner) RTTIvoid Execute(SBaseDeviceOperationData operation, WeakHandle<game.Object> owner) RTTIvoid Restore(SBaseDeviceOperationData operation, WeakHandle<game.Object> owner) RTTIvoid ResolveDisable(bool disable, WeakHandle<game.Object> owner) RTTIvoid ResolveOperations(SToggleOperationData[] operations, WeakHandle<game.Object> owner) RTTIvoid ResolveTeleport(STeleportOperationData teleport, WeakHandle<game.Object> owner) RTTIvoid ResolveItems(SInventoryOperationData[] items, WeakHandle<game.Object> owner) RTTIvoid ResolveVFXs(SVFXOperationData[] VFXs, WeakHandle<game.Object> owner) RTTIvoid ResolveSFXs(SSFXOperationData[] SFXs, WeakHandle<game.Object> owner) RTTIvoid ResolveFacts(SFactOperationData[] facts, WeakHandle<game.Object> owner) RTTIvoid ResolveComponents(SComponentOperationData[] componentsData) RTTIvoid ResolveMeshesAppearence(CName appearanceName, WeakHandle<game.Object> owner) RTTIvoid ResolveTransformAnimations(STransformAnimationData[] animations, WeakHandle<game.Object> owner) RTTIvoid ResolveWorkspots(SWorkspotData workspot, WeakHandle<game.Object> owner) RTTIvoid ResolveStims(SStimOperationData[] stims, WeakHandle<game.Object> owner) RTTIvoid ResolveStatusEffects(SStatusEffectOperationData[] statusEffects, WeakHandle<game.Object> owner) RTTIvoid ResolveDamages(SDamageOperationData[] damages, WeakHandle<game.Object> owner) RTTIvoid EnterWorkspot(Device target, game.Object activator, bool? freeCamera, CName? componentName) RTTIvoid LeaveWorkspot(game.Object activator) RTTIgame.FxInstance? GetFxInstance(CName id) RTTIvoid RemoveFxInstance(CName id) RTTIgame.FxInstance? CreateFxInstance(WeakHandle<game.Object> owner, CName id, game.FxResource resource, WorldTransform transform) RTTIvoid StoreFxInstance(CName id, game.FxInstance fx) RTTI