GenericDeviceOperation
Base: DeviceOperationBase
None.
| Property | Type | |
|---|---|---|
fxInstances | SVfxInstanceData[] | scripted |
transformAnimations | STransformAnimationData[] | scripted |
VFXs | SVFXOperationData[] | scripted |
SFXs | SSFXOperationData[] | scripted |
facts | SFactOperationData[] | scripted |
components | SComponentOperationData[] | scripted |
stims | SStimOperationData[] | scripted |
statusEffects | SStatusEffectOperationData[] | scripted |
damages | SDamageOperationData[] | scripted |
items | SInventoryOperationData[] | scripted |
teleport | STeleportOperationData | scripted |
meshesAppearence | CName | scripted |
playerWorkspot | SWorkspotData | scripted |
void Execute(WeakHandle<game.Object> owner) overrideRTTIvoid Restore(WeakHandle<game.Object> owner) overrideRTTIvoid ResolveTeleport(STeleportOperationData teleportArg, WeakHandle<game.Object> owner) RTTIvoid ResolveItems(SInventoryOperationData[] itemsArg, WeakHandle<game.Object> owner) RTTIvoid ResolveVFXs(SVFXOperationData[] VFXsArg, WeakHandle<game.Object> owner) RTTIvoid ResolveSFXs(SSFXOperationData[] SFXsArg, WeakHandle<game.Object> owner) RTTIvoid ResolveFacts(SFactOperationData[] factsArg, WeakHandle<game.Object> owner, bool? restore) RTTIvoid ResolveComponents(SComponentOperationData[] componentsData, WeakHandle<game.Object> owner) 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[] stimsArg, WeakHandle<game.Object> owner) RTTIvoid ResolveStatusEffects(SStatusEffectOperationData[] statusEffectsArg, WeakHandle<game.Object> owner) RTTIvoid ResolveDamages(SDamageOperationData[] damagesArg, 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