BlackICE Scripting

class

RadialWheelController

  • 46 properties
  • 70 functions

Extends game.ui.HUDGameController game.ui.WidgetGameController world.ui.IWidgetGameController ink.IWidgetController IScriptable ISerializable

Properties

PropertyTypeOffset
radialWeaponsWeaponRadialSlot?[]0x58 scripted
inputHintControllerRadialSlot?0x68 scripted
activeSlotTooltipRadialSlot?0x78 scripted
activeWeaponSlotTooltipRadialSlot?0x88 scripted
statusEffectsRadialSlot?0x98 scripted
pointerRefink.WidgetReference0xA8 scripted
patternPanelWidgetRefink.WidgetReference0x150 scripted
prevTabButtonRefink.WidgetReference0x168 scripted
nextTabButtonRefink.WidgetReference0x180 scripted
prevTabButtonWeakHandle<ink.ButtonController>0x228 scripted
nextTabButtonWeakHandle<ink.ButtonController>0x238 scripted
activeTabint0x248 scripted
patternWheelInkWidgetWeakHandle<ink.Widget>0x250 scripted
activeSlotWeaponRadialSlot?0x260 scripted
pointerWeakHandle<PointerController>0x270 scripted
activeIndexint0x280 scripted
initializedbool0x284 scripted
isActivebool0x285 scripted
pendingRadialSlotAsyncSpawnCountint0x288 scripted
consSlotCachedDatagame.InventoryItemData0x290 scripted
gadgetSlotCachedDatagame.InventoryItemData0x4F0 scripted
cyclingActionRegisteredCName0x750 scripted
registeredInputHintsgame.ui.InputHintData[]0x758 scripted
applyInputHintgame.ui.InputHintData0x768 scripted
cycleInputHintDataLeftgame.ui.InputHintData0x7C0 scripted
cycleInputHintDataRightgame.ui.InputHintData0x818 scripted
UI_MoveUpInputHintgame.ui.InputHintData0x870 scripted
UI_MoveDownInputHintgame.ui.InputHintData0x8C8 scripted
inspectWeaponsInputHintgame.ui.InputHintData0x920 scripted
radialModeERadialMode0x978 scripted
inventoryManagerInventoryDataManagerV2?0x980 scripted
equipmentSystemWeakHandle<EquipmentSystem>0x990 scripted
transactionSystemWeakHandle<game.TransactionSystem>0x9A0 scripted
playerPuppetWeakHandle<PlayerPuppet>0x9B0 scripted
quickSlotBlackboardWeakHandle<game.IBlackboard>0x9C0 scripted
QuickSlotBlackboardDefUI_QuickSlotsDataDef?0x9D0 scripted
axisInputCallbackIDred.CallbackObject?0x9E0 scripted
UISystemBBWeakHandle<game.IBlackboard>0x9F0 scripted
UISystemDefUI_SystemDef?0xA00 scripted
isInMenuCallbackIDred.CallbackObject?0xA10 scripted
equipmentUIBlackboardWeakHandle<game.IBlackboard>0xA20 scripted
EquipmentBlackboardDefUI_EquipmentDef?0xA30 scripted
equipmentUICallbackIDred.CallbackObject?0xA40 scripted
cineCamUIBlackboardWeakHandle<game.IBlackboard>0xA50 scripted
AutodriveBlackboardDefUI_AutodriveDataDef?0xA60 scripted
cineCamUICallbackIDred.CallbackObject?0xA70 scripted

Functions

  • void HandleEquipmentChangeByTask(SPaperdollEquipData eqData) RTTI
  • void HandleEquipmentChangeTask(game.ScriptTaskData data) RTTI
  • bool OnInitialize() RTTI
  • bool OnLateInit(LateInit evt) RTTI
  • bool OnUninitialize() RTTI
  • void SetActiveContetnt(int tabId) RTTI
  • bool OnPressTab0(ink.PointerEvent evt) RTTI
  • bool OnPressTab1(ink.PointerEvent evt) RTTI
  • void NextTab() RTTI
  • void PreviousTab() RTTI
  • bool IsPatternWheelEnabled() RTTI
  • void RegisterBlackboards(bool shouldRegister) RTTI
  • void Shutdown() RTTI
  • void SendPSMRadialCloseRequest() RTTI
  • void UpdateRequired() overrideRTTI
  • int GetValidNeighbouringIndex(game.InventoryItemData[] arr, int fromIndex, bool searchNext) RTTI
  • void CacheData() RTTI
  • void CacheAllInputHintData() RTTI
  • void CacheInputHintData(game.ui.InputHintData inputHintData, CName action, CName source, int queuePriority, int sortingPriority, string localizedLabel) RTTI
  • Vector2 ConvertMarginToVector(ink.Margin margin) RTTI
  • WeaponRadialSlot? DetermineActiveSlot(float angle) RTTI
  • bool SetActiveSlot(WeaponRadialSlot newActiveSlot) RTTI
  • bool IsGadgetOrConsumableSlot(WeaponRadialSlot slot) RTTI
  • float ConvertVectorToAngle(Vector4 input) RTTI
  • void SpawnRadialWeapons() RTTI
  • bool SpawnSlotWidget(RadialSlot slot) RTTI
  • bool OnSlotWidgetSpawned(ink.Widget widget, IScriptable userData) RTTI
  • void SetupWidgetForSlot(ink.Widget widget, RadialSlot slot) RTTI
  • void RefreshSlots() RTTI
  • void RefreshWeapons() RTTI
  • void RefreshHotkeys() RTTI
  • void RefreshHotkey(CyclableRadialSlot slot) RTTI
  • void RefreshCyberware() RTTI
  • bool BindItem(CyclableRadialSlot slot, EHotkeyRequestType requestType) RTTI
  • bool DrawItem(RadialSlot slot) RTTI
  • void ApplySlot(RadialSlot slot) RTTI
  • void DisarmPlayer() RTTI
  • void CycleSlot(WeaponRadialSlot cyclableWeaponSlot, CName actionName) RTTI
  • void CycleWeapons(WeaponRadialSlot cyclableWeaponSlot, bool next) RTTI
  • void CycleHotkeys(CyclableRadialSlot cyclableSlot, bool next) RTTI
  • void CycleCyberware(CyclableRadialSlot cyclableSlot) RTTI
  • void UpdatePointer(Vector4 rawInputVector, float rawAngle) RTTI
  • void UpdateStatusEffects() RTTI
  • void UpdateActiveTooltip() RTTI
  • void RestoreCachedSlots() RTTI
  • void ClearInputHints() RTTI
  • void UpdateInputHints() RTTI
  • void AddInputHint(game.ui.InputHintData inputHint, bool add) RTTI
  • void SendInputHintEvent(game.ui.InputHintData inputHint, bool show) RTTI
  • bool OnOpenWheelRequest(QuickSlotButtonHoldStartEvent evt) RTTI
  • bool OnForceRadialWheelShutdown(ForceRadialWheelShutdown evt) RTTI
  • bool OnForceRadialWheelRebuild(ForceRadialWheelRebuild evt) RTTI
  • bool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer) RTTI
  • bool OnRadialAngleChanged(Vector4 v) RTTI
  • bool OnIsInMenuChanged(bool param) RTTI
  • bool OnCineCamChanged(bool param) RTTI
  • void HandleEquipmentChange(SPaperdollEquipData data) RTTI
  • InventoryItemDisplayController? GetController(RadialSlot slot) RTTI
  • bool CanPlayerCycleCyberware() RTTI
  • game.InventoryItemData[] GetValidItemsForMiscSlot(CyclableRadialSlot cyclableSlot) RTTI
  • bool CanPlayerCycleMisc(CyclableRadialSlot cyclableSlot) RTTI
  • bool CanPlayerCycleSlot(CyclableRadialSlot slot) RTTI
  • WeakHandle<game.ItemData>[] GetWeapons() RTTI
  • game.InventoryItemData GetValidCombatCyberware() RTTI
  • game.InventoryItemData GetBaseFists() RTTI
  • WeakHandle<EquipmentSystem> GetEquipmentSystem() RTTI
  • WeakHandle<game.ItemData> GetItemData(game.ItemID itemID) RTTI
  • game.InventoryItemData GetInventoryItemData(RadialSlot slot) RTTI
  • game.ItemID GetItemID(RadialSlot slot) RTTI
  • game.Object? GetPlayer() RTTI