SensorDevice class
SensorDevice
Inheritance
Base: ExplosiveDevice
Derived
SecurityTurret, SniperNest, SurveillanceCamera
Properties
| Property | Type | |
|---|---|---|
attitudeAgent | game.AttitudeAgent? | scripted |
senseComponent | sense.Component? | scripted |
visibleObjectComponent | sense.VisibleObjectComponent? | scripted |
forwardFaceSlotComponent | ent.SlotComponent? | scripted |
targetingComponent | game.TargetingComponent? | scripted |
targetTrackerComponent | AITargetTrackerComponent? | scripted |
cameraComponentInverted | game.CameraComponent? | scripted |
targets | Target?[] | scripted |
currentlyFollowedTarget | WeakHandle<game.Object> | scripted |
currentLookAtEventVert | ent.LookAtAddEvent? | scripted |
currentLookAtEventHor | ent.LookAtAddEvent? | scripted |
HPListenersList | TargetedObjectDeathListener?[] | scripted |
sensorDeviceState | ESensorDeviceStates | scripted |
sensorWakeState | ESensorDeviceWakeState | scripted |
sensorWakeStatePrevious | ESensorDeviceWakeState | scripted |
targetingDelayEventID | game.DelayID | scripted |
hack_isTargetingDelayEventFilled | bool | scripted |
currentResolveDelayEventID | game.DelayID | scripted |
hack_isResolveDelayEventFilled | bool | scripted |
animFeatureData | AnimFeature_SensorDevice? | scripted |
animFeatureDataName | CName | scripted |
targetLostBySensesDelayEventID | game.DelayID | scripted |
hack_isTargetLostBySensesDelEvtFilled | bool | scripted |
initialAttitude | CName | scripted |
detectionFactorMultiplier | float | scripted |
taggedListenerCallback | red.CallbackObject? | scripted |
lightScanRefs | game.LightComponent?[] | scripted |
lightAttitudeRefs | game.LightComponent?[] | scripted |
lightInfoRefs | game.LightComponent?[] | scripted |
lightColors | LedColors_SensorDevice | scripted |
deviceFXRecord | game.data.DeviceFX_Record? | scripted |
scanGameEffect | game.EffectInstance? | scripted |
scanFXSlotName | CName | scripted |
visionConeEffectInstance | game.EffectInstance? | scripted |
idleGameEffectInstance | game.EffectInstance? | scripted |
targetForcedFormTagKill | bool | scripted |
hasSupport | bool | scripted |
defaultSensePreset | TDBID | scripted |
keepHostilityTowardsPlayerHostiles | bool | scripted |
hostileUpdateTowardsPlayerHostilesDelayed | bool | scripted |
elementsToHideOnTCS | CName[] | scripted |
elementsToHideOnTCSRefs | ent.IPlacedComponent?[] | scripted |
previoustagKillList | WeakHandle<game.Object>[] | scripted |
playIdleSoundOnIdle | bool | scripted |
idleSound | CName | scripted |
idleSoundStop | CName | scripted |
soundDeviceON | CName | scripted |
soundDeviceOFF | CName | scripted |
idleSoundIsPlaying | bool | scripted |
soundDeviceDestroyed | CName | scripted |
soundDetectionLoop | CName | scripted |
soundDetectionLoopStop | CName | scripted |
isPLAYERSAFETargetLock | bool | scripted |
playerDetected | bool | scripted |
clientForceSetAnimFeature | bool | scripted |
playerControlData | PlayerControlDeviceData | scripted |
engineTimeInSec | float | scripted |
TCExitEngineTime | float | scripted |
hack_wasTargetReevaluated | bool | scripted |
hack_wasSSOutupFromSelf | bool | scripted |
degbu_SS_inputsSend | int | scripted |
debug_SS_inputsSendTargetLock | int | scripted |
debug_SS_inputsSendIntresting | int | scripted |
debug_SS_inputsSendLoseTarget | int | scripted |
debug_SS_outputRecieved | int | scripted |
debug_SS_outputFormSelfRecieved | int | scripted |
debug_SS_outputFromElseRecieved | int | scripted |
debug_SS_reevaluatesDone | int | scripted |
debug_SS_trespassingRecieved | int | scripted |
debug_SS_TargetAssessmentRequest | int | scripted |
minPitch | float | scripted |
maxPitch | float | scripted |
minYaw | float | scripted |
maxYaw | float | scripted |
Functions
void ResolveConnectionWithSecuritySystemByTask()RTTIvoid ResolveConnectionWithSecuritySystemTask(game.ScriptTaskData data)RTTIvoid ResolveConnectionWithSecuritySystem()RTTIvoid HandleSecuritySystemOutputByTask()RTTIvoid HandleSecuritySystemOutputTask(game.ScriptTaskData data)RTTIvoid HandleSecuritySystemOutput()RTTIbool OnRequestComponents(ent.EntityRequestComponentsInterface ri)overrideRTTIbool OnTakeControl(ent.EntityResolveComponentsInterface ri)overrideRTTIvoid OnMaraudersMapDeviceDebug(world.MaraudersMapDevicesSink sink)overrideRTTIvoid ResolveGameplayState()overrideRTTIbool OnPostInitialize(ent.PostInitializeEvent evt)overrideRTTIbool OnPreUninitialize(ent.PreUninitializeEvent evt)overrideRTTIbool OnGameAttached()overrideRTTIbool OnDetach()overrideRTTIbool OnAttitudeChanged(game.events.AttitudeChangedEvent evt)overrideRTTIbool IsSensor()overrideRTTIbool IsPrevention()overrideRTTIgame.data.DeviceFX_Record? GetDeviceFXRecord()RTTIbool IsSurveillanceCamera()RTTIbool HasSupport()RTTIvoid SetHasSupport(bool value)RTTIvoid CreateLightSettings()RTTIgame.AttitudeAgent? GetAttitudeAgent()overrideRTTIAITargetTrackerComponent? GetTargetTrackerComponent()overrideRTTIsense.Component? GetSensesComponent()overrideRTTIsense.VisibleObjectComponent? GetVisibleObjectComponent()RTTISensorDeviceController? GetController()overrideRTTISensorDeviceControllerPS? GetDevicePS()overrideRTTIAnimFeature_SensorDevice? GetAnimFeatureInCurrentState()RTTIbool IsPlayerSafeTargetLock()RTTIbool IsTargetForcedFromTagKill()RTTITarget?[] GetCurrentTargets()RTTIESensorDeviceStates GetSensorDeviceState()RTTICameraRotationData GetRotationData()RTTIvoid UpdateAnimFeatureWakeState()RTTIvoid ApplyAnimFeatureToReplicate(game.Object obj, CName inputName, anim.AnimFeature value)overrideRTTIWeakHandle<game.Object> GetCurrentlyFollowedTarget()RTTIvoid TurnOffDevice()overrideRTTIvoid TurnOffSenseComponent()RTTIbool OnTurnOnVisibilitySenseComponent(TurnOnVisibilitySenseComponent evt)RTTIvoid TurnOnDevice()overrideRTTIbool OnHit(game.events.HitEvent hit)overrideRTTIvoid DamagePipelineFinalized(game.events.HitEvent evt)overrideRTTIbool OnDeath(game.events.DeathEvent evt)overrideRTTIvoid DestroySensor()RTTIVector4 GetHitSourcePosition(ent.EntityID hitSourceEntityID)overrideRTTIVector4 GetPotentialHitSourcePosition(ent.EntityID hitSourceEntityID)RTTIvoid RegisterListenerOnTargetHP(game.Object target)RTTIvoid UnregisterListenerOnTargetHP(WeakHandle<game.Object> listeningObject, TargetedObjectDeathListener listener)RTTIvoid UnregisterListenerOnTargetHP(WeakHandle<game.Object> listeningObject, WeakHandle<game.Object> lostObject)RTTIbool OnUnregisterListenerOnTargetHPEvent(UnregisterListenerOnTargetHPEvent evt)RTTIvoid ClearAllHPListeners()RTTIbool OnSetJammedEvent(SetJammedEvent evt)RTTIbool SetAsIntrestingTarget(WeakHandle<game.Object> target)RTTIvoid OnValidTargetAppears(WeakHandle<game.Object> target)RTTIvoid OnCurrentTargetAppears(WeakHandle<game.Object> target)RTTIfloat GetBehaviourTimeToTakeAction()RTTIvoid ChangeTemporaryAttitude()RTTIvoid CacheInitialAttitude()RTTIvoid ClearInitialAttitude()RTTIbool IsTemporaryAttitudeChanged()RTTIvoid RevertTemporaryAttitude()RTTIbool OnQhackExecuted(QhackExecuted evt)RTTIvoid OnValidTargetDisappears(WeakHandle<game.Object> target)RTTIvoid OnAllValidTargetsDisappears()RTTIvoid ToggleAreaIndicator(bool turnOn)overrideRTTIvoid SendDisableAreaIndicatorEvent()overrideRTTIvoid StartLockingTarget(float lockingTime)RTTIvoid BreakTargeting()RTTIvoid BreakBehaviourResolve()RTTIbool OnTargetLocked(TargetLockedEvent evt)RTTIvoid SetQuestVisibility(bool isVisible)RTTIbool OnDetectionRiseEvent(DetectionRiseEvent evt)RTTIbool OnOnDetectedEvent(sense.OnDetectedEvent evt)RTTIbool OnOnRemoveDetection(sense.OnRemoveDetection evt)RTTIvoid SenseLoseTarget(game.Object target)RTTIbool OnLostTargetDelayFalsePositivesDelay(LostTargetDelayFalsePositivesDelay evt)RTTIbool OnEnterShapeEvent(sense.OnEnterShapeEvent evt)RTTIbool OnSenseVisibilityEvent(sense.VisibilityEvent evt)RTTIbool IsCurrentTargetOutOfSenseRange(game.Object lostTarget)RTTIfloat GetSenseRange()RTTIvoid LoseTargetFalsePositiveDelay(WeakHandle<game.Object> target)RTTIfloat GetDetectionFactor()RTTIbool OnSetDetectionMultiplier(SetDetectionMultiplier evt)RTTIvoid SetDetectionMultiplier(float multiplier)RTTIvoid CancelLosetargetFalsePositiveDelay()RTTIvoid CancelPLAYERSAFEDelayEvent()RTTIvoid ForceCancelAllForcedBehaviours()RTTIvoid RecognizeTarget(WeakHandle<game.Object> newObject, bool? questForcedIntresting)RTTIvoid LoseTarget(WeakHandle<game.Object> lostObject, bool? forceRemoveTarget)RTTIbool OnSecuritySystemEnabled(SecuritySystemEnabled evt)RTTIbool OnSecuritySystemSupport(SecuritySystemSupport evt)RTTIbool OnSecuritySystemOutput(SecuritySystemOutput evt)overrideRTTIbool OnSecuritySystemForceAttitudeChange(SecuritySystemForceAttitudeChange evt)overrideRTTIvoid BlinkSecurityLight(int howManyTimes)RTTIbool OnTargetAssessmentRequest(TargetAssessmentRequest evt)RTTIbool OnReprimandUpdate(ReprimandUpdate evt)RTTIvoid StartReprimand()RTTIvoid BreakReprimand(bool? wasSucesfull)RTTIvoid SendDefaultSSNotification(WeakHandle<game.Object> target, bool securityIntresting)RTTIvoid SetSensePresetBasedOnSSState()RTTIWeakHandle<game.Object> GetForcedTargetObject()RTTIbool OnStartFollowingForcedTarget(QuestFollowTarget evt)RTTIbool OnStopFollowingForcedTarget(QuestStopFollowingTarget evt)RTTIbool OnStartQuestLookAtTarget(QuestLookAtTarget evt)RTTIbool OnStopQuestStopLookAtTarget(QuestStopLookAtTarget evt)RTTIbool OnQuestSetDetectionToTrue(QuestSetDetectionToTrue evt)RTTIbool OnQuestSetDetectionToFalse(QuestSetDetectionToFalse evt)RTTIbool OnQuestForceScanEffect(QuestForceScanEffect evt)RTTIbool OnQuestForceScanEffectStop(QuestForceScanEffectStop evt)RTTIbool OnQuestForceAttitude(QuestForceAttitude evt)RTTIvoid StartBehaviourResolve(ESensorDeviceStates newState)RTTIvoid ForceStartBehaviorResolve(ESensorDeviceStates newState)RTTIESensorDeviceStates CanResolveStateChange(ESensorDeviceStates newState)RTTIbool OnResolveSensorDeviceBehaviour(ResolveSensorDeviceBehaviour evt)RTTIvoid ResolveLogicIDLE()RTTIvoid ResolveLogicLOSETARGET(int iterator)RTTIvoid ResolveLogicTARGETLOCK()RTTIvoid ResolveLogicJAMMER()RTTIvoid CreateLookAt(Vector4? position, game.Object? otherTarget)RTTIent.LookAtAddEvent? SetupLookAtProperties(TDBID recordID, Vector4? position, game.Object? otherTarget)RTTIvoid ResolveLogicTARGETRECEIVED(int iterator)RTTIvoid ResolveLogicREPRIMEND()RTTIvoid SetLookAtPositionProviderOnFollowedTarget(ent.LookAtAddEvent evt, game.Object? otherTarget)RTTIvoid ModeLookAtCurrentTarget()RTTIvoid ModeSearch(float? speedMultipler)RTTIvoid ModeIdleNoTarget()RTTIvoid ModeStopMovementAtTargetPos(Vector4 targetPosition)RTTIvoid LookAtStop()RTTIvoid OneShotLookAtPosition(Vector4 targetPos, bool? forcedLook)RTTIvoid ForcedLookAtEntityWithoutTargetMODE(game.Object target)RTTIbool OnSetDeviceTagKillMode(SetDeviceTagKillMode evt)RTTIvoid AddTaggedListener(game.Object objectt, CName funcName)RTTIbool OnKillTaggedTarget(string value)RTTIbool CheckIfTargetIsTaggedByPlayer(WeakHandle<game.Object> objectt)RTTIvoid ChangeAttiudetowardsTag(WeakHandle<game.Object>[] currentList)RTTIbool OnSetDeviceAttitude(SetDeviceAttitude evt)overrideRTTIvoid SetDeviceNeutral(SetDeviceAttitude evt)RTTIvoid SetDeviceFriendly(SetDeviceAttitude evt)RTTIvoid KeepHostilityTowardsPlayerHostiles(bool keep)RTTIvoid SetHostileTowardsPlayerHostiles(bool? useTargetingSystem)RTTIvoid ScheduleHostileUpdateTowardsPlayerHostiles()RTTIbool OnHostileUpdateTowardsPlayerHostiles(HostileUpdateTowardsPlayerHostiles evt)RTTIbool OnForcePlayerIgnore(ForceIgnoreTargets evt)RTTIvoid SendReprimandInstructionToSecuritySystem()RTTIvoid ReevaluateTargets()RTTIvoid RemoveAllTargets()RTTIFocusForcedHighlightData? GetDefaultHighlight()overrideRTTIEFocusOutlineType GetCurrentOutline()overrideRTTIbool OnRevealStateChanged(RevealStateChangedEvent evt)overrideRTTIvoid TCSMeshToggle(bool isVisible)RTTIbool OnTCSTakeOverControlActivate(TCSTakeOverControlActivate evt)overrideRTTIbool OnTCSTakeOverControlDeactivate(TCSTakeOverControlDeactivate evt)overrideRTTIvoid SyncRotationWithAnimGraph()RTTIvoid ResetRotation()RTTIEulerAngles GetRotationFromSlotRotation()RTTIbool OnTCSInputXYAxisEvent(TCSInputXYAxisEvent evt)overrideRTTIvoid ForceLookAtQuestTarget()RTTIvoid InitializeDeviceFXRecord()RTTIvoid InitializeLights()RTTIvoid InitializeLightsTask(game.ScriptTaskData data)RTTIvoid DetermineLightAttitudeRefs()RTTIvoid DetermineLightScanRefs(ScriptLightSettings desiredColor)RTTIvoid DetermineLightInfoRefs(ScriptLightSettings desiredColor)RTTIvoid ToggleActiveEffect(bool active)RTTIbool OnReactoToPreventionSystem(ReactoToPreventionSystem evt)RTTIbool HasEntityPlayerAttitudeGroup()RTTIbool OnProgramSetDeviceAttitude(ProgramSetDeviceAttitude evt)RTTIbool IsGameplayRelevant()overrideRTTIbool IsExplosive()overrideRTTIbool OnNetworkLinkQuickhackEvent(NetworkLinkQuickhackEvent evt)RTTIbool RemoveLinkedStatusEffects()RTTIbool RemoveLinkedStatusEffectsFromTarget(ent.EntityID sourceID)RTTIvoid RemoveLink()RTTITarget?[] GetTargets()RTTIvoid SetSenseObjectType(game.data.SenseObjectType type)RTTIvoid RunVisionConeGameEffect()RTTI