StimBroadcasterComponent class
StimBroadcasterComponent
Inheritance
Base: game.ScriptableComponent
Derived
None.
Properties
| Property | Type | |
|---|---|---|
activeRequests | StimRequest?[] | scripted |
currentID | uint | scripted |
shouldBroadcast | bool | scripted |
targets | game.NPCstubData[] | scripted |
blockedStims | StimIdentificationData[] | scripted |
fallbackInterval | float | scripted |
Functions
bool IsStimProcessingBlocked(ent.EntityID sourceID, game.data.StimType stimType, CName? stimName)RTTIbool ResolveStimProcessingCooldown(ent.EntityID sourceID, game.data.StimType stimType, CName? stimName, float cooldown)RTTIbool OnBlockStimProcessingCooldownEvent(BlockStimProcessingCooldownEvent evt)RTTIbool IsStimBlocked(StimIdentificationData data)RTTIvoid AddBlockedStim(StimIdentificationData data)RTTIvoid RemoveBlockedStim(StimIdentificationData data)RTTIvoid RemoveBlockedStim(game.DelayID delayID)RTTIvoid TriggerSingleBroadcast(WeakHandle<game.Object> contextOwner, game.data.StimType gdStimType, float? radius, sense.StimInvestigateData? investigateData, bool? propagationChange)RTTIvoid AddActiveStimuli(WeakHandle<game.Object> contextOwner, game.data.StimType gdStimType, float? lifetime, float? radius, sense.StimInvestigateData? investigateData, bool? propagationChange, bool? shouldOverride)RTTIvoid SetSingleActiveStimuli(WeakHandle<game.Object> contextOwner, game.data.StimType gdStimType, float? lifetime, float? radius, sense.StimInvestigateData? investigateData, bool? propagationChange)RTTIvoid RemoveActiveStimuliByName(WeakHandle<game.Object> contextOwner, game.data.StimType gdStimType)RTTIvoid SendDrirectStimuliToTarget(WeakHandle<game.Object> contextOwner, game.data.StimType gdStimType, game.Object target, sense.StimInvestigateData? investigateData, float? delay, bool? purelyDirect, bool? propagationChange)RTTIbool OnBroadcastEvent(BroadcastEvent evt)RTTIvoid OnGameDetach()RTTIbool OnStimTargetsUpdate(StimTargetsEvent evt)RTTIvoid ClearStimTargets()RTTIbool HasStimTarget(StimTargetData data)RTTIvoid AddStimmTarget(StimTargetData data)RTTIbool HasStimTargets()RTTIvoid AddActiveStimulus(game.data.StimType gdStimType, float lifetime, bool? shouldOverride, float? radius, sense.StimInvestigateData? investigateData, bool? propagationChange)RTTIvoid RemoveActiveStimByID(StimRequestID id)RTTIStimRequestID ProcessStartRequest(game.data.StimType gdStimType, float lifetime, float? radius, sense.StimInvestigateData? investigateData, bool? propagationChange)RTTIvoid ProcessStopRequest(game.data.StimType gdStimType)RTTIvoid RemoveRequest(int index)RTTIvoid RemoveRequest(StimRequest request)RTTIvoid ClearRequests()RTTIvoid AddNewDelayEvent()RTTIbool OnRecurrentStimuliEvent(RecurrentStimuliEvent evt)RTTIbool RebroadcastStimuli(RecurrentStimuliEvent evt)RTTIvoid StopTriggeringStims()RTTIStimRequest? CreateStimRequest(game.data.StimType gdStimType, float? duration, float? radius, sense.StimInvestigateData? investigateData, bool? propagationChange)RTTIbool IsEqual(sense.StimuliEvent stim, game.data.StimType gdStimType)RTTIbool IsRequestDuplicated(game.data.StimType gdStimType)RTTIStimRequest? GetRequestByID(StimRequestID id)RTTIStimRequest? GetRequestByName(game.data.StimType gdStimType)RTTIStimRequest? GetRequestByArrayIndex(int index)RTTIint FindRequestIndexByName(game.data.StimType gdStimType)RTTIint FindRequestIndexByID(StimRequestID id)RTTIint FindRequestIndex(StimRequest request)RTTIStimRequestID AssignNextValidUniqueID()RTTIStimRequestID GenerateRequestID(uint id, bool valid)RTTIint DetermineHowManyRepeats(StimRequest request)RTTIbool OnStatusEffectApplied(game.events.ApplyStatusEffectEvent evt)RTTIvoid TriggerNoiseStim(WeakHandle<game.Object> owner, ETakedownActionType takedownActionType)RTTIstatic void BroadcastStim(WeakHandle<game.Object> sender, game.data.StimType gdStimType, float radius, sense.StimInvestigateData investigateData, bool propagationChange)staticRTTI globalstatic void SendStimDirectly(WeakHandle<game.Object> sender, game.data.StimType gdStimType, game.Object target, sense.StimInvestigateData investigateData, float delay)staticRTTI globalstatic void nameToStimEnum(CName stimName, game.data.StimType stimType)staticRTTI globalstatic void BroadcastActiveStim(WeakHandle<game.Object> sender, game.data.StimType gdStimType, float lifetime, float radius, sense.StimInvestigateData investigateData, bool propagationChange)staticRTTI global