TargetingSystem class
game.targeting.TargetingSystem
Inheritance
Base: game.ITargetingSystem
Derived
None.
Properties
None.
Functions
game.Object? GetTargetClosestByDistance(WeakHandle<game.Object> instigator, game.TargetSearchQuery query, Vector4 position, game.targeting.TargetPartInfo targetPartInfo)RTTIent.IPositionProvider? GetDefaultCrosshairPositionProvider(WeakHandle<game.Object> instigator, Vector3? offsetEntitySpace)RTTIent.IOrientationProvider? GetDefaultCrosshairOrientationProvider(WeakHandle<game.Object> instigator, Quaternion? orientationEntitySpace)RTTIent.IOrientationProvider? GetOrientationFromCrosshairToTargetOrientationProvider(WeakHandle<game.Object> instigator, WeakHandle<ent.IPlacedComponent> targetComponent, Quaternion? orientationEntitySpace)RTTIgame.Object? GetLookAtObject(WeakHandle<game.Object> instigator, bool? withLOS, bool? ignoreTranparent)RTTIWeakHandle<ent.IComponent> GetLookAtComponent(WeakHandle<game.Object> instigator, bool? withLOS, bool? ignoreTranparent)RTTIVector4 GetLookAtPosition(WeakHandle<game.Object> instigator, bool? withLOS, bool? ignoreTranparent)RTTIVector4 GetCurrentSpread(WeakHandle<game.Object> instigator)RTTIgame.PuppetBlackboardUpdater? GetPuppetBlackboardUpdater()RTTIvoid AimSnap(WeakHandle<game.Object> instigator)RTTIvoid BreakAimSnap(WeakHandle<game.Object> instigator)RTTIvoid BreakLookAt(WeakHandle<game.Object> instigator)RTTIbool HasAimSnapActive(WeakHandle<game.Object> instigator)RTTIvoid OnAimStartBegin(WeakHandle<game.Object> instigator)RTTIvoid OnAimStartEnd(WeakHandle<game.Object> instigator)RTTIvoid OnAimStop(WeakHandle<game.Object> instigator)RTTIvoid SetPlayerAimWeaponPositionProvider(WeakHandle<game.Object> instigator, ent.IPositionProvider positionProvider)RTTIvoid SetIsMovingFast(WeakHandle<game.Object> instigator, bool isFast)RTTIvoid SetAimAssistConfig(WeakHandle<game.Object> owner, TDBID presetId)RTTITDBID GetAimAssistConfig(WeakHandle<game.Object> owner)RTTIgame.Object? GetTrackedTargetObject(WeakHandle<game.Object> instigator)RTTIWeakHandle<game.TargetingComponent> GetTrackedTargetComponent(WeakHandle<game.Object> instigator)RTTIvoid ProcessLookAtFilter(WeakHandle<game.Object> instigator, game.targeting.SystemTargetFilter filter)RTTIgame.targeting.SystemTargetFilterTicket RegisterLookAtFilter(WeakHandle<game.Object> instigator, game.targeting.SystemTargetFilter filter)RTTIvoid UnregisterLookAtFilter(WeakHandle<game.Object> instigator, game.targeting.SystemTargetFilterTicket filterTicket)RTTIvoid AddIgnoredLookAtEntity(WeakHandle<game.Object> instigator, ent.EntityID ignoredEntityId)RTTIvoid RemoveIgnoredLookAtEntity(WeakHandle<game.Object> instigator, ent.EntityID ignoredEntityId)RTTIvoid AddIgnoredCollisionEntities(WeakHandle<game.Object> entity)RTTIvoid RemoveIgnoredCollisionEntities(WeakHandle<game.Object> entity)RTTIbool IsVisibleTarget(WeakHandle<game.Object> instigator, WeakHandle<game.Object> target)RTTIgame.TargetingSet GetTargetingSet(WeakHandle<game.Object> instigator, WeakHandle<game.Object> objectt)RTTIWeakHandle<game.TargetingComponent> GetBestComponentOnTargetObject(Vector4 shootStartPosition, Vector4 shootStartForward, WeakHandle<game.Object> target, game.targeting.SystemScriptFilter componentFilter)RTTIbool IsAnyEnemyVisible(WeakHandle<game.Object> instigator, float? distance)RTTIbool IsAnyEnemyOrSensorVisible(WeakHandle<game.Object> instigator, float? distance)RTTIbool IsAnyActiveVehicleVisible(WeakHandle<game.Object> instigator, float? distance)RTTI