CrosshairBaseGameController class
game.ui.CrosshairBaseGameController
Inheritance
Base: game.ui.WidgetGameController
Derived
BaseTechCrosshairController, CrosshairGameController_Basic, CrosshairGameController_Jailbreak_Power, CrosshairGameController_Jailbreak_Smart, CrosshairGameController_Jailbreak_Tech, CrosshairGameController_Launcher, CrosshairGameController_Mantis_Blade, CrosshairGameController_NoWeapon, CrosshairGameController_Rasetsu, CrosshairGameController_Simple
Show 14 more of 24 derived classes
CrosshairGameController_Smart_Rifl, Crosshair_ChargeBar, Crosshair_Custom_HMG, Crosshair_Melee_Hammer, Crosshair_Melee_Knife, Crosshair_Melee_Misc, Crosshair_Power_Defender, Crosshair_Power_Overture, Crosshair_Power_Saratoga, Crosshair_Power_Tactician, Crosshair_Tech_Omaha, game.ui.CrosshairBaseMelee, game.ui.DriverCombatMountedMissileLauncherCrosshairGameController, game.ui.DriverCombatMountedPowerWeaponCrosshairGameController
Properties
| Property | Type | |
|---|---|---|
details | ink.WidgetReference | |
isActive | bool | |
rootWidget | WeakHandle<ink.Widget> | scripted |
psmBlackboard | WeakHandle<game.IBlackboard> | scripted |
targetBB | WeakHandle<game.IBlackboard> | scripted |
weaponBB | WeakHandle<game.IBlackboard> | scripted |
targetEntity | WeakHandle<ent.Entity> | scripted |
raycastTargetEntity | WeakHandle<ent.Entity> | scripted |
playerPuppet | WeakHandle<game.Object> | scripted |
crosshairState | game.PSMCrosshairStates | scripted |
visionState | game.PSMVision | scripted |
crosshairStateBlackboardId | red.CallbackObject? | scripted |
bulletSpreedBlackboardId | red.CallbackObject? | scripted |
isTargetDead | bool | scripted |
lastGUIStateUpdateFrame | ulong | scripted |
currentAimTargetBBID | red.CallbackObject? | scripted |
currentRaycastTargetBBID | red.CallbackObject? | scripted |
targetDistanceBBID | red.CallbackObject? | scripted |
targetAttitudeBBID | red.CallbackObject? | scripted |
healthListener | CrosshairHealthChangeListener? | scripted |
deadEyeWidget | ink.WidgetReference | scripted |
deadEyeAnimProxy | ink.anim.Proxy? | scripted |
hasDeadEye | bool | scripted |
isCamoActiveOnPlayer | bool | scripted |
staminaChangedCallback | red.CallbackObject? | scripted |
staminaListener | CrosshairStaminaListener? | scripted |
opticalCamoListener | OpticalCamoListener? | scripted |
Functions
game.ItemID GetWeaponRecordID()RTTIgame.IBlackboard? GetWeaponLocalBlackboard()RTTIgame.ItemObject? GetWeaponItemObject()RTTIbool IsTargetWithinWeaponEffectiveRange(float distanceToTarget)RTTIbool OnInitialize()RTTIbool OnUninitialize()RTTIbool IsActive()RTTIbool OnPlayerAttach(game.Object playerPuppet)RTTIbool OnPlayerDetach(game.Object playerPuppet)RTTIbool OnPreIntro()RTTIbool OnPreOutro()RTTIgame.IBlackboard? GetUIActiveWeaponBlackboard()RTTIink.anim.Proxy? GetIntroAnimation(bool firstEquip)RTTIink.anim.Proxy? GetOutroAnimation()RTTIgame.PSMCrosshairStates GetCrosshairState()RTTIgame.PSMVision GetVisionState()RTTIbool OnNPCStatsChanged(string value)RTTIbool OnPSMCrosshairStateChanged(int value)RTTIvoid OnCrosshairStateChange(game.PSMCrosshairStates oldState, game.PSMCrosshairStates newState)RTTIvoid UpdateCrosshairState()RTTIbool OnBulletSpreadChanged(Vector2 spread)RTTIvoid OnState_Aim()RTTIvoid OnState_HipFire()RTTIvoid OnState_GrenadeCharging()RTTIvoid OnState_Reload()RTTIvoid OnState_ReloadDriverCombatMountedWeapons()RTTIvoid OnState_Safe()RTTIvoid OnState_Sprint()RTTIvoid OnState_Scanning()RTTIvoid OnState_LeftHandCyberware()RTTIvoid UpdateTPPDriverCombatCrosshair(bool value)RTTIvoid ApplyCrosshairGUIState(CName state, ent.Entity aimedAtEntity)RTTIScriptGameInstance GetGame()RTTIvoid UpdateCrosshairGUIState(bool force)RTTICName GetCurrentCrosshairGUIState()RTTIvoid RegisterTargetCallbacks(bool register)RTTIbool OnCurrentAimTarget(ent.EntityID entId)RTTIbool OnCurrentRaycastTarget(ent.EntityID id)RTTIbool OnTargetDistanceChanged(float distance)RTTIbool OnTargetAttitudeChanged(int attitude)RTTIbool OnRefreshCrosshairEvent(RefreshCrosshairEvent evt)RTTIvoid QueueCrosshairRefresh()RTTIfloat GetDistanceToTarget()RTTIvoid HandleDeadEye()RTTIbool OnDeadEyeAnimFinished(ink.anim.Proxy anim)RTTIvoid SetCamoActiveOnPlayer(bool value)RTTI