161 string name = ClassName();
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
bool m_TrackActivatedTime
void DisableDeactivateCheck()
void SetAttachedTime(float time)
ModifiersManager m_Manager
float m_AccumulatedTimeInactive
void InitBase(PlayerBase player, ModifiersManager manager)
float m_AccumulatedTimeActive
bool IsTrackAttachedTime()
void DisableActivateCheck()
float m_LastTickedInactive
eModifierSyncIDs m_SyncID
float m_TickIntervalActive
float m_TickIntervalInactive
void ActivateRequest(EActivationType trigger)
EActivationType m_ActivationType
void Deactivate(bool trigger=true)
void OnStoreSave(ParamsWriteContext ctx)
void MakeParamObjectPersistent(Param object)
PluginPlayerStatus m_ModulePlayerStatus
void ModifiersManager(PlayerBase player)
PluginBase GetPlugin(typename plugin_type)
Super root of all classes in Enforce script.
override void OnReconnect(PlayerBase player)
override bool DeactivateCondition(PlayerBase player)
override string GetDebugText()
override string GetDebugTextSimple()
override bool ActivateCondition(PlayerBase player)
override void OnTick(PlayerBase player, float deltaT)
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Serialization general interface. Serializer API works with:
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
void OnDeactivate()
called when command ends
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.