G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
UGothicModExt_WorldSubsystem Class Reference

Mod-specific world subsystem that provides some hooks for some game functionality. More...

Public Member Functions

Functions
void HandleNPCCharacterSpawned (AGothicCharacter Character)
 Called whenever an NPC visually spawns, before FinishSpawning is called on the character. Note that the GothicNPCState for these is always around.
void HandleCharacterDied (AGothicCharacterState CharacterState)
 Called whenever a character dies, no matter whether its visuals are currently spawned.
void HandleCharacterStateSpawned (AGothicCharacterState CharacterState)
 Called whenever a CharacterState enters the world. This happens on game start for each NPC in the world.
void HandleConversationStarted (UConversationGroup Conversation)
 Called when a conversation starts, before the first topic is played.
void HandleNewDayStarted ()
 Called whenever the in-game clock rolls over into a new day.
void HandleNewGameStarted ()
 Called once before BeginPlay when a new game was started. Never called again when loaded from savegame.
void HandleNPCCharacterDespawned (AGothicCharacterState CharacterState)
 Called whenever the visuals of an NPC are released again, e.g. because it got too far away from the player. The CharacterState stays around, only the character is gone.
void HandleBeforeGameSaved ()
 Called right before a savegame is written. Last chance to put mod state into the savegame.
void HandlePlayerCharacterBeginPlay (AGothicCharacter Character)
 Called whenever the PlayerCharacter's BeginPlay is called.
void HandlePlayerSlept ()
 Called after the player finished sleeping and the world has been simulated forward.
void HandleReadyForPlay ()
 Called right before BeginPlay is called (when "Press any key to continue" appears in loading screen.
void HandleSaveGameLoaded ()
 Counterpart to HandleNewGameStarted: Called once before BeginPlay when the world was brought up from a savegame, after the saved data has been handed to the persistent data subsystems.
bool IsNewGame () const
 Returns true when this is a newly started game. Always false after loading from savegame.

Static Public Member Functions

Static Functions
static UGothicModExt_WorldSubsystem Get ()
static UClass StaticClass ()

Detailed Description

Mod-specific world subsystem that provides some hooks for some game functionality.

Member Function Documentation

◆ Get()

◆ HandleBeforeGameSaved()

void HandleBeforeGameSaved ( )

Called right before a savegame is written. Last chance to put mod state into the savegame.

◆ HandleCharacterDied()

void HandleCharacterDied ( AGothicCharacterState CharacterState)

Called whenever a character dies, no matter whether its visuals are currently spawned.

◆ HandleCharacterStateSpawned()

void HandleCharacterStateSpawned ( AGothicCharacterState CharacterState)

Called whenever a CharacterState enters the world. This happens on game start for each NPC in the world.

◆ HandleConversationStarted()

void HandleConversationStarted ( UConversationGroup Conversation)

Called when a conversation starts, before the first topic is played.

◆ HandleNewDayStarted()

void HandleNewDayStarted ( )

Called whenever the in-game clock rolls over into a new day.

◆ HandleNewGameStarted()

void HandleNewGameStarted ( )

Called once before BeginPlay when a new game was started. Never called again when loaded from savegame.

◆ HandleNPCCharacterDespawned()

void HandleNPCCharacterDespawned ( AGothicCharacterState CharacterState)

Called whenever the visuals of an NPC are released again, e.g. because it got too far away from the player. The CharacterState stays around, only the character is gone.

◆ HandleNPCCharacterSpawned()

void HandleNPCCharacterSpawned ( AGothicCharacter Character)

Called whenever an NPC visually spawns, before FinishSpawning is called on the character. Note that the GothicNPCState for these is always around.

◆ HandlePlayerCharacterBeginPlay()

void HandlePlayerCharacterBeginPlay ( AGothicCharacter Character)

Called whenever the PlayerCharacter's BeginPlay is called.

◆ HandlePlayerSlept()

void HandlePlayerSlept ( )

Called after the player finished sleeping and the world has been simulated forward.

◆ HandleReadyForPlay()

void HandleReadyForPlay ( )

Called right before BeginPlay is called (when "Press any key to continue" appears in loading screen.

◆ HandleSaveGameLoaded()

void HandleSaveGameLoaded ( )

Counterpart to HandleNewGameStarted: Called once before BeginPlay when the world was brought up from a savegame, after the saved data has been handed to the persistent data subsystems.

◆ IsNewGame()

bool IsNewGame ( ) const

Returns true when this is a newly started game. Always false after loading from savegame.

◆ StaticClass()

UClass StaticClass ( )
static