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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 () |
Mod-specific world subsystem that provides some hooks for some game functionality.
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static |
| void HandleBeforeGameSaved | ( | ) |
Called right before a savegame is written. Last chance to put mod state into the savegame.
| 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 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 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.
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static |