G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UWeatherSubsystem Class Reference

Public Member Functions

Functions
bool IsRaining (int Level) const
 Is it raining by the given level at least?
void CallWeatherTransition (EWeatherEvent OldWeather, EWeatherEvent NewWeather, float32 Time) const
void FreezeSkyTime (FInGameTime SkyTime)
 Makes the sky use a static time. InGame time will keep running forward. Use UnfreezeSkyTime() to revert this.
bool GetAllowScreenDroplets () const
FInGameTime GetCurrentSkyDayTime () const
 Current daytime for the sky. Usually, this will be equal to GetCurrentSeconds(), but it allows us to e.g. keep the sky static while keeping the game logic alive.
UGothicWeatherSettings GetCurrentWeatherSettings ()
 returns setting struct
bool GetIsPhotoModeEnabled () const
int GetLuminosity () const
EBiome GetPlayerBiome () const
 return PlayerCurrentBiome
EWeather GetPlayerWeather () const
 return PlayerCurrentWeather OR OverriddenWeatherForDebug if enabled
float32 GetRainIntensity () const
void InvalidateCachedShadows ()
void CallWeatherChange (EWeather OldWeather, EWeather NewWeather) const
 Broadcasts OnWeatherTransition Delegate.
bool IsTimeFrozen () const
void Register (AWeatherLightingMagnet LightingMagnet)
void SetAllowScreenDroplets (bool Enable)
void SetLuminosity (int NewLuminosity)
void SetPlayerWeather (EWeather NewWeather)
void SetPlayerWeatherImmediate (EWeather NewWeather)
 Sets CurrentPlayerWeather immediately without transition.
void UnfreezeSkyTime ()
 Resets SkyTimeOverride, Sky Time will be equal InGameTime again.
void Unregister (AWeatherLightingMagnet LightingMagnet)
void UpdateWeatherSimulation (bool IsInstant)

Static Public Member Functions

Static Functions
static UClass StaticClass ()
static UWeatherSubsystem Get ()
static UWeatherSubsystem GetGameWeather ()
 Access to this worlds WeatherSubsystem Subsystem. Note: Attention! Returns NULLPTR on clients while GameState is not replicated!

Public Attributes

WeatherSubsystem
UWeatherSubsystemConfig WeatherConfig
Variables
FWeatherTransitionDelegate OnWeatherTransition
 Called when a weather transition is called.
const UGothicWeatherSettings CurrentWeatherSettings
 returns setting struct
bool AllowScreenDroplets
const FInGameTime CurrentSkyDayTime
 Current daytime for the sky. Usually, this will be equal to GetCurrentSeconds(), but it allows us to e.g. keep the sky static while keeping the game logic alive.
FWeatherChangedDelegate OnWeatherChanged
 Called when the weather changed.
const bool IsPhotoModeEnabled
int Luminosity
const EBiome PlayerBiome
 return PlayerCurrentBiome
EWeather PlayerWeather
 return PlayerCurrentWeather OR OverriddenWeatherForDebug if enabled
const float32 RainIntensity

Member Function Documentation

◆ CallWeatherChange()

void CallWeatherChange ( EWeather OldWeather,
EWeather NewWeather ) const

Broadcasts OnWeatherTransition Delegate.

◆ CallWeatherTransition()

void CallWeatherTransition ( EWeatherEvent OldWeather,
EWeatherEvent NewWeather,
float32 Time ) const

◆ FreezeSkyTime()

void FreezeSkyTime ( FInGameTime SkyTime)

Makes the sky use a static time. InGame time will keep running forward. Use UnfreezeSkyTime() to revert this.

◆ Get()

UWeatherSubsystem Get ( )
static

◆ GetAllowScreenDroplets()

bool GetAllowScreenDroplets ( ) const

◆ GetCurrentSkyDayTime()

FInGameTime GetCurrentSkyDayTime ( ) const

Current daytime for the sky. Usually, this will be equal to GetCurrentSeconds(), but it allows us to e.g. keep the sky static while keeping the game logic alive.

◆ GetCurrentWeatherSettings()

UGothicWeatherSettings GetCurrentWeatherSettings ( )

returns setting struct

◆ GetGameWeather()

UWeatherSubsystem GetGameWeather ( )
static

Access to this worlds WeatherSubsystem Subsystem. Note: Attention! Returns NULLPTR on clients while GameState is not replicated!

◆ GetIsPhotoModeEnabled()

bool GetIsPhotoModeEnabled ( ) const

◆ GetLuminosity()

int GetLuminosity ( ) const

◆ GetPlayerBiome()

EBiome GetPlayerBiome ( ) const

return PlayerCurrentBiome

◆ GetPlayerWeather()

EWeather GetPlayerWeather ( ) const

return PlayerCurrentWeather OR OverriddenWeatherForDebug if enabled

◆ GetRainIntensity()

float32 GetRainIntensity ( ) const

◆ InvalidateCachedShadows()

void InvalidateCachedShadows ( )

◆ IsRaining()

bool IsRaining ( int Level) const

Is it raining by the given level at least?

◆ IsTimeFrozen()

bool IsTimeFrozen ( ) const

◆ Register()

void Register ( AWeatherLightingMagnet LightingMagnet)

◆ SetAllowScreenDroplets()

void SetAllowScreenDroplets ( bool Enable)

◆ SetLuminosity()

void SetLuminosity ( int NewLuminosity)

◆ SetPlayerWeather()

void SetPlayerWeather ( EWeather NewWeather)

◆ SetPlayerWeatherImmediate()

void SetPlayerWeatherImmediate ( EWeather NewWeather)

Sets CurrentPlayerWeather immediately without transition.

◆ StaticClass()

UClass StaticClass ( )
static

◆ UnfreezeSkyTime()

void UnfreezeSkyTime ( )

Resets SkyTimeOverride, Sky Time will be equal InGameTime again.

◆ Unregister()

void Unregister ( AWeatherLightingMagnet LightingMagnet)

◆ UpdateWeatherSimulation()

void UpdateWeatherSimulation ( bool IsInstant)

Member Data Documentation

◆ AllowScreenDroplets

bool AllowScreenDroplets

◆ CurrentSkyDayTime

const FInGameTime CurrentSkyDayTime

Current daytime for the sky. Usually, this will be equal to GetCurrentSeconds(), but it allows us to e.g. keep the sky static while keeping the game logic alive.

◆ CurrentWeatherSettings

const UGothicWeatherSettings CurrentWeatherSettings

returns setting struct

◆ IsPhotoModeEnabled

const bool IsPhotoModeEnabled

◆ Luminosity

int Luminosity

◆ OnWeatherChanged

FWeatherChangedDelegate OnWeatherChanged

Called when the weather changed.

◆ OnWeatherTransition

FWeatherTransitionDelegate OnWeatherTransition

Called when a weather transition is called.

◆ PlayerBiome

const EBiome PlayerBiome

return PlayerCurrentBiome

◆ PlayerWeather

EWeather PlayerWeather

return PlayerCurrentWeather OR OverriddenWeatherForDebug if enabled

◆ RainIntensity

const float32 RainIntensity

◆ WeatherConfig

UWeatherSubsystemConfig WeatherConfig