G1R AngelScript
Scripting reference for the Gothic 1 Remake
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GothicGAS Namespace Reference

Functions

Functions
UGothicAbilitySystemComponent GetAbilitySystemComponent (AActor Actor)
void AddTargetInputData (FGameplayEventData &Payload, FGameplayTag SourceDir)
void AddTargetRagdollData (FGameplayEventData &Payload, float32 Duration)
FActiveGameplayEffectHandle ApplyDamageTo (UGothicAbilitySystemComponent Source, AActor Instigator, AActor damageCauser, UGothicAbilitySystemComponent Target, FGameplayEffectContext_HitResponse HitData, FHitResult SweepResult, const UPrimitiveComponent sourceObject=nullptr)
void ApplyDebuffGameplayEffects (UAbilitySystemComponent abilitySystemComponent, TArray< TSubclassOf< UGameplayEffect > > effectsToApply)
TArray< TSubclassOf< UAttributeSet > > FindAttributeSetsFromAttributeName (FString AttributeName)
 Returns all attribute sets which contain an attribute with the given name.
UGameplayAbility GetAbilityInstanceByClass (AActor actor, TSubclassOf< UGameplayAbility > AbilityClass)
void AddRainCoverHeadData (FGameplayEventData &Payload, int RainLevel)
UGothicAbilitySystemComponent GetAbilitySystemComponentThreadSafe (AActor Actor)
bool HasTag (const UAbilitySystemComponent AbilitySystemComponent, FGameplayTag Tag, bool bExactMatch)
void InitializeHitData (FGameplayEventData &Payload, FGameplayEffectContext_HitResponse &HitContext)
bool IsActiveGameplayEffectHandleValid (FActiveGameplayEffectHandle &handle)
void Log_Info (EGothicLogCategory Category, const FString Text)
bool SameGuildOrGroup (AActor checkA, AActor checkB)
void SendGameplayEvent (AActor Target, FGameplayTag Tag, FGameplayEventData &Payload)

Function Documentation

◆ AddRainCoverHeadData()

void AddRainCoverHeadData ( FGameplayEventData & Payload,
int RainLevel )

◆ AddTargetInputData()

void AddTargetInputData ( FGameplayEventData & Payload,
FGameplayTag SourceDir )

◆ AddTargetRagdollData()

void AddTargetRagdollData ( FGameplayEventData & Payload,
float32 Duration )

◆ ApplyDamageTo()

FActiveGameplayEffectHandle ApplyDamageTo ( UGothicAbilitySystemComponent Source,
AActor Instigator,
AActor damageCauser,
UGothicAbilitySystemComponent Target,
FGameplayEffectContext_HitResponse HitData,
FHitResult SweepResult,
const UPrimitiveComponent sourceObject = nullptr )

◆ ApplyDebuffGameplayEffects()

void ApplyDebuffGameplayEffects ( UAbilitySystemComponent abilitySystemComponent,
TArray< TSubclassOf< UGameplayEffect > > effectsToApply )

◆ FindAttributeSetsFromAttributeName()

TArray< TSubclassOf< UAttributeSet > > FindAttributeSetsFromAttributeName ( FString AttributeName)

Returns all attribute sets which contain an attribute with the given name.

◆ GetAbilityInstanceByClass()

UGameplayAbility GetAbilityInstanceByClass ( AActor actor,
TSubclassOf< UGameplayAbility > AbilityClass )

◆ GetAbilitySystemComponent()

UGothicAbilitySystemComponent GetAbilitySystemComponent ( AActor Actor)

◆ GetAbilitySystemComponentThreadSafe()

UGothicAbilitySystemComponent GetAbilitySystemComponentThreadSafe ( AActor Actor)

◆ HasTag()

bool HasTag ( const UAbilitySystemComponent AbilitySystemComponent,
FGameplayTag Tag,
bool bExactMatch )

◆ InitializeHitData()

void InitializeHitData ( FGameplayEventData & Payload,
FGameplayEffectContext_HitResponse & HitContext )

◆ IsActiveGameplayEffectHandleValid()

bool IsActiveGameplayEffectHandleValid ( FActiveGameplayEffectHandle & handle)

◆ Log_Info()

void Log_Info ( EGothicLogCategory Category,
const FString Text )

◆ SameGuildOrGroup()

bool SameGuildOrGroup ( AActor checkA,
AActor checkB )

◆ SendGameplayEvent()

void SendGameplayEvent ( AActor Target,
FGameplayTag Tag,
FGameplayEventData & Payload )