SubCharacterSystem

Documentation about the commands available under SubCharacterSystem

	name: SubCharacterSystem,
	functions: {
		OnAttach(),
		OnRestored(saveVersion: Int32, gameVersion: Int32),
		AddSubCharacter(character: handle:ScriptedPuppet),
		RemoveSubCharacter(subCharType: gamedataSubCharacter),
		AddFlathead(),
		RemoveFlathead(),
		ShowFlatheadUI(value: Bool),
		SubCharacterExists(subCharType: gamedataSubCharacter) => (Bool),
		GetSubCharacterIndex(subCharType: gamedataSubCharacter) => (Int32),
		GetAllSubCharacters() => (array:SSubCharacter),
		GetSubCharacterPuppet(subCharType: gamedataSubCharacter) => (whandle:ScriptedPuppet),
		GetSubCharacterPersistentID(subCharType: gamedataSubCharacter) => (gamePersistentID),
		GetSubCharacterEquipment(subCharType: gamedataSubCharacter) => (handle:EquipmentSystemPlayerData),
		GetFlathead() => (whandle:ScriptedPuppet),
		GetFlatheadPersistentID() => (gamePersistentID),
		GetFlatheadEquipment() => (whandle:EquipmentSystemPlayerData),
		IsFlatheadFollowing() => (Bool),
		OnAddSubCharacterRequest(request: handle:AddSubCharacterRequest),
		OnRemoveSubCharacterRequest(request: handle:RemoveSubCharacterRequest),
		OnSubCharEquipRequest(request: handle:SubCharEquipRequest),
		OnSubCharEquipRequest(request: handle:SubCharUnequipRequest),
		OnSpawnUniqueSubCharacterRequest(request: handle:SpawnUniqueSubCharacterRequest),
		OnSpawnUniquePursuitSubCharacterRequest(request: handle:SpawnUniquePursuitSubCharacterRequest),
		OnDespawnUniqueSubCharacterRequest(request: handle:DespawnUniqueSubCharacterRequest),
		OnSpawnSubCharacterRequest(request: handle:SpawnSubCharacterRequest),
		OnDespawnSubCharacterRequest(request: handle:DespawnSubCharacterRequest),
		QueueRequest(request: handle:gameScriptableSystemRequest),
		GetGameInstance() => (ScriptGameInstance),
		WasRestored() => (Bool),
		OnAttach(),
		OnDetach(),
		OnRestored(saveVersion: Int32, gameVersion: Int32),
		IsSavingLocked() => (Bool),
		ToString() => (String),
		GetClassName() => (CName),
		IsA(className: CName) => (Bool),
		IsExactlyA(className: CName) => (Bool),
	},
	staticFunctions: {
		DetectScriptableCycles(),
	},
	properties: {
		uniqueSubCharacters: array:SSubCharacter,
		scriptSpawnedFlathead: Bool,
		isDespawningFlathead: Bool,
	}

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