class
AICondition
- 0 properties
- 103 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsShootingBlockedFromPrevention_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIIsShootingBlockedFromPrevention_Record", (AICondition_Check x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsShootingBlockedFromPrevention_Record> condition );static bool CheckRestrictedMovementAreas(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckRestrictedMovementAreas;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckRestrictedMovementAreas x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckRestrictedMovementAreas( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICanShootInCarChaseCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAICanShootInCarChaseCond_Record", (AICondition_Check2 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check2( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICanShootInCarChaseCond_Record> condition );static bool IsAwareOfBeingFlankedByThreat(WeakHandle<ScriptedPuppet> ownerPuppet, AITrackedLocation threat)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::IsAwareOfBeingFlankedByThreat;ScriptedPuppetscript_ref<TrackedLocation>", (AICondition_IsAwareOfBeingFlankedByThreat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_IsAwareOfBeingFlankedByThreat( WeakHandle<ScriptedPuppet> ownerPuppet, AITrackedLocation threat );static bool CheckSpatial(AIbehaviorScriptExecutionContext ownerContext, AIbehaviorScriptExecutionContext targetContext, WeakHandle<game.data.AISpatialCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckSpatial;ScriptExecutionContextScriptExecutionContextAISpatialCond_Record", (AICondition_CheckSpatial x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckSpatial( AIbehaviorScriptExecutionContext ownerContext, AIbehaviorScriptExecutionContext targetContext, WeakHandle<game.data.AISpatialCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIExtendTargetCirclingCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIExtendTargetCirclingCond_Record", (AICondition_Check3 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check3( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIExtendTargetCirclingCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIEverPerformedChase_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIEverPerformedChase_Record", (AICondition_Check4 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check4( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIEverPerformedChase_Record> condition );static bool CheckActionCondition(WeakHandle<ScriptedPuppet> puppet, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckActionCondition;ScriptedPuppetAIActionCondition_Record", (AICondition_CheckActionCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckActionCondition( WeakHandle<ScriptedPuppet> puppet, WeakHandle<game.data.AIActionCondition_Record> condition );static bool CheckStates(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckStates;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckStates x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckStates( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICoverCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAICoverCond_Record", (AICondition_Check5 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check5( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICoverCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIDodgeCountCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIDodgeCountCond_Record", (AICondition_Check6 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check6( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIDodgeCountCond_Record> condition );static bool CheckCalculatePaths(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckCalculatePaths;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckCalculatePaths x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckCalculatePaths( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool CheckDistanceInternal(game.Puppet owner, Vector4 sourcePosition, Vector4 targetPosition, Vector2 distanceRange, WeakHandle<game.data.AISpatialCond_Record> condition, out bool returnVal)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckDistanceInternal;gamePuppetVector4Vector4Vector2AISpatialCond_RecordBool", (AICondition_CheckDistanceInternal x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckDistanceInternal( game.Puppet? owner, Vector4 sourcePosition, Vector4 targetPosition, Vector2 distanceRange, WeakHandle<game.data.AISpatialCond_Record> condition, bool returnVal );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISignalCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAISignalCond_Record", (AICondition_Check7 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check7( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISignalCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIGoToCoverCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIGoToCoverCond_Record", (AICondition_Check8 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check8( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIGoToCoverCond_Record> condition );static int GetPowerDifferentialValue(game.EPowerDifferential difficulty)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::GetPowerDifferentialValue;gameEPowerDifferential", (AICondition_GetPowerDifferentialValue x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_GetPowerDifferentialValue( game.EPowerDifferential difficulty );static bool ActivationCheck(AIbehaviorScriptExecutionContext context, game.data.AIAction_Record actionRecord)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::ActivationCheck;ScriptExecutionContextAIAction_Record", (AICondition_ActivationCheck x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_ActivationCheck( AIbehaviorScriptExecutionContext context, game.data.AIAction_Record? actionRecord );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAITargetCond_Record", (AICondition_Check9 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check9( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetCond_Record> condition );static bool CheckStatPools(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckStatPools;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckStatPools x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckStatPools( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool CheckZDiffInternal(Vector4 sourcePosition, Vector4 targetPosition, Vector2 ZDiffRange, WeakHandle<game.data.AISpatialCond_Record> condition, out bool returnVal)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckZDiffInternal;Vector4Vector4Vector2AISpatialCond_RecordBool", (AICondition_CheckZDiffInternal x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckZDiffInternal( Vector4 sourcePosition, Vector4 targetPosition, Vector2 ZDiffRange, WeakHandle<game.data.AISpatialCond_Record> condition, bool returnVal );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIFriendlyFireCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIFriendlyFireCond_Record", (AICondition_Check10 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check10( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIFriendlyFireCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AINPCRarityCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAINPCRarityCond_Record", (AICondition_Check11 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check11( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AINPCRarityCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AINPCTypeCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAINPCTypeCond_Record", (AICondition_Check12 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check12( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AINPCTypeCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsFromDynamicSpawnSystem_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIIsFromDynamicSpawnSystem_Record", (AICondition_Check13 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check13( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsFromDynamicSpawnSystem_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVelocityDotCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIVelocityDotCond_Record", (AICondition_Check14 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check14( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVelocityDotCond_Record> condition );static bool CheckAngle2ObjInternal(WeakHandle<game.Puppet> owner, WeakHandle<game.Object> source, Vector4 sourcePosition, ulong sourceCoverID, WeakHandle<game.Object> target, Vector4 targetPosition, ulong targetCoverID, Vector2 coneAngleRange, WeakHandle<game.data.AISpatialCond_Record> condition, out bool returnVal)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckAngle2ObjInternal;gamePuppetGameObjectVector4Uint64GameObjectVector4Uint64Vector2AISpatialCond_RecordBool", (AICondition_CheckAngle2ObjInternal x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckAngle2ObjInternal( WeakHandle<game.Puppet> owner, WeakHandle<game.Object> source, Vector4 sourcePosition, ulong sourceCoverID, WeakHandle<game.Object> target, Vector4 targetPosition, ulong targetCoverID, Vector2 coneAngleRange, WeakHandle<game.data.AISpatialCond_Record> condition, bool returnVal );static bool CheckStatusEffects(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckStatusEffects;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckStatusEffects x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckStatusEffects( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsOnNavmeshCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIIsOnNavmeshCond_Record", (AICondition_Check15 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check15( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsOnNavmeshCond_Record> condition );static int GetDifficultyValue(game.Difficulty difficulty)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::GetDifficultyValue;gameDifficulty", (AICondition_GetDifficultyValue x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_GetDifficultyValue( game.Difficulty difficulty );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICalculatePathCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAICalculatePathCond_Record", (AICondition_Check16 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check16( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICalculatePathCond_Record> condition );static bool IsAwareOfBeingFlankedByAnyThreat(WeakHandle<ScriptedPuppet> ownerPuppet, AITrackedLocation[] threats)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::IsAwareOfBeingFlankedByAnyThreat;ScriptedPuppetscript_ref<array<TrackedLocation>>", (AICondition_IsAwareOfBeingFlankedByAnyThreat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_IsAwareOfBeingFlankedByAnyThreat( WeakHandle<ScriptedPuppet> ownerPuppet, AITrackedLocation[] threats );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIHitCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIHitCond_Record", (AICondition_Check17 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check17( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIHitCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AINPCDifficultyCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAINPCDifficultyCond_Record", (AICondition_Check18 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check18( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AINPCDifficultyCond_Record> condition );static bool RepeatPhaseCheck(AIbehaviorScriptExecutionContext context, uint phase, game.data.AIAction_Record actionRecord)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::RepeatPhaseCheck;ScriptExecutionContextUint32AIAction_Record", (AICondition_RepeatPhaseCheck x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_RepeatPhaseCheck( AIbehaviorScriptExecutionContext context, uint phase, game.data.AIAction_Record? actionRecord );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAssignedVehicleCanReachTargetCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIAssignedVehicleCanReachTargetCond_Record", (AICondition_Check19 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check19( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAssignedVehicleCanReachTargetCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetStandingOnTopOfMovingVehicleCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAITargetStandingOnTopOfMovingVehicleCond_Record", (AICondition_Check20 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check20( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetStandingOnTopOfMovingVehicleCond_Record> condition );static Vector4 GetPuppetVelocity(WeakHandle<ScriptedPuppet> puppet, float timePeriod)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::GetPuppetVelocity;ScriptedPuppetFloat", (AICondition_GetPuppetVelocity x) => { return re.Hooks.CallOriginal<re.msgpack.Vector4>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_GetPuppetVelocity( WeakHandle<ScriptedPuppet> puppet, float timePeriod );static bool CheckReactions(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckReactions;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckReactions x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckReactions( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIItemCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIItemCond_Record", (AICondition_Check21 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check21( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIItemCond_Record> condition );static bool CheckTresspassings(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckTresspassings;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckTresspassings x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckTresspassings( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool AnimationStreamedInCheck(AIbehaviorScriptExecutionContext context, game.data.AIAction_Record actionRecord)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::AnimationStreamedInCheck;ScriptExecutionContextAIAction_Record", (AICondition_AnimationStreamedInCheck x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_AnimationStreamedInCheck( AIbehaviorScriptExecutionContext context, game.data.AIAction_Record? actionRecord );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISlotCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAISlotCond_Record", (AICondition_Check22 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check22( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISlotCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICalculateLineOfSightVector_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAICalculateLineOfSightVector_Record", (AICondition_Check23 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check23( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICalculateLineOfSightVector_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIMovingInCirclesCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIMovingInCirclesCond_Record", (AICondition_Check24 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check24( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIMovingInCirclesCond_Record> condition );static bool CheckWeakSpots(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckWeakSpots;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckWeakSpots x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckWeakSpots( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool CheckAbilities(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckAbilities;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckAbilities x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckAbilities( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIPreviousAttackCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIPreviousAttackCond_Record", (AICondition_Check25 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check25( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIPreviousAttackCond_Record> condition );static bool CheckItems(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckItems;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckItems x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckItems( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIStatPoolCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIStatPoolCond_Record", (AICondition_Check26 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check26( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIStatPoolCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsHeatStage5Active_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIIsHeatStage5Active_Record", (AICondition_Check27 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check27( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsHeatStage5Active_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetInUnmountingRangeCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAITargetInUnmountingRangeCond_Record", (AICondition_Check28 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check28( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetInUnmountingRangeCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAbilityCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIAbilityCond_Record", (AICondition_Check29 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check29( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAbilityCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIWeaponLockedOnTargetCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIWeaponLockedOnTargetCond_Record", (AICondition_Check30 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check30( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIWeaponLockedOnTargetCond_Record> condition );static bool CheckCalculateLineOfSightVector(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckCalculateLineOfSightVector;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckCalculateLineOfSightVector x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckCalculateLineOfSightVector( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool CheckCommands(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckCommands;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckCommands x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckCommands( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIHasWeapon_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIHasWeapon_Record", (AICondition_Check31 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check31( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIHasWeapon_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVelocityCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIVelocityCond_Record", (AICondition_Check32 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check32( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVelocityCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIBlockCountCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIBlockCountCond_Record", (AICondition_Check33 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check33( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIBlockCountCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIInTacticPositionCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIInTacticPositionCond_Record", (AICondition_Check34 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check34( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIInTacticPositionCond_Record> condition );static bool CheckMovements(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckMovements;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckMovements x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckMovements( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool CheckAmmoCounts(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckAmmoCounts;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckAmmoCounts x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckAmmoCounts( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICommandCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAICommandCond_Record", (AICondition_Check35 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check35( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICommandCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIPercentageChanceCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIPercentageChanceCond_Record", (AICondition_Check36 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check36( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIPercentageChanceCond_Record> condition );static bool CheckAngle3ObjInternal(WeakHandle<game.Puppet> owner, WeakHandle<game.Object> source, Vector4 sourcePosition, ulong sourceCoverID, WeakHandle<game.Object> target, Vector4 targetPosition, ulong targetCoverID, WeakHandle<game.Object> targetOpt, Vector4 targetPositionOpt, ulong targetCoverIDOpt, Vector2 coneAngleRange, WeakHandle<game.data.AISpatialCond_Record> condition, out bool returnVal)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckAngle3ObjInternal;gamePuppetGameObjectVector4Uint64GameObjectVector4Uint64GameObjectVector4Uint64Vector2AISpatialCond_RecordBool", (AICondition_CheckAngle3ObjInternal x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckAngle3ObjInternal( WeakHandle<game.Puppet> owner, WeakHandle<game.Object> source, Vector4 sourcePosition, ulong sourceCoverID, WeakHandle<game.Object> target, Vector4 targetPosition, ulong targetCoverID, WeakHandle<game.Object> targetOpt, Vector4 targetPositionOpt, ulong targetCoverIDOpt, Vector2 coneAngleRange, WeakHandle<game.data.AISpatialCond_Record> condition, bool returnVal );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record", (AICondition_Check37 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check37( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AILoSPositionCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAILoSPositionCond_Record", (AICondition_Check38 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check38( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AILoSPositionCond_Record> condition );static bool CheckSlots(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckSlots;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckSlots x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckSlots( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIInArmedVehicleCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIInArmedVehicleCond_Record", (AICondition_Check39 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check39( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIInArmedVehicleCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIValidCoversCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIValidCoversCond_Record", (AICondition_Check40 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check40( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIValidCoversCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIGameDifficultyCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIGameDifficultyCond_Record", (AICondition_Check41 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check41( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIGameDifficultyCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsInActiveCameraCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIIsInActiveCameraCond_Record", (AICondition_Check42 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check42( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsInActiveCameraCond_Record> condition );static bool CheckSpatials(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckSpatials;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckSpatials x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckSpatials( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIWorkspotCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIWorkspotCond_Record", (AICondition_Check43 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check43( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIWorkspotCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVelocitiesDotCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIVelocitiesDotCond_Record", (AICondition_Check44 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check44( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVelocitiesDotCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVehicleCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIVehicleCond_Record", (AICondition_Check45 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check45( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVehicleCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIOptimalDistanceCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIOptimalDistanceCond_Record", (AICondition_Check46 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check46( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIOptimalDistanceCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISpatialCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAISpatialCond_Record", (AICondition_Check47 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check47( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISpatialCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIMovementCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIMovementCond_Record", (AICondition_Check48 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check48( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIMovementCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIStatusEffectCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIStatusEffectCond_Record", (AICondition_Check49 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check49( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIStatusEffectCond_Record> condition );static bool CheckSignals(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckSignals;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckSignals x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckSignals( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISecurityCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAISecurityCond_Record", (AICondition_Check50 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check50( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISecurityCond_Record> condition );static bool NextPhaseCheck(AIbehaviorScriptExecutionContext context, uint phase, game.data.AIAction_Record actionRecord)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::NextPhaseCheck;ScriptExecutionContextUint32AIAction_Record", (AICondition_NextPhaseCheck x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_NextPhaseCheck( AIbehaviorScriptExecutionContext context, uint phase, game.data.AIAction_Record? actionRecord );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAssignedVehicleInRace_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIAssignedVehicleInRace_Record", (AICondition_Check51 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check51( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAssignedVehicleInRace_Record> condition );static bool CheckActionCondition(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckActionCondition;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckActionCondition2 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckActionCondition2( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool CheckTickets(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckTickets;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckTickets x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckTickets( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITresspassingCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAITresspassingCond_Record", (AICondition_Check52 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check52( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITresspassingCond_Record> condition );static bool CheckLookats(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckLookats;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckLookats x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckLookats( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetInPreventionFreeArea_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAITargetInPreventionFreeArea_Record", (AICondition_Check53 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check53( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetInPreventionFreeArea_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIDriverCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIDriverCond_Record", (AICondition_Check54 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check54( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIDriverCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIReactionCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIReactionCond_Record", (AICondition_Check55 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check55( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIReactionCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsFromPreventionSystem_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIIsFromPreventionSystem_Record", (AICondition_Check56 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check56( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsFromPreventionSystem_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AILookAtCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAILookAtCond_Record", (AICondition_Check57 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check57( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AILookAtCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIStateCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIStateCond_Record", (AICondition_Check58 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check58( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIStateCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAssignedVehicleInPanicDriving_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIAssignedVehicleInPanicDriving_Record", (AICondition_Check59 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check59( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAssignedVehicleInPanicDriving_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIWeakSpotCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIWeakSpotCond_Record", (AICondition_Check60 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check60( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIWeakSpotCond_Record> condition );static bool CheckAbility(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.GameplayAbility_Record> ability)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckAbility;ScriptExecutionContextGameplayAbility_Record", (AICondition_CheckAbility x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckAbility( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.GameplayAbility_Record> ability );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIRestrictedMovementAreaCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIRestrictedMovementAreaCond_Record", (AICondition_Check61 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check61( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIRestrictedMovementAreaCond_Record> condition );static bool CheckVehicles(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckVehicles;ScriptExecutionContextAIActionCondition_Record", (AICondition_CheckVehicles x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckVehicles( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIThrowCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIThrowCond_Record", (AICondition_Check62 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check62( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIThrowCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISquadCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAISquadCond_Record", (AICondition_Check63 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check63( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISquadCond_Record> condition );static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAmmoCountCond_Record> condition)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::Check;ScriptExecutionContextAIAmmoCountCond_Record", (AICondition_Check64 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_Check64( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAmmoCountCond_Record> condition );static bool CheckActionConditions(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record>[] conditions)staticRTTI globalre.Hooks.Place( "AICondition", "AICondition::CheckActionConditions;ScriptExecutionContextscript_ref<array<AIActionCondition_Record>>", (AICondition_CheckActionConditions x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_CheckActionConditions( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record>[] conditions );static void OnCantFindProperCheck(CName conditionName)staticRTTI globalre.Hooks.PlaceVoid( "AICondition", "AICondition::OnCantFindProperCheck;CName", (AICondition_OnCantFindProperCheck x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AICondition_OnCantFindProperCheck( CName conditionName );