class
AIFollowerRole
- 11 properties
- 18 functions
Extends AIRole IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
followerRef | game.EntityReference | 0x0 | scripted |
followTarget | WeakHandle<game.Object> | 0x38 | scripted |
owner | WeakHandle<game.Object> | 0x48 | scripted |
attitudeGroupName | CName | 0x58 | scripted |
followTargetSquads | CName[] | 0x60 | scripted |
playerCombatListener | red.CallbackObject? | 0x70 | scripted |
lastStealthLeaveTimeStamp | EngineTime | 0x80 | scripted |
friendlyTargetSlotListener | game.AttachmentSlotsScriptListener? | 0x88 | scripted |
ownerTargetSlotListener | game.AttachmentSlotsScriptListener? | 0x98 | scripted |
isFriendMelee | bool | 0xA8 | scripted |
isOwnerSniper | bool | 0xA9 | scripted |
Functions
void OnFriendlyTargetWeaponChange(game.ItemID itemID)RTTIre.Hooks.PlaceVoid( "AIFollowerRole", "OnFriendlyTargetWeaponChange;ItemID", (AIFollowerRole_OnFriendlyTargetWeaponChange x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_OnFriendlyTargetWeaponChange( AIFollowerRole self, game.ItemID itemID );void OnOwnerWeaponChange(game.ItemID itemID)RTTIre.Hooks.PlaceVoid( "AIFollowerRole", "OnOwnerWeaponChange;ItemID", (AIFollowerRole_OnOwnerWeaponChange x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_OnOwnerWeaponChange( AIFollowerRole self, game.ItemID itemID );void UpdateSpatialsMultiplier()RTTIre.Hooks.PlaceVoid( "AIFollowerRole", "UpdateSpatialsMultiplier;", (AIFollowerRole_UpdateSpatialsMultiplier x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_UpdateSpatialsMultiplier( AIFollowerRole self );game.EntityReference GetFollowerRef()RTTIre.Hooks.Place( "AIFollowerRole", "GetFollowerRef;", (AIFollowerRole_GetFollowerRef x) => { return re.Hooks.CallOriginal<re.msgpack.game.EntityReference>(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_GetFollowerRef( AIFollowerRole self );bool FindFollowTarget(WeakHandle<game.Object> owner, out WeakHandle<game.Object> followTarget)RTTIre.Hooks.Place( "AIFollowerRole", "FindFollowTarget;GameObjectGameObject", (AIFollowerRole_FindFollowTarget x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_FindFollowTarget( AIFollowerRole self, WeakHandle<game.Object> owner, WeakHandle<game.Object> followTarget );EAIRole GetRoleEnum()overrideRTTIre.Hooks.Place( "AIFollowerRole", "GetRoleEnum;", (AIFollowerRole_GetRoleEnum x) => { return re.Hooks.CallOriginal<re.msgpack.EAIRole>(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_GetRoleEnum( AIFollowerRole self );TDBID GetTweakRecordId()overrideRTTIre.Hooks.Place( "AIFollowerRole", "GetTweakRecordId;", (AIFollowerRole_GetTweakRecordId x) => { return re.Hooks.CallOriginal<re.msgpack.TDBID>(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_GetTweakRecordId( AIFollowerRole self );void OnRoleSet(WeakHandle<game.Object> owner)overrideRTTIre.Hooks.PlaceVoid( "AIFollowerRole", "OnRoleSet;GameObject", (AIFollowerRole_OnRoleSet x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_OnRoleSet( AIFollowerRole self, WeakHandle<game.Object> owner );void OnRoleCleared(WeakHandle<game.Object> owner)overrideRTTIre.Hooks.PlaceVoid( "AIFollowerRole", "OnRoleCleared;GameObject", (AIFollowerRole_OnRoleCleared x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_OnRoleCleared( AIFollowerRole self, WeakHandle<game.Object> owner );bool ChangeAttitude(WeakHandle<game.Object> owner, game.AttitudeAgent ownAttitudeAgent, WeakHandle<game.Object> followTarget)RTTIre.Hooks.Place( "AIFollowerRole", "ChangeAttitude;GameObjectAttitudeAgentGameObject", (AIFollowerRole_ChangeAttitude x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_ChangeAttitude( AIFollowerRole self, WeakHandle<game.Object> owner, game.AttitudeAgent? ownAttitudeAgent, WeakHandle<game.Object> followTarget );void RegisterToPlayerCombat(WeakHandle<ScriptedPuppet> owner, WeakHandle<PlayerPuppet> player)RTTIre.Hooks.PlaceVoid( "AIFollowerRole", "RegisterToPlayerCombat;ScriptedPuppetPlayerPuppet", (AIFollowerRole_RegisterToPlayerCombat x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_RegisterToPlayerCombat( AIFollowerRole self, WeakHandle<ScriptedPuppet> owner, WeakHandle<PlayerPuppet> player );void UnregisterToPlayerCombat(WeakHandle<ScriptedPuppet> owner, WeakHandle<PlayerPuppet> player)RTTIre.Hooks.PlaceVoid( "AIFollowerRole", "UnregisterToPlayerCombat;ScriptedPuppetPlayerPuppet", (AIFollowerRole_UnregisterToPlayerCombat x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_UnregisterToPlayerCombat( AIFollowerRole self, WeakHandle<ScriptedPuppet> owner, WeakHandle<PlayerPuppet> player );void JoinFollowTargetSquads(WeakHandle<ScriptedPuppet> owner)RTTIre.Hooks.PlaceVoid( "AIFollowerRole", "JoinFollowTargetSquads;ScriptedPuppet", (AIFollowerRole_JoinFollowTargetSquads x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_JoinFollowTargetSquads( AIFollowerRole self, WeakHandle<ScriptedPuppet> owner );void LeaveFollowTargetSquads(WeakHandle<ScriptedPuppet> owner)RTTIre.Hooks.PlaceVoid( "AIFollowerRole", "LeaveFollowTargetSquads;ScriptedPuppet", (AIFollowerRole_LeaveFollowTargetSquads x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_LeaveFollowTargetSquads( AIFollowerRole self, WeakHandle<ScriptedPuppet> owner );void SetFollowTarget(WeakHandle<game.Object> followTarget)RTTIre.Hooks.PlaceVoid( "AIFollowerRole", "SetFollowTarget;GameObject", (AIFollowerRole_SetFollowTarget x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_SetFollowTarget( AIFollowerRole self, WeakHandle<game.Object> followTarget );WeakHandle<game.Object> GetFollowTarget()RTTIvoid OnHighLevelStateEnter(WeakHandle<game.Object> owner, game.data.NPCHighLevelState newState, game.data.NPCHighLevelState previousState)overrideRTTIre.Hooks.PlaceVoid( "AIFollowerRole", "OnHighLevelStateEnter;GameObjectgamedataNPCHighLevelStategamedataNPCHighLevelState", (AIFollowerRole_OnHighLevelStateEnter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_OnHighLevelStateEnter( AIFollowerRole self, WeakHandle<game.Object> owner, game.data.NPCHighLevelState newState, game.data.NPCHighLevelState previousState );void OnHighLevelStateExit(WeakHandle<game.Object> owner, game.data.NPCHighLevelState leftState, game.data.NPCHighLevelState nextState)overrideRTTIre.Hooks.PlaceVoid( "AIFollowerRole", "OnHighLevelStateExit;GameObjectgamedataNPCHighLevelStategamedataNPCHighLevelState", (AIFollowerRole_OnHighLevelStateExit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIFollowerRole_OnHighLevelStateExit( AIFollowerRole self, WeakHandle<game.Object> owner, game.data.NPCHighLevelState leftState, game.data.NPCHighLevelState nextState );