class
AINPCHighLevelStateCheck
- 1 property
- 3 functions
- 7 derived classes
Extends AINPCStateCheck AIbehaviorconditionScript AIbehaviorScriptBase IScriptable ISerializable
Derived
CheckHighLevelState, InAlertedHighLevelState, InCombatHighLevelState, InDeadHighLevelState, InRelaxedHighLevelState, InStealthHighLevelState, InUnconsciousHighLevelState
Properties
| Property | Type | Offset | |
|---|---|---|---|
blackboard | WeakHandle<game.IBlackboard> | 0x0 | scripted |
Functions
game.data.NPCHighLevelState GetStateToCheck()RTTIre.Hooks.Place( "AINPCHighLevelStateCheck", "GetStateToCheck;", (AINPCHighLevelStateCheck_GetStateToCheck x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.NPCHighLevelState>(); } ); [Msgpack.Gen] public readonly partial record struct AINPCHighLevelStateCheck_GetStateToCheck( AINPCHighLevelStateCheck self );void Activate(AIbehaviorScriptExecutionContext context)overrideRTTIre.Hooks.PlaceVoid( "AINPCHighLevelStateCheck", "Activate;ScriptExecutionContext", (AINPCHighLevelStateCheck_Activate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AINPCHighLevelStateCheck_Activate( AINPCHighLevelStateCheck self, AIbehaviorScriptExecutionContext context );AIbehaviorConditionOutcomes Check(AIbehaviorScriptExecutionContext context)overrideRTTIre.Hooks.Place( "AINPCHighLevelStateCheck", "Check;ScriptExecutionContext", (AINPCHighLevelStateCheck_Check x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorConditionOutcomes>(); } ); [Msgpack.Gen] public readonly partial record struct AINPCHighLevelStateCheck_Check( AINPCHighLevelStateCheck self, AIbehaviorScriptExecutionContext context );