class
AISubActionAttackWithWeapon_Record_Implementation
- 0 properties
- 10 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static void StartContinuousAttack(AIbehaviorScriptExecutionContext context, WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionAttackWithWeapon_Record_Implementation", "AISubActionAttackWithWeapon_Record_Implementation::StartContinuousAttack;ScriptExecutionContextWeaponObject", (AISubActionAttackWithWeapon_Record_Implementation_StartContinuousAttack x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionAttackWithWeapon_Record_Implementation_StartContinuousAttack( AIbehaviorScriptExecutionContext context, WeakHandle<game.weapon.Object> weapon );static void StartPreparedContinuousAttack(AIbehaviorScriptExecutionContext context, WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionAttackWithWeapon_Record_Implementation", "AISubActionAttackWithWeapon_Record_Implementation::StartPreparedContinuousAttack;ScriptExecutionContextWeaponObject", (AISubActionAttackWithWeapon_Record_Implementation_StartPreparedContinuousAttack x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionAttackWithWeapon_Record_Implementation_StartPreparedContinuousAttack( AIbehaviorScriptExecutionContext context, WeakHandle<game.weapon.Object> weapon );static void PrepareContinuousAttack(WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionAttackWithWeapon_Record_Implementation", "AISubActionAttackWithWeapon_Record_Implementation::PrepareContinuousAttack;WeaponObject", (AISubActionAttackWithWeapon_Record_Implementation_PrepareContinuousAttack x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionAttackWithWeapon_Record_Implementation_PrepareContinuousAttack( WeakHandle<game.weapon.Object> weapon );static AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record, float duration)staticRTTI globalre.Hooks.Place( "AISubActionAttackWithWeapon_Record_Implementation", "AISubActionAttackWithWeapon_Record_Implementation::Update;ScriptExecutionContextAISubActionAttackWithWeapon_RecordFloat", (AISubActionAttackWithWeapon_Record_Implementation_Update x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorUpdateOutcome>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionAttackWithWeapon_Record_Implementation_Update( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record, float duration );static void SetAttackNameInBlackBoard(AIbehaviorScriptExecutionContext context, CName attackName)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionAttackWithWeapon_Record_Implementation", "AISubActionAttackWithWeapon_Record_Implementation::SetAttackNameInBlackBoard;ScriptExecutionContextCName", (AISubActionAttackWithWeapon_Record_Implementation_SetAttackNameInBlackBoard x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionAttackWithWeapon_Record_Implementation_SetAttackNameInBlackBoard( AIbehaviorScriptExecutionContext context, CName attackName );static AIbehaviorUpdateOutcome AttackWithWeapon(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record)staticRTTI globalre.Hooks.Place( "AISubActionAttackWithWeapon_Record_Implementation", "AISubActionAttackWithWeapon_Record_Implementation::AttackWithWeapon;ScriptExecutionContextAISubActionAttackWithWeapon_Record", (AISubActionAttackWithWeapon_Record_Implementation_AttackWithWeapon x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorUpdateOutcome>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionAttackWithWeapon_Record_Implementation_AttackWithWeapon( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record );static bool GetWeapon(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record, out WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.Place( "AISubActionAttackWithWeapon_Record_Implementation", "AISubActionAttackWithWeapon_Record_Implementation::GetWeapon;ScriptExecutionContextAISubActionAttackWithWeapon_RecordWeaponObject", (AISubActionAttackWithWeapon_Record_Implementation_GetWeapon x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionAttackWithWeapon_Record_Implementation_GetWeapon( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record, WeakHandle<game.weapon.Object> weapon );static void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionAttackWithWeapon_Record_Implementation", "AISubActionAttackWithWeapon_Record_Implementation::Activate;ScriptExecutionContextAISubActionAttackWithWeapon_Record", (AISubActionAttackWithWeapon_Record_Implementation_Activate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionAttackWithWeapon_Record_Implementation_Activate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record );static void FillEffectData(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record, WeakHandle<game.Attack_GameEffect> attack, WeakHandle<game.EffectInstance> effect)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionAttackWithWeapon_Record_Implementation", "AISubActionAttackWithWeapon_Record_Implementation::FillEffectData;ScriptExecutionContextAISubActionAttackWithWeapon_RecordAttack_GameEffectEffectInstance", (AISubActionAttackWithWeapon_Record_Implementation_FillEffectData x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionAttackWithWeapon_Record_Implementation_FillEffectData( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record, WeakHandle<game.Attack_GameEffect> attack, WeakHandle<game.EffectInstance> effect );static void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record, float duration, bool interrupted)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionAttackWithWeapon_Record_Implementation", "AISubActionAttackWithWeapon_Record_Implementation::Deactivate;ScriptExecutionContextAISubActionAttackWithWeapon_RecordFloatBool", (AISubActionAttackWithWeapon_Record_Implementation_Deactivate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionAttackWithWeapon_Record_Implementation_Deactivate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionAttackWithWeapon_Record> record, float duration, bool interrupted );