class
AISubActionEquipOnBody_Record_Implementation
- 0 properties
- 5 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static bool EquipOnBody(AIbehaviorScriptExecutionContext context, NPCItemToEquip[] itemsToEquip)staticRTTI globalre.Hooks.Place( "AISubActionEquipOnBody_Record_Implementation", "AISubActionEquipOnBody_Record_Implementation::EquipOnBody;ScriptExecutionContextscript_ref<array<NPCItemToEquip>>", (AISubActionEquipOnBody_Record_Implementation_EquipOnBody x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionEquipOnBody_Record_Implementation_EquipOnBody( AIbehaviorScriptExecutionContext context, NPCItemToEquip[] itemsToEquip );static void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionEquipOnBody_Record> record)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionEquipOnBody_Record_Implementation", "AISubActionEquipOnBody_Record_Implementation::Activate;ScriptExecutionContextAISubActionEquipOnBody_Record", (AISubActionEquipOnBody_Record_Implementation_Activate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionEquipOnBody_Record_Implementation_Activate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionEquipOnBody_Record> record );static void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionEquipOnBody_Record> record, float duration, bool interrupted)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionEquipOnBody_Record_Implementation", "AISubActionEquipOnBody_Record_Implementation::Deactivate;ScriptExecutionContextAISubActionEquipOnBody_RecordFloatBool", (AISubActionEquipOnBody_Record_Implementation_Deactivate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionEquipOnBody_Record_Implementation_Deactivate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionEquipOnBody_Record> record, float duration, bool interrupted );static AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionEquipOnBody_Record> record, float duration)staticRTTI globalre.Hooks.Place( "AISubActionEquipOnBody_Record_Implementation", "AISubActionEquipOnBody_Record_Implementation::Update;ScriptExecutionContextAISubActionEquipOnBody_RecordFloat", (AISubActionEquipOnBody_Record_Implementation_Update x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorUpdateOutcome>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionEquipOnBody_Record_Implementation_Update( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionEquipOnBody_Record> record, float duration );static bool GetItemsToEquip(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionCharacterRecordEquip_Record> record, NPCItemToEquip[] itemsToEquip)staticRTTI globalre.Hooks.Place( "AISubActionEquipOnBody_Record_Implementation", "AISubActionEquipOnBody_Record_Implementation::GetItemsToEquip;ScriptExecutionContextAISubActionCharacterRecordEquip_Recordscript_ref<array<NPCItemToEquip>>", (AISubActionEquipOnBody_Record_Implementation_GetItemsToEquip x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionEquipOnBody_Record_Implementation_GetItemsToEquip( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionCharacterRecordEquip_Record> record, NPCItemToEquip[] itemsToEquip );