class
AISubActionEquipOnSlot_Record_Implementation
- 0 properties
- 5 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionEquipOnSlot_Record> record, float duration, bool interrupted)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionEquipOnSlot_Record_Implementation", "AISubActionEquipOnSlot_Record_Implementation::Deactivate;ScriptExecutionContextAISubActionEquipOnSlot_RecordFloatBool", (AISubActionEquipOnSlot_Record_Implementation_Deactivate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionEquipOnSlot_Record_Implementation_Deactivate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionEquipOnSlot_Record> record, float duration, bool interrupted );static void ApplyAnimFeature(AIbehaviorScriptExecutionContext context, NPCItemToEquip[] itemsToEquip, bool sendAnimFeature)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionEquipOnSlot_Record_Implementation", "AISubActionEquipOnSlot_Record_Implementation::ApplyAnimFeature;ScriptExecutionContextscript_ref<array<NPCItemToEquip>>Bool", (AISubActionEquipOnSlot_Record_Implementation_ApplyAnimFeature x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionEquipOnSlot_Record_Implementation_ApplyAnimFeature( AIbehaviorScriptExecutionContext context, NPCItemToEquip[] itemsToEquip, bool sendAnimFeature );static void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionEquipOnSlot_Record> record)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionEquipOnSlot_Record_Implementation", "AISubActionEquipOnSlot_Record_Implementation::Activate;ScriptExecutionContextAISubActionEquipOnSlot_Record", (AISubActionEquipOnSlot_Record_Implementation_Activate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionEquipOnSlot_Record_Implementation_Activate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionEquipOnSlot_Record> record );static AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionEquipOnSlot_Record> record, float duration)staticRTTI globalre.Hooks.Place( "AISubActionEquipOnSlot_Record_Implementation", "AISubActionEquipOnSlot_Record_Implementation::Update;ScriptExecutionContextAISubActionEquipOnSlot_RecordFloat", (AISubActionEquipOnSlot_Record_Implementation_Update x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorUpdateOutcome>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionEquipOnSlot_Record_Implementation_Update( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionEquipOnSlot_Record> record, float duration );static bool Equip(AIbehaviorScriptExecutionContext context, NPCItemToEquip[] itemsToEquip, bool cacheEquipped)staticRTTI globalre.Hooks.Place( "AISubActionEquipOnSlot_Record_Implementation", "AISubActionEquipOnSlot_Record_Implementation::Equip;ScriptExecutionContextscript_ref<array<NPCItemToEquip>>Bool", (AISubActionEquipOnSlot_Record_Implementation_Equip x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionEquipOnSlot_Record_Implementation_Equip( AIbehaviorScriptExecutionContext context, NPCItemToEquip[] itemsToEquip, bool cacheEquipped );