class
AISubActionForceEquip_Record_Implementation
- 0 properties
- 6 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static void ApplyAnimFeature(AIbehaviorScriptExecutionContext context, NPCItemToEquip[] itemsToEquip, WeakHandle<game.data.AISubActionForceEquip_Record> record)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionForceEquip_Record_Implementation", "AISubActionForceEquip_Record_Implementation::ApplyAnimFeature;ScriptExecutionContextscript_ref<array<NPCItemToEquip>>AISubActionForceEquip_Record", (AISubActionForceEquip_Record_Implementation_ApplyAnimFeature x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionForceEquip_Record_Implementation_ApplyAnimFeature( AIbehaviorScriptExecutionContext context, NPCItemToEquip[] itemsToEquip, WeakHandle<game.data.AISubActionForceEquip_Record> record );static bool Equip(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionForceEquip_Record> record)staticRTTI globalre.Hooks.Place( "AISubActionForceEquip_Record_Implementation", "AISubActionForceEquip_Record_Implementation::Equip;ScriptExecutionContextAISubActionForceEquip_Record", (AISubActionForceEquip_Record_Implementation_Equip x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionForceEquip_Record_Implementation_Equip( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionForceEquip_Record> record );static void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionForceEquip_Record> record, float duration, bool interrupted)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionForceEquip_Record_Implementation", "AISubActionForceEquip_Record_Implementation::Deactivate;ScriptExecutionContextAISubActionForceEquip_RecordFloatBool", (AISubActionForceEquip_Record_Implementation_Deactivate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionForceEquip_Record_Implementation_Deactivate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionForceEquip_Record> record, float duration, bool interrupted );static AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionForceEquip_Record> record, float duration)staticRTTI globalre.Hooks.Place( "AISubActionForceEquip_Record_Implementation", "AISubActionForceEquip_Record_Implementation::Update;ScriptExecutionContextAISubActionForceEquip_RecordFloat", (AISubActionForceEquip_Record_Implementation_Update x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorUpdateOutcome>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionForceEquip_Record_Implementation_Update( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionForceEquip_Record> record, float duration );static bool GetItemID(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionForceEquip_Record> record, out game.ItemID itemID)staticRTTI globalre.Hooks.Place( "AISubActionForceEquip_Record_Implementation", "AISubActionForceEquip_Record_Implementation::GetItemID;ScriptExecutionContextAISubActionForceEquip_RecordItemID", (AISubActionForceEquip_Record_Implementation_GetItemID x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionForceEquip_Record_Implementation_GetItemID( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionForceEquip_Record> record, game.ItemID itemID );static void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionForceEquip_Record> record)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionForceEquip_Record_Implementation", "AISubActionForceEquip_Record_Implementation::Activate;ScriptExecutionContextAISubActionForceEquip_Record", (AISubActionForceEquip_Record_Implementation_Activate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionForceEquip_Record_Implementation_Activate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionForceEquip_Record> record );