class
AISubActionReloadWeapon_Record_Implementation
- 0 properties
- 4 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionReloadWeapon_Record> record, float duration)staticRTTI globalre.Hooks.Place( "AISubActionReloadWeapon_Record_Implementation", "AISubActionReloadWeapon_Record_Implementation::Update;ScriptExecutionContextAISubActionReloadWeapon_RecordFloat", (AISubActionReloadWeapon_Record_Implementation_Update x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorUpdateOutcome>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionReloadWeapon_Record_Implementation_Update( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionReloadWeapon_Record> record, float duration );static void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionReloadWeapon_Record> record, float duration, bool interrupted)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionReloadWeapon_Record_Implementation", "AISubActionReloadWeapon_Record_Implementation::Deactivate;ScriptExecutionContextAISubActionReloadWeapon_RecordFloatBool", (AISubActionReloadWeapon_Record_Implementation_Deactivate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionReloadWeapon_Record_Implementation_Deactivate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionReloadWeapon_Record> record, float duration, bool interrupted );static void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionReloadWeapon_Record> record)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionReloadWeapon_Record_Implementation", "AISubActionReloadWeapon_Record_Implementation::Activate;ScriptExecutionContextAISubActionReloadWeapon_Record", (AISubActionReloadWeapon_Record_Implementation_Activate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionReloadWeapon_Record_Implementation_Activate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionReloadWeapon_Record> record );static bool GetWeapon(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionReloadWeapon_Record> record, out WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.Place( "AISubActionReloadWeapon_Record_Implementation", "AISubActionReloadWeapon_Record_Implementation::GetWeapon;ScriptExecutionContextAISubActionReloadWeapon_RecordWeaponObject", (AISubActionReloadWeapon_Record_Implementation_GetWeapon x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionReloadWeapon_Record_Implementation_GetWeapon( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionReloadWeapon_Record> record, WeakHandle<game.weapon.Object> weapon );