class
AISubActionShootToPoint_Record_Implementation
- 0 properties
- 3 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootToPoint_Record> record)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionShootToPoint_Record_Implementation", "AISubActionShootToPoint_Record_Implementation::Activate;ScriptExecutionContextAISubActionShootToPoint_Record", (AISubActionShootToPoint_Record_Implementation_Activate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootToPoint_Record_Implementation_Activate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootToPoint_Record> record );static AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootToPoint_Record> record, float duration)staticRTTI globalre.Hooks.Place( "AISubActionShootToPoint_Record_Implementation", "AISubActionShootToPoint_Record_Implementation::Update;ScriptExecutionContextAISubActionShootToPoint_RecordFloat", (AISubActionShootToPoint_Record_Implementation_Update x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorUpdateOutcome>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootToPoint_Record_Implementation_Update( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootToPoint_Record> record, float duration );static void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootToPoint_Record> record, float duration, bool interrupted)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionShootToPoint_Record_Implementation", "AISubActionShootToPoint_Record_Implementation::Deactivate;ScriptExecutionContextAISubActionShootToPoint_RecordFloatBool", (AISubActionShootToPoint_Record_Implementation_Deactivate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootToPoint_Record_Implementation_Deactivate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootToPoint_Record> record, float duration, bool interrupted );