class
AISubActionShootWithWeapon_Record_Implementation
- 0 properties
- 15 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::Activate;ScriptExecutionContextAISubActionShootWithWeapon_Record", (AISubActionShootWithWeapon_Record_Implementation_Activate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_Activate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record );static AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration)staticRTTI globalre.Hooks.Place( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::Update;ScriptExecutionContextAISubActionShootWithWeapon_RecordFloat", (AISubActionShootWithWeapon_Record_Implementation_Update x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorUpdateOutcome>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_Update( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration );static bool GetWeapon(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object>[] weaponsList)staticRTTI globalre.Hooks.Place( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::GetWeapon;ScriptExecutionContextAISubActionShootWithWeapon_Recordscript_ref<array<WeaponObject>>", (AISubActionShootWithWeapon_Record_Implementation_GetWeapon x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_GetWeapon( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object>[] weaponsList );static void QueueNextShot(WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float duration)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::QueueNextShot;WeaponObjectgamedataTriggerModeFloat", (AISubActionShootWithWeapon_Record_Implementation_QueueNextShot x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_QueueNextShot( WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float duration );static bool ShouldTrackTarget(WeakHandle<game.Puppet> owner, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.Place( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::ShouldTrackTarget;gamePuppetAISubActionShootWithWeapon_RecordWeaponObject", (AISubActionShootWithWeapon_Record_Implementation_ShouldTrackTarget x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_ShouldTrackTarget( WeakHandle<game.Puppet> owner, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object> weapon );static bool SetShootPointsBytag(AIbehaviorScriptExecutionContext context, CName[] tags, Vector4[] shootPointPosition)staticRTTI globalre.Hooks.Place( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::SetShootPointsBytag;ScriptExecutionContextscript_ref<array<CName>>script_ref<array<Vector4>>", (AISubActionShootWithWeapon_Record_Implementation_SetShootPointsBytag x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_SetShootPointsBytag( AIbehaviorScriptExecutionContext context, CName[] tags, List<Vector4> shootPointPosition );static void QueueFirstShot(WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::QueueFirstShot;WeaponObject", (AISubActionShootWithWeapon_Record_Implementation_QueueFirstShot x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_QueueFirstShot( WeakHandle<game.weapon.Object> weapon );static Vector4[] ConvertVector3ArrayToVector4Array(Vector3[] v3)staticRTTI globalstatic void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration, bool interrupted)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::Deactivate;ScriptExecutionContextAISubActionShootWithWeapon_RecordFloatBool", (AISubActionShootWithWeapon_Record_Implementation_Deactivate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_Deactivate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration, bool interrupted );static void Shoot(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, Vector4 targetPosition, WeakHandle<game.Object> target, Vector4 offset, float predictionTime, Vector4 muzzleOffset, CName weaponCustomEvent)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::Shoot;ScriptExecutionContextAISubActionShootWithWeapon_RecordFloatWeaponObjectgamedataTriggerModeVector4GameObjectVector4FloatVector4CName", (AISubActionShootWithWeapon_Record_Implementation_Shoot x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_Shoot( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, Vector4 targetPosition, WeakHandle<game.Object> target, Vector4 offset, float predictionTime, Vector4 muzzleOffset, CName weaponCustomEvent );static bool SetShootPointsByCoordinate(AIbehaviorScriptExecutionContext context, WeakHandle<game.Object> target, Vector4[] coordinateArray, Vector4[] shootPointPosition)staticRTTI globalre.Hooks.Place( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::SetShootPointsByCoordinate;ScriptExecutionContextGameObjectscript_ref<array<Vector4>>script_ref<array<Vector4>>", (AISubActionShootWithWeapon_Record_Implementation_SetShootPointsByCoordinate x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_SetShootPointsByCoordinate( AIbehaviorScriptExecutionContext context, WeakHandle<game.Object> target, List<Vector4> coordinateArray, List<Vector4> shootPointPosition );static bool ShootMissileRainCircular(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionMissileRainCircular_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration)staticRTTI globalre.Hooks.Place( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::ShootMissileRainCircular;ScriptExecutionContextAISubActionMissileRainCircular_RecordWeaponObjectgamedataTriggerModeGameObjectVector4Float", (AISubActionShootWithWeapon_Record_Implementation_ShootMissileRainCircular x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_ShootMissileRainCircular( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionMissileRainCircular_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration );static bool ShootChimeraMetalstorm(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionChimeraMetalstorm_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration)staticRTTI globalre.Hooks.Place( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::ShootChimeraMetalstorm;ScriptExecutionContextAISubActionChimeraMetalstorm_RecordWeaponObjectgamedataTriggerModeGameObjectVector4Float", (AISubActionShootWithWeapon_Record_Implementation_ShootChimeraMetalstorm x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_ShootChimeraMetalstorm( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionChimeraMetalstorm_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration );static bool ShootMissileRainGrid(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionMissileRainGrid_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration)staticRTTI globalre.Hooks.Place( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::ShootMissileRainGrid;ScriptExecutionContextAISubActionMissileRainGrid_RecordWeaponObjectgamedataTriggerModeGameObjectVector4Float", (AISubActionShootWithWeapon_Record_Implementation_ShootMissileRainGrid x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_ShootMissileRainGrid( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionMissileRainGrid_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration );static bool ShootToPoints(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootToPoint_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float duration)staticRTTI globalre.Hooks.Place( "AISubActionShootWithWeapon_Record_Implementation", "AISubActionShootWithWeapon_Record_Implementation::ShootToPoints;ScriptExecutionContextAISubActionShootToPoint_RecordWeaponObjectgamedataTriggerModeFloat", (AISubActionShootWithWeapon_Record_Implementation_ShootToPoints x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Implementation_ShootToPoints( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootToPoint_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float duration );