class
AIWeapon
- 0 properties
- 36 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static bool GetPatternPackagesMeetingConditionChecks(WeakHandle<game.Object> weaponOwner, WeakHandle<game.data.AIPatternsPackage_Record>[] records, out WeakHandle<game.data.AIPatternsPackage_Record> package)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::GetPatternPackagesMeetingConditionChecks;GameObjectscript_ref<array<AIPatternsPackage_Record>>AIPatternsPackage_Record", (AIWeapon_GetPatternPackagesMeetingConditionChecks x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_GetPatternPackagesMeetingConditionChecks( WeakHandle<game.Object> weaponOwner, WeakHandle<game.data.AIPatternsPackage_Record>[] records, WeakHandle<game.data.AIPatternsPackage_Record> package );static void OnStopShooting(WeakHandle<game.weapon.Object> weapon, float actionDuration)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::OnStopShooting;WeaponObjectFloat", (AIWeapon_OnStopShooting x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_OnStopShooting( WeakHandle<game.weapon.Object> weapon, float actionDuration );static void WeaponCooledDownFromOverheat(WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::WeaponCooledDownFromOverheat;WeaponObject", (AIWeapon_WeaponCooledDownFromOverheat x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_WeaponCooledDownFromOverheat( WeakHandle<game.weapon.Object> weapon );static WeakHandle<game.data.AIPattern_Record>[] GetPatternRange(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic void SelectShootingPatternFromList(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPattern_Record>[] patternsList, out WeakHandle<game.data.AIPattern_Record> selectedPattern)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::SelectShootingPatternFromList;WeaponObjectscript_ref<array<AIPattern_Record>>AIPattern_Record", (AIWeapon_SelectShootingPatternFromList x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_SelectShootingPatternFromList( WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPattern_Record>[] patternsList, WeakHandle<game.data.AIPattern_Record> selectedPattern );static void SetAttackBasedOnTimeDilation(WeakHandle<game.Object> owner, WeakHandle<game.weapon.Object> weapon, TDBID overrideRangedAttack)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::SetAttackBasedOnTimeDilation;GameObjectWeaponObjectTweakDBID", (AIWeapon_SetAttackBasedOnTimeDilation x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_SetAttackBasedOnTimeDilation( WeakHandle<game.Object> owner, WeakHandle<game.weapon.Object> weapon, TDBID overrideRangedAttack );static void QueueNextShot(WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float timeStamp, float delayForNextShot)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::QueueNextShot;WeaponObjectgamedataTriggerModeFloatFloat", (AIWeapon_QueueNextShot x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_QueueNextShot( WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float timeStamp, float delayForNextShot );static WeakHandle<game.data.AIPatternsPackage_Record> GetShootingPatternPackage(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic void ProcessWeaponOverheatStatPool(WeakHandle<game.weapon.Object> gameObject, WeakHandle<game.Object> weaponOwner, bool forceOverheat)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::ProcessWeaponOverheatStatPool;WeaponObjectGameObjectBool", (AIWeapon_ProcessWeaponOverheatStatPool x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_ProcessWeaponOverheatStatPool( WeakHandle<game.weapon.Object> gameObject, WeakHandle<game.Object> weaponOwner, bool forceOverheat );static int GetDesiredNumberOfShots(WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::GetDesiredNumberOfShots;WeaponObject", (AIWeapon_GetDesiredNumberOfShots x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_GetDesiredNumberOfShots( WeakHandle<game.weapon.Object> weapon );static bool GetChargeLevel(WeakHandle<game.weapon.Object> weapon, float actionDuration, out float chargeLevel)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::GetChargeLevel;WeaponObjectFloatFloat", (AIWeapon_GetChargeLevel x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_GetChargeLevel( WeakHandle<game.weapon.Object> weapon, float actionDuration, float chargeLevel );static void ForceWeaponOverheat(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.Object> weaponOwner)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::ForceWeaponOverheat;WeaponObjectGameObject", (AIWeapon_ForceWeaponOverheat x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_ForceWeaponOverheat( WeakHandle<game.weapon.Object> weapon, WeakHandle<game.Object> weaponOwner );static void OnFullyCharged(WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::OnFullyCharged;WeaponObject", (AIWeapon_OnFullyCharged x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_OnFullyCharged( WeakHandle<game.weapon.Object> weapon );static void SelectShootingPattern(WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object> weapon, WeakHandle<game.Object> weaponOwner, bool forceReselection)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::SelectShootingPattern;AISubActionShootWithWeapon_RecordWeaponObjectGameObjectBool", (AIWeapon_SelectShootingPattern x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_SelectShootingPattern( WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object> weapon, WeakHandle<game.Object> weaponOwner, bool forceReselection );static bool GetShootingPatternsList(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPatternsPackage_Record> chosenPackage, WeakHandle<game.data.AIPattern_Record>[] patternsList)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::GetShootingPatternsList;GameObjectWeaponObjectAIPatternsPackage_Recordscript_ref<array<AIPattern_Record>>", (AIWeapon_GetShootingPatternsList x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_GetShootingPatternsList( WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPatternsPackage_Record> chosenPackage, WeakHandle<game.data.AIPattern_Record>[] patternsList );static bool CanWeaponOverheat(WeakHandle<game.weapon.Object> gameObject)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::CanWeaponOverheat;WeaponObject", (AIWeapon_CanWeaponOverheat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_CanWeaponOverheat( WeakHandle<game.weapon.Object> gameObject );static WeakHandle<game.data.AIPattern_Record> GetShootingPattern(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic void WeaponOverheated(WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::WeaponOverheated;WeaponObject", (AIWeapon_WeaponOverheated x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_WeaponOverheated( WeakHandle<game.weapon.Object> weapon );static void OnStartShooting(WeakHandle<game.weapon.Object> weapon, int desiredNumberOfShots)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::OnStartShooting;WeaponObjectInt32", (AIWeapon_OnStartShooting x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_OnStartShooting( WeakHandle<game.weapon.Object> weapon, int desiredNumberOfShots );static float GetNextShotTimeStamp(WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::GetNextShotTimeStamp;WeaponObject", (AIWeapon_GetNextShotTimeStamp x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_GetNextShotTimeStamp( WeakHandle<game.weapon.Object> weapon );static void SetShootingPattern(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPattern_Record> pattern)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::SetShootingPattern;WeaponObjectAIPattern_Record", (AIWeapon_SetShootingPattern x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_SetShootingPattern( WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPattern_Record> pattern );static float GetWeaponOverheatStatPool(WeakHandle<game.weapon.Object> gameObject)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::GetWeaponOverheatStatPool;WeaponObject", (AIWeapon_GetWeaponOverheatStatPool x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_GetWeaponOverheatStatPool( WeakHandle<game.weapon.Object> gameObject );static float GetShotTimeStamp(WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::GetShotTimeStamp;WeaponObject", (AIWeapon_GetShotTimeStamp x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_GetShotTimeStamp( WeakHandle<game.weapon.Object> weapon );static void SetShootingPatternPackage(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPatternsPackage_Record> patternPackage)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::SetShootingPatternPackage;WeaponObjectAIPatternsPackage_Record", (AIWeapon_SetShootingPatternPackage x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_SetShootingPatternPackage( WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPatternsPackage_Record> patternPackage );static void OnShotFired(WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float timeStamp)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::OnShotFired;WeaponObjectgamedataTriggerModeFloat", (AIWeapon_OnShotFired x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_OnShotFired( WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float timeStamp );static bool GetIsFullyCharged(WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::GetIsFullyCharged;WeaponObject", (AIWeapon_GetIsFullyCharged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_GetIsFullyCharged( WeakHandle<game.weapon.Object> weapon );static bool HasExceededDesiredNumberOfShots(WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::HasExceededDesiredNumberOfShots;WeaponObject", (AIWeapon_HasExceededDesiredNumberOfShots x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_HasExceededDesiredNumberOfShots( WeakHandle<game.weapon.Object> weapon );static float GetShootingPatternDelayBetweenShots(int totalShotsFired, WeakHandle<game.data.AIPattern_Record> pattern)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::GetShootingPatternDelayBetweenShots;Int32AIPattern_Record", (AIWeapon_GetShootingPatternDelayBetweenShots x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_GetShootingPatternDelayBetweenShots( int totalShotsFired, WeakHandle<game.data.AIPattern_Record> pattern );static bool UpdateSniperEffect(game.weapon.Object weapon, float duration)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::UpdateSniperEffect;WeaponObjectFloat", (AIWeapon_UpdateSniperEffect x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_UpdateSniperEffect( game.weapon.Object? weapon, float duration );static int GetTotalNumberOfShots(WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::GetTotalNumberOfShots;WeaponObject", (AIWeapon_GetTotalNumberOfShots x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_GetTotalNumberOfShots( WeakHandle<game.weapon.Object> weapon );static WeakHandle<game.data.AIPatternsPackage_Record> SelectShootingPatternPackage(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPatternsPackage_Record>[] records)staticRTTI globalstatic bool UpdateCharging(WeakHandle<game.weapon.Object> weapon, float timeStamp, WeakHandle<game.Object> weaponOwner, out float chargeLevel)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::UpdateCharging;WeaponObjectFloatGameObjectFloat", (AIWeapon_UpdateCharging x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_UpdateCharging( WeakHandle<game.weapon.Object> weapon, float timeStamp, WeakHandle<game.Object> weaponOwner, float chargeLevel );static void SetPatternRange(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPattern_Record>[] patternList)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::SetPatternRange;WeaponObjectarray<AIPattern_Record>", (AIWeapon_SetPatternRange x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_SetPatternRange( WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPattern_Record>[] patternList );static void Fire(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, float timeStamp, float tbhCoefficient, game.data.TriggerMode requestedTriggerMode, Vector4 targetPosition, game.Object target, TDBID rangedAttack, float maxSpreadOverride, float aimingDelay, Vector4 offset, bool shouldTrackTarget, float predictionTime, ent.IPositionProvider posProviderOverride, Vector4 muzzleOffset, CName weaponCustomEvent)staticRTTI globalre.Hooks.PlaceVoid( "AIWeapon", "AIWeapon::Fire;GameObjectWeaponObjectFloatFloatgamedataTriggerModeVector4GameObjectTweakDBIDFloatFloatVector4BoolFloatIPositionProviderVector4CName", (AIWeapon_Fire x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_Fire( WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, float timeStamp, float tbhCoefficient, game.data.TriggerMode requestedTriggerMode, Vector4 targetPosition, game.Object? target, TDBID rangedAttack, float maxSpreadOverride, float aimingDelay, Vector4 offset, bool shouldTrackTarget, float predictionTime, ent.IPositionProvider? posProviderOverride, Vector4 muzzleOffset, CName weaponCustomEvent );static bool GetWeaponOverheatBB(WeakHandle<game.weapon.Object> weapon)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::GetWeaponOverheatBB;WeaponObject", (AIWeapon_GetWeaponOverheatBB x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_GetWeaponOverheatBB( WeakHandle<game.weapon.Object> weapon );static bool CompareAIPatternRecordArrays(WeakHandle<game.data.AIPattern_Record>[] arr1, WeakHandle<game.data.AIPattern_Record>[] arr2)staticRTTI globalre.Hooks.Place( "AIWeapon", "AIWeapon::CompareAIPatternRecordArrays;script_ref<array<AIPattern_Record>>script_ref<array<AIPattern_Record>>", (AIWeapon_CompareAIPatternRecordArrays x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIWeapon_CompareAIPatternRecordArrays( WeakHandle<game.data.AIPattern_Record>[] arr1, WeakHandle<game.data.AIPattern_Record>[] arr2 );