class
AimWalkDecisions
- 5 properties
- 10 functions
Extends LocomotionGroundDecisions LocomotionTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
callbackIDs | red.CallbackObject?[] | 0x30 | scripted |
isBlocking | bool | 0x40 | scripted |
isAiming | bool | 0x41 | scripted |
inFocusMode | bool | 0x42 | scripted |
isLeftHandChanging | bool | 0x43 | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "AimWalkDecisions", "OnAttach;StateContextStateGameScriptInterface", (AimWalkDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AimWalkDecisions_OnAttach( AimWalkDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "AimWalkDecisions", "OnDetach;StateContextStateGameScriptInterface", (AimWalkDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AimWalkDecisions_OnDetach( AimWalkDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void UpdateEnterConditionEnabled()RTTIre.Hooks.PlaceVoid( "AimWalkDecisions", "UpdateEnterConditionEnabled;", (AimWalkDecisions_UpdateEnterConditionEnabled x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AimWalkDecisions_UpdateEnterConditionEnabled( AimWalkDecisions self );bool OnMeleeChanged(int value)RTTIre.Hooks.Place( "AimWalkDecisions", "OnMeleeChanged", (AimWalkDecisions_OnMeleeChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimWalkDecisions_OnMeleeChanged( AimWalkDecisions self, int value );bool OnUpperBodyChanged(int value)RTTIre.Hooks.Place( "AimWalkDecisions", "OnUpperBodyChanged", (AimWalkDecisions_OnUpperBodyChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimWalkDecisions_OnUpperBodyChanged( AimWalkDecisions self, int value );bool OnVisionChanged(int value)RTTIre.Hooks.Place( "AimWalkDecisions", "OnVisionChanged", (AimWalkDecisions_OnVisionChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimWalkDecisions_OnVisionChanged( AimWalkDecisions self, int value );bool OnLeftHandCyberwareChanged(int value)RTTIre.Hooks.Place( "AimWalkDecisions", "OnLeftHandCyberwareChanged", (AimWalkDecisions_OnLeftHandCyberwareChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimWalkDecisions_OnLeftHandCyberwareChanged( AimWalkDecisions self, int value );bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.Place( "AimWalkDecisions", "EnterCondition;StateContextStateGameScriptInterface", (AimWalkDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimWalkDecisions_EnterCondition( AimWalkDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToStand(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "AimWalkDecisions", "ToStand;StateContextStateGameScriptInterface", (AimWalkDecisions_ToStand x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimWalkDecisions_ToStand( AimWalkDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToDodge(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "AimWalkDecisions", "ToDodge;StateContextStateGameScriptInterface", (AimWalkDecisions_ToDodge x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimWalkDecisions_ToDodge( AimWalkDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );