class
AimingStateDecisions
- 25 properties
- 26 functions
Extends UpperBodyTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
callbackIDs | red.CallbackObject?[] | 0x0 | scripted |
executionOwner | WeakHandle<game.Object> | 0x10 | scripted |
controlsListener | AimToggleListener? | 0x20 | scripted |
statListener | DefaultTransitionStatListener? | 0x30 | scripted |
statusEffectListener | DefaultTransitionStatusEffectListener? | 0x40 | scripted |
attachmentSlotListener | game.AttachmentSlotsScriptListener? | 0x50 | scripted |
sceneTier | int | 0x60 | scripted |
vehicleState | int | 0x64 | scripted |
highLevelState | int | 0x68 | scripted |
combatGadgetState | int | 0x6C | scripted |
takedownState | int | 0x70 | scripted |
weaponState | int | 0x74 | scripted |
sceneAimForced | bool | 0x78 | scripted |
shouldAim | bool | 0x79 | scripted |
hasRightHandItemEquipped | bool | 0x7A | scripted |
isDead | bool | 0x7B | scripted |
isWeaponBlockingAiming | bool | 0x7C | scripted |
visionModeActive | bool | 0x7D | scripted |
isDodging | bool | 0x7E | scripted |
hasThrowableMeleeWeapon | bool | 0x7F | scripted |
canAimWhileDodging | bool | 0x80 | scripted |
canThrowWeapon | bool | 0x81 | scripted |
aimForced | bool | 0x82 | scripted |
beingCreated | bool | 0x83 | scripted |
mouseZoomLevel | float | 0x84 | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "AimingStateDecisions", "OnAttach;StateContextStateGameScriptInterface", (AimingStateDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnAttach( AimingStateDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "AimingStateDecisions", "OnDetach;StateContextStateGameScriptInterface", (AimingStateDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnDetach( AimingStateDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool GetShouldAimValue()RTTIre.Hooks.Place( "AimingStateDecisions", "GetShouldAimValue;", (AimingStateDecisions_GetShouldAimValue x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_GetShouldAimValue( AimingStateDecisions self );bool ShouldCheckEnterCondition()RTTIre.Hooks.Place( "AimingStateDecisions", "ShouldCheckEnterCondition;", (AimingStateDecisions_ShouldCheckEnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_ShouldCheckEnterCondition( AimingStateDecisions self );void UpdateEnterConditionEnabled()RTTIre.Hooks.PlaceVoid( "AimingStateDecisions", "UpdateEnterConditionEnabled;", (AimingStateDecisions_UpdateEnterConditionEnabled x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_UpdateEnterConditionEnabled( AimingStateDecisions self );bool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer)RTTIre.Hooks.Place( "AimingStateDecisions", "OnAction", (AimingStateDecisions_OnAction x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnAction( AimingStateDecisions self, game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer );bool OnSceneTierChanged(int value)RTTIre.Hooks.Place( "AimingStateDecisions", "OnSceneTierChanged", (AimingStateDecisions_OnSceneTierChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnSceneTierChanged( AimingStateDecisions self, int value );bool OnVehicleChanged(int value)RTTIre.Hooks.Place( "AimingStateDecisions", "OnVehicleChanged", (AimingStateDecisions_OnVehicleChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnVehicleChanged( AimingStateDecisions self, int value );bool OnHighLevelChanged(int value)RTTIre.Hooks.Place( "AimingStateDecisions", "OnHighLevelChanged", (AimingStateDecisions_OnHighLevelChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnHighLevelChanged( AimingStateDecisions self, int value );bool OnSceneAimForcedChanged(bool value)RTTIre.Hooks.Place( "AimingStateDecisions", "OnSceneAimForcedChanged", (AimingStateDecisions_OnSceneAimForcedChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnSceneAimForcedChanged( AimingStateDecisions self, bool value );bool OnVitalsChanged(int value)RTTIre.Hooks.Place( "AimingStateDecisions", "OnVitalsChanged", (AimingStateDecisions_OnVitalsChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnVitalsChanged( AimingStateDecisions self, int value );bool OnTakedownChanged(int value)RTTIre.Hooks.Place( "AimingStateDecisions", "OnTakedownChanged", (AimingStateDecisions_OnTakedownChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnTakedownChanged( AimingStateDecisions self, int value );bool OnCombatGadgetChanged(int value)RTTIre.Hooks.Place( "AimingStateDecisions", "OnCombatGadgetChanged", (AimingStateDecisions_OnCombatGadgetChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnCombatGadgetChanged( AimingStateDecisions self, int value );bool OnVisionChanged(int value)RTTIre.Hooks.Place( "AimingStateDecisions", "OnVisionChanged", (AimingStateDecisions_OnVisionChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnVisionChanged( AimingStateDecisions self, int value );bool OnWeaponStateChanged(int value)RTTIre.Hooks.Place( "AimingStateDecisions", "OnWeaponStateChanged", (AimingStateDecisions_OnWeaponStateChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnWeaponStateChanged( AimingStateDecisions self, int value );bool OnLocomoatoinStateChanged(int value)RTTIre.Hooks.Place( "AimingStateDecisions", "OnLocomoatoinStateChanged", (AimingStateDecisions_OnLocomoatoinStateChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnLocomoatoinStateChanged( AimingStateDecisions self, int value );void OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect)overrideRTTIre.Hooks.PlaceVoid( "AimingStateDecisions", "OnStatusEffectApplied;StatusEffect_Record", (AimingStateDecisions_OnStatusEffectApplied x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnStatusEffectApplied( AimingStateDecisions self, WeakHandle<game.data.StatusEffect_Record> statusEffect );void OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect)overrideRTTIre.Hooks.PlaceVoid( "AimingStateDecisions", "OnStatusEffectRemoved;StatusEffect_Record", (AimingStateDecisions_OnStatusEffectRemoved x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnStatusEffectRemoved( AimingStateDecisions self, WeakHandle<game.data.StatusEffect_Record> statusEffect );void OnStatChanged(game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value)overrideRTTIre.Hooks.PlaceVoid( "AimingStateDecisions", "OnStatChanged;StatsObjectIDgamedataStatTypeFloatFloat", (AimingStateDecisions_OnStatChanged x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnStatChanged( AimingStateDecisions self, game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value );void OnItemEquipped(TDBID slot, game.ItemID item)overrideRTTIre.Hooks.PlaceVoid( "AimingStateDecisions", "OnItemEquipped;TweakDBIDItemID", (AimingStateDecisions_OnItemEquipped x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnItemEquipped( AimingStateDecisions self, TDBID slot, game.ItemID item );void OnItemUnequipped(TDBID slot, game.ItemID item)overrideRTTIre.Hooks.PlaceVoid( "AimingStateDecisions", "OnItemUnequipped;TweakDBIDItemID", (AimingStateDecisions_OnItemUnequipped x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_OnItemUnequipped( AimingStateDecisions self, TDBID slot, game.ItemID item );bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "AimingStateDecisions", "EnterCondition;StateContextStateGameScriptInterface", (AimingStateDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_EnterCondition( AimingStateDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToSingleWield(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "AimingStateDecisions", "ToSingleWield;StateContextStateGameScriptInterface", (AimingStateDecisions_ToSingleWield x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_ToSingleWield( AimingStateDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToEmptyHands(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "AimingStateDecisions", "ToEmptyHands;StateContextStateGameScriptInterface", (AimingStateDecisions_ToEmptyHands x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_ToEmptyHands( AimingStateDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToForceEmptyHands(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "AimingStateDecisions", "ToForceEmptyHands;StateContextStateGameScriptInterface", (AimingStateDecisions_ToForceEmptyHands x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_ToForceEmptyHands( AimingStateDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToForceSafe(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "AimingStateDecisions", "ToForceSafe;StateContextStateGameScriptInterface", (AimingStateDecisions_ToForceSafe x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AimingStateDecisions_ToForceSafe( AimingStateDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );