BlackICE Scripting

class

AimingStateDecisions

  • 25 properties
  • 26 functions

Extends UpperBodyTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

PropertyTypeOffset
callbackIDsred.CallbackObject?[]0x0 scripted
executionOwnerWeakHandle<game.Object>0x10 scripted
controlsListenerAimToggleListener?0x20 scripted
statListenerDefaultTransitionStatListener?0x30 scripted
statusEffectListenerDefaultTransitionStatusEffectListener?0x40 scripted
attachmentSlotListenergame.AttachmentSlotsScriptListener?0x50 scripted
sceneTierint0x60 scripted
vehicleStateint0x64 scripted
highLevelStateint0x68 scripted
combatGadgetStateint0x6C scripted
takedownStateint0x70 scripted
weaponStateint0x74 scripted
sceneAimForcedbool0x78 scripted
shouldAimbool0x79 scripted
hasRightHandItemEquippedbool0x7A scripted
isDeadbool0x7B scripted
isWeaponBlockingAimingbool0x7C scripted
visionModeActivebool0x7D scripted
isDodgingbool0x7E scripted
hasThrowableMeleeWeaponbool0x7F scripted
canAimWhileDodgingbool0x80 scripted
canThrowWeaponbool0x81 scripted
aimForcedbool0x82 scripted
beingCreatedbool0x83 scripted
mouseZoomLevelfloat0x84 scripted

Functions

  • void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool GetShouldAimValue() RTTI
  • bool ShouldCheckEnterCondition() RTTI
  • void UpdateEnterConditionEnabled() RTTI
  • bool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer) RTTI
  • bool OnSceneTierChanged(int value) RTTI
  • bool OnVehicleChanged(int value) RTTI
  • bool OnHighLevelChanged(int value) RTTI
  • bool OnSceneAimForcedChanged(bool value) RTTI
  • bool OnVitalsChanged(int value) RTTI
  • bool OnTakedownChanged(int value) RTTI
  • bool OnCombatGadgetChanged(int value) RTTI
  • bool OnVisionChanged(int value) RTTI
  • bool OnWeaponStateChanged(int value) RTTI
  • bool OnLocomoatoinStateChanged(int value) RTTI
  • void OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect) overrideRTTI
  • void OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect) overrideRTTI
  • void OnStatChanged(game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value) overrideRTTI
  • void OnItemEquipped(TDBID slot, game.ItemID item) overrideRTTI
  • void OnItemUnequipped(TDBID slot, game.ItemID item) overrideRTTI
  • bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool ToSingleWield(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool ToEmptyHands(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool ToForceEmptyHands(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool ToForceSafe(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI