class
ChargeEvents
- 0 properties
- 4 functions
Extends ChargeEventsAbstract WeaponEventsTransition WeaponTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
None.
Functions
void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ChargeEvents", "OnEnter;StateContextStateGameScriptInterface", (ChargeEvents_OnEnter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ChargeEvents_OnEnter( ChargeEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnExitToChargeReady(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ChargeEvents", "OnExitToChargeReady;StateContextStateGameScriptInterface", (ChargeEvents_OnExitToChargeReady x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ChargeEvents_OnExitToChargeReady( ChargeEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );float GetChargeValuePerSec(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "ChargeEvents", "GetChargeValuePerSec;StateGameScriptInterface", (ChargeEvents_GetChargeValuePerSec x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct ChargeEvents_GetChargeValuePerSec( ChargeEvents self, game.stateMachine.GameScriptInterface? scriptInterface );void OnExitToShoot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "ChargeEvents", "OnExitToShoot;StateContextStateGameScriptInterface", (ChargeEvents_OnExitToShoot x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ChargeEvents_OnExitToShoot( ChargeEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );