class
ChargeReadyDecisions
- 0 properties
- 2 functions
Extends WeaponTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
None.
Functions
bool ToShoot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "ChargeReadyDecisions", "ToShoot;StateContextStateGameScriptInterface", (ChargeReadyDecisions_ToShoot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ChargeReadyDecisions_ToShoot( ChargeReadyDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToChargeMax(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "ChargeReadyDecisions", "ToChargeMax;StateContextStateGameScriptInterface", (ChargeReadyDecisions_ToChargeMax x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ChargeReadyDecisions_ToChargeMax( ChargeReadyDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );