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