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