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