class
Crosshair_Smart_Rifl_Bucket
- 9 properties
- 8 functions
Extends ink.WidgetLogicController ink.IWidgetLogicController IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
lockingAnimationLength | float | 0x0 | scripted |
unlockingAnimationLength | float | 0x4 | scripted |
deadEyeWidget | ink.WidgetReference | 0x8 | scripted |
data | game.smartGun.UITargetParameters | 0x20 | scripted |
lockingAnimationProxy | ink.anim.Proxy? | 0x50 | scripted |
unlockingAnimationProxy | ink.anim.Proxy? | 0x60 | scripted |
activeCallbacks | game.DelayID[] | 0x70 | scripted |
hasDeadEye | bool | 0x80 | scripted |
deadEyeAnimProxy | ink.anim.Proxy? | 0x88 | scripted |
Functions
bool OnInitialize()RTTIre.Hooks.Place( "Crosshair_Smart_Rifl_Bucket", "OnInitialize", (Crosshair_Smart_Rifl_Bucket_OnInitialize x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct Crosshair_Smart_Rifl_Bucket_OnInitialize( Crosshair_Smart_Rifl_Bucket self );bool MatchData(game.smartGun.UITargetParameters data)RTTIre.Hooks.Place( "Crosshair_Smart_Rifl_Bucket", "MatchData;script_ref<smartGunUITargetParameters>", (Crosshair_Smart_Rifl_Bucket_MatchData x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct Crosshair_Smart_Rifl_Bucket_MatchData( Crosshair_Smart_Rifl_Bucket self, game.smartGun.UITargetParameters data );void ResetData(game.Object playerPuppet)RTTIre.Hooks.PlaceVoid( "Crosshair_Smart_Rifl_Bucket", "ResetData;GameObject", (Crosshair_Smart_Rifl_Bucket_ResetData x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct Crosshair_Smart_Rifl_Bucket_ResetData( Crosshair_Smart_Rifl_Bucket self, game.Object? playerPuppet );void SetData(game.smartGun.UITargetParameters data, game.smartGun.UIParameters paramss, game.Object playerPuppet, bool newHasDeadEye)RTTIre.Hooks.PlaceVoid( "Crosshair_Smart_Rifl_Bucket", "SetData;script_ref<smartGunUITargetParameters>smartGunUIParametersGameObjectBool", (Crosshair_Smart_Rifl_Bucket_SetData x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct Crosshair_Smart_Rifl_Bucket_SetData( Crosshair_Smart_Rifl_Bucket self, game.smartGun.UITargetParameters data, game.smartGun.UIParameters? paramss, game.Object? playerPuppet, bool newHasDeadEye );void StartLocking(game.smartGun.UITargetParameters data, game.smartGun.UIParameters paramss, game.Object playerPuppet, bool scheduleSFX)RTTIre.Hooks.PlaceVoid( "Crosshair_Smart_Rifl_Bucket", "StartLocking;script_ref<smartGunUITargetParameters>smartGunUIParametersGameObjectBool", (Crosshair_Smart_Rifl_Bucket_StartLocking x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct Crosshair_Smart_Rifl_Bucket_StartLocking( Crosshair_Smart_Rifl_Bucket self, game.smartGun.UITargetParameters data, game.smartGun.UIParameters? paramss, game.Object? playerPuppet, bool scheduleSFX );void ClearCallbacks(game.DelaySystem delaySystem)RTTIre.Hooks.PlaceVoid( "Crosshair_Smart_Rifl_Bucket", "ClearCallbacks;DelaySystem", (Crosshair_Smart_Rifl_Bucket_ClearCallbacks x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct Crosshair_Smart_Rifl_Bucket_ClearCallbacks( Crosshair_Smart_Rifl_Bucket self, game.DelaySystem? delaySystem );void HandleDeadEyeInTargetBrackets(bool newHasDeadEye)RTTIre.Hooks.PlaceVoid( "Crosshair_Smart_Rifl_Bucket", "HandleDeadEyeInTargetBrackets;Bool", (Crosshair_Smart_Rifl_Bucket_HandleDeadEyeInTargetBrackets x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct Crosshair_Smart_Rifl_Bucket_HandleDeadEyeInTargetBrackets( Crosshair_Smart_Rifl_Bucket self, bool newHasDeadEye );bool OnDeadEyeAnimFinished(ink.anim.Proxy anim)RTTIre.Hooks.Place( "Crosshair_Smart_Rifl_Bucket", "OnDeadEyeAnimFinished", (Crosshair_Smart_Rifl_Bucket_OnDeadEyeAnimFinished x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct Crosshair_Smart_Rifl_Bucket_OnDeadEyeAnimFinished( Crosshair_Smart_Rifl_Bucket self, ink.anim.Proxy? anim );