class
CrouchSprintEvents
- 0 properties
- 4 functions
Extends CrouchEvents LocomotionGroundEvents LocomotionEventsTransition LocomotionTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
None.
Functions
bool CancelSprintOnHoldWithoutNinjutsu()overrideRTTIre.Hooks.Place( "CrouchSprintEvents", "CancelSprintOnHoldWithoutNinjutsu;", (CrouchSprintEvents_CancelSprintOnHoldWithoutNinjutsu x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct CrouchSprintEvents_CancelSprintOnHoldWithoutNinjutsu( CrouchSprintEvents self );void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "CrouchSprintEvents", "OnEnter;StateContextStateGameScriptInterface", (CrouchSprintEvents_OnEnter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct CrouchSprintEvents_OnEnter( CrouchSprintEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnUpdate(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "CrouchSprintEvents", "OnUpdate;FloatStateContextStateGameScriptInterface", (CrouchSprintEvents_OnUpdate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct CrouchSprintEvents_OnUpdate( CrouchSprintEvents self, float timeDelta, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "CrouchSprintEvents", "OnExit;StateContextStateGameScriptInterface", (CrouchSprintEvents_OnExit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct CrouchSprintEvents_OnExit( CrouchSprintEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );