class
CurrentHighLevelNPCStatePrereq
- 2 properties
- 3 functions
Extends game.IScriptablePrereq game.IPrereq IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
valueToCheck | game.data.NPCHighLevelState | 0x0 | scripted |
invert | bool | 0x4 | scripted |
Functions
void Initialize(TDBID record)overrideRTTIre.Hooks.PlaceVoid( "CurrentHighLevelNPCStatePrereq", "Initialize;TweakDBID", (CurrentHighLevelNPCStatePrereq_Initialize x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct CurrentHighLevelNPCStatePrereq_Initialize( CurrentHighLevelNPCStatePrereq self, TDBID record );void OnApplied(game.PrereqState state, ScriptGameInstance game, IScriptable context)overrideRTTIre.Hooks.PlaceVoid( "CurrentHighLevelNPCStatePrereq", "OnApplied;PrereqStateGameInstanceIScriptable", (CurrentHighLevelNPCStatePrereq_OnApplied x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct CurrentHighLevelNPCStatePrereq_OnApplied( CurrentHighLevelNPCStatePrereq self, game.PrereqState? state, ScriptGameInstance game, IScriptable? context );bool IsFulfilled(ScriptGameInstance game, IScriptable context)overrideRTTIre.Hooks.Place( "CurrentHighLevelNPCStatePrereq", "IsFulfilled", (CurrentHighLevelNPCStatePrereq_IsFulfilled x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct CurrentHighLevelNPCStatePrereq_IsFulfilled( CurrentHighLevelNPCStatePrereq self, ScriptGameInstance game, IScriptable? context );