class
CycleRoundDecisions
- 0 properties
- 3 functions
Extends WeaponTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
None.
Functions
bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "CycleRoundDecisions", "EnterCondition;StateContextStateGameScriptInterface", (CycleRoundDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct CycleRoundDecisions_EnterCondition( CycleRoundDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ExitCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "CycleRoundDecisions", "ExitCondition;StateContextStateGameScriptInterface", (CycleRoundDecisions_ExitCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct CycleRoundDecisions_ExitCondition( CycleRoundDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToFullAuto(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "CycleRoundDecisions", "ToFullAuto;StateContextStateGameScriptInterface", (CycleRoundDecisions_ToFullAuto x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct CycleRoundDecisions_ToFullAuto( CycleRoundDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );