class
DeadContextDecisions
- 1 property
- 4 functions
Extends InputContextTransitionDecisions InputContextTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
callbackID | red.CallbackObject? | 0x0 | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "DeadContextDecisions", "OnAttach;StateContextStateGameScriptInterface", (DeadContextDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DeadContextDecisions_OnAttach( DeadContextDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "DeadContextDecisions", "OnDetach;StateContextStateGameScriptInterface", (DeadContextDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DeadContextDecisions_OnDetach( DeadContextDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool OnVitalsChanged(int value)RTTIre.Hooks.Place( "DeadContextDecisions", "OnVitalsChanged", (DeadContextDecisions_OnVitalsChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DeadContextDecisions_OnVitalsChanged( DeadContextDecisions self, int value );bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.Place( "DeadContextDecisions", "EnterCondition;StateContextStateGameScriptInterface", (DeadContextDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DeadContextDecisions_EnterCondition( DeadContextDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );