class
DefaultTransition
- 0 properties
- 238 functions
- 32 derived classes
Extends game.stateMachine.Functor IScriptable ISerializable
Air, BaseCrosshairState, BraindanceControlsTransition, CarriedObjectTransition, ComDeviceTransition, CombatGadgetStartDecisions, CombatGadgetStartEvents, CombatGadgetTransitions, ConsumableTransitions, EquipItemLeftDecisions
Show 22 more of 32 derived classes
EquipItemRightDecisions, EquipmentBaseTransition, FinisherTransition, Ground, HighLevelTransition, InputContextTransition, LeftHandCyberwareTransition, LocomotionTransition, LookAtPresetBaseDecisions, LookAtPresetBaseEvents, MeleeTransition, MineDispenserTransition, QuickSlotsTransition, ReactionTransition, ScenesFastForwardTransition, StaminaTransition, TimeDilationTransitions, TurretTransition, UpperBodyTransition, VehicleTransition, WeaponTransition, ZoomTransition
Properties
None.
Functions
void ForceFreeze(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ForceFreeze;StateContext", (DefaultTransition_ForceFreeze x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ForceFreeze( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );void ForceIdle(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ForceIdle;StateContext", (DefaultTransition_ForceIdle x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ForceIdle( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );void ForceIdleVehicle(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ForceIdleVehicle;StateContext", (DefaultTransition_ForceIdleVehicle x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ForceIdleVehicle( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );void ResetForceFlags(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ResetForceFlags;StateContext", (DefaultTransition_ResetForceFlags x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ResetForceFlags( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );void SetBlackboardFloatVariable(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_Float id, float value)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SetBlackboardFloatVariable;StateGameScriptInterfaceBlackboardID_FloatFloat", (DefaultTransition_SetBlackboardFloatVariable x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SetBlackboardFloatVariable( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.bb.ScriptID_Float id, float value );void SetBlackboardIntVariable(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_Int32 id, int value)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SetBlackboardIntVariable;StateGameScriptInterfaceBlackboardID_IntInt32", (DefaultTransition_SetBlackboardIntVariable x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SetBlackboardIntVariable( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.bb.ScriptID_Int32 id, int value );void SetBlackboardBoolVariable(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_Bool id, bool value)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SetBlackboardBoolVariable;StateGameScriptInterfaceBlackboardID_BoolBool", (DefaultTransition_SetBlackboardBoolVariable x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SetBlackboardBoolVariable( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.bb.ScriptID_Bool id, bool value );void SetBlackboardEntityID(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_EntityID id, ent.EntityID value)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SetBlackboardEntityID;StateGameScriptInterfaceBlackboardID_EntityIDEntityID", (DefaultTransition_SetBlackboardEntityID x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SetBlackboardEntityID( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.bb.ScriptID_EntityID id, ent.EntityID value );bool GetBoolFromQuestDB(game.stateMachine.GameScriptInterface scriptInterface, CName varName)RTTIre.Hooks.Place( "DefaultTransition", "GetBoolFromQuestDB;StateGameScriptInterfaceCName", (DefaultTransition_GetBoolFromQuestDB x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetBoolFromQuestDB( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, CName varName );void HoldAimingForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float blockAimingFor)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "HoldAimingForTime;StateContextStateGameScriptInterfaceFloat", (DefaultTransition_HoldAimingForTime x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_HoldAimingForTime( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, float blockAimingFor );void BlockAimingForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float blockAimingFor)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "BlockAimingForTime;StateContextStateGameScriptInterfaceFloat", (DefaultTransition_BlockAimingForTime x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_BlockAimingForTime( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, float blockAimingFor );void SoftBlockAimingForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float blockAimingFor)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SoftBlockAimingForTime;StateContextStateGameScriptInterfaceFloat", (DefaultTransition_SoftBlockAimingForTime x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SoftBlockAimingForTime( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, float blockAimingFor );void ResetSoftBlockAiming(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ResetSoftBlockAiming;StateContextStateGameScriptInterface", (DefaultTransition_ResetSoftBlockAiming x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ResetSoftBlockAiming( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool HasTimeStampElapsed(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName timeStampName)RTTIre.Hooks.Place( "DefaultTransition", "HasTimeStampElapsed;StateContextStateGameScriptInterfaceCName", (DefaultTransition_HasTimeStampElapsed x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_HasTimeStampElapsed( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, CName timeStampName );bool IsAimingSoftBlocked(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsAimingSoftBlocked;StateContextStateGameScriptInterface", (DefaultTransition_IsAimingSoftBlocked x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsAimingSoftBlocked( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsAimingHeldForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsAimingHeldForTime;StateContextStateGameScriptInterface", (DefaultTransition_IsAimingHeldForTime x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsAimingHeldForTime( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsAimingBlockedForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsAimingBlockedForTime;StateContextStateGameScriptInterface", (DefaultTransition_IsAimingBlockedForTime x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsAimingBlockedForTime( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );float GetStatFloatValue(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatType statType, game.StatsSystem statSystem, game.Object? objectt)RTTIre.Hooks.Place( "DefaultTransition", "GetStatFloatValue;StateGameScriptInterfacegamedataStatTypeStatsSystemGameObject", (DefaultTransition_GetStatFloatValue x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetStatFloatValue( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.data.StatType statType, game.StatsSystem? statSystem, game.Object? objectt );bool ShouldEnterSafe(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float? maxDistanceSquared)RTTIre.Hooks.Place( "DefaultTransition", "ShouldEnterSafe;StateContextStateGameScriptInterfaceFloat", (DefaultTransition_ShouldEnterSafe x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ShouldEnterSafe( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, float? maxDistanceSquared );bool ShouldIgnoreWeaponSafe(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "ShouldIgnoreWeaponSafe;StateGameScriptInterface", (DefaultTransition_ShouldIgnoreWeaponSafe x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ShouldIgnoreWeaponSafe( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsEnemyVisible(game.stateMachine.GameScriptInterface scriptInterface, float? distance)RTTIre.Hooks.Place( "DefaultTransition", "IsEnemyVisible;StateGameScriptInterfaceFloat", (DefaultTransition_IsEnemyVisible x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsEnemyVisible( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, float? distance );bool IsEnemyOrSensoryDeviceVisible(game.stateMachine.GameScriptInterface scriptInterface, float? distance)RTTIre.Hooks.Place( "DefaultTransition", "IsEnemyOrSensoryDeviceVisible;StateGameScriptInterfaceFloat", (DefaultTransition_IsEnemyOrSensoryDeviceVisible x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsEnemyOrSensoryDeviceVisible( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, float? distance );bool IsActiveVehicleVisible(game.stateMachine.GameScriptInterface scriptInterface, float? distance)RTTIre.Hooks.Place( "DefaultTransition", "IsActiveVehicleVisible;StateGameScriptInterfaceFloat", (DefaultTransition_IsActiveVehicleVisible x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsActiveVehicleVisible( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, float? distance );bool RequestPlayerPositionAdjustment(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.Object target, float slideTime, float distanceRadius, float rotationDuration, Vector4 adjustPosition, bool? useParabolicMotion)RTTIre.Hooks.Place( "DefaultTransition", "RequestPlayerPositionAdjustment;StateContextStateGameScriptInterfaceGameObjectFloatFloatFloatVector4Bool", (DefaultTransition_RequestPlayerPositionAdjustment x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_RequestPlayerPositionAdjustment( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, game.Object? target, float slideTime, float distanceRadius, float rotationDuration, Vector4 adjustPosition, bool? useParabolicMotion );bool RequestPlayerPositionAdjustmentWithCurve(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float slideTime, float distanceRadius, Vector4 adjustPosition, CName adjustCurveName)RTTIre.Hooks.Place( "DefaultTransition", "RequestPlayerPositionAdjustmentWithCurve;StateContextStateGameScriptInterfaceFloatFloatVector4CName", (DefaultTransition_RequestPlayerPositionAdjustmentWithCurve x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_RequestPlayerPositionAdjustmentWithCurve( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, float slideTime, float distanceRadius, Vector4 adjustPosition, CName adjustCurveName );bool IsDoorInteractionActive(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsDoorInteractionActive;StateGameScriptInterface", (DefaultTransition_IsDoorInteractionActive x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsDoorInteractionActive( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );WeakHandle<game.data.StatusEffectPlayerData_Record> GetStatusEffectRecordData(game.stateMachine.StateContextScript stateContext)RTTIbool IsPlayerTired(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsPlayerTired;StateGameScriptInterface", (DefaultTransition_IsPlayerTired x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsPlayerTired( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPlayerExhausted(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsPlayerExhausted;StateGameScriptInterface", (DefaultTransition_IsPlayerExhausted x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsPlayerExhausted( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void ChangeStatPoolValue(game.stateMachine.GameScriptInterface scriptInterface, ent.EntityID entityID, game.data.StatPoolType statPoolType, float changeByValue, bool? asPercentage)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ChangeStatPoolValue;StateGameScriptInterfaceEntityIDgamedataStatPoolTypeFloatBool", (DefaultTransition_ChangeStatPoolValue x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ChangeStatPoolValue( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, ent.EntityID entityID, game.data.StatPoolType statPoolType, float changeByValue, bool? asPercentage );float GetStatPoolValue(game.stateMachine.GameScriptInterface scriptInterface, ent.EntityID entityID, game.data.StatPoolType statPool, bool? asPrecentage)RTTIre.Hooks.Place( "DefaultTransition", "GetStatPoolValue;StateGameScriptInterfaceEntityIDgamedataStatPoolTypeBool", (DefaultTransition_GetStatPoolValue x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetStatPoolValue( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, ent.EntityID entityID, game.data.StatPoolType statPool, bool? asPrecentage );bool HasStatPoolValueReachedMax(game.stateMachine.GameScriptInterface scriptInterface, ent.EntityID entityID, game.data.StatPoolType statPool)RTTIre.Hooks.Place( "DefaultTransition", "HasStatPoolValueReachedMax;StateGameScriptInterfaceEntityIDgamedataStatPoolType", (DefaultTransition_HasStatPoolValueReachedMax x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_HasStatPoolValueReachedMax( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, ent.EntityID entityID, game.data.StatPoolType statPool );void StartStatPoolDecay(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatPoolType statPoolType)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "StartStatPoolDecay;StateGameScriptInterfacegamedataStatPoolType", (DefaultTransition_StartStatPoolDecay x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_StartStatPoolDecay( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.data.StatPoolType statPoolType );void StopStatPoolDecayAndRegenerate(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatPoolType statPoolType)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "StopStatPoolDecayAndRegenerate;StateGameScriptInterfacegamedataStatPoolType", (DefaultTransition_StopStatPoolDecayAndRegenerate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_StopStatPoolDecayAndRegenerate( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.data.StatPoolType statPoolType );bool IsDeepEnoughToSwim(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsDeepEnoughToSwim;StateGameScriptInterface", (DefaultTransition_IsDeepEnoughToSwim x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsDeepEnoughToSwim( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );float GetVerticalSpeed(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetVerticalSpeed;StateGameScriptInterface", (DefaultTransition_GetVerticalSpeed x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetVerticalSpeed( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsMovementInput(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsMovementInput;StateContextStateGameScriptInterface", (DefaultTransition_IsMovementInput x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsMovementInput( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPlayerMoving(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsPlayerMoving;StateContextStateGameScriptInterface", (DefaultTransition_IsPlayerMoving x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsPlayerMoving( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPlayerMovingHorizontally(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsPlayerMovingHorizontally;StateContextStateGameScriptInterface", (DefaultTransition_IsPlayerMovingHorizontally x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsPlayerMovingHorizontally( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPlayerMovingVertically(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsPlayerMovingVertically;StateContextStateGameScriptInterface", (DefaultTransition_IsPlayerMovingVertically x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsPlayerMovingVertically( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPlayerMovingBackwards(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsPlayerMovingBackwards;StateContextStateGameScriptInterface", (DefaultTransition_IsPlayerMovingBackwards x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsPlayerMovingBackwards( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );float GetHorizontalMovementDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetHorizontalMovementDirection;StateContextStateGameScriptInterface", (DefaultTransition_GetHorizontalMovementDirection x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetHorizontalMovementDirection( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsSafeStateForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsSafeStateForced;StateContextStateGameScriptInterface", (DefaultTransition_IsSafeStateForced x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsSafeStateForced( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );float GetActionHoldTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName actionName)RTTIre.Hooks.Place( "DefaultTransition", "GetActionHoldTime;StateContextStateGameScriptInterfaceCName", (DefaultTransition_GetActionHoldTime x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetActionHoldTime( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, CName actionName );void ToggleAudioAimDownSights(game.weapon.Object weapon, bool toggleOn)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ToggleAudioAimDownSights;WeaponObjectBool", (DefaultTransition_ToggleAudioAimDownSights x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ToggleAudioAimDownSights( DefaultTransition self, game.weapon.Object? weapon, bool toggleOn );void DisableCameraBobbing(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool b)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "DisableCameraBobbing;StateContextStateGameScriptInterfaceBool", (DefaultTransition_DisableCameraBobbing x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_DisableCameraBobbing( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, bool b );void StartEffect(game.stateMachine.GameScriptInterface scriptInterface, CName effectName, world.EffectBlackboard? blackboard)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "StartEffect;StateGameScriptInterfaceCNameworldEffectBlackboard", (DefaultTransition_StartEffect x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_StartEffect( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, CName effectName, world.EffectBlackboard? blackboard );void StopEffect(game.stateMachine.GameScriptInterface scriptInterface, CName effectName)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "StopEffect;StateGameScriptInterfaceCName", (DefaultTransition_StopEffect x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_StopEffect( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, CName effectName );void BreakEffectLoop(game.stateMachine.GameScriptInterface scriptInterface, CName effectName)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "BreakEffectLoop;StateGameScriptInterfaceCName", (DefaultTransition_BreakEffectLoop x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_BreakEffectLoop( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, CName effectName );void PlaySound(CName soundName, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "PlaySound;CNameStateGameScriptInterface", (DefaultTransition_PlaySound x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_PlaySound( DefaultTransition self, CName soundName, game.stateMachine.GameScriptInterface? scriptInterface );void SetAudioParameter(CName paramName, float paramValue, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SetAudioParameter;CNameFloatStateGameScriptInterface", (DefaultTransition_SetAudioParameter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SetAudioParameter( DefaultTransition self, CName paramName, float paramValue, game.stateMachine.GameScriptInterface? scriptInterface );void PlaySoundMetadataEvent(CName evtName, game.stateMachine.GameScriptInterface scriptInterface, float evtParam)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "PlaySoundMetadataEvent;CNameStateGameScriptInterfaceFloat", (DefaultTransition_PlaySoundMetadataEvent x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_PlaySoundMetadataEvent( DefaultTransition self, CName evtName, game.stateMachine.GameScriptInterface? scriptInterface, float evtParam );void SetSurfaceMaterialProbingDirection(game.audio.events.SurfaceDirection direction, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SetSurfaceMaterialProbingDirection;gameaudioeventsSurfaceDirectionStateGameScriptInterface", (DefaultTransition_SetSurfaceMaterialProbingDirection x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SetSurfaceMaterialProbingDirection( DefaultTransition self, game.audio.events.SurfaceDirection direction, game.stateMachine.GameScriptInterface? scriptInterface );bool AdjustPlayerPosition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.Object target, float duration, float distanceRadius, float rotationDuration, CName? curveName, bool? useParabolicMotion, Vector4? targetPosition)RTTIre.Hooks.Place( "DefaultTransition", "AdjustPlayerPosition;StateContextStateGameScriptInterfaceGameObjectFloatFloatFloatCNameBoolVector4", (DefaultTransition_AdjustPlayerPosition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_AdjustPlayerPosition( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, game.Object? target, float duration, float distanceRadius, float rotationDuration, CName? curveName, bool? useParabolicMotion, Vector4? targetPosition );game.aim.AssistAimRequest FillLookAtRequestData(Vector4 lookAtTarget, float duration, float maxDuration)RTTIre.Hooks.Place( "DefaultTransition", "FillLookAtRequestData;Vector4FloatFloat", (DefaultTransition_FillLookAtRequestData x) => { return re.Hooks.CallOriginal<re.msgpack.game.aim.AssistAimRequest>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_FillLookAtRequestData( DefaultTransition self, Vector4 lookAtTarget, float duration, float maxDuration );bool GetClosestSlotTransform(game.stateMachine.GameScriptInterface scriptInterface, bool isTargetKnockedOver, ent.SlotComponent slotComponent, out WorldTransform slotTransform)RTTIre.Hooks.Place( "DefaultTransition", "GetClosestSlotTransform;StateGameScriptInterfaceBoolSlotComponentWorldTransform", (DefaultTransition_GetClosestSlotTransform x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetClosestSlotTransform( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, bool isTargetKnockedOver, ent.SlotComponent? slotComponent, WorldTransform slotTransform );Vector4 CompensateTargetPos(game.stateMachine.parameter.TypeAdjustTransformWithDurations adjustRequest, game.Object target, Vector4 targetPosition, float distanceRadius, Vector4 playerPosition)RTTIre.Hooks.Place( "DefaultTransition", "CompensateTargetPos;AdjustTransformWithDurationsGameObjectVector4FloatVector4", (DefaultTransition_CompensateTargetPos x) => { return re.Hooks.CallOriginal<re.msgpack.Vector4>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_CompensateTargetPos( DefaultTransition self, game.stateMachine.parameter.TypeAdjustTransformWithDurations? adjustRequest, game.Object? target, Vector4 targetPosition, float distanceRadius, Vector4 playerPosition );void StartPool(game.StatPoolsSystem statPoolsSystem, ent.EntityID weaponEntityID, game.data.StatPoolType poolType, float? rangeBegin, float? rangeEnd, float? valuePerSec)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "StartPool;StatPoolsSystemEntityIDgamedataStatPoolTypeFloatFloatFloat", (DefaultTransition_StartPool x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_StartPool( DefaultTransition self, game.StatPoolsSystem? statPoolsSystem, ent.EntityID weaponEntityID, game.data.StatPoolType poolType, float? rangeBegin, float? rangeEnd, float? valuePerSec );void StopPool(game.StatPoolsSystem statPoolsSystem, ent.EntityID weaponEntityID, game.data.StatPoolType poolType, bool startDecay, float? rangeBegin, float? rangeEnd)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "StopPool;StatPoolsSystemEntityIDgamedataStatPoolTypeBoolFloatFloat", (DefaultTransition_StopPool x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_StopPool( DefaultTransition self, game.StatPoolsSystem? statPoolsSystem, ent.EntityID weaponEntityID, game.data.StatPoolType poolType, bool startDecay, float? rangeBegin, float? rangeEnd );bool GetWeaponItemTag(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName tag, game.ItemID? itemID)RTTIre.Hooks.Place( "DefaultTransition", "GetWeaponItemTag;StateContextStateGameScriptInterfaceCNameItemID", (DefaultTransition_GetWeaponItemTag x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetWeaponItemTag( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, CName tag, game.ItemID? itemID );GameplayTier GetCurrentTier(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "GetCurrentTier;StateContext", (DefaultTransition_GetCurrentTier x) => { return re.Hooks.CallOriginal<re.msgpack.GameplayTier>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetCurrentTier( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );game.SceneTierData? GetCurrentSceneTierData(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "GetCurrentSceneTierData;StateContext", (DefaultTransition_GetCurrentSceneTierData x) => { return re.Hooks.CallOriginal<re.msgpack.game.SceneTierData>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetCurrentSceneTierData( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsInMinigame(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsInMinigame;StateGameScriptInterface", (DefaultTransition_IsInMinigame x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInMinigame( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsUploadingQuickHack(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsUploadingQuickHack;StateGameScriptInterface", (DefaultTransition_IsUploadingQuickHack x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsUploadingQuickHack( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsCameraPitchAcceptable(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float cameraPitchThreshold)RTTIre.Hooks.Place( "DefaultTransition", "IsCameraPitchAcceptable;StateContextStateGameScriptInterfaceFloat", (DefaultTransition_IsCameraPitchAcceptable x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsCameraPitchAcceptable( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, float cameraPitchThreshold );float GetCameraYaw(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetCameraYaw;StateContextStateGameScriptInterface", (DefaultTransition_GetCameraYaw x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetCameraYaw( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPlayerInCombat(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsPlayerInCombat;StateGameScriptInterface", (DefaultTransition_IsPlayerInCombat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsPlayerInCombat( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsInSafeSceneTier(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsInSafeSceneTier;StateGameScriptInterface", (DefaultTransition_IsInSafeSceneTier x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInSafeSceneTier( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );int GetSceneTier(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetSceneTier;StateGameScriptInterface", (DefaultTransition_GetSceneTier x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetSceneTier( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void ForceDisableVisionMode(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ForceDisableVisionMode;StateContext", (DefaultTransition_ForceDisableVisionMode x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ForceDisableVisionMode( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );void ForceDisableVisionModeWithInput(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ForceDisableVisionModeWithInput;StateContextStateGameScriptInterface", (DefaultTransition_ForceDisableVisionModeWithInput x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ForceDisableVisionModeWithInput( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void ForceDisableRadialWheel(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ForceDisableRadialWheel;StateGameScriptInterface", (DefaultTransition_ForceDisableRadialWheel x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ForceDisableRadialWheel( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool CheckItemCategoryInQuickWheel(game.stateMachine.GameScriptInterface scriptInterface, game.data.ItemCategory compareToType)RTTIre.Hooks.Place( "DefaultTransition", "CheckItemCategoryInQuickWheel;StateGameScriptInterfacegamedataItemCategory", (DefaultTransition_CheckItemCategoryInQuickWheel x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_CheckItemCategoryInQuickWheel( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.data.ItemCategory compareToType );bool IsQuickWheelItemACyberdeck(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsQuickWheelItemACyberdeck;StateGameScriptInterface", (DefaultTransition_IsQuickWheelItemACyberdeck x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsQuickWheelItemACyberdeck( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsQuickWheelItemACyberware(game.stateMachine.GameScriptInterface scriptInterface, game.data.ItemType cyberwareType)RTTIre.Hooks.Place( "DefaultTransition", "IsQuickWheelItemACyberware;StateGameScriptInterfacegamedataItemType", (DefaultTransition_IsQuickWheelItemACyberware x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsQuickWheelItemACyberware( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.data.ItemType cyberwareType );string GetQuickWheelItemName(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetQuickWheelItemName;StateGameScriptInterface", (DefaultTransition_GetQuickWheelItemName x) => { return re.Hooks.CallOriginal<re.msgpack.Str>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetQuickWheelItemName( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsInFocusMode(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsInFocusMode;StateGameScriptInterface", (DefaultTransition_IsInFocusMode x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInFocusMode( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void SetZoomStateAnimFeature(game.stateMachine.GameScriptInterface scriptInterface, bool shouldAim)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SetZoomStateAnimFeature;StateGameScriptInterfaceBool", (DefaultTransition_SetZoomStateAnimFeature x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SetZoomStateAnimFeature( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, bool shouldAim );scn.ScriptInterface? GetSceneSystemInterface(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetSceneSystemInterface;StateGameScriptInterface", (DefaultTransition_GetSceneSystemInterface x) => { return re.Hooks.CallOriginal<re.msgpack.scn.ScnScriptInterface>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetSceneSystemInterface( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool PrepareGameEffectAoEAttack(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.data.Attack_Record attackRecord)RTTIre.Hooks.Place( "DefaultTransition", "PrepareGameEffectAoEAttack;StateContextStateGameScriptInterfaceAttack_Record", (DefaultTransition_PrepareGameEffectAoEAttack x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_PrepareGameEffectAoEAttack( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, game.data.Attack_Record? attackRecord );bool IsPlayerInBraindance(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsPlayerInBraindance;StateGameScriptInterface", (DefaultTransition_IsPlayerInBraindance x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsPlayerInBraindance( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );BraindanceSystem? GetBraindanceSystem(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetBraindanceSystem;StateGameScriptInterface", (DefaultTransition_GetBraindanceSystem x) => { return re.Hooks.CallOriginal<re.msgpack.BraindanceSystem>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetBraindanceSystem( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsInPhotoMode(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsInPhotoMode;StateGameScriptInterface", (DefaultTransition_IsInPhotoMode x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInPhotoMode( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void SendEquipmentSystemWeaponManipulationRequest(game.stateMachine.GameScriptInterface scriptInterface, EquipmentManipulationAction requestType, game.EquipAnimationType? equipAnimType)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SendEquipmentSystemWeaponManipulationRequest;StateGameScriptInterfaceEquipmentManipulationActiongameEquipAnimationType", (DefaultTransition_SendEquipmentSystemWeaponManipulationRequest x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SendEquipmentSystemWeaponManipulationRequest( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, EquipmentManipulationAction requestType, game.EquipAnimationType? equipAnimType );void SendDrawItemRequest(game.stateMachine.GameScriptInterface scriptInterface, game.ItemID item, game.EquipAnimationType? equipAnimType)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SendDrawItemRequest;StateGameScriptInterfaceItemIDgameEquipAnimationType", (DefaultTransition_SendDrawItemRequest x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SendDrawItemRequest( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.ItemID item, game.EquipAnimationType? equipAnimType );bool IsItemMeleeWeapon(game.ItemID item)RTTIre.Hooks.Place( "DefaultTransition", "IsItemMeleeWeapon;ItemID", (DefaultTransition_IsItemMeleeWeapon x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsItemMeleeWeapon( DefaultTransition self, game.ItemID item );game.ItemID GetLeftHandItemFromParam(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "GetLeftHandItemFromParam;StateContext", (DefaultTransition_GetLeftHandItemFromParam x) => { return re.Hooks.CallOriginal<re.msgpack.game.ItemID>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetLeftHandItemFromParam( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );game.ItemID GetRightHandItemFromParam(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "GetRightHandItemFromParam;StateContext", (DefaultTransition_GetRightHandItemFromParam x) => { return re.Hooks.CallOriginal<re.msgpack.game.ItemID>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetRightHandItemFromParam( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsLookingAtEnemyNPC(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsLookingAtEnemyNPC;StateGameScriptInterface", (DefaultTransition_IsLookingAtEnemyNPC x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsLookingAtEnemyNPC( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );HUDManager? GetHudManager(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetHudManager;StateGameScriptInterface", (DefaultTransition_GetHudManager x) => { return re.Hooks.CallOriginal<re.msgpack.HUDManager>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetHudManager( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void SetGameplayCameraParameters(game.stateMachine.GameScriptInterface scriptInterface, string tweakDBPath)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SetGameplayCameraParameters;StateGameScriptInterfacescript_ref<String>", (DefaultTransition_SetGameplayCameraParameters x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SetGameplayCameraParameters( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, string tweakDBPath );void GetGameplayCameraParameters(out GameplayCameraData cameraParameters, string tweakDBPath)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "GetGameplayCameraParameters;GameplayCameraDatascript_ref<String>", (DefaultTransition_GetGameplayCameraParameters x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetGameplayCameraParameters( DefaultTransition self, GameplayCameraData? cameraParameters, string tweakDBPath );bool IsInTier2Locomotion(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsInTier2Locomotion;StateGameScriptInterface", (DefaultTransition_IsInTier2Locomotion x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInTier2Locomotion( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsCrouchForced(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsCrouchForced;StateGameScriptInterface", (DefaultTransition_IsCrouchForced x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsCrouchForced( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsVaultingClimbingRestricted(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsVaultingClimbingRestricted;StateGameScriptInterface", (DefaultTransition_IsVaultingClimbingRestricted x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsVaultingClimbingRestricted( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsUsingMeleeForced(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsUsingMeleeForced;StateGameScriptInterface", (DefaultTransition_IsUsingMeleeForced x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsUsingMeleeForced( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsUsingFistsForced(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsUsingFistsForced;StateGameScriptInterface", (DefaultTransition_IsUsingFistsForced x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsUsingFistsForced( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsUsingFirearmsForced(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsUsingFirearmsForced;StateGameScriptInterface", (DefaultTransition_IsUsingFirearmsForced x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsUsingFirearmsForced( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsNoCombatActionsForced(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsNoCombatActionsForced;StateGameScriptInterface", (DefaultTransition_IsNoCombatActionsForced x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsNoCombatActionsForced( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsVehicleCameraChangeBlocked(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsVehicleCameraChangeBlocked;StateGameScriptInterface", (DefaultTransition_IsVehicleCameraChangeBlocked x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsVehicleCameraChangeBlocked( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsVehicleExitCombatModeBlocked(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsVehicleExitCombatModeBlocked;StateGameScriptInterface", (DefaultTransition_IsVehicleExitCombatModeBlocked x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsVehicleExitCombatModeBlocked( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsExitVehicleBlocked(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsExitVehicleBlocked;StateGameScriptInterface", (DefaultTransition_IsExitVehicleBlocked x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsExitVehicleBlocked( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool HasAnyValidWeaponAvailable(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "HasAnyValidWeaponAvailable;StateGameScriptInterface", (DefaultTransition_HasAnyValidWeaponAvailable x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_HasAnyValidWeaponAvailable( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsUsingLeftHandAllowed(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsUsingLeftHandAllowed;StateGameScriptInterface", (DefaultTransition_IsUsingLeftHandAllowed x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsUsingLeftHandAllowed( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool PlayerHasGrenadeCharges(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "PlayerHasGrenadeCharges;StateGameScriptInterface", (DefaultTransition_PlayerHasGrenadeCharges x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_PlayerHasGrenadeCharges( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsUsingConsumableRestricted(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsUsingConsumableRestricted;StateGameScriptInterface", (DefaultTransition_IsUsingConsumableRestricted x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsUsingConsumableRestricted( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );ETakedownActionType GetTakedownAction(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "GetTakedownAction;StateContext", (DefaultTransition_GetTakedownAction x) => { return re.Hooks.CallOriginal<re.msgpack.ETakedownActionType>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetTakedownAction( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsVehicleBlockingCombat(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsVehicleBlockingCombat;StateGameScriptInterface", (DefaultTransition_IsVehicleBlockingCombat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsVehicleBlockingCombat( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsEmptyHandsForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsEmptyHandsForced;StateContextStateGameScriptInterface", (DefaultTransition_IsEmptyHandsForced x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsEmptyHandsForced( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool CheckGenericEquipItemConditions(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "CheckGenericEquipItemConditions;StateContextStateGameScriptInterface", (DefaultTransition_CheckGenericEquipItemConditions x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_CheckGenericEquipItemConditions( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsCarryingBody(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsCarryingBody;StateGameScriptInterface", (DefaultTransition_IsCarryingBody x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsCarryingBody( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool CompareLocalBlackboardInt(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_Int32 blackboardID, int CompareTo)RTTIre.Hooks.Place( "DefaultTransition", "CompareLocalBlackboardInt;StateGameScriptInterfaceBlackboardID_IntInt32", (DefaultTransition_CompareLocalBlackboardInt x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_CompareLocalBlackboardInt( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.bb.ScriptID_Int32 blackboardID, int CompareTo );bool IsExaminingDevice(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsExaminingDevice;StateGameScriptInterface", (DefaultTransition_IsExaminingDevice x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsExaminingDevice( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool HasActiveConsumable(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "HasActiveConsumable;StateGameScriptInterface", (DefaultTransition_HasActiveConsumable x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_HasActiveConsumable( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsInItemWheelState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsInItemWheelState;StateContext", (DefaultTransition_IsInItemWheelState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInItemWheelState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsInEmptyHandsState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsInEmptyHandsState;StateContext", (DefaultTransition_IsInEmptyHandsState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInEmptyHandsState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsInUpperBodyState(game.stateMachine.StateContextScript stateContext, CName upperBodyStateName)RTTIre.Hooks.Place( "DefaultTransition", "IsInUpperBodyState;StateContextCName", (DefaultTransition_IsInUpperBodyState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInUpperBodyState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, CName upperBodyStateName );bool IsInHighLevelState(game.stateMachine.StateContextScript stateContext, CName highLevelStateName)RTTIre.Hooks.Place( "DefaultTransition", "IsInHighLevelState;StateContextCName", (DefaultTransition_IsInHighLevelState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInHighLevelState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, CName highLevelStateName );bool IsInWeaponReloadState(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsInWeaponReloadState;StateGameScriptInterface", (DefaultTransition_IsInWeaponReloadState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInWeaponReloadState( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsWeaponStateBlockingAiming(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsWeaponStateBlockingAiming;StateGameScriptInterface", (DefaultTransition_IsWeaponStateBlockingAiming x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsWeaponStateBlockingAiming( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsInVisionModeActiveState(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsInVisionModeActiveState;StateContextStateGameScriptInterface", (DefaultTransition_IsInVisionModeActiveState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInVisionModeActiveState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsInTakedownState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsInTakedownState;StateContext", (DefaultTransition_IsInTakedownState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInTakedownState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsInLocomotionState(game.stateMachine.StateContextScript stateContext, CName locomotionStateName)RTTIre.Hooks.Place( "DefaultTransition", "IsInLocomotionState;StateContextCName", (DefaultTransition_IsInLocomotionState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInLocomotionState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, CName locomotionStateName );CName GetLocomotionState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "GetLocomotionState;StateContext", (DefaultTransition_GetLocomotionState x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetLocomotionState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsInVehicleState(game.stateMachine.StateContextScript stateContext, CName vehicleStateName)RTTIre.Hooks.Place( "DefaultTransition", "IsInVehicleState;StateContextCName", (DefaultTransition_IsInVehicleState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInVehicleState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, CName vehicleStateName );bool IsInInputContextState(game.stateMachine.StateContextScript stateContext, CName inputContextStateName)RTTIre.Hooks.Place( "DefaultTransition", "IsInInputContextState;StateContextCName", (DefaultTransition_IsInInputContextState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInInputContextState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, CName inputContextStateName );bool IsInLadderState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsInLadderState;StateContext", (DefaultTransition_IsInLadderState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInLadderState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsInMeleeState(game.stateMachine.StateContextScript stateContext, CName meleeStateName)RTTIre.Hooks.Place( "DefaultTransition", "IsInMeleeState;StateContextCName", (DefaultTransition_IsInMeleeState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInMeleeState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, CName meleeStateName );bool IsInSlidingState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsInSlidingState;StateContext", (DefaultTransition_IsInSlidingState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInSlidingState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool CompareSMState(CName smName, CName smState, game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "CompareSMState;CNameCNameStateContext", (DefaultTransition_CompareSMState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_CompareSMState( DefaultTransition self, CName smName, CName smState, game.stateMachine.StateContextScript? stateContext );bool CompareSMStateWithIden(CName definitionName, CName referenceName, CName smState, game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "CompareSMStateWithIden;CNameCNameCNameStateContext", (DefaultTransition_CompareSMStateWithIden x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_CompareSMStateWithIden( DefaultTransition self, CName definitionName, CName referenceName, CName smState, game.stateMachine.StateContextScript? stateContext );bool CompareSMState(CName smName, CName[] smState, game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "CompareSMState;CNamescript_ref<array<CName>>StateContext", (DefaultTransition_CompareSMState2 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_CompareSMState2( DefaultTransition self, CName smName, CName[] smState, game.stateMachine.StateContextScript? stateContext );bool CheckActiveConsumable(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "CheckActiveConsumable;StateGameScriptInterface", (DefaultTransition_CheckActiveConsumable x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_CheckActiveConsumable( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );game.ItemObject? GetItemInRightHandSlot(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetItemInRightHandSlot;StateGameScriptInterface", (DefaultTransition_GetItemInRightHandSlot x) => { return re.Hooks.CallOriginal<re.msgpack.game.ItemObject>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetItemInRightHandSlot( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );game.ItemObject? GetItemInLeftHandSlot(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetItemInLeftHandSlot;StateGameScriptInterface", (DefaultTransition_GetItemInLeftHandSlot x) => { return re.Hooks.CallOriginal<re.msgpack.game.ItemObject>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetItemInLeftHandSlot( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsRightHandInEquippedState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsRightHandInEquippedState;StateContext", (DefaultTransition_IsRightHandInEquippedState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsRightHandInEquippedState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsRightHandInUnequippedState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsRightHandInUnequippedState;StateContext", (DefaultTransition_IsRightHandInUnequippedState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsRightHandInUnequippedState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsRightHandChangingEquipState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsRightHandChangingEquipState;StateContext", (DefaultTransition_IsRightHandChangingEquipState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsRightHandChangingEquipState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsRightHandInUnequippingState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsRightHandInUnequippingState;StateContext", (DefaultTransition_IsRightHandInUnequippingState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsRightHandInUnequippingState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsRightHandInEquippingState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsRightHandInEquippingState;StateContext", (DefaultTransition_IsRightHandInEquippingState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsRightHandInEquippingState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsLeftHandInEquippedState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsLeftHandInEquippedState;StateContext", (DefaultTransition_IsLeftHandInEquippedState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsLeftHandInEquippedState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsLeftHandInUnequippedState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsLeftHandInUnequippedState;StateContext", (DefaultTransition_IsLeftHandInUnequippedState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsLeftHandInUnequippedState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsLeftHandInUnequippingState(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsLeftHandInUnequippingState;StateContext", (DefaultTransition_IsLeftHandInUnequippingState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsLeftHandInUnequippingState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );CName GetReferenceNameFromEquipmentSide(EEquipmentSide side)RTTIre.Hooks.Place( "DefaultTransition", "GetReferenceNameFromEquipmentSide;EEquipmentSide", (DefaultTransition_GetReferenceNameFromEquipmentSide x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetReferenceNameFromEquipmentSide( DefaultTransition self, EEquipmentSide side );CName GetStateNameFromEquipmentState(EEquipmentState equipmentState)RTTIre.Hooks.Place( "DefaultTransition", "GetStateNameFromEquipmentState;EEquipmentState", (DefaultTransition_GetStateNameFromEquipmentState x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetStateNameFromEquipmentState( DefaultTransition self, EEquipmentState equipmentState );bool CheckEquipmentStateMachineState(game.stateMachine.StateContextScript stateContext, EEquipmentSide SMSide, EEquipmentState compareToState)RTTIre.Hooks.Place( "DefaultTransition", "CheckEquipmentStateMachineState;StateContextEEquipmentSideEEquipmentState", (DefaultTransition_CheckEquipmentStateMachineState x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_CheckEquipmentStateMachineState( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, EEquipmentSide SMSide, EEquipmentState compareToState );bool IsAnyEquipmentStateMachineActive(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsAnyEquipmentStateMachineActive;StateContext", (DefaultTransition_IsAnyEquipmentStateMachineActive x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsAnyEquipmentStateMachineActive( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool IsInFirstEquip(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsInFirstEquip;StateContext", (DefaultTransition_IsInFirstEquip x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInFirstEquip( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );bool AreChoiceHubsActive(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "AreChoiceHubsActive;StateGameScriptInterface", (DefaultTransition_AreChoiceHubsActive x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_AreChoiceHubsActive( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );game.interactions.vis.LootData GetLootData(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetLootData;StateGameScriptInterface", (DefaultTransition_GetLootData x) => { return re.Hooks.CallOriginal<re.msgpack.game.interactions.vis.LootData>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetLootData( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsLootDataActive(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsLootDataActive;StateGameScriptInterface", (DefaultTransition_IsLootDataActive x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsLootDataActive( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );int ItemsInLootData(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "ItemsInLootData;StateGameScriptInterface", (DefaultTransition_ItemsInLootData x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ItemsInLootData( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool CheckConsumableLootDataCondition(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "CheckConsumableLootDataCondition;StateGameScriptInterface", (DefaultTransition_CheckConsumableLootDataCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_CheckConsumableLootDataCondition( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void SetItemIDWrapperPermanentParameter(game.stateMachine.StateContextScript stateContext, CName parameterName, game.ItemID item)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SetItemIDWrapperPermanentParameter;StateContextCNameItemID", (DefaultTransition_SetItemIDWrapperPermanentParameter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SetItemIDWrapperPermanentParameter( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, CName parameterName, game.ItemID item );game.ItemID GetItemIDFromWrapperPermanentParameter(game.stateMachine.StateContextScript stateContext, CName parameterName)RTTIre.Hooks.Place( "DefaultTransition", "GetItemIDFromWrapperPermanentParameter;StateContextCName", (DefaultTransition_GetItemIDFromWrapperPermanentParameter x) => { return re.Hooks.CallOriginal<re.msgpack.game.ItemID>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetItemIDFromWrapperPermanentParameter( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, CName parameterName );void ClearItemIDWrapperPermanentParameter(game.stateMachine.StateContextScript stateContext, CName parameterName)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ClearItemIDWrapperPermanentParameter;StateContextCName", (DefaultTransition_ClearItemIDWrapperPermanentParameter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ClearItemIDWrapperPermanentParameter( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, CName parameterName );bool IsPlayerInAnyMenu(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsPlayerInAnyMenu;StateGameScriptInterface", (DefaultTransition_IsPlayerInAnyMenu x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsPlayerInAnyMenu( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void SendDataTrackingRequest(game.stateMachine.GameScriptInterface scriptInterface, ETelemetryData telemetryData, int modifyValue)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SendDataTrackingRequest;StateGameScriptInterfaceETelemetryDataInt32", (DefaultTransition_SendDataTrackingRequest x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SendDataTrackingRequest( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, ETelemetryData telemetryData, int modifyValue );void RequestVehicleCameraPerspective(game.stateMachine.GameScriptInterface scriptInterface, vehicle.CameraPerspective requestedCameraPerspective)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "RequestVehicleCameraPerspective;StateGameScriptInterfacevehicleCameraPerspective", (DefaultTransition_RequestVehicleCameraPerspective x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_RequestVehicleCameraPerspective( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, vehicle.CameraPerspective requestedCameraPerspective );void SetVehicleCameraSceneMode(game.stateMachine.GameScriptInterface scriptInterface, bool sceneMode)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "SetVehicleCameraSceneMode;StateGameScriptInterfaceBool", (DefaultTransition_SetVehicleCameraSceneMode x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_SetVehicleCameraSceneMode( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, bool sceneMode );bool IsInSafeZone(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsInSafeZone;StateGameScriptInterface", (DefaultTransition_IsInSafeZone x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInSafeZone( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void TutorialSetFact(game.stateMachine.GameScriptInterface scriptInterface, CName factName)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "TutorialSetFact;StateGameScriptInterfaceCName", (DefaultTransition_TutorialSetFact x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_TutorialSetFact( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, CName factName );void TutorialAddFact(game.stateMachine.GameScriptInterface scriptInterface, CName factName, int add)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "TutorialAddFact;StateGameScriptInterfaceCNameInt32", (DefaultTransition_TutorialAddFact x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_TutorialAddFact( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, CName factName, int add );bool IsQuickHackPanelOpened(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsQuickHackPanelOpened;StateGameScriptInterface", (DefaultTransition_IsQuickHackPanelOpened x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsQuickHackPanelOpened( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsRadialWheelOpen(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsRadialWheelOpen;StateGameScriptInterface", (DefaultTransition_IsRadialWheelOpen x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsRadialWheelOpen( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsTimeDilationActive(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName timeDilationReason)RTTIre.Hooks.Place( "DefaultTransition", "IsTimeDilationActive;StateContextStateGameScriptInterfaceCName", (DefaultTransition_IsTimeDilationActive x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsTimeDilationActive( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, CName timeDilationReason );bool ThreatsOnPlayerThreatList(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "ThreatsOnPlayerThreatList;StateGameScriptInterface", (DefaultTransition_ThreatsOnPlayerThreatList x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ThreatsOnPlayerThreatList( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPlayerInSecuritySystem(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsPlayerInSecuritySystem;StateGameScriptInterface", (DefaultTransition_IsPlayerInSecuritySystem x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsPlayerInSecuritySystem( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsInStealthLocomotion(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "DefaultTransition", "IsInStealthLocomotion;StateContext", (DefaultTransition_IsInStealthLocomotion x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInStealthLocomotion( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );void ShowInputHint(game.stateMachine.GameScriptInterface scriptInterface, CName actionName, CName source, string label, ink.InputHintHoldIndicationType? holdIndicationType, bool? enableHoldAnimation, int? sortingPriority, ink.InputHintKeyCombinationType? inputHintKeyCombinationType)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ShowInputHint;StateGameScriptInterfaceCNameCNamescript_ref<String>inkInputHintHoldIndicationTypeBoolInt32inkInputHintKeyCombinationType", (DefaultTransition_ShowInputHint x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ShowInputHint( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, CName actionName, CName source, string label, ink.InputHintHoldIndicationType? holdIndicationType, bool? enableHoldAnimation, int? sortingPriority, ink.InputHintKeyCombinationType? inputHintKeyCombinationType );void RemoveInputHint(game.stateMachine.GameScriptInterface scriptInterface, CName actionName, CName source)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "RemoveInputHint;StateGameScriptInterfaceCNameCName", (DefaultTransition_RemoveInputHint x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_RemoveInputHint( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, CName actionName, CName source );void RemoveInputHintsBySource(game.stateMachine.GameScriptInterface scriptInterface, CName source)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "RemoveInputHintsBySource;StateGameScriptInterfaceCName", (DefaultTransition_RemoveInputHintsBySource x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_RemoveInputHintsBySource( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, CName source );bool IsDisplayingInputHintBlocked(game.stateMachine.GameScriptInterface scriptInterface, CName actionName)RTTIre.Hooks.Place( "DefaultTransition", "IsDisplayingInputHintBlocked;StateGameScriptInterfaceCName", (DefaultTransition_IsDisplayingInputHintBlocked x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsDisplayingInputHintBlocked( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, CName actionName );bool GetCancelChargeButtonInput(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetCancelChargeButtonInput;StateGameScriptInterface", (DefaultTransition_GetCancelChargeButtonInput x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetCancelChargeButtonInput( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void ProcessCombatGadgetActionInputCaching(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ProcessCombatGadgetActionInputCaching;StateGameScriptInterfaceStateContext", (DefaultTransition_ProcessCombatGadgetActionInputCaching x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ProcessCombatGadgetActionInputCaching( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.stateMachine.StateContextScript? stateContext );void ProcessPermanentBoolParameterToggle(CName parameterName, bool state, game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ProcessPermanentBoolParameterToggle;CNameBoolStateContext", (DefaultTransition_ProcessPermanentBoolParameterToggle x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ProcessPermanentBoolParameterToggle( DefaultTransition self, CName parameterName, bool state, game.stateMachine.StateContextScript? stateContext );void ForceDisableToggleWalk(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ForceDisableToggleWalk;StateContext", (DefaultTransition_ForceDisableToggleWalk x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ForceDisableToggleWalk( DefaultTransition self, game.stateMachine.StateContextScript? stateContext );void TriggerNoiseStim(WeakHandle<game.Object> owner, ETakedownActionType takedownActionType)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "TriggerNoiseStim;GameObjectETakedownActionType", (DefaultTransition_TriggerNoiseStim x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_TriggerNoiseStim( DefaultTransition self, WeakHandle<game.Object> owner, ETakedownActionType takedownActionType );void ActivateDamageProjection(bool newState, game.weapon.Object weapon, game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ActivateDamageProjection;BoolWeaponObjectStateGameScriptInterfaceStateContext", (DefaultTransition_ActivateDamageProjection x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ActivateDamageProjection( DefaultTransition self, bool newState, game.weapon.Object? weapon, game.stateMachine.GameScriptInterface? scriptInterface, game.stateMachine.StateContextScript? stateContext );void ShowAttackPreview(bool showIfAiming, game.weapon.Object weaponObject, game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "ShowAttackPreview;BoolWeaponObjectStateGameScriptInterfaceStateContext", (DefaultTransition_ShowAttackPreview x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ShowAttackPreview( DefaultTransition self, bool showIfAiming, game.weapon.Object? weaponObject, game.stateMachine.GameScriptInterface? scriptInterface, game.stateMachine.StateContextScript? stateContext );bool IsNameplateVisible(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsNameplateVisible;StateGameScriptInterface", (DefaultTransition_IsNameplateVisible x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsNameplateVisible( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void HandleDamagePreview(game.weapon.Object weapon, game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "HandleDamagePreview;WeaponObjectStateGameScriptInterfaceStateContext", (DefaultTransition_HandleDamagePreview x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_HandleDamagePreview( DefaultTransition self, game.weapon.Object? weapon, game.stateMachine.GameScriptInterface? scriptInterface, game.stateMachine.StateContextScript? stateContext );bool CanWeaponSilentKill(game.weapon.Object weapon, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "CanWeaponSilentKill;WeaponObjectStateGameScriptInterface", (DefaultTransition_CanWeaponSilentKill x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_CanWeaponSilentKill( DefaultTransition self, game.weapon.Object? weapon, game.stateMachine.GameScriptInterface? scriptInterface );bool UsingJohnnyReplacer(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "UsingJohnnyReplacer;StateGameScriptInterface", (DefaultTransition_UsingJohnnyReplacer x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_UsingJohnnyReplacer( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPlayingAsReplacer(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "IsPlayingAsReplacer;StateGameScriptInterface", (DefaultTransition_IsPlayingAsReplacer x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsPlayingAsReplacer( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool CheckIsFastForwardByLine(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "CheckIsFastForwardByLine;StateGameScriptInterface", (DefaultTransition_CheckIsFastForwardByLine x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_CheckIsFastForwardByLine( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );CName GetFFParamsForCrouch(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "DefaultTransition", "GetFFParamsForCrouch;StateGameScriptInterface", (DefaultTransition_GetFFParamsForCrouch x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetFFParamsForCrouch( DefaultTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void UpdateCameraParams(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "UpdateCameraParams;StateContextStateGameScriptInterface", (DefaultTransition_UpdateCameraParams x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_UpdateCameraParams( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void QueueSetCameraParamsEvent_Tier3Scene(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "QueueSetCameraParamsEvent_Tier3Scene;StateContextStateGameScriptInterface", (DefaultTransition_QueueSetCameraParamsEvent_Tier3Scene x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_QueueSetCameraParamsEvent_Tier3Scene( DefaultTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void QueueSetCameraParamsEvent(CName cameraParams, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "QueueSetCameraParamsEvent;CNameStateGameScriptInterface", (DefaultTransition_QueueSetCameraParamsEvent x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_QueueSetCameraParamsEvent( DefaultTransition self, CName cameraParams, game.stateMachine.GameScriptInterface? scriptInterface );void OnStatChanged(game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "OnStatChanged;StatsObjectIDgamedataStatTypeFloatFloat", (DefaultTransition_OnStatChanged x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_OnStatChanged( DefaultTransition self, game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value );void OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "OnStatusEffectApplied;StatusEffect_Record", (DefaultTransition_OnStatusEffectApplied x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_OnStatusEffectApplied( DefaultTransition self, WeakHandle<game.data.StatusEffect_Record> statusEffect );void OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "OnStatusEffectRemoved;StatusEffect_Record", (DefaultTransition_OnStatusEffectRemoved x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_OnStatusEffectRemoved( DefaultTransition self, WeakHandle<game.data.StatusEffect_Record> statusEffect );void OnItemEquipped(TDBID slot, game.ItemID item)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "OnItemEquipped;TweakDBIDItemID", (DefaultTransition_OnItemEquipped x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_OnItemEquipped( DefaultTransition self, TDBID slot, game.ItemID item );void OnItemUnequipped(TDBID slot, game.ItemID item)RTTIre.Hooks.PlaceVoid( "DefaultTransition", "OnItemUnequipped;TweakDBIDItemID", (DefaultTransition_OnItemUnequipped x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_OnItemUnequipped( DefaultTransition self, TDBID slot, game.ItemID item );static int GetBlackboardIntVariable(game.Object executionOwner, game.bb.ScriptID_Int32 id)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetBlackboardIntVariable;GameObjectBlackboardID_Int", (DefaultTransition_GetBlackboardIntVariable x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetBlackboardIntVariable( game.Object? executionOwner, game.bb.ScriptID_Int32 id );static bool IsXYActionInputGreaterEqual(game.stateMachine.GameScriptInterface scriptInterface, float threshold)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::IsXYActionInputGreaterEqual;StateGameScriptInterfaceFloat", (DefaultTransition_IsXYActionInputGreaterEqual x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsXYActionInputGreaterEqual( game.stateMachine.GameScriptInterface? scriptInterface, float threshold );static float Get2DLinearSpeed(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::Get2DLinearSpeed;StateGameScriptInterface", (DefaultTransition_Get2DLinearSpeed x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_Get2DLinearSpeed( game.stateMachine.GameScriptInterface? scriptInterface );static bool HasRightWeaponEquipped(game.stateMachine.GameScriptInterface scriptInterface, bool checkForTag)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::HasRightWeaponEquipped;StateGameScriptInterfaceBool", (DefaultTransition_HasRightWeaponEquipped x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_HasRightWeaponEquipped( game.stateMachine.GameScriptInterface? scriptInterface, bool checkForTag );static bool IsChargeRangedWeapon(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::IsChargeRangedWeapon;StateGameScriptInterface", (DefaultTransition_IsChargeRangedWeapon x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsChargeRangedWeapon( game.stateMachine.GameScriptInterface? scriptInterface );static bool IsLeapableTargetValid(game.stateMachine.GameScriptInterface scriptInterface, game.Object targetObject, float withinDistance)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::IsLeapableTargetValid;StateGameScriptInterfaceGameObjectFloat", (DefaultTransition_IsLeapableTargetValid x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsLeapableTargetValid( game.stateMachine.GameScriptInterface? scriptInterface, game.Object? targetObject, float withinDistance );static bool HasActiveInteraction(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::HasActiveInteraction;StateGameScriptInterface", (DefaultTransition_HasActiveInteraction x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_HasActiveInteraction( game.stateMachine.GameScriptInterface? scriptInterface );static Vector4 GetLinearVelocity(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetLinearVelocity;StateGameScriptInterface", (DefaultTransition_GetLinearVelocity x) => { return re.Hooks.CallOriginal<re.msgpack.Vector4>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetLinearVelocity( game.stateMachine.GameScriptInterface? scriptInterface );static bool IsFastForwardByLine(game.Object owner)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::IsFastForwardByLine;GameObject", (DefaultTransition_IsFastForwardByLine x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsFastForwardByLine( game.Object? owner );static bool IsInteractingWithTerminal(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::IsInteractingWithTerminal;StateGameScriptInterface", (DefaultTransition_IsInteractingWithTerminal x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInteractingWithTerminal( game.stateMachine.GameScriptInterface? scriptInterface );static void PlayRumble(game.stateMachine.GameScriptInterface scriptInterface, string presetName)staticRTTI globalre.Hooks.PlaceVoid( "DefaultTransition", "DefaultTransition::PlayRumble;StateGameScriptInterfacescript_ref<String>", (DefaultTransition_PlayRumble x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_PlayRumble( game.stateMachine.GameScriptInterface? scriptInterface, string presetName );static bool IsHeavyWeaponEquipped(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::IsHeavyWeaponEquipped;StateGameScriptInterface", (DefaultTransition_IsHeavyWeaponEquipped x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsHeavyWeaponEquipped( game.stateMachine.GameScriptInterface? scriptInterface );static Vector4 GetGroundPosition(game.stateMachine.GameScriptInterface scriptInterface, float inLenght)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetGroundPosition;StateGameScriptInterfaceFloat", (DefaultTransition_GetGroundPosition x) => { return re.Hooks.CallOriginal<re.msgpack.Vector4>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetGroundPosition( game.stateMachine.GameScriptInterface? scriptInterface, float inLenght );static bool ShouldCheckForLeapableTarget(game.stateMachine.GameScriptInterface scriptInterface, game.weapon.Object weaponObject)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::ShouldCheckForLeapableTarget;StateGameScriptInterfaceWeaponObject", (DefaultTransition_ShouldCheckForLeapableTarget x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_ShouldCheckForLeapableTarget( game.stateMachine.GameScriptInterface? scriptInterface, game.weapon.Object? weaponObject );static Vector4 GetPlayerPosition(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetPlayerPosition;StateGameScriptInterface", (DefaultTransition_GetPlayerPosition x) => { return re.Hooks.CallOriginal<re.msgpack.Vector4>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetPlayerPosition( game.stateMachine.GameScriptInterface? scriptInterface );static game.Object? GetLeapableObject(game.stateMachine.GameScriptInterface scriptInterface, game.targeting.TargetingSystem targetingSystem, float withinDistance, float withinAngle, out EulerAngles angleOut)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetLeapableObject;StateGameScriptInterfaceTargetingSystemFloatFloatEulerAngles", (DefaultTransition_GetLeapableObject x) => { return re.Hooks.CallOriginal<re.msgpack.game.GameObject>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetLeapableObject( game.stateMachine.GameScriptInterface? scriptInterface, game.targeting.TargetingSystem? targetingSystem, float withinDistance, float withinAngle, EulerAngles angleOut );static float GetDistanceToTarget(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetDistanceToTarget;StateGameScriptInterface", (DefaultTransition_GetDistanceToTarget x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetDistanceToTarget( game.stateMachine.GameScriptInterface? scriptInterface );static PlayerPuppet? GetPlayerPuppet(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetPlayerPuppet;StateGameScriptInterface", (DefaultTransition_GetPlayerPuppet x) => { return re.Hooks.CallOriginal<re.msgpack.PlayerPuppet>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetPlayerPuppet( game.stateMachine.GameScriptInterface? scriptInterface );static bool DEBUG_IsSwimmingForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::DEBUG_IsSwimmingForced;StateContextStateGameScriptInterface", (DefaultTransition_DEBUG_IsSwimmingForced x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_DEBUG_IsSwimmingForced( game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );static EPlayerMovementDirection GetMovementDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetMovementDirection;StateContextStateGameScriptInterface", (DefaultTransition_GetMovementDirection x) => { return re.Hooks.CallOriginal<re.msgpack.EPlayerMovementDirection>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetMovementDirection( game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );static game.Object? GetTargetObject(game.stateMachine.GameScriptInterface scriptInterface, game.TargetSearchQuery searchQuery, float withinDistance, bool checkForLeapableObject, float withinAngle)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetTargetObject;StateGameScriptInterfaceTargetSearchQueryFloatBoolFloat", (DefaultTransition_GetTargetObject x) => { return re.Hooks.CallOriginal<re.msgpack.game.GameObject>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetTargetObject( game.stateMachine.GameScriptInterface? scriptInterface, game.TargetSearchQuery searchQuery, float withinDistance, bool checkForLeapableObject, float withinAngle );static game.weapon.Object? GetActiveWeapon(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetActiveWeapon;StateGameScriptInterface", (DefaultTransition_GetActiveWeapon x) => { return re.Hooks.CallOriginal<re.msgpack.game.weapon.GameWeaponObject>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetActiveWeapon( game.stateMachine.GameScriptInterface? scriptInterface );static bool GetWeaponItemType(game.stateMachine.GameScriptInterface scriptInterface, game.weapon.Object weapon, out game.data.ItemType itemType)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetWeaponItemType;StateGameScriptInterfaceWeaponObjectgamedataItemType", (DefaultTransition_GetWeaponItemType x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetWeaponItemType( game.stateMachine.GameScriptInterface? scriptInterface, game.weapon.Object? weapon, game.data.ItemType itemType );static game.WeakspotObject? GetClosestWeakspot(game.stateMachine.GameScriptInterface scriptInterface, ScriptedPuppet targetObject, float withinDistance)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetClosestWeakspot;StateGameScriptInterfaceScriptedPuppetFloat", (DefaultTransition_GetClosestWeakspot x) => { return re.Hooks.CallOriginal<re.msgpack.game.WeakspotObject>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetClosestWeakspot( game.stateMachine.GameScriptInterface? scriptInterface, ScriptedPuppet? targetObject, float withinDistance );static bool IsRangedWeaponEquipped(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::IsRangedWeaponEquipped;StateGameScriptInterface", (DefaultTransition_IsRangedWeaponEquipped x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsRangedWeaponEquipped( game.stateMachine.GameScriptInterface? scriptInterface );static void RemoveAllBreathingEffects(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.PlaceVoid( "DefaultTransition", "DefaultTransition::RemoveAllBreathingEffects;StateGameScriptInterface", (DefaultTransition_RemoveAllBreathingEffects x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_RemoveAllBreathingEffects( game.stateMachine.GameScriptInterface? scriptInterface );static float GetPlayerDistanceToGround(game.stateMachine.GameScriptInterface scriptInterface, float downwardRaycastLength)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetPlayerDistanceToGround;StateGameScriptInterfaceFloat", (DefaultTransition_GetPlayerDistanceToGround x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetPlayerDistanceToGround( game.stateMachine.GameScriptInterface? scriptInterface, float downwardRaycastLength );static bool IsInWorkspot(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::IsInWorkspot;StateGameScriptInterface", (DefaultTransition_IsInWorkspot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInWorkspot( game.stateMachine.GameScriptInterface? scriptInterface );static bool IsAxisButtonHeldGreaterEqual(game.stateMachine.GameScriptInterface scriptInterface, float threshold)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::IsAxisButtonHeldGreaterEqual;StateGameScriptInterfaceFloat", (DefaultTransition_IsAxisButtonHeldGreaterEqual x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsAxisButtonHeldGreaterEqual( game.stateMachine.GameScriptInterface? scriptInterface, float threshold );static bool HasMeleeWeaponEquipped(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::HasMeleeWeaponEquipped;StateGameScriptInterface", (DefaultTransition_HasMeleeWeaponEquipped x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_HasMeleeWeaponEquipped( game.stateMachine.GameScriptInterface? scriptInterface );static bool IsChargingWeapon(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::IsChargingWeapon;StateGameScriptInterface", (DefaultTransition_IsChargingWeapon x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsChargingWeapon( game.stateMachine.GameScriptInterface? scriptInterface );static void PlayRumbleLoop(game.stateMachine.GameScriptInterface scriptInterface, string intensity)staticRTTI globalre.Hooks.PlaceVoid( "DefaultTransition", "DefaultTransition::PlayRumbleLoop;StateGameScriptInterfacescript_ref<String>", (DefaultTransition_PlayRumbleLoop x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_PlayRumbleLoop( game.stateMachine.GameScriptInterface? scriptInterface, string intensity );static float GetDistanceToGround(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetDistanceToGround;StateGameScriptInterface", (DefaultTransition_GetDistanceToGround x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetDistanceToGround( game.stateMachine.GameScriptInterface? scriptInterface );static game.Object? GetTargetObject(game.stateMachine.GameScriptInterface scriptInterface, float withinDistance, bool checkForLeapableObject, float withinAngle)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetTargetObject;StateGameScriptInterfaceFloatBoolFloat", (DefaultTransition_GetTargetObject2 x) => { return re.Hooks.CallOriginal<re.msgpack.game.GameObject>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetTargetObject2( game.stateMachine.GameScriptInterface? scriptInterface, float withinDistance, bool checkForLeapableObject, float withinAngle );static void UppercaseFirstChar(string stringToChange)staticRTTI globalre.Hooks.PlaceVoid( "DefaultTransition", "DefaultTransition::UppercaseFirstChar;script_ref<String>", (DefaultTransition_UppercaseFirstChar x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_UppercaseFirstChar( string stringToChange );static Vector4 GetUpVector()staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetUpVector;", (DefaultTransition_GetUpVector x) => { return re.Hooks.CallOriginal<re.msgpack.Vector4>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetUpVector();static game.ItemObject? GetActiveLeftHandItem(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetActiveLeftHandItem;StateGameScriptInterface", (DefaultTransition_GetActiveLeftHandItem x) => { return re.Hooks.CallOriginal<re.msgpack.game.ItemObject>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetActiveLeftHandItem( game.stateMachine.GameScriptInterface? scriptInterface );static void StopRumbleLoop(game.stateMachine.GameScriptInterface scriptInterface, string intensity)staticRTTI globalre.Hooks.PlaceVoid( "DefaultTransition", "DefaultTransition::StopRumbleLoop;StateGameScriptInterfacescript_ref<String>", (DefaultTransition_StopRumbleLoop x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_StopRumbleLoop( game.stateMachine.GameScriptInterface? scriptInterface, string intensity );static bool DEBUG_IsSurfaceSwimmingForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::DEBUG_IsSurfaceSwimmingForced;StateContextStateGameScriptInterface", (DefaultTransition_DEBUG_IsSurfaceSwimmingForced x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_DEBUG_IsSurfaceSwimmingForced( game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );static float GetMovementInputActionValue(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetMovementInputActionValue;StateContextStateGameScriptInterface", (DefaultTransition_GetMovementInputActionValue x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetMovementInputActionValue( game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );static bool IsInRpgContext(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::IsInRpgContext;StateGameScriptInterface", (DefaultTransition_IsInRpgContext x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_IsInRpgContext( game.stateMachine.GameScriptInterface? scriptInterface );static float GetYawMovementDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::GetYawMovementDirection;StateContextStateGameScriptInterface", (DefaultTransition_GetYawMovementDirection x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_GetYawMovementDirection( game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );static bool DEBUG_IsDivingForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "DefaultTransition", "DefaultTransition::DEBUG_IsDivingForced;StateContextStateGameScriptInterface", (DefaultTransition_DEBUG_IsDivingForced x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DefaultTransition_DEBUG_IsDivingForced( game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );