class
DisassembleDevice
- 0 properties
- 5 functions
Extends ActionBool ScriptableDeviceAction BaseScriptableAction game.device.Action red.Event IScriptable ISerializable
Properties
None.
Functions
void SetProperties()RTTIre.Hooks.PlaceVoid( "DisassembleDevice", "SetProperties;", (DisassembleDevice_SetProperties x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DisassembleDevice_SetProperties( DisassembleDevice self );string GetTweakDBChoiceRecord()overrideRTTIre.Hooks.Place( "DisassembleDevice", "GetTweakDBChoiceRecord;", (DisassembleDevice_GetTweakDBChoiceRecord x) => { return re.Hooks.CallOriginal<re.msgpack.Str>(); } ); [Msgpack.Gen] public readonly partial record struct DisassembleDevice_GetTweakDBChoiceRecord( DisassembleDevice self );static bool IsDefaultConditionMet(ScriptableDeviceComponentPS device, game.GetActionsContext context)staticoverrideRTTI globalre.Hooks.Place( "DisassembleDevice", "DisassembleDevice::IsDefaultConditionMet;ScriptableDeviceComponentPSscript_ref<GetActionsContext>", (DisassembleDevice_IsDefaultConditionMet x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DisassembleDevice_IsDefaultConditionMet( ScriptableDeviceComponentPS? device, game.GetActionsContext context );static bool IsAvailable(ScriptableDeviceComponentPS device)staticoverrideRTTI globalre.Hooks.Place( "DisassembleDevice", "DisassembleDevice::IsAvailable;ScriptableDeviceComponentPS", (DisassembleDevice_IsAvailable x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DisassembleDevice_IsAvailable( ScriptableDeviceComponentPS? device );static bool IsClearanceValid(game.device.Clearance clearance)staticoverrideRTTI globalre.Hooks.Place( "DisassembleDevice", "DisassembleDevice::IsClearanceValid;Clearance", (DisassembleDevice_IsClearanceValid x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DisassembleDevice_IsClearanceValid( game.device.Clearance? clearance );