class
EffectExecutor_MuteBubble
- 0 properties
- 4 functions
Extends game.EffectExecutor_Scripted game.EffectExecutor game.EffectNode IScriptable ISerializable
Properties
None.
Functions
bool Process(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx)RTTIre.Hooks.Place( "EffectExecutor_MuteBubble", "Process;EffectScriptContextEffectExecutionScriptContext", (EffectExecutor_MuteBubble_Process x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct EffectExecutor_MuteBubble_Process( EffectExecutor_MuteBubble self, game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx );void TargetAcquired(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx)RTTIre.Hooks.PlaceVoid( "EffectExecutor_MuteBubble", "TargetAcquired;EffectScriptContextEffectExecutionScriptContext", (EffectExecutor_MuteBubble_TargetAcquired x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct EffectExecutor_MuteBubble_TargetAcquired( EffectExecutor_MuteBubble self, game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx );void TargetLost(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx)RTTIre.Hooks.PlaceVoid( "EffectExecutor_MuteBubble", "TargetLost;EffectScriptContextEffectExecutionScriptContext", (EffectExecutor_MuteBubble_TargetLost x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct EffectExecutor_MuteBubble_TargetLost( EffectExecutor_MuteBubble self, game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx );bool IsTargetValid(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx)RTTIre.Hooks.Place( "EffectExecutor_MuteBubble", "IsTargetValid;EffectScriptContextEffectExecutionScriptContext", (EffectExecutor_MuteBubble_IsTargetValid x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct EffectExecutor_MuteBubble_IsTargetValid( EffectExecutor_MuteBubble self, game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx );