BlackICE Scripting

class

EquipmentBaseTransition

  • 0 properties
  • 46 functions
  • 2 derived classes

Extends DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

None.

Functions

  • InstanceDataMappedToReferenceName GetMappedInstanceData(CName referenceName) RTTI
  • EquipmentManipulationRequest? GetWeaponManipulationRequest(game.stateMachine.StateContextScript stateContext, WeakHandle<EquipmentInitData> stateMachineInitData) RTTI
  • void SaveProcessedEquipmentManipulationRequest(game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData, WeakHandle<EquipmentInitData> stateMachineInitData) RTTI
  • EquipmentManipulationRequest? GetProcessedEquipmentManipulationRequest(game.stateMachine.StateMachineInstanceData stateMachineInstanceData, game.stateMachine.StateContextScript stateContext) RTTI
  • void ClearProcessedEquipmentManipulationRequest(game.stateMachine.StateMachineInstanceData stateMachineInstanceData, game.stateMachine.StateContextScript stateContext) RTTI
  • bool CheckSlotMatchAndCompareRequestType(game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData, WeakHandle<EquipmentInitData> stateMachineInitData, EquipmentManipulationRequestType requestTypeCompare) RTTI
  • bool CheckReplicatedEquipRequest(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • CName ReferenceNameToProcessRequestId(game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • EquipmentManipulationRequestSlot ReferenceNameToRequestSlot(game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • game.data.ItemCategory GetItemCategoryFromItemID(game.ItemID item) RTTI
  • game.data.EquipmentArea GetEquipAreaFromItemID(game.ItemID item) RTTI
  • bool IsVisualItemInSlot(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • bool IsUsingFluffConsumable(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • bool GetIsPSMInValidState(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • float GetWeaponEquipDuration(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • float GetWeaponUnEquipDuration(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • float GetConsumableUnEquipDuration(game.stateMachine.StateMachineInstanceData stateMachineInstanceData, game.stateMachine.StateContextScript stateContext) RTTI
  • void HandleWeaponEquip(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData, game.ItemID item) RTTI
  • void HandleWeaponUnequip(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData, game.ItemID item) RTTI
  • void DropActiveWeapon(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • void CreateAndSendFirstEquipEndRequest(game.stateMachine.GameScriptInterface scriptInterface, TDBID weaponTweakID) RTTI
  • bool HasThrowableCooldown(game.stateMachine.GameScriptInterface scriptInterface, game.weapon.Object weapon) RTTI
  • game.ItemObject? GetSlotAttachedItem(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • game.ItemID GetSlotAttachedItemID(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • game.ItemObject? GetSlotAttachedItemObject(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • bool IsProperItemEquipped(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • game.ItemID GetSlotActiveItem(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • float GetEquipDuration(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • float GetUnequipDuration(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • bool IsLeftHandLogic(game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • bool IsRightHandLogic(game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • void AddConsumableStateMachine(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void RemoveConsumableStateMachine(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void AddGrenadesStateMachine(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void RemoveGrenadesStateMachine(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void AddCyberwareStateMachine(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void RemoveCyberwareStateMachine(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetRightHandItemParam(game.stateMachine.StateContextScript stateContext, game.ItemID item) RTTI
  • void ClearRightHandItemParam(game.stateMachine.StateContextScript stateContext) RTTI
  • void SetLeftHandItemParam(game.stateMachine.StateContextScript stateContext, game.ItemID item) RTTI
  • void ClearLeftHandItemParam(game.stateMachine.StateContextScript stateContext) RTTI
  • void ClearHandItemParam(game.stateMachine.StateContextScript stateContext, game.stateMachine.StateMachineInstanceData stateMachineInstanceData) RTTI
  • game.ItemID GetItemIDFromParam(game.stateMachine.StateMachineInstanceData stateMachineInstanceData, game.stateMachine.StateContextScript stateContext) RTTI
  • void GetBlurParametersFromWeapon(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CanProcessEquip(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CanProcessUnEquip(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI