class
ExitToNextShootDecisionsBase
- 1 property
- 6 functions
- 2 derived classes
Extends ShootTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
enteredStateVarName | CName | 0x0 | scripted |
Functions
bool ShouldExitTo(int toShootState, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "ExitToNextShootDecisionsBase", "ShouldExitTo;Int32StateContextStateGameScriptInterface", (ExitToNextShootDecisionsBase_ShouldExitTo x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ExitToNextShootDecisionsBase_ShouldExitTo( ExitToNextShootDecisionsBase self, int toShootState, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool SmartExitCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "ExitToNextShootDecisionsBase", "SmartExitCondition;StateContextStateGameScriptInterface", (ExitToNextShootDecisionsBase_SmartExitCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ExitToNextShootDecisionsBase_SmartExitCondition( ExitToNextShootDecisionsBase self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToLeftWeapon(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "ExitToNextShootDecisionsBase", "ToLeftWeapon;StateContextStateGameScriptInterface", (ExitToNextShootDecisionsBase_ToLeftWeapon x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ExitToNextShootDecisionsBase_ToLeftWeapon( ExitToNextShootDecisionsBase self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToRightWeapon(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "ExitToNextShootDecisionsBase", "ToRightWeapon;StateContextStateGameScriptInterface", (ExitToNextShootDecisionsBase_ToRightWeapon x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ExitToNextShootDecisionsBase_ToRightWeapon( ExitToNextShootDecisionsBase self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToBothWeapons(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "ExitToNextShootDecisionsBase", "ToBothWeapons;StateContextStateGameScriptInterface", (ExitToNextShootDecisionsBase_ToBothWeapons x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ExitToNextShootDecisionsBase_ToBothWeapons( ExitToNextShootDecisionsBase self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToIdleShoot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "ExitToNextShootDecisionsBase", "ToIdleShoot;StateContextStateGameScriptInterface", (ExitToNextShootDecisionsBase_ToIdleShoot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ExitToNextShootDecisionsBase_ToIdleShoot( ExitToNextShootDecisionsBase self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );