class
FollowSlotsComponent
- 1 property
- 6 functions
Extends game.ScriptableComponent game.Component ent.IComponent IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
followSlots | FollowSlot?[] | 0x0 | scripted |
Functions
void OnGameAttach()RTTIre.Hooks.PlaceVoid( "FollowSlotsComponent", "OnGameAttach;", (FollowSlotsComponent_OnGameAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct FollowSlotsComponent_OnGameAttach( FollowSlotsComponent self );FollowSlot? GetClosestAvailableSlot(WeakHandle<game.Object> requester)RTTIre.Hooks.Place( "FollowSlotsComponent", "GetClosestAvailableSlot;GameObject", (FollowSlotsComponent_GetClosestAvailableSlot x) => { return re.Hooks.CallOriginal<re.msgpack.FollowSlot>(); } ); [Msgpack.Gen] public readonly partial record struct FollowSlotsComponent_GetClosestAvailableSlot( FollowSlotsComponent self, WeakHandle<game.Object> requester );int[] GetAllAvailableSlots()RTTIVector4 GetCurrentWorldPositionOfSlot(FollowSlot slot)RTTIre.Hooks.Place( "FollowSlotsComponent", "GetCurrentWorldPositionOfSlot;FollowSlot", (FollowSlotsComponent_GetCurrentWorldPositionOfSlot x) => { return re.Hooks.CallOriginal<re.msgpack.Vector4>(); } ); [Msgpack.Gen] public readonly partial record struct FollowSlotsComponent_GetCurrentWorldPositionOfSlot( FollowSlotsComponent self, FollowSlot? slot );bool OnReceiveSlotRequest(RequestSlotEvent evt)RTTIre.Hooks.Place( "FollowSlotsComponent", "OnReceiveSlotRequest", (FollowSlotsComponent_OnReceiveSlotRequest x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct FollowSlotsComponent_OnReceiveSlotRequest( FollowSlotsComponent self, RequestSlotEvent? evt );bool OnSlotReleased(ReleaseSlotEvent evt)RTTIre.Hooks.Place( "FollowSlotsComponent", "OnSlotReleased", (FollowSlotsComponent_OnSlotReleased x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct FollowSlotsComponent_OnSlotReleased( FollowSlotsComponent self, ReleaseSlotEvent? evt );