class
ForceFreezeDecisions
- 0 properties
- 3 functions
Extends LocomotionGroundDecisions LocomotionTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
None.
Functions
bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.Place( "ForceFreezeDecisions", "EnterCondition;StateContextStateGameScriptInterface", (ForceFreezeDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ForceFreezeDecisions_EnterCondition( ForceFreezeDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToStand(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "ForceFreezeDecisions", "ToStand;StateContextStateGameScriptInterface", (ForceFreezeDecisions_ToStand x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ForceFreezeDecisions_ToStand( ForceFreezeDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToWorkspot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "ForceFreezeDecisions", "ToWorkspot;StateContextStateGameScriptInterface", (ForceFreezeDecisions_ToWorkspot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ForceFreezeDecisions_ToWorkspot( ForceFreezeDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );