class
FullAutoDecisions
- 1 property
- 8 functions
Extends WeaponTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
callBackID | red.CallbackObject? | 0x20 | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "FullAutoDecisions", "OnAttach;StateContextStateGameScriptInterface", (FullAutoDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_OnAttach( FullAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "FullAutoDecisions", "OnDetach;StateContextStateGameScriptInterface", (FullAutoDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_OnDetach( FullAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnQuestForcedShoot(bool value)RTTIre.Hooks.PlaceVoid( "FullAutoDecisions", "OnQuestForcedShoot;Bool", (FullAutoDecisions_OnQuestForcedShoot x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_OnQuestForcedShoot( FullAutoDecisions self, bool value );void OnRangeAttackInput(float value)RTTIre.Hooks.PlaceVoid( "FullAutoDecisions", "OnRangeAttackInput;Float", (FullAutoDecisions_OnRangeAttackInput x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_OnRangeAttackInput( FullAutoDecisions self, float value );bool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer)RTTIre.Hooks.Place( "FullAutoDecisions", "OnAction", (FullAutoDecisions_OnAction x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_OnAction( FullAutoDecisions self, game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer );bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "FullAutoDecisions", "EnterCondition;StateContextStateGameScriptInterface", (FullAutoDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_EnterCondition( FullAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToShoot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "FullAutoDecisions", "ToShoot;StateContextStateGameScriptInterface", (FullAutoDecisions_ToShoot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_ToShoot( FullAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToReady(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "FullAutoDecisions", "ToReady;StateContextStateGameScriptInterface", (FullAutoDecisions_ToReady x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_ToReady( FullAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );