class
GameEffectExecutor_StimOnHit
- 3 properties
- 2 functions
Extends game.EffectExecutor_Scripted game.EffectExecutor game.EffectNode IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
stimType | game.data.StimType | 0x0 | scripted |
silentStimType | game.data.StimType | 0x4 | scripted |
suppressedByStimTypes | game.data.StimType[] | 0x8 | scripted |
Functions
bool CreateStim(game.EffectScriptContext ctx, game.data.StimType stimuliType, Vector4 position, float? radius)RTTIre.Hooks.Place( "GameEffectExecutor_StimOnHit", "CreateStim;EffectScriptContextgamedataStimTypeVector4Float", (GameEffectExecutor_StimOnHit_CreateStim x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct GameEffectExecutor_StimOnHit_CreateStim( GameEffectExecutor_StimOnHit self, game.EffectScriptContext ctx, game.data.StimType stimuliType, Vector4 position, float? radius );bool Process(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx)RTTIre.Hooks.Place( "GameEffectExecutor_StimOnHit", "Process;EffectScriptContextEffectExecutionScriptContext", (GameEffectExecutor_StimOnHit_Process x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct GameEffectExecutor_StimOnHit_Process( GameEffectExecutor_StimOnHit self, game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx );