class
GrappleStruggleDecisions
- 1 property
- 2 functions
Extends LocomotionTakedownDecisions LocomotionTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
stateMachineInitData | WeakHandle<LocomotionTakedownInitData> | 0x30 | scripted |
Functions
bool ToTakedownExecuteTakedown(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "GrappleStruggleDecisions", "ToTakedownExecuteTakedown;StateContextStateGameScriptInterface", (GrappleStruggleDecisions_ToTakedownExecuteTakedown x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct GrappleStruggleDecisions_ToTakedownExecuteTakedown( GrappleStruggleDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToTakedownExecuteTakedownAndDispose(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "GrappleStruggleDecisions", "ToTakedownExecuteTakedownAndDispose;StateContextStateGameScriptInterface", (GrappleStruggleDecisions_ToTakedownExecuteTakedownAndDispose x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct GrappleStruggleDecisions_ToTakedownExecuteTakedownAndDispose( GrappleStruggleDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );