class
InVehicleCombatDecorator
- 2 properties
- 6 functions
Extends AIVehicleTaskAbstract AIbehaviortaskScript AIbehaviorScriptBase IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
targetToChase | WeakHandle<game.Object> | 0x0 | scripted |
vehCommand | AIVehicleChaseCommand? | 0x10 | scripted |
Functions
void Activate(AIbehaviorScriptExecutionContext context)overrideRTTIre.Hooks.PlaceVoid( "InVehicleCombatDecorator", "Activate;ScriptExecutionContext", (InVehicleCombatDecorator_Activate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct InVehicleCombatDecorator_Activate( InVehicleCombatDecorator self, AIbehaviorScriptExecutionContext context );void ProcessInitCommands(AIbehaviorScriptExecutionContext context)RTTIre.Hooks.PlaceVoid( "InVehicleCombatDecorator", "ProcessInitCommands;ScriptExecutionContext", (InVehicleCombatDecorator_ProcessInitCommands x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct InVehicleCombatDecorator_ProcessInitCommands( InVehicleCombatDecorator self, AIbehaviorScriptExecutionContext context );AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context)overrideRTTIre.Hooks.Place( "InVehicleCombatDecorator", "Update;ScriptExecutionContext", (InVehicleCombatDecorator_Update x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorUpdateOutcome>(); } ); [Msgpack.Gen] public readonly partial record struct InVehicleCombatDecorator_Update( InVehicleCombatDecorator self, AIbehaviorScriptExecutionContext context );void Deactivate(AIbehaviorScriptExecutionContext context)overrideRTTIre.Hooks.PlaceVoid( "InVehicleCombatDecorator", "Deactivate;ScriptExecutionContext", (InVehicleCombatDecorator_Deactivate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct InVehicleCombatDecorator_Deactivate( InVehicleCombatDecorator self, AIbehaviorScriptExecutionContext context );AIVehicleChaseCommand? CreateChaseCommand(WeakHandle<game.Object> newTarget, AIbehaviorScriptExecutionContext context)RTTIre.Hooks.Place( "InVehicleCombatDecorator", "CreateChaseCommand;GameObjectScriptExecutionContext", (InVehicleCombatDecorator_CreateChaseCommand x) => { return re.Hooks.CallOriginal<re.msgpack.AIVehicleChaseCommand>(); } ); [Msgpack.Gen] public readonly partial record struct InVehicleCombatDecorator_CreateChaseCommand( InVehicleCombatDecorator self, WeakHandle<game.Object> newTarget, AIbehaviorScriptExecutionContext context );void ChaseNewTarget(AIbehaviorScriptExecutionContext context, WeakHandle<game.Object> newTarget)RTTIre.Hooks.PlaceVoid( "InVehicleCombatDecorator", "ChaseNewTarget;ScriptExecutionContextGameObject", (InVehicleCombatDecorator_ChaseNewTarget x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct InVehicleCombatDecorator_ChaseNewTarget( InVehicleCombatDecorator self, AIbehaviorScriptExecutionContext context, WeakHandle<game.Object> newTarget );