class
InputContextSystem
- 1 property
- 5 functions
Extends game.ScriptableSystem game.IScriptableSystem IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
activeContext | input.ContextType | 0x0 | scripted |
Functions
void OnPlayerAttach(game.PlayerAttachRequest request)RTTIre.Hooks.PlaceVoid( "InputContextSystem", "OnPlayerAttach;PlayerAttachRequest", (InputContextSystem_OnPlayerAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct InputContextSystem_OnPlayerAttach( InputContextSystem self, game.PlayerAttachRequest? request );input.ContextType GetActiveContext()RTTIre.Hooks.Place( "InputContextSystem", "GetActiveContext;", (InputContextSystem_GetActiveContext x) => { return re.Hooks.CallOriginal<re.msgpack.input.ContextType>(); } ); [Msgpack.Gen] public readonly partial record struct InputContextSystem_GetActiveContext( InputContextSystem self );bool IsActiveContextAction()RTTIre.Hooks.Place( "InputContextSystem", "IsActiveContextAction;", (InputContextSystem_IsActiveContextAction x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct InputContextSystem_IsActiveContextAction( InputContextSystem self );bool IsActiveContextRPG()RTTIre.Hooks.Place( "InputContextSystem", "IsActiveContextRPG;", (InputContextSystem_IsActiveContextRPG x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct InputContextSystem_IsActiveContextRPG( InputContextSystem self );void OnChangeActiveContextRequest(ChangeActiveContextRequest request)RTTIre.Hooks.PlaceVoid( "InputContextSystem", "OnChangeActiveContextRequest;ChangeActiveContextRequest", (InputContextSystem_OnChangeActiveContextRequest x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct InputContextSystem_OnChangeActiveContextRequest( InputContextSystem self, ChangeActiveContextRequest? request );