class
LeftHandCyberwareCatchDecisions
- 0 properties
- 3 functions
Extends LeftHandCyberwareTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
None.
Functions
bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "LeftHandCyberwareCatchDecisions", "EnterCondition;StateContextStateGameScriptInterface", (LeftHandCyberwareCatchDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LeftHandCyberwareCatchDecisions_EnterCondition( LeftHandCyberwareCatchDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToLeftHandCyberwareWaitForUnequip(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "LeftHandCyberwareCatchDecisions", "ToLeftHandCyberwareWaitForUnequip;StateContextStateGameScriptInterface", (LeftHandCyberwareCatchDecisions_ToLeftHandCyberwareWaitForUnequip x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LeftHandCyberwareCatchDecisions_ToLeftHandCyberwareWaitForUnequip( LeftHandCyberwareCatchDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToLeftHandCyberwareCatchAction(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "LeftHandCyberwareCatchDecisions", "ToLeftHandCyberwareCatchAction;StateContextStateGameScriptInterface", (LeftHandCyberwareCatchDecisions_ToLeftHandCyberwareCatchAction x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct LeftHandCyberwareCatchDecisions_ToLeftHandCyberwareCatchAction( LeftHandCyberwareCatchDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );