LeftHandCyberwareTransition class
LeftHandCyberwareTransition
Inheritance
Base: DefaultTransition
Derived
LeftHandCyberwareActionAbstractDecisions, LeftHandCyberwareCatchDecisions, LeftHandCyberwareChargeDecisions, LeftHandCyberwareEquipDecisions, LeftHandCyberwareEventsTransition, LeftHandCyberwareLoopDecisions, LeftHandCyberwareSafeDecisions, LeftHandCyberwareWaitForUnequipDecisions
Properties
| Property | Type | |
|---|---|---|
leftCWFeature | AnimFeature_LeftHandCyberware? | scripted |
overchargeStatFlag | game.StatModifierData_Deprecated? | scripted |
Functions
void CreateAndSendAnimFeatureData(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid UpdateAndSendChargeAnimData(float chargeAmount, bool hasCWPerk, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid SetLeftHandItemTypeAndState(game.stateMachine.GameScriptInterface scriptInterface, int type, int state)RTTIvoid LockLeftHandAnimation(game.stateMachine.GameScriptInterface scriptInterface, bool newState)RTTIvoid SetAnimEquipState(game.stateMachine.GameScriptInterface scriptInterface, bool newState)RTTICName GetProjectileTemplateNameFromWeaponDefinition(TDBID weaponTweak)RTTIfloat GetEquipDuration(game.stateMachine.GameScriptInterface scriptInterface)RTTIfloat GetUnequipDuration(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool LeftHandCyberwareHasTag(game.stateMachine.GameScriptInterface scriptInterface, CName tag)RTTIbool QuickwheelHasTag(game.stateMachine.GameScriptInterface scriptInterface, CName tag)RTTIWeakHandle<game.weapon.Object> GetLeftHandWeaponObject(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool WeaponIsCharged(game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid AttachAndPreviewProjectile(game.stateMachine.GameScriptInterface scriptInterface, bool active)RTTIvoid DetachProjectile(game.stateMachine.GameScriptInterface scriptInterface, float? angleOffset)RTTIvoid DrainLeftHandWeaponCharge(game.stateMachine.GameScriptInterface scriptInterface, float chargeValue)RTTIvoid SetLeftHandWeaponCharged(game.stateMachine.GameScriptInterface scriptInterface, bool charged)RTTIfloat GetWeaponChargeCost(game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid TurnOnOvercharge(game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid TurnOFFOvercharge(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool HasMeleewarePerkStatFlag(game.stateMachine.GameScriptInterface scriptInterface)RTTIfloat GetMaxChargeThreshold(game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid PlayEffect(CName effectName, game.stateMachine.GameScriptInterface scriptInterface, CName? eventTag)RTTIvoid StopEffect(CName effectName, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid SetAnimFeatureState(game.stateMachine.StateContextScript stateContext, int value)RTTIvoid SetActionDuration(game.stateMachine.StateContextScript stateContext, float value)RTTIvoid SetIsQuickAction(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid SetIsCharging(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid SetIsLooping(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid SetIsCatching(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid SetIsSafeAction(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid SetIsProjectileCaught(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool value)RTTIvoid ResetAnimFeatureParameters(game.stateMachine.StateContextScript stateContext)RTTIfloat GetMaxActiveTime(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool ShouldInstantlyUnequipCyberware(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext)RTTIbool IsUsingCyberwareAllowed(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid AimSnap(game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid EndAiming(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool HasProjectileLauncherWithStatFlag(game.stateMachine.GameScriptInterface scriptInterface)RTTI