BlackICE Scripting

class

LeftHandCyberwareTransition

  • 2 properties
  • 39 functions
  • 8 derived classes

Extends DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

PropertyTypeOffset
leftCWFeatureAnimFeature_LeftHandCyberware?0x0 scripted
overchargeStatFlaggame.StatModifierData_Deprecated?0x10 scripted

Functions

  • void CreateAndSendAnimFeatureData(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void UpdateAndSendChargeAnimData(float chargeAmount, bool hasCWPerk, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetLeftHandItemTypeAndState(game.stateMachine.GameScriptInterface scriptInterface, int type, int state) RTTI
  • void LockLeftHandAnimation(game.stateMachine.GameScriptInterface scriptInterface, bool newState) RTTI
  • void SetAnimEquipState(game.stateMachine.GameScriptInterface scriptInterface, bool newState) RTTI
  • CName GetProjectileTemplateNameFromWeaponDefinition(TDBID weaponTweak) RTTI
  • float GetEquipDuration(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • float GetUnequipDuration(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool LeftHandCyberwareHasTag(game.stateMachine.GameScriptInterface scriptInterface, CName tag) RTTI
  • bool QuickwheelHasTag(game.stateMachine.GameScriptInterface scriptInterface, CName tag) RTTI
  • WeakHandle<game.weapon.Object> GetLeftHandWeaponObject(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool WeaponIsCharged(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void AttachAndPreviewProjectile(game.stateMachine.GameScriptInterface scriptInterface, bool active) RTTI
  • void DetachProjectile(game.stateMachine.GameScriptInterface scriptInterface, float? angleOffset) RTTI
  • void DrainLeftHandWeaponCharge(game.stateMachine.GameScriptInterface scriptInterface, float chargeValue) RTTI
  • void SetLeftHandWeaponCharged(game.stateMachine.GameScriptInterface scriptInterface, bool charged) RTTI
  • float GetWeaponChargeCost(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void TurnOnOvercharge(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void TurnOFFOvercharge(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool HasMeleewarePerkStatFlag(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool GetCurrentlyInstalledProjectile(game.stateMachine.GameScriptInterface scriptInterface, out game.ItemID installedProjectile) RTTI
  • float GetMaxChargeThreshold(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void PlayEffect(CName effectName, game.stateMachine.GameScriptInterface scriptInterface, CName? eventTag) RTTI
  • void StopEffect(CName effectName, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetAnimFeatureState(game.stateMachine.StateContextScript stateContext, int value) RTTI
  • void SetActionDuration(game.stateMachine.StateContextScript stateContext, float value) RTTI
  • void SetIsQuickAction(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsCharging(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsLooping(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsCatching(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsSafeAction(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsProjectileCaught(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool value) RTTI
  • void ResetAnimFeatureParameters(game.stateMachine.StateContextScript stateContext) RTTI
  • float GetMaxActiveTime(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool ShouldInstantlyUnequipCyberware(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsUsingCyberwareAllowed(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void AimSnap(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void EndAiming(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool HasProjectileLauncherWithStatFlag(game.stateMachine.GameScriptInterface scriptInterface) RTTI