class
LimfaticNanoChargeSystemEffector
- 4 properties
- 4 functions
Extends game.ContinuousEffector game.Effector IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
maxDistance | float | 0x0 | scripted |
statusEffectID | TDBID | 0x4 | scripted |
ownerID | ent.EntityID | 0x10 | scripted |
statusEffectIsApplied | bool | 0x18 | scripted |
Functions
void Initialize(TDBID record, ScriptGameInstance game, TDBID parentRecord)overrideRTTIre.Hooks.PlaceVoid( "LimfaticNanoChargeSystemEffector", "Initialize;TweakDBIDGameInstanceTweakDBID", (LimfaticNanoChargeSystemEffector_Initialize x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LimfaticNanoChargeSystemEffector_Initialize( LimfaticNanoChargeSystemEffector self, TDBID record, ScriptGameInstance game, TDBID parentRecord );void Uninitialize(ScriptGameInstance game)overrideRTTIre.Hooks.PlaceVoid( "LimfaticNanoChargeSystemEffector", "Uninitialize;GameInstance", (LimfaticNanoChargeSystemEffector_Uninitialize x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LimfaticNanoChargeSystemEffector_Uninitialize( LimfaticNanoChargeSystemEffector self, ScriptGameInstance game );void ContinuousAction(game.Object owner, game.Object instigator)overrideRTTIre.Hooks.PlaceVoid( "LimfaticNanoChargeSystemEffector", "ContinuousAction;GameObjectGameObject", (LimfaticNanoChargeSystemEffector_ContinuousAction x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LimfaticNanoChargeSystemEffector_ContinuousAction( LimfaticNanoChargeSystemEffector self, game.Object? owner, game.Object? instigator );void ProcessEffector(game.Object owner)RTTIre.Hooks.PlaceVoid( "LimfaticNanoChargeSystemEffector", "ProcessEffector;GameObject", (LimfaticNanoChargeSystemEffector_ProcessEffector x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct LimfaticNanoChargeSystemEffector_ProcessEffector( LimfaticNanoChargeSystemEffector self, game.Object? owner );