BlackICE Scripting

class

LocomotionTakedownEvents

  • 1 property
  • 28 functions
  • 15 derived classes

Extends LocomotionEventsTransition LocomotionTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

PropertyTypeOffset
stateMachineInitDataWeakHandle<LocomotionTakedownInitData>0x38 scripted

Functions

  • void JumpToIdleAnimation(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> target) RTTI
  • void JumpToWalkAnimation(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> target) RTTI
  • void JumpToStruggleAnimation(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> target) RTTI
  • bool IsTakedownAndDispose(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetPlayerIsStandingAnimParameter(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetGrappleDuration(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float grappleDuration, game.Object target) RTTI
  • void ForceTemporaryWeaponUnequip(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool value) RTTI
  • void RequestTimeDilationActivation(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void InterruptCameraAim(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • game.ItemObject? GetRightHandItemObject(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • CName GetRightHandItemName(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • CName GetRightHandItemType(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsTakedownWeapon(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void FillAnimWrapperInfoBasedOnEquippedItem(game.stateMachine.GameScriptInterface scriptInterface, bool clearWrapperInfo) RTTI
  • void PlayExitAnimation(game.stateMachine.GameScriptInterface scriptInterface, game.Object owner, game.Object target, CName syncedAnimName) RTTI
  • void JumpToNextAnimationInSequence(game.stateMachine.GameScriptInterface scriptInterface, game.Object owner) RTTI
  • void JumpToAnimationWithID(game.stateMachine.GameScriptInterface scriptInterface, game.Object owner, int ownerEntryId, bool instant) RTTI
  • CName SelectRandomSyncedAnimation(game.stateMachine.StateContextScript stateContext) RTTI
  • ETakedownBossName GetBossNameBasedOnRecord(game.Object target) RTTI
  • void GetCurrentBossPhase(game.Object target, game.stateMachine.StateContextScript stateContext, out int phase) RTTI
  • CName SelectSyncedAnimationBasedOnPhase(game.stateMachine.StateContextScript stateContext, game.Object target) RTTI
  • CName GetSyncedAnimationBasedOnPhase(game.stateMachine.StateContextScript stateContext) RTTI
  • CName SetEffectorBasedOnPhase(game.stateMachine.StateContextScript stateContext) RTTI
  • CName SelectAerialTakedownWorkspot(game.stateMachine.GameScriptInterface scriptInterface, game.Object owner, game.Object target, bool? back, bool? front, bool? left, bool? right, CName action) RTTI
  • void SelectSyncedAnimationAndExecuteAction(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.Object owner, game.Object target, CName action) RTTI
  • void DefeatTarget(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> activator, WeakHandle<game.Object> target, CName effectName, CName effectTag) RTTI
  • void TestNPCOutsideNavmesh(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> activator, WeakHandle<game.Object> target, float timeToTick, bool b) RTTI
  • void OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI