LocomotionTransition class
LocomotionTransition
Inheritance
Base: DefaultTransition
Derived
CoverActionTransition, LocomotionAirDecisions, LocomotionBraindance, LocomotionEventsTransition, LocomotionGroundDecisions, LocomotionSwimming, LocomotionTakedownDecisions
Properties
| Property | Type | |
|---|---|---|
ownerRecordId | TDBID | scripted |
statModifierGroupId | ulong | scripted |
statModifierTDBNameDefault | string | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool InternalEnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid SetModifierGroupForState(game.stateMachine.GameScriptInterface scriptInterface, string? statModifierTDBName)RTTIgame.StatModifierData_Deprecated? EnableMovementDecelerationStatModifier(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.StatModifierData_Deprecated decelerationModifier, float movementDecelerationModifierVal)RTTIgame.StatModifierData_Deprecated? DisableMovementDecelerationStatModifier(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.StatModifierData_Deprecated decelerationModifier)RTTIgame.StatModifierData_Deprecated? SetMovementDecelerationStatModifier(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool enable, game.StatModifierData_Deprecated decelerationModifier, float? movementDecelerationModifierVal)RTTIvoid ClearDebugText(uint layerId, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid ResetFallingParameters(game.stateMachine.StateContextScript stateContext)RTTIvoid PlayHardLandingEffects(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid PlayVeryHardLandingEffects(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid PlayDeathLandingEffects(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid SendSuperHeroLandAnimFeature(game.stateMachine.GameScriptInterface scriptInterface, int state)RTTIvoid AddImpulseInMovingDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float impulse)RTTIvoid AddImpulse(game.stateMachine.StateContextScript stateContext, Vector4 impulse)RTTIvoid AddVerticalImpulse(game.stateMachine.StateContextScript stateContext, float force)RTTIvoid SetCollisionFilter(game.stateMachine.GameScriptInterface scriptInterface)RTTIgame.stateMachine.parameter.TypeActionLocomotionParameters? SetLocomotionParameters(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid SetLocomotionCameraParameters(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid BroadcastStimuliFootstepSprint(game.stateMachine.GameScriptInterface context)RTTIvoid BroadcastStimuliFootstepRegular(game.stateMachine.GameScriptInterface context)RTTIvoid SetDetailedState(game.stateMachine.GameScriptInterface scriptInterface, game.PSMDetailedLocomotionStates state)RTTIbool IsTouchingGround(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool HasSecureFooting(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool CheckSecureFootingFailure(move.SecureFootingResult result)RTTImove.SecureFootingResult HasSecureFootingDetailedResult(game.stateMachine.GameScriptInterface scriptInterface)RTTIfloat GetFallingSpeedBasedOnHeight(game.stateMachine.GameScriptInterface scriptInterface, float height)RTTIfloat GetInitialHeightBasedOnFallingSpeed(game.stateMachine.GameScriptInterface scriptInterface, float fallSpeed)RTTIfloat GetSpeedBasedOnDistance(game.stateMachine.GameScriptInterface scriptInterface, float desiredDistance)RTTIbool IsCurrentFallSpeedTooFastToEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsAiming(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool WantsToDodge(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool WantsToDodgeFromMovementInput(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsIdleForced(game.stateMachine.StateContextScript stateContext)RTTIbool IsWalkForced(game.stateMachine.StateContextScript stateContext)RTTIbool IsFreezeForced(game.stateMachine.StateContextScript stateContext)RTTIint GetLandingType(game.stateMachine.StateContextScript stateContext)RTTIvoid PlayRumbleBasedOnDodgeDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool? isHeavy)RTTIbool IsStatusEffectType(game.data.StatusEffect_Record statusEffectRecord, game.data.StatusEffectType type)RTTIvoid SpawnLandingFxGameEffect(TDBID attackId, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid ProcessSprintInputLock(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid SetupSprintInputLock(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid LogSpecialMovementToTelemetry(game.stateMachine.GameScriptInterface scriptInterface, game.TelemetryMovementType mvtType)RTTIbool IsPlayerAboveLadderTop(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTI