BlackICE Scripting

class

LocomotionTransition

  • 3 properties
  • 46 functions
  • 7 derived classes

Extends DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

PropertyTypeOffset
ownerRecordIdTDBID0x0 scripted
statModifierGroupIdulong0x8 scripted
statModifierTDBNameDefaultstring0x10 scripted

Functions

  • void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool InternalEnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetModifierGroupForState(game.stateMachine.GameScriptInterface scriptInterface, string? statModifierTDBName) RTTI
  • game.StatModifierData_Deprecated? EnableMovementDecelerationStatModifier(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.StatModifierData_Deprecated decelerationModifier, float movementDecelerationModifierVal) RTTI
  • game.StatModifierData_Deprecated? DisableMovementDecelerationStatModifier(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.StatModifierData_Deprecated decelerationModifier) RTTI
  • game.StatModifierData_Deprecated? SetMovementDecelerationStatModifier(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool enable, game.StatModifierData_Deprecated decelerationModifier, float? movementDecelerationModifierVal) RTTI
  • void ShowDebugText(string text, game.stateMachine.GameScriptInterface scriptInterface, out uint layerId) RTTI
  • void ClearDebugText(uint layerId, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ResetFallingParameters(game.stateMachine.StateContextScript stateContext) RTTI
  • void PlayHardLandingEffects(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void PlayVeryHardLandingEffects(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void PlayDeathLandingEffects(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SendSuperHeroLandAnimFeature(game.stateMachine.GameScriptInterface scriptInterface, int state) RTTI
  • void AddImpulseInMovingDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float impulse) RTTI
  • void AddImpulse(game.stateMachine.StateContextScript stateContext, Vector4 impulse) RTTI
  • void AddVerticalImpulse(game.stateMachine.StateContextScript stateContext, float force) RTTI
  • void SetCollisionFilter(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • game.stateMachine.parameter.TypeActionLocomotionParameters? SetLocomotionParameters(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetLocomotionCameraParameters(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void GetStateDefaultLocomotionParameters(out game.stateMachine.parameter.TypeActionLocomotionParameters locomotionParameters) RTTI
  • void BroadcastStimuliFootstepSprint(game.stateMachine.GameScriptInterface context) RTTI
  • void BroadcastStimuliFootstepRegular(game.stateMachine.GameScriptInterface context) RTTI
  • void SetDetailedState(game.stateMachine.GameScriptInterface scriptInterface, game.PSMDetailedLocomotionStates state) RTTI
  • bool IsTouchingGround(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool HasSecureFooting(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CheckSecureFootingFailure(move.SecureFootingResult result) RTTI
  • move.SecureFootingResult HasSecureFootingDetailedResult(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • float GetFallingSpeedBasedOnHeight(game.stateMachine.GameScriptInterface scriptInterface, float height) RTTI
  • float GetInitialHeightBasedOnFallingSpeed(game.stateMachine.GameScriptInterface scriptInterface, float fallSpeed) RTTI
  • float GetSpeedBasedOnDistance(game.stateMachine.GameScriptInterface scriptInterface, float desiredDistance) RTTI
  • bool IsCurrentFallSpeedTooFastToEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsAiming(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool WantsToDodge(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool WantsToDodgeFromMovementInput(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsIdleForced(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsWalkForced(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsFreezeForced(game.stateMachine.StateContextScript stateContext) RTTI
  • int GetLandingType(game.stateMachine.StateContextScript stateContext) RTTI
  • void PlayRumbleBasedOnDodgeDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool? isHeavy) RTTI
  • bool IsStatusEffectType(game.data.StatusEffect_Record statusEffectRecord, game.data.StatusEffectType type) RTTI
  • void SpawnLandingFxGameEffect(TDBID attackId, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ProcessSprintInputLock(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetupSprintInputLock(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void LogSpecialMovementToTelemetry(game.stateMachine.GameScriptInterface scriptInterface, game.TelemetryMovementType mvtType) RTTI
  • bool IsPlayerAboveLadderTop(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI