BlackICE Scripting

class

MeleeAttackGenericEvents

  • 13 properties
  • 24 functions
  • 13 derived classes

Extends MeleeEventsTransition MeleeTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

PropertyTypeOffset
effectgame.EffectInstance?0x30 scripted
attackCreatedbool0x40 scripted
blockImpulseCreationbool0x41 scripted
standUpSendbool0x42 scripted
trailCreatedbool0x43 scripted
finisherTargetWeakHandle<ScriptedPuppet>0x48 scripted
finisherCameraRotResetedbool0x58 scripted
textLayeruint0x5C scripted
rumblePlayedbool0x60 scripted
shouldBlockImpulseUpdatebool0x61 scripted
enteredFromMeleeLeapbool0x62 scripted
effectPositionUpdatedbool0x63 scripted
tppYawOverridefloat0x64 scripted

Functions

  • EMeleeAttackType GetAttackType() RTTI
  • bool IsMountedTPPAttack() RTTI
  • void SetTPPYawOverride(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsMoveToTargetEnabled(game.MeleeAttackData attackData, game.data.AimAssistMelee_Record assistRecord) RTTI
  • void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI
  • bool SendAnimationSlotData(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.MeleeAttackData attackData) RTTI
  • void ConsumeWeaponCharge(game.stateMachine.GameScriptInterface scriptInterface, game.MeleeAttackData attackData) RTTI
  • void OnUpdate(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI
  • void UpdateIKData(game.stateMachine.GameScriptInterface scriptInterface, game.MeleeAttackData attackData) RTTI
  • bool ShouldBlockMovementImpulseUpdate(float timeDelta, game.MeleeAttackData attackData, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool UpdateMovementImpulse(float timeDelta, game.MeleeAttackData attackData, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void UpdateEffectPosition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.MeleeAttackData attackData, float duration) RTTI
  • void OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI
  • void OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI
  • void ClearLeapedDistanceBlackboardValue(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void RotateCameraToFinisherTarget(game.stateMachine.GameScriptInterface scriptInterface, float rotateDuration) RTTI
  • void ResetCameraRotation(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CreateMeleeAttackForFinisher(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, out game.MeleeAttackData attackData) RTTI
  • void CreateMeleeAttack(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.MeleeAttackData attackData) RTTI
  • Transform GetCameraTransformForMelee(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool SpawnAttackGameEffect(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, Vector4 startPosition, Vector4 middlePosition, Vector4 endPosition, float time, Vector4 colliderBox, game.MeleeAttackData attackData) RTTI
  • void BroadcastStimuli(game.stateMachine.GameScriptInterface scriptInterface, float radius) RTTI
  • game.MeleeAttackData? GetAttackData(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsAttackWindowOpen(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI