BlackICE Scripting

class

MeleeTransition

  • 2 properties
  • 109 functions
  • 16 derived classes

Extends DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

PropertyTypeOffset
stateNameStringstring0x0 scripted
driverCombatListenerDriverCombatListener?0x20 scripted

Functions

  • void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ConsumeStamina(game.stateMachine.GameScriptInterface scriptInterface, game.MeleeAttackData attackData) RTTI
  • bool IsCloseEnoughForOnePunch(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> target) RTTI
  • bool CanPerformRelicLeap(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void GetSlotTransformToTarget(game.stateMachine.GameScriptInterface scriptInterface, game.Object target, float leapDuration, bool isTargetKnockedOver, out Vector4 targetPos) RTTI
  • void GetSlotTransformToTarget(game.stateMachine.GameScriptInterface scriptInterface, game.Object target, float leapDuration, bool isTargetKnockedOver, out Vector4 targetPos, out float rotationDuration) RTTI
  • bool ToMeleeChargedHold(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsChoice1Released(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsBlockPressed(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsBlockHeld(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool LightMeleeAttackReleased(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool QuickMeleeHeld(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool NoStrongAttackPressed(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool ShouldHold(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool? skipDurationCheck, bool? skipPressCount) RTTI
  • void SetMeleeAttackPressCount(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ClearMeleePressCount(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool ShouldInterruptHoldStates(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CheckItemType(game.stateMachine.GameScriptInterface scriptInterface, game.data.ItemType itemType) RTTI
  • void IncrementAttackNumber(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTI
  • void IncrementTotalComboAttackNumber(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTI
  • bool CheckIfFinalAttack(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTI
  • bool CheckIfInfiniteCombo(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ResetAttackNumber(game.stateMachine.StateContextScript stateContext) RTTI
  • void SetAttackNumber(game.stateMachine.StateContextScript stateContext, int value) RTTI
  • void SetCanSprintWhileCharging(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsAttacking(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsBlocking(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsParried(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsThrowReloading(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetThrowReloadTime(game.stateMachine.StateContextScript stateContext, float value) RTTI
  • void SetIsTargeting(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsHolding(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void SetIsSafe(game.stateMachine.StateContextScript stateContext, bool value) RTTI
  • void ApplyThrowAttackGameplayRestrictions(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void RemoveAllMeleeGameplayRestrictions(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void RemoveThrowAttackGameplayRestrictions(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsWeaponReady(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool HasWeaponStatFlag(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatType flag) RTTI
  • TDBID GetPlayerAimingStatusEffectID() RTTI
  • void DrawDebugText(game.stateMachine.GameScriptInterface scriptInterface, out uint textLayerId, string text) RTTI
  • void ClearDebugText(game.stateMachine.GameScriptInterface scriptInterface, uint textLayerId) RTTI
  • bool CheckLeapCollision(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • game.aim.AssistAimRequest GetPerfectAimSnapParams() RTTI
  • game.aim.AssistAimRequest GetBlockLookAtParams() RTTI
  • void SendAnimFeatureData(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void DisableNanoWireIK(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void UpdateNanoWireEndPositionAnimFeature(game.stateMachine.GameScriptInterface scriptInterface, CName animFeatureName, bool enable, bool? setPosition, Vector4? slotPosition) RTTI
  • melee.MoveDirection GetMeleeMovementDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool GetAttackDataFromCurrentState(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, int attackNumber, out game.MeleeAttackData outgoingStruct) RTTI
  • bool GetAttackDataFromState(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, string stateName, int attackNumber, out game.MeleeAttackData outgoingStruct) RTTI
  • bool HasAttackRecord(game.stateMachine.GameScriptInterface scriptInterface, int? attackNumber) RTTI
  • bool GetAttackRecord(game.stateMachine.GameScriptInterface scriptInterface, string stateName, int attackNumber, out WeakHandle<game.data.Attack_Melee_Record> attackRecord) RTTI
  • void SpawnMeleeWeaponProjectile(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • CName GetMeleeWeaponFriendlyName(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool AdjustAttackPosition(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData) RTTI
  • void AddAttackImpulse(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData) RTTI
  • Vector4 AddCameraSpaceImpulse(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData) RTTI
  • Vector4 AddForwardImpulse(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData) RTTI
  • Vector4 AddUpImpulse(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData) RTTI
  • float GetMovementInput(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPlayerInputDirectedForward(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • game.Object? GetNanoWireTargetObject(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsTargetAPuppet(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsTargetOfficer(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> objectt) RTTI
  • bool IsAttackParried(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool HasMeleeTargeting(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CanWeaponBlock(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CanWeaponDeflect(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CanThrowWeapon(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ResetFlags(game.stateMachine.StateContextScript stateContext) RTTI
  • static bool StrongMeleeAttackReleased(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static TDBID GetGorillaArmsSpyTreeStatusEffectID() staticRTTI global
  • static bool WeaponIsCharged(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool LightMeleeAttackPressed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool CheckMeleeAttackPressCount(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool IsThrownWeaponReloading(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static void UpdateMeleeInputBuffer(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool onlyLightMeleeAttack) staticRTTI global
  • static bool HasOnePunchManStatusEffect(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool StrongMeleeAttackPressed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool NoMeleeAttack(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static TDBID GetMantisBladesLeapDismembermentSpyTreeDebuffStatusEffectID() staticRTTI global
  • static CName GetMeleeAttackCooldownName() staticRTTI global
  • static bool HasGrandFinaleStatusEffect(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static TDBID GetMantisBladesInvulnerableLeapRelicBufffStatusEffectID() staticRTTI global
  • static bool AnyMeleeAttackPressed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool HasMonowireWithQuickhackSelected(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool IsPlayingSyncedAnimation(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool QuickMeleeReleased(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static game.weapon.Object? GetWeaponObject(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool QuickMeleeTapped(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool AnyMeleeAttack(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static game.data.AimAssistMelee_Record? GetAimAssistMeleeRecord(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool QuickMeleePressed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool MeleeUseExplorationCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static TDBID GetGorillaArmsOnePunchNPCMarkStatusEffectID() staticRTTI global
  • static bool CanThrowWeaponObject(game.Object owner, game.weapon.Object weapon) staticRTTI global
  • static game.data.ItemType GetWeaponType(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool PlayerLeapedToTargetCheck(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool MeleeAttackPressed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool MeleeAttackReleased(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool WantsToQuickMelee(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool WantsToStrongAttack(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool MeleeSprintStateCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static float GetHoldEnterDuration(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static TDBID GetMantisBladesSpecialAttackSpyTreeStatusEffectID() staticRTTI global
  • static void ClearInputBuffer(game.stateMachine.StateContextScript stateContext) staticRTTI global
  • static bool WantsToLightAttack(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool HasNewSpyAttackStatFlag(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global