MeleeTransition class
MeleeTransition
Inheritance
Base: DefaultTransition
Derived
MeleeAttackGenericDecisions, MeleeBlockDecisions, MeleeChargedHoldDecisions, MeleeDashDecisions, MeleeDeflectDecisions, MeleeEventsTransition, MeleeHoldDecisions, MeleeIdleDecisions, MeleeLeapDecisions, MeleeNotReadyDecisions
Show 6 more of 16 derived classes
MeleeParriedDecisions, MeleePublicSafeDecisions, MeleeRecoveryDecisions, MeleeSafeDecisions, MeleeTargetingDecisions, MeleeThrowReloadDecisions
Properties
| Property | Type | |
|---|---|---|
stateNameString | string | scripted |
driverCombatListener | DriverCombatListener? | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid ConsumeStamina(game.stateMachine.GameScriptInterface scriptInterface, game.MeleeAttackData attackData)RTTIbool IsCloseEnoughForOnePunch(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> target)RTTIbool CanPerformRelicLeap(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool ToMeleeChargedHold(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsChoice1Released(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsBlockPressed(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsBlockHeld(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool LightMeleeAttackReleased(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool QuickMeleeHeld(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool NoStrongAttackPressed(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool ShouldHold(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool? skipDurationCheck, bool? skipPressCount)RTTIvoid SetMeleeAttackPressCount(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid ClearMeleePressCount(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool ShouldInterruptHoldStates(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool CheckItemType(game.stateMachine.GameScriptInterface scriptInterface, game.data.ItemType itemType)RTTIvoid IncrementAttackNumber(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext)RTTIvoid IncrementTotalComboAttackNumber(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext)RTTIbool CheckIfFinalAttack(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext)RTTIbool CheckIfInfiniteCombo(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid ResetAttackNumber(game.stateMachine.StateContextScript stateContext)RTTIvoid SetAttackNumber(game.stateMachine.StateContextScript stateContext, int value)RTTIvoid SetCanSprintWhileCharging(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid SetIsAttacking(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid SetIsBlocking(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid SetIsParried(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid SetIsThrowReloading(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid SetThrowReloadTime(game.stateMachine.StateContextScript stateContext, float value)RTTIvoid SetIsTargeting(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid SetIsHolding(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid SetIsSafe(game.stateMachine.StateContextScript stateContext, bool value)RTTIvoid ApplyThrowAttackGameplayRestrictions(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid RemoveAllMeleeGameplayRestrictions(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid RemoveThrowAttackGameplayRestrictions(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsWeaponReady(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool HasWeaponStatFlag(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatType flag)RTTITDBID GetPlayerAimingStatusEffectID()RTTIvoid ClearDebugText(game.stateMachine.GameScriptInterface scriptInterface, uint textLayerId)RTTIbool CheckLeapCollision(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIgame.aim.AssistAimRequest GetPerfectAimSnapParams()RTTIgame.aim.AssistAimRequest GetBlockLookAtParams()RTTIvoid SendAnimFeatureData(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid DisableNanoWireIK(game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid UpdateNanoWireEndPositionAnimFeature(game.stateMachine.GameScriptInterface scriptInterface, CName animFeatureName, bool enable, bool? setPosition, Vector4? slotPosition)RTTImelee.MoveDirection GetMeleeMovementDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool HasAttackRecord(game.stateMachine.GameScriptInterface scriptInterface, int? attackNumber)RTTIvoid SpawnMeleeWeaponProjectile(game.stateMachine.GameScriptInterface scriptInterface)RTTICName GetMeleeWeaponFriendlyName(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool AdjustAttackPosition(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData)RTTIvoid AddAttackImpulse(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData)RTTIVector4 AddCameraSpaceImpulse(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData)RTTIVector4 AddForwardImpulse(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData)RTTIVector4 AddUpImpulse(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData)RTTIfloat GetMovementInput(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsPlayerInputDirectedForward(game.stateMachine.GameScriptInterface scriptInterface)RTTIgame.Object? GetNanoWireTargetObject(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsTargetAPuppet(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsTargetOfficer(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> objectt)RTTIbool IsAttackParried(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool HasMeleeTargeting(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool CanWeaponBlock(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool CanWeaponDeflect(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool CanThrowWeapon(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid ResetFlags(game.stateMachine.StateContextScript stateContext)RTTIstatic bool StrongMeleeAttackReleased(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic TDBID GetGorillaArmsSpyTreeStatusEffectID()staticRTTI globalstatic bool WeaponIsCharged(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool LightMeleeAttackPressed(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool CheckMeleeAttackPressCount(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool IsThrownWeaponReloading(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic void UpdateMeleeInputBuffer(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool onlyLightMeleeAttack)staticRTTI globalstatic bool HasOnePunchManStatusEffect(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool StrongMeleeAttackPressed(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool NoMeleeAttack(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic TDBID GetMantisBladesLeapDismembermentSpyTreeDebuffStatusEffectID()staticRTTI globalstatic CName GetMeleeAttackCooldownName()staticRTTI globalstatic bool HasGrandFinaleStatusEffect(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic TDBID GetMantisBladesInvulnerableLeapRelicBufffStatusEffectID()staticRTTI globalstatic bool AnyMeleeAttackPressed(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool HasMonowireWithQuickhackSelected(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool IsPlayingSyncedAnimation(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool QuickMeleeReleased(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic game.weapon.Object? GetWeaponObject(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool QuickMeleeTapped(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool AnyMeleeAttack(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic game.data.AimAssistMelee_Record? GetAimAssistMeleeRecord(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool QuickMeleePressed(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool MeleeUseExplorationCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic TDBID GetGorillaArmsOnePunchNPCMarkStatusEffectID()staticRTTI globalstatic bool CanThrowWeaponObject(game.Object owner, game.weapon.Object weapon)staticRTTI globalstatic game.data.ItemType GetWeaponType(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool PlayerLeapedToTargetCheck(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool MeleeAttackPressed(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool MeleeAttackReleased(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool WantsToQuickMelee(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool WantsToStrongAttack(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool MeleeSprintStateCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic float GetHoldEnterDuration(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic TDBID GetMantisBladesSpecialAttackSpyTreeStatusEffectID()staticRTTI globalstatic void ClearInputBuffer(game.stateMachine.StateContextScript stateContext)staticRTTI globalstatic bool WantsToLightAttack(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool HasNewSpyAttackStatFlag(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI global