class
NPCInScenePrereq
- 1 property
- 5 functions
Extends game.IScriptablePrereq game.IPrereq IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
invert | bool | 0x0 | scripted |
Functions
void Initialize(TDBID recordID)overrideRTTIre.Hooks.PlaceVoid( "NPCInScenePrereq", "Initialize;TweakDBID", (NPCInScenePrereq_Initialize x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct NPCInScenePrereq_Initialize( NPCInScenePrereq self, TDBID recordID );bool OnRegister(game.PrereqState state, ScriptGameInstance game, IScriptable context)overrideRTTIre.Hooks.Place( "NPCInScenePrereq", "OnRegister;PrereqStateGameInstanceIScriptable", (NPCInScenePrereq_OnRegister x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NPCInScenePrereq_OnRegister( NPCInScenePrereq self, game.PrereqState? state, ScriptGameInstance game, IScriptable? context );void OnUnregister(game.PrereqState state, ScriptGameInstance game, IScriptable context)overrideRTTIre.Hooks.PlaceVoid( "NPCInScenePrereq", "OnUnregister;PrereqStateGameInstanceIScriptable", (NPCInScenePrereq_OnUnregister x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct NPCInScenePrereq_OnUnregister( NPCInScenePrereq self, game.PrereqState? state, ScriptGameInstance game, IScriptable? context );bool IsFulfilled(ScriptGameInstance game, IScriptable context)overrideRTTIre.Hooks.Place( "NPCInScenePrereq", "IsFulfilled", (NPCInScenePrereq_IsFulfilled x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NPCInScenePrereq_IsFulfilled( NPCInScenePrereq self, ScriptGameInstance game, IScriptable? context );bool Evaluate(bool isEntityInScene)RTTIre.Hooks.Place( "NPCInScenePrereq", "Evaluate;Bool", (NPCInScenePrereq_Evaluate x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NPCInScenePrereq_Evaluate( NPCInScenePrereq self, bool isEntityInScene );