class
NewPerkFinisherCondition
- 0 properties
- 7 functions
Extends game.interactions.InteractionScriptedCondition IScriptable ISerializable
Properties
None.
Functions
bool Test(WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject)RTTIre.Hooks.Place( "NewPerkFinisherCondition", "Test;GameObjectGameObject", (NewPerkFinisherCondition_Test x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NewPerkFinisherCondition_Test( NewPerkFinisherCondition self, WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject );bool IsFinisherAvailable(WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject)RTTIre.Hooks.Place( "NewPerkFinisherCondition", "IsFinisherAvailable;GameObjectGameObject", (NewPerkFinisherCondition_IsFinisherAvailable x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NewPerkFinisherCondition_IsFinisherAvailable( NewPerkFinisherCondition self, WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject );bool NewPerkFinisherBladeEnabled(WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject, game.weapon.Object equippedWeapon)RTTIre.Hooks.Place( "NewPerkFinisherCondition", "NewPerkFinisherBladeEnabled;GameObjectGameObjectWeaponObject", (NewPerkFinisherCondition_NewPerkFinisherBladeEnabled x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NewPerkFinisherCondition_NewPerkFinisherBladeEnabled( NewPerkFinisherCondition self, WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject, game.weapon.Object? equippedWeapon );bool NewPerkFinisherThrowableEnabled(WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject, game.weapon.Object equippedWeapon)RTTIre.Hooks.Place( "NewPerkFinisherCondition", "NewPerkFinisherThrowableEnabled;GameObjectGameObjectWeaponObject", (NewPerkFinisherCondition_NewPerkFinisherThrowableEnabled x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NewPerkFinisherCondition_NewPerkFinisherThrowableEnabled( NewPerkFinisherCondition self, WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject, game.weapon.Object? equippedWeapon );bool NewPerkFinisherMonowireEnabled(WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject, game.weapon.Object equippedWeapon)RTTIre.Hooks.Place( "NewPerkFinisherCondition", "NewPerkFinisherMonowireEnabled;GameObjectGameObjectWeaponObject", (NewPerkFinisherCondition_NewPerkFinisherMonowireEnabled x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NewPerkFinisherCondition_NewPerkFinisherMonowireEnabled( NewPerkFinisherCondition self, WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject, game.weapon.Object? equippedWeapon );bool NewPerkFinisherBluntEnabled(WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject, game.weapon.Object equippedWeapon)RTTIre.Hooks.Place( "NewPerkFinisherCondition", "NewPerkFinisherBluntEnabled;GameObjectGameObjectWeaponObject", (NewPerkFinisherCondition_NewPerkFinisherBluntEnabled x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NewPerkFinisherCondition_NewPerkFinisherBluntEnabled( NewPerkFinisherCondition self, WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject, game.weapon.Object? equippedWeapon );bool IsAreaClear(WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject)RTTIre.Hooks.Place( "NewPerkFinisherCondition", "IsAreaClear;GameObjectGameObject", (NewPerkFinisherCondition_IsAreaClear x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NewPerkFinisherCondition_IsAreaClear( NewPerkFinisherCondition self, WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject );