class
NoAmmoDecisions
- 1 property
- 8 functions
Extends WeaponTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
callbackID | red.CallbackObject? | 0x20 | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "NoAmmoDecisions", "OnAttach;StateContextStateGameScriptInterface", (NoAmmoDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct NoAmmoDecisions_OnAttach( NoAmmoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "NoAmmoDecisions", "OnDetach;StateContextStateGameScriptInterface", (NoAmmoDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct NoAmmoDecisions_OnDetach( NoAmmoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool OnAmmoCountChanged(uint value)RTTIre.Hooks.Place( "NoAmmoDecisions", "OnAmmoCountChanged", (NoAmmoDecisions_OnAmmoCountChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NoAmmoDecisions_OnAmmoCountChanged( NoAmmoDecisions self, uint value );bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "NoAmmoDecisions", "EnterCondition;StateContextStateGameScriptInterface", (NoAmmoDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NoAmmoDecisions_EnterCondition( NoAmmoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToReady(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "NoAmmoDecisions", "ToReady;StateContextStateGameScriptInterface", (NoAmmoDecisions_ToReady x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NoAmmoDecisions_ToReady( NoAmmoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ExitCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "NoAmmoDecisions", "ExitCondition;StateContextStateGameScriptInterface", (NoAmmoDecisions_ExitCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NoAmmoDecisions_ExitCondition( NoAmmoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToReload(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "NoAmmoDecisions", "ToReload;StateContextStateGameScriptInterface", (NoAmmoDecisions_ToReload x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NoAmmoDecisions_ToReload( NoAmmoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToPublicSafe(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "NoAmmoDecisions", "ToPublicSafe;StateContextStateGameScriptInterface", (NoAmmoDecisions_ToPublicSafe x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct NoAmmoDecisions_ToPublicSafe( NoAmmoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );