class
OverheatDecisions
- 1 property
- 5 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( "OverheatDecisions", "OnAttach;StateContextStateGameScriptInterface", (OverheatDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct OverheatDecisions_OnAttach( OverheatDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "OverheatDecisions", "OnDetach;StateContextStateGameScriptInterface", (OverheatDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct OverheatDecisions_OnDetach( OverheatDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool OnForcedOverheatCooldownChanged(bool value)RTTIre.Hooks.Place( "OverheatDecisions", "OnForcedOverheatCooldownChanged", (OverheatDecisions_OnForcedOverheatCooldownChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct OverheatDecisions_OnForcedOverheatCooldownChanged( OverheatDecisions self, bool value );bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "OverheatDecisions", "EnterCondition;StateContextStateGameScriptInterface", (OverheatDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct OverheatDecisions_EnterCondition( OverheatDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ExitCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "OverheatDecisions", "ExitCondition;StateContextStateGameScriptInterface", (OverheatDecisions_ExitCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct OverheatDecisions_ExitCondition( OverheatDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );