class
ReloadEvents
- 12 properties
- 14 functions
Extends WeaponEventsTransition WeaponTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
statListener | DefaultTransitionStatListener? | 0x40 | scripted |
randomSync | AnimFeature_SelectRandomAnimSync? | 0x50 | scripted |
animReloadData | AnimFeature_WeaponReload? | 0x60 | scripted |
animReloadSpeed | AnimFeature_WeaponReloadSpeedData? | 0x70 | scripted |
weaponRecord | game.data.WeaponItem_Record? | 0x80 | scripted |
animReloadDataDirty | bool | 0x90 | scripted |
animReloadSpeedDirty | bool | 0x91 | scripted |
uninteruptibleSet | bool | 0x92 | scripted |
weaponHasAutoLoader | bool | 0x93 | scripted |
canReloadWhileSprinting | bool | 0x94 | scripted |
lastReloadWasEmpty | bool | 0x95 | scripted |
isCoolPerkReload | bool | 0x96 | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "ReloadEvents", "OnAttach;StateContextStateGameScriptInterface", (ReloadEvents_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_OnAttach( ReloadEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ReloadEvents", "OnDetach;StateContextStateGameScriptInterface", (ReloadEvents_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_OnDetach( ReloadEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnStatChanged(game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value)overrideRTTIre.Hooks.PlaceVoid( "ReloadEvents", "OnStatChanged;StatsObjectIDgamedataStatTypeFloatFloat", (ReloadEvents_OnStatChanged x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_OnStatChanged( ReloadEvents self, game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value );float GetReloadAnimSpeed(game.data.StatType statType, game.data.WeaponItem_Record weaponRecord)RTTIre.Hooks.Place( "ReloadEvents", "GetReloadAnimSpeed;gamedataStatTypeWeaponItem_Record", (ReloadEvents_GetReloadAnimSpeed x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_GetReloadAnimSpeed( ReloadEvents self, game.data.StatType statType, game.data.WeaponItem_Record? weaponRecord );void ActivateReloadAnimData(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ReloadEvents", "ActivateReloadAnimData;StateContextStateGameScriptInterface", (ReloadEvents_ActivateReloadAnimData x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_ActivateReloadAnimData( ReloadEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void DeactivateReloadAnimData(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ReloadEvents", "DeactivateReloadAnimData;StateContextStateGameScriptInterface", (ReloadEvents_DeactivateReloadAnimData x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_DeactivateReloadAnimData( ReloadEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void RefreshReloadPermanentFloats(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "ReloadEvents", "RefreshReloadPermanentFloats;StateContext", (ReloadEvents_RefreshReloadPermanentFloats x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_RefreshReloadPermanentFloats( ReloadEvents self, game.stateMachine.StateContextScript? stateContext );bool IsCoolFirearmWeaponType(game.data.ItemType weaponType)RTTIre.Hooks.Place( "ReloadEvents", "IsCoolFirearmWeaponType;gamedataItemType", (ReloadEvents_IsCoolFirearmWeaponType x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_IsCoolFirearmWeaponType( ReloadEvents self, game.data.ItemType weaponType );void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ReloadEvents", "OnEnter;StateContextStateGameScriptInterface", (ReloadEvents_OnEnter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_OnEnter( ReloadEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnUpdate(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ReloadEvents", "OnUpdate;FloatStateContextStateGameScriptInterface", (ReloadEvents_OnUpdate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_OnUpdate( ReloadEvents self, float timeDelta, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnExitToReload(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ReloadEvents", "OnExitToReload;StateContextStateGameScriptInterface", (ReloadEvents_OnExitToReload x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_OnExitToReload( ReloadEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnExitCleanup(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ReloadEvents", "OnExitCleanup;StateContextStateGameScriptInterface", (ReloadEvents_OnExitCleanup x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_OnExitCleanup( ReloadEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "ReloadEvents", "OnExit;StateContextStateGameScriptInterface", (ReloadEvents_OnExit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_OnExit( ReloadEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "ReloadEvents", "OnForcedExit;StateContextStateGameScriptInterface", (ReloadEvents_OnForcedExit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ReloadEvents_OnForcedExit( ReloadEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );