class
RoyceLaserSight
- 1 property
- 3 functions
Extends Attack_Beam game.Attack_Continuous game.Attack_GameEffect game.IAttack IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
previousTarget | WeakHandle<ent.Entity> | 0x0 | scripted |
Functions
void OnTick(game.weapon.Object weapon)overrideRTTIre.Hooks.PlaceVoid( "RoyceLaserSight", "OnTick;WeaponObject", (RoyceLaserSight_OnTick x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct RoyceLaserSight_OnTick( RoyceLaserSight self, game.weapon.Object? weapon );void OnStop(game.weapon.Object weapon)overrideRTTIre.Hooks.PlaceVoid( "RoyceLaserSight", "OnStop;WeaponObject", (RoyceLaserSight_OnStop x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct RoyceLaserSight_OnStop( RoyceLaserSight self, game.weapon.Object? weapon );void HandleTargetEvents(game.weapon.Object weapon, WeakHandle<ent.Entity> target)RTTIre.Hooks.PlaceVoid( "RoyceLaserSight", "HandleTargetEvents;WeaponObjectEntity", (RoyceLaserSight_HandleTargetEvents x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct RoyceLaserSight_HandleTargetEvents( RoyceLaserSight self, game.weapon.Object? weapon, WeakHandle<ent.Entity> target );