class
SceneDecisions
- 1 property
- 9 functions
Extends VehicleTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
sceneTierCallback | red.CallbackObject? | 0x18 | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "SceneDecisions", "OnAttach;StateContextStateGameScriptInterface", (SceneDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SceneDecisions_OnAttach( SceneDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "SceneDecisions", "OnDetach;StateContextStateGameScriptInterface", (SceneDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SceneDecisions_OnDetach( SceneDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnSceneTierChanged(int sceneTier)RTTIre.Hooks.PlaceVoid( "SceneDecisions", "OnSceneTierChanged;Int32", (SceneDecisions_OnSceneTierChanged x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SceneDecisions_OnSceneTierChanged( SceneDecisions self, int sceneTier );bool ExitCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "SceneDecisions", "ExitCondition;StateContextStateGameScriptInterface", (SceneDecisions_ExitCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SceneDecisions_ExitCondition( SceneDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToVehicleTurret(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "SceneDecisions", "ToVehicleTurret;StateContextStateGameScriptInterface", (SceneDecisions_ToVehicleTurret x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SceneDecisions_ToVehicleTurret( SceneDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToCombat(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "SceneDecisions", "ToCombat;StateContextStateGameScriptInterface", (SceneDecisions_ToCombat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SceneDecisions_ToCombat( SceneDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToDriverCombatFirearms(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "SceneDecisions", "ToDriverCombatFirearms;StateContextStateGameScriptInterface", (SceneDecisions_ToDriverCombatFirearms x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SceneDecisions_ToDriverCombatFirearms( SceneDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToDriverCombatMountedWeapons(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "SceneDecisions", "ToDriverCombatMountedWeapons;StateContextStateGameScriptInterface", (SceneDecisions_ToDriverCombatMountedWeapons x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SceneDecisions_ToDriverCombatMountedWeapons( SceneDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool CanTransitionToCombat(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "SceneDecisions", "CanTransitionToCombat;StateContext", (SceneDecisions_CanTransitionToCombat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SceneDecisions_CanTransitionToCombat( SceneDecisions self, game.stateMachine.StateContextScript? stateContext );