class
SemiAutoDecisions
- 1 property
- 7 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( "SemiAutoDecisions", "OnAttach;StateContextStateGameScriptInterface", (SemiAutoDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_OnAttach( SemiAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "SemiAutoDecisions", "OnDetach;StateContextStateGameScriptInterface", (SemiAutoDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_OnDetach( SemiAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnQuestForcedShoot(bool value)RTTIre.Hooks.PlaceVoid( "SemiAutoDecisions", "OnQuestForcedShoot;Bool", (SemiAutoDecisions_OnQuestForcedShoot x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_OnQuestForcedShoot( SemiAutoDecisions self, bool value );void OnRangeAttackInput(float value)RTTIre.Hooks.PlaceVoid( "SemiAutoDecisions", "OnRangeAttackInput;Float", (SemiAutoDecisions_OnRangeAttackInput x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_OnRangeAttackInput( SemiAutoDecisions self, float value );bool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer)RTTIre.Hooks.Place( "SemiAutoDecisions", "OnAction", (SemiAutoDecisions_OnAction x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_OnAction( SemiAutoDecisions self, game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer );bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "SemiAutoDecisions", "EnterCondition;StateContextStateGameScriptInterface", (SemiAutoDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_EnterCondition( SemiAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToShoot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "SemiAutoDecisions", "ToShoot;StateContextStateGameScriptInterface", (SemiAutoDecisions_ToShoot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_ToShoot( SemiAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );