class
SetCustomShootPosition
- 22 properties
- 6 functions
Extends AIbehaviortaskScript AIbehaviorScriptBase IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
offset | Vector3 | 0x0 | scripted |
fxOffset | Vector3 | 0xC | scripted |
lockTimer | float | 0x18 | scripted |
landIndicatorFX | game.FxResource | 0x20 | scripted |
keepsAcquiring | bool | 0x28 | scripted |
shootToTheGround | bool | 0x29 | scripted |
predictionTime | float | 0x2C | scripted |
waypointTag | CName | 0x30 | scripted |
refOwner | WeakHandle<game.data.AIActionTarget_Record> | 0x38 | scripted |
refAIActionTarget | WeakHandle<game.data.AIActionTarget_Record> | 0x48 | scripted |
refCustomWorldPositionTarget | WeakHandle<game.data.AIActionTarget_Record> | 0x58 | scripted |
ownerPosition | Vector4 | 0x70 | scripted |
targetPosition | Vector4 | 0x80 | scripted |
direction | Vector4 | 0x90 | scripted |
fxPosition | Vector4 | 0xA0 | scripted |
target | WeakHandle<game.Object> | 0xB0 | scripted |
owner | WeakHandle<game.Object> | 0xC0 | scripted |
fxInstance | game.FxInstance? | 0xD0 | scripted |
targetAcquired | bool | 0xE0 | scripted |
startTime | float | 0xE4 | scripted |
shootPointPosition | Vector4 | 0xF0 | scripted |
targetsPosition | Vector4[] | 0x100 | scripted |
Functions
void Activate(AIbehaviorScriptExecutionContext context)overrideRTTIre.Hooks.PlaceVoid( "SetCustomShootPosition", "Activate;ScriptExecutionContext", (SetCustomShootPosition_Activate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SetCustomShootPosition_Activate( SetCustomShootPosition self, AIbehaviorScriptExecutionContext context );AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context)overrideRTTIre.Hooks.Place( "SetCustomShootPosition", "Update;ScriptExecutionContext", (SetCustomShootPosition_Update x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorUpdateOutcome>(); } ); [Msgpack.Gen] public readonly partial record struct SetCustomShootPosition_Update( SetCustomShootPosition self, AIbehaviorScriptExecutionContext context );void SpawnLandVFXs(AIbehaviorScriptExecutionContext context, game.FxResource fx, Vector4 fxposition)RTTIre.Hooks.PlaceVoid( "SetCustomShootPosition", "SpawnLandVFXs;ScriptExecutionContextFxResourceVector4", (SetCustomShootPosition_SpawnLandVFXs x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SetCustomShootPosition_SpawnLandVFXs( SetCustomShootPosition self, AIbehaviorScriptExecutionContext context, game.FxResource fx, Vector4 fxposition );game.FxInstance? CreateFxInstance(AIbehaviorScriptExecutionContext context, game.FxResource resource, WorldTransform transform)RTTIre.Hooks.Place( "SetCustomShootPosition", "CreateFxInstance;ScriptExecutionContextFxResourceWorldTransform", (SetCustomShootPosition_CreateFxInstance x) => { return re.Hooks.CallOriginal<re.msgpack.game.FxInstance>(); } ); [Msgpack.Gen] public readonly partial record struct SetCustomShootPosition_CreateFxInstance( SetCustomShootPosition self, AIbehaviorScriptExecutionContext context, game.FxResource resource, WorldTransform transform );void Deactivate(AIbehaviorScriptExecutionContext context)overrideRTTIre.Hooks.PlaceVoid( "SetCustomShootPosition", "Deactivate;ScriptExecutionContext", (SetCustomShootPosition_Deactivate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SetCustomShootPosition_Deactivate( SetCustomShootPosition self, AIbehaviorScriptExecutionContext context );static void ApplyTargetOffset(out Vector4 targetPosition, Vector4 ownerPosition, Vector3 offset, bool shootToTheGround)staticRTTI globalre.Hooks.PlaceVoid( "SetCustomShootPosition", "SetCustomShootPosition::ApplyTargetOffset;Vector4Vector4Vector3Bool", (SetCustomShootPosition_ApplyTargetOffset x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SetCustomShootPosition_ApplyTargetOffset( Vector4 targetPosition, Vector4 ownerPosition, Vector3 offset, bool shootToTheGround );