class
SetExposeQuickHacks
- 1 property
- 5 functions
Extends ActionBool ScriptableDeviceAction BaseScriptableAction game.device.Action red.Event IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
isRemote | bool | 0x280 | scripted |
Functions
void SetProperties()RTTIre.Hooks.PlaceVoid( "SetExposeQuickHacks", "SetProperties;", (SetExposeQuickHacks_SetProperties x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SetExposeQuickHacks_SetProperties( SetExposeQuickHacks self );string GetTweakDBChoiceRecord()overrideRTTIre.Hooks.Place( "SetExposeQuickHacks", "GetTweakDBChoiceRecord;", (SetExposeQuickHacks_GetTweakDBChoiceRecord x) => { return re.Hooks.CallOriginal<re.msgpack.Str>(); } ); [Msgpack.Gen] public readonly partial record struct SetExposeQuickHacks_GetTweakDBChoiceRecord( SetExposeQuickHacks self );static bool IsAvailable(ScriptableDeviceComponentPS device)staticoverrideRTTI globalre.Hooks.Place( "SetExposeQuickHacks", "SetExposeQuickHacks::IsAvailable;ScriptableDeviceComponentPS", (SetExposeQuickHacks_IsAvailable x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SetExposeQuickHacks_IsAvailable( ScriptableDeviceComponentPS? device );static bool IsContextValid(game.GetActionsContext context)staticRTTI globalre.Hooks.Place( "SetExposeQuickHacks", "SetExposeQuickHacks::IsContextValid;script_ref<GetActionsContext>", (SetExposeQuickHacks_IsContextValid x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SetExposeQuickHacks_IsContextValid( game.GetActionsContext context );static bool IsClearanceValid(game.device.Clearance clearance)staticoverrideRTTI globalre.Hooks.Place( "SetExposeQuickHacks", "SetExposeQuickHacks::IsClearanceValid;Clearance", (SetExposeQuickHacks_IsClearanceValid x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SetExposeQuickHacks_IsClearanceValid( game.device.Clearance? clearance );