class
ShootTransition
- 0 properties
- 11 functions
- 13 derived classes
Extends DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Derived
BothWeaponsEvents, ExitToNextShootDecisionsBase, IdleShootDecisions, IdleShootEvents, LeftWeaponDecisions, LeftWeaponEvents, RightWeaponDecisions, RightWeaponEvents, ValentinosFrenzyEvents, ValentinosFrenzyInitDecisions
Show 3 more of 13 derived classes
ValentinosFrenzyInitEvents, ValentinosFrenzyRightOnlyDecisions, ValentinosFrenzyRightOnlyEvents
Properties
None.
Functions
static bool IsReloadUninterruptible(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "ShootTransition", "ShootTransition::IsReloadUninterruptible;StateContextStateGameScriptInterface", (ShootTransition_IsReloadUninterruptible x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ShootTransition_IsReloadUninterruptible( game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );static float GetRightWeaponCycleTime(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "ShootTransition", "ShootTransition::GetRightWeaponCycleTime;StateGameScriptInterface", (ShootTransition_GetRightWeaponCycleTime x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct ShootTransition_GetRightWeaponCycleTime( game.stateMachine.GameScriptInterface? scriptInterface );static game.data.TriggerMode GetLeftWeaponTriggerMode(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "ShootTransition", "ShootTransition::GetLeftWeaponTriggerMode;StateGameScriptInterface", (ShootTransition_GetLeftWeaponTriggerMode x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.TriggerMode>(); } ); [Msgpack.Gen] public readonly partial record struct ShootTransition_GetLeftWeaponTriggerMode( game.stateMachine.GameScriptInterface? scriptInterface );static bool IsLeftWeaponReady(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "ShootTransition", "ShootTransition::IsLeftWeaponReady;StateContextStateGameScriptInterface", (ShootTransition_IsLeftWeaponReady x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ShootTransition_IsLeftWeaponReady( game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );static bool IsRightWeaponReady(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "ShootTransition", "ShootTransition::IsRightWeaponReady;StateContextStateGameScriptInterface", (ShootTransition_IsRightWeaponReady x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ShootTransition_IsRightWeaponReady( game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );static game.data.TriggerMode GetRightWeaponTriggerMode(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "ShootTransition", "ShootTransition::GetRightWeaponTriggerMode;StateGameScriptInterface", (ShootTransition_GetRightWeaponTriggerMode x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.TriggerMode>(); } ); [Msgpack.Gen] public readonly partial record struct ShootTransition_GetRightWeaponTriggerMode( game.stateMachine.GameScriptInterface? scriptInterface );static float GetLeftWeaponCycleTime(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "ShootTransition", "ShootTransition::GetLeftWeaponCycleTime;StateGameScriptInterface", (ShootTransition_GetLeftWeaponCycleTime x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct ShootTransition_GetLeftWeaponCycleTime( game.stateMachine.GameScriptInterface? scriptInterface );static game.weapon.Object? GetRightWeapon(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "ShootTransition", "ShootTransition::GetRightWeapon;StateGameScriptInterface", (ShootTransition_GetRightWeapon x) => { return re.Hooks.CallOriginal<re.msgpack.game.weapon.GameWeaponObject>(); } ); [Msgpack.Gen] public readonly partial record struct ShootTransition_GetRightWeapon( game.stateMachine.GameScriptInterface? scriptInterface );static game.IBlackboard? GetLeftWeaponBlackboard(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "ShootTransition", "ShootTransition::GetLeftWeaponBlackboard;StateGameScriptInterface", (ShootTransition_GetLeftWeaponBlackboard x) => { return re.Hooks.CallOriginal<re.msgpack.game.IBlackboard>(); } ); [Msgpack.Gen] public readonly partial record struct ShootTransition_GetLeftWeaponBlackboard( game.stateMachine.GameScriptInterface? scriptInterface );static game.IBlackboard? GetRightWeaponBlackboard(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "ShootTransition", "ShootTransition::GetRightWeaponBlackboard;StateGameScriptInterface", (ShootTransition_GetRightWeaponBlackboard x) => { return re.Hooks.CallOriginal<re.msgpack.game.IBlackboard>(); } ); [Msgpack.Gen] public readonly partial record struct ShootTransition_GetRightWeaponBlackboard( game.stateMachine.GameScriptInterface? scriptInterface );static game.weapon.Object? GetLeftWeapon(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "ShootTransition", "ShootTransition::GetLeftWeapon;StateGameScriptInterface", (ShootTransition_GetLeftWeapon x) => { return re.Hooks.CallOriginal<re.msgpack.game.weapon.GameWeaponObject>(); } ); [Msgpack.Gen] public readonly partial record struct ShootTransition_GetLeftWeapon( game.stateMachine.GameScriptInterface? scriptInterface );