class
StatusEffectDecisions
- 3 properties
- 8 functions
- 1 derived class
Extends LocomotionGroundDecisions LocomotionTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Derived
Properties
| Property | Type | Offset | |
|---|---|---|---|
executionOwner | WeakHandle<game.Object> | 0x30 | scripted |
statusEffectListener | DefaultTransitionStatusEffectListener? | 0x40 | scripted |
statusEffectEnumName | string | 0x50 | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "StatusEffectDecisions", "OnAttach;StateContextStateGameScriptInterface", (StatusEffectDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectDecisions_OnAttach( StatusEffectDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "StatusEffectDecisions", "OnDetach;StateContextStateGameScriptInterface", (StatusEffectDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectDecisions_OnDetach( StatusEffectDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect)overrideRTTIre.Hooks.PlaceVoid( "StatusEffectDecisions", "OnStatusEffectApplied;StatusEffect_Record", (StatusEffectDecisions_OnStatusEffectApplied x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectDecisions_OnStatusEffectApplied( StatusEffectDecisions self, WeakHandle<game.data.StatusEffect_Record> statusEffect );void OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect)overrideRTTIre.Hooks.PlaceVoid( "StatusEffectDecisions", "OnStatusEffectRemoved;StatusEffect_Record", (StatusEffectDecisions_OnStatusEffectRemoved x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectDecisions_OnStatusEffectRemoved( StatusEffectDecisions self, WeakHandle<game.data.StatusEffect_Record> statusEffect );bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.Place( "StatusEffectDecisions", "EnterCondition;StateContextStateGameScriptInterface", (StatusEffectDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectDecisions_EnterCondition( StatusEffectDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToStand(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "StatusEffectDecisions", "ToStand;StateContextStateGameScriptInterface", (StatusEffectDecisions_ToStand x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectDecisions_ToStand( StatusEffectDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToRegularFall(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "StatusEffectDecisions", "ToRegularFall;StateContextStateGameScriptInterface", (StatusEffectDecisions_ToRegularFall x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectDecisions_ToRegularFall( StatusEffectDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool HasMovementAffiliatedStatusEffect(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "StatusEffectDecisions", "HasMovementAffiliatedStatusEffect;StateContextStateGameScriptInterface", (StatusEffectDecisions_HasMovementAffiliatedStatusEffect x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectDecisions_HasMovementAffiliatedStatusEffect( StatusEffectDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );