BlackICE Scripting

class

StatusEffectEvents

  • 6 properties
  • 29 functions
  • 1 derived class

Extends LocomotionGroundEvents LocomotionEventsTransition LocomotionTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

PropertyTypeOffset
statusEffectRecordWeakHandle<game.data.StatusEffect_Record>0x38 scripted
playerStatusEffectRecordDataWeakHandle<game.data.StatusEffectPlayerData_Record>0x48 scripted
animFeatureStatusEffectAnimFeature_StatusEffect?0x58 scripted
statusEffectEnumNamestring0x68 scripted
timeInAnimStatefloat0x88 scripted
timeInEffectfloat0x8C scripted

Functions

  • void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI
  • void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI
  • void RotateToKnockdownSource(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ProcessStatusEffectBasedOnType(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.data.StatusEffectType type) RTTI
  • void SendCameraShakeDataToGraph(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, float camShakeStrength) RTTI
  • void OnUpdate(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI
  • void UpdateTimes(float timeDelta, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • float GetTimeInAnimState() RTTI
  • void OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI
  • void OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI
  • void OnExitToFall(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void CommonOnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void DefaultOnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SendStatusEffectAnimDataToGraph(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, EKnockdownStates state) RTTI
  • void ApplyCounterForce(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, float desiredDistance, bool scaleDistance) RTTI
  • void RemoveStatusEffect(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTI
  • game.data.StatusEffectType GetStatusEffectType(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTI
  • float GetStatusEffectRemainingDuration(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTI
  • Vector4 GetStatusEffectHitDirection(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • float GetStartupAnimDuration() RTTI
  • bool ShouldRotateToSource() RTTI
  • float GetAirRecoveryAnimDuration() RTTI
  • float GetRecoveryAnimDuration() RTTI
  • float GetLandAnimDuration() RTTI
  • float GetImpulseDistance() RTTI
  • bool GetScaleImpulseDistance() RTTI
  • float GetCameraShakeStrength() RTTI
  • bool ShouldForceUnequipWeapon() RTTI
  • bool ShouldUseCustomAdditives(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatusEffectType type) RTTI