class
UpperBodyEventsTransition
- 6 properties
- 7 functions
- 8 derived classes
Extends UpperBodyTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Derived
AdHocAnimationDecisions, AimingStateEvents, EmptyHandsEvents, ForceEmptyHandsEvents, ForceSafeEvents, SingleWieldEvents, TemporaryUnequipEvents, WaitForEquipEvents
Properties
| Property | Type | Offset | |
|---|---|---|---|
switchButtonPushed | bool | 0x0 | scripted |
cyclePushed | bool | 0x1 | scripted |
delay | float | 0x4 | scripted |
cycleBlock | float | 0x8 | scripted |
switchPending | bool | 0xC | scripted |
counter | int | 0x10 | scripted |
Functions
void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "UpperBodyEventsTransition", "OnEnter;StateContextStateGameScriptInterface", (UpperBodyEventsTransition_OnEnter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct UpperBodyEventsTransition_OnEnter( UpperBodyEventsTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "UpperBodyEventsTransition", "OnExit;StateContextStateGameScriptInterface", (UpperBodyEventsTransition_OnExit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct UpperBodyEventsTransition_OnExit( UpperBodyEventsTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void QueueActionBlocked(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "UpperBodyEventsTransition", "QueueActionBlocked;StateGameScriptInterface", (UpperBodyEventsTransition_QueueActionBlocked x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct UpperBodyEventsTransition_QueueActionBlocked( UpperBodyEventsTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void ResetEquipVars(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "UpperBodyEventsTransition", "ResetEquipVars;StateContext", (UpperBodyEventsTransition_ResetEquipVars x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct UpperBodyEventsTransition_ResetEquipVars( UpperBodyEventsTransition self, game.stateMachine.StateContextScript? stateContext );void SyncEquipVarsToPermanentStorage(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "UpperBodyEventsTransition", "SyncEquipVarsToPermanentStorage;StateContext", (UpperBodyEventsTransition_SyncEquipVarsToPermanentStorage x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct UpperBodyEventsTransition_SyncEquipVarsToPermanentStorage( UpperBodyEventsTransition self, game.stateMachine.StateContextScript? stateContext );bool UpdateSwitchItem(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "UpperBodyEventsTransition", "UpdateSwitchItem;FloatStateContextStateGameScriptInterface", (UpperBodyEventsTransition_UpdateSwitchItem x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct UpperBodyEventsTransition_UpdateSwitchItem( UpperBodyEventsTransition self, float timeDelta, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool CheckSwitchInput(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "UpperBodyEventsTransition", "CheckSwitchInput;StateContextStateGameScriptInterface", (UpperBodyEventsTransition_CheckSwitchInput x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct UpperBodyEventsTransition_CheckSwitchInput( UpperBodyEventsTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );