class
VaultDecisions
- 3 properties
- 10 functions
Extends LocomotionGroundDecisions LocomotionTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
callbackIDs | red.CallbackObject?[] | 0x30 | scripted |
stateBodyDone | bool | 0x40 | scripted |
shouldDisableEnterCondition | bool | 0x41 | scripted |
Functions
bool ObstacleLengthCheck(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.PlayerClimbInfo vaultInfo)RTTIre.Hooks.Place( "VaultDecisions", "ObstacleLengthCheck;StateContextStateGameScriptInterfacePlayerClimbInfo", (VaultDecisions_ObstacleLengthCheck x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VaultDecisions_ObstacleLengthCheck( VaultDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, game.PlayerClimbInfo? vaultInfo );bool FitTest(game.stateMachine.GameScriptInterface scriptInterface, Vector4 playerCapsuleDimensions, game.PlayerClimbInfo vaultInfo)RTTIre.Hooks.Place( "VaultDecisions", "FitTest;StateGameScriptInterfaceVector4PlayerClimbInfo", (VaultDecisions_FitTest x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VaultDecisions_FitTest( VaultDecisions self, game.stateMachine.GameScriptInterface? scriptInterface, Vector4 playerCapsuleDimensions, game.PlayerClimbInfo? vaultInfo );void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "VaultDecisions", "OnAttach;StateContextStateGameScriptInterface", (VaultDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VaultDecisions_OnAttach( VaultDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool OnMeleeLeapChanged(bool value)RTTIre.Hooks.Place( "VaultDecisions", "OnMeleeLeapChanged", (VaultDecisions_OnMeleeLeapChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VaultDecisions_OnMeleeLeapChanged( VaultDecisions self, bool value );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VaultDecisions", "OnDetach;StateContextStateGameScriptInterface", (VaultDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VaultDecisions_OnDetach( VaultDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer)RTTIre.Hooks.Place( "VaultDecisions", "OnAction", (VaultDecisions_OnAction x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VaultDecisions_OnAction( VaultDecisions self, game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer );bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.Place( "VaultDecisions", "EnterCondition;StateContextStateGameScriptInterface", (VaultDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VaultDecisions_EnterCondition( VaultDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToStand(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VaultDecisions", "ToStand;StateContextStateGameScriptInterface", (VaultDecisions_ToStand x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VaultDecisions_ToStand( VaultDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToCrouch(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VaultDecisions", "ToCrouch;StateContextStateGameScriptInterface", (VaultDecisions_ToCrouch x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VaultDecisions_ToCrouch( VaultDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToSlide(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VaultDecisions", "ToSlide;StateContextStateGameScriptInterface", (VaultDecisions_ToSlide x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VaultDecisions_ToSlide( VaultDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );