class
VaultEvents
- 0 properties
- 4 functions
Extends LocomotionGroundEvents LocomotionEventsTransition LocomotionTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
None.
Functions
game.stateMachine.parameter.TypeVaultParameters? GetVaultParameter(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VaultEvents", "GetVaultParameter;StateGameScriptInterface", (VaultEvents_GetVaultParameter x) => { return re.Hooks.CallOriginal<re.msgpack.game.stateMachine.parameter.TypeVaultParameters>(); } ); [Msgpack.Gen] public readonly partial record struct VaultEvents_GetVaultParameter( VaultEvents self, game.stateMachine.GameScriptInterface? scriptInterface );void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "VaultEvents", "OnEnter;StateContextStateGameScriptInterface", (VaultEvents_OnEnter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VaultEvents_OnEnter( VaultEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnEnterFromCrouchSprint(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VaultEvents", "OnEnterFromCrouchSprint;StateContextStateGameScriptInterface", (VaultEvents_OnEnterFromCrouchSprint x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VaultEvents_OnEnterFromCrouchSprint( VaultEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "VaultEvents", "OnExit;StateContextStateGameScriptInterface", (VaultEvents_OnExit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VaultEvents_OnExit( VaultEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );