class
VehicleAutodriveCombatContextEvents
- 1 property
- 6 functions
- 2 derived classes
Extends VehicleAutodriveContextEvents InputContextTransitionEvents InputContextTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
weapon | WeakHandle<game.weapon.Object> | 0x38 | scripted |
Functions
void OnUpdate(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "VehicleAutodriveCombatContextEvents", "OnUpdate;FloatStateContextStateGameScriptInterface", (VehicleAutodriveCombatContextEvents_OnUpdate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleAutodriveCombatContextEvents_OnUpdate( VehicleAutodriveCombatContextEvents self, float timeDelta, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void UpdateVehicleDriverInputHints(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleAutodriveCombatContextEvents", "UpdateVehicleDriverInputHints;StateContextStateGameScriptInterface", (VehicleAutodriveCombatContextEvents_UpdateVehicleDriverInputHints x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleAutodriveCombatContextEvents_UpdateVehicleDriverInputHints( VehicleAutodriveCombatContextEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void UpdateVehicleDriverCombatInputHintsInternal(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleAutodriveCombatContextEvents", "UpdateVehicleDriverCombatInputHintsInternal;StateContextStateGameScriptInterface", (VehicleAutodriveCombatContextEvents_UpdateVehicleDriverCombatInputHintsInternal x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleAutodriveCombatContextEvents_UpdateVehicleDriverCombatInputHintsInternal( VehicleAutodriveCombatContextEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void RemoveVehicleDriverCombatInputHintsInternal(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleAutodriveCombatContextEvents", "RemoveVehicleDriverCombatInputHintsInternal;StateContextStateGameScriptInterface", (VehicleAutodriveCombatContextEvents_RemoveVehicleDriverCombatInputHintsInternal x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleAutodriveCombatContextEvents_RemoveVehicleDriverCombatInputHintsInternal( VehicleAutodriveCombatContextEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "VehicleAutodriveCombatContextEvents", "OnEnter;StateContextStateGameScriptInterface", (VehicleAutodriveCombatContextEvents_OnEnter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleAutodriveCombatContextEvents_OnEnter( VehicleAutodriveCombatContextEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "VehicleAutodriveCombatContextEvents", "OnExit;StateContextStateGameScriptInterface", (VehicleAutodriveCombatContextEvents_OnExit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleAutodriveCombatContextEvents_OnExit( VehicleAutodriveCombatContextEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );