class
VehicleDriverCombatContextEvents
- 1 property
- 6 functions
- 3 derived classes
Extends InputContextTransitionEvents InputContextTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Derived
VehicleDriverCombatAimContextEvents, VehicleDriverCombatMountedWeaponsContextEvents, VehicleDriverCombatTPPContextEvents
Properties
| Property | Type | Offset | |
|---|---|---|---|
weapon | WeakHandle<game.weapon.Object> | 0x38 | scripted |
Functions
void OnUpdate(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleDriverCombatContextEvents", "OnUpdate;FloatStateContextStateGameScriptInterface", (VehicleDriverCombatContextEvents_OnUpdate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleDriverCombatContextEvents_OnUpdate( VehicleDriverCombatContextEvents self, float timeDelta, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void UpdateVehicleDriverInputHints(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleDriverCombatContextEvents", "UpdateVehicleDriverInputHints;StateContextStateGameScriptInterface", (VehicleDriverCombatContextEvents_UpdateVehicleDriverInputHints x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleDriverCombatContextEvents_UpdateVehicleDriverInputHints( VehicleDriverCombatContextEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void UpdateVehicleDriverCombatInputHintsInternal(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleDriverCombatContextEvents", "UpdateVehicleDriverCombatInputHintsInternal;StateContextStateGameScriptInterface", (VehicleDriverCombatContextEvents_UpdateVehicleDriverCombatInputHintsInternal x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleDriverCombatContextEvents_UpdateVehicleDriverCombatInputHintsInternal( VehicleDriverCombatContextEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void RemoveVehicleDriverCombatInputHintsInternal(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleDriverCombatContextEvents", "RemoveVehicleDriverCombatInputHintsInternal;StateContextStateGameScriptInterface", (VehicleDriverCombatContextEvents_RemoveVehicleDriverCombatInputHintsInternal x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleDriverCombatContextEvents_RemoveVehicleDriverCombatInputHintsInternal( VehicleDriverCombatContextEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleDriverCombatContextEvents", "OnEnter;StateContextStateGameScriptInterface", (VehicleDriverCombatContextEvents_OnEnter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleDriverCombatContextEvents_OnEnter( VehicleDriverCombatContextEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleDriverCombatContextEvents", "OnExit;StateContextStateGameScriptInterface", (VehicleDriverCombatContextEvents_OnExit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleDriverCombatContextEvents_OnExit( VehicleDriverCombatContextEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );