class
VehicleTransition
- 2 properties
- 74 functions
- 17 derived classes
Extends DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Derived
CombatDecisions, DriveDecisions, DriverCombatDecisions, EnteringCombatDecisions, EnteringDecisions, ExitingCombatDecisions, ExitingDecisions, GunnerDecisions, IdleDecisions, PassengerDecisions
Show 7 more of 17 derived classes
SceneDecisions, SceneExitingCombatDecisions, SceneExitingDecisions, SwitchSeatsDecisions, VehicleEventsTransition, WaitingForSceneDecisions, WaitingForSceneEvents
Properties
| Property | Type | Offset | |
|---|---|---|---|
stateMachineInitData | WeakHandle<VehicleTransitionInitData> | 0x0 | scripted |
exitSlot | CName | 0x10 | scripted |
Functions
bool IsVehicleExitBlocked1Frame(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "IsVehicleExitBlocked1Frame;StateContextStateGameScriptInterface", (VehicleTransition_IsVehicleExitBlocked1Frame x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsVehicleExitBlocked1Frame( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void DeactivateTimeDilationCW(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "DeactivateTimeDilationCW;StateContextStateGameScriptInterface", (VehicleTransition_DeactivateTimeDilationCW x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_DeactivateTimeDilationCW( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPlayerAllowedToEnterDriverCombat(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "IsPlayerAllowedToEnterDriverCombat;StateContextStateGameScriptInterface", (VehicleTransition_IsPlayerAllowedToEnterDriverCombat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsPlayerAllowedToEnterDriverCombat( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPlayerAllowedToEnterCombat(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "IsPlayerAllowedToEnterCombat;StateGameScriptInterface", (VehicleTransition_IsPlayerAllowedToEnterCombat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsPlayerAllowedToEnterCombat( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPlayerAllowedToExitCombat(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "IsPlayerAllowedToExitCombat;StateGameScriptInterface", (VehicleTransition_IsPlayerAllowedToExitCombat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsPlayerAllowedToExitCombat( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void SetVehicleStatusEffects(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool shouleAdd)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetVehicleStatusEffects;StateContextStateGameScriptInterfaceBool", (VehicleTransition_SetVehicleStatusEffects x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetVehicleStatusEffects( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, bool shouleAdd );void SetFirearmsGameplayRestriction(game.stateMachine.GameScriptInterface scriptInterface, bool shouleAdd)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetFirearmsGameplayRestriction;StateGameScriptInterfaceBool", (VehicleTransition_SetFirearmsGameplayRestriction x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetFirearmsGameplayRestriction( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface, bool shouleAdd );bool IsDriverInVehicle(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "IsDriverInVehicle;StateGameScriptInterface", (VehicleTransition_IsDriverInVehicle x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsDriverInVehicle( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPassengerInVehicle(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "IsPassengerInVehicle;StateGameScriptInterface", (VehicleTransition_IsPassengerInVehicle x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsPassengerInVehicle( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsVehicleRemoteControlled(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "IsVehicleRemoteControlled;StateGameScriptInterface", (VehicleTransition_IsVehicleRemoteControlled x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsVehicleRemoteControlled( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void SendAnimFeature(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SendAnimFeature;StateContextStateGameScriptInterface", (VehicleTransition_SendAnimFeature x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SendAnimFeature( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void ResetAnimFeature(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "ResetAnimFeature;StateContextStateGameScriptInterface", (VehicleTransition_ResetAnimFeature x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_ResetAnimFeature( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void ResetVehParams(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "ResetVehParams;StateContextStateGameScriptInterface", (VehicleTransition_ResetVehParams x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_ResetVehParams( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void SendIsCar(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SendIsCar;StateContextStateGameScriptInterface", (VehicleTransition_SendIsCar x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SendIsCar( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void ResetIsCar(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "ResetIsCar;StateContextStateGameScriptInterface", (VehicleTransition_ResetIsCar x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_ResetIsCar( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void SetIsInVehicle(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetIsInVehicle;StateContextBool", (VehicleTransition_SetIsInVehicle x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetIsInVehicle( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetIsVehicleDriver(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetIsVehicleDriver;StateContextBool", (VehicleTransition_SetIsVehicleDriver x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetIsVehicleDriver( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetVehicleType(game.stateMachine.StateContextScript stateContext, int value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetVehicleType;StateContextInt32", (VehicleTransition_SetVehicleType x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetVehicleType( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, int value );void SetIsInVehicleCombat(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetIsInVehicleCombat;StateContextBool", (VehicleTransition_SetIsInVehicleCombat x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetIsInVehicleCombat( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetIsInVehicleWindowCombat(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetIsInVehicleWindowCombat;StateContextBool", (VehicleTransition_SetIsInVehicleWindowCombat x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetIsInVehicleWindowCombat( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetIsInVehicleDriverCombat(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetIsInVehicleDriverCombat;StateContextBool", (VehicleTransition_SetIsInVehicleDriverCombat x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetIsInVehicleDriverCombat( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetVehicleClass(game.stateMachine.StateContextScript stateContext, int value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetVehicleClass;StateContextInt32", (VehicleTransition_SetVehicleClass x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetVehicleClass( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, int value );void SetIsEnteringCombat(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetIsEnteringCombat;StateContextBool", (VehicleTransition_SetIsEnteringCombat x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetIsEnteringCombat( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetIsExitingCombat(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetIsExitingCombat;StateContextBool", (VehicleTransition_SetIsExitingCombat x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetIsExitingCombat( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetIsExitingVehicle(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetIsExitingVehicle;StateContextBool", (VehicleTransition_SetIsExitingVehicle x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetIsExitingVehicle( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetIsWorldRenderPlane(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetIsWorldRenderPlane;StateContextBool", (VehicleTransition_SetIsWorldRenderPlane x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetIsWorldRenderPlane( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetIsCar(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetIsCar;StateContextBool", (VehicleTransition_SetIsCar x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetIsCar( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetWasStolen(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetWasStolen;StateContextBool", (VehicleTransition_SetWasStolen x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetWasStolen( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetWasCombatForced(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetWasCombatForced;StateContextBool", (VehicleTransition_SetWasCombatForced x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetWasCombatForced( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetRequestedTPPCamera(game.stateMachine.StateContextScript stateContext, bool value)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetRequestedTPPCamera;StateContextBool", (VehicleTransition_SetRequestedTPPCamera x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetRequestedTPPCamera( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, bool value );void SetSide(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetSide;StateContextStateGameScriptInterface", (VehicleTransition_SetSide x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetSide( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsUnmountDirectionClosest(game.stateMachine.StateContextScript stateContext, vehicle.ExitDirection unmountDirection)RTTIre.Hooks.Place( "VehicleTransition", "IsUnmountDirectionClosest;StateContextvehicleExitDirection", (VehicleTransition_IsUnmountDirectionClosest x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsUnmountDirectionClosest( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, vehicle.ExitDirection unmountDirection );bool IsUnmountDirectionOpposite(game.stateMachine.StateContextScript stateContext, vehicle.ExitDirection unmountDirection)RTTIre.Hooks.Place( "VehicleTransition", "IsUnmountDirectionOpposite;StateContextvehicleExitDirection", (VehicleTransition_IsUnmountDirectionOpposite x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsUnmountDirectionOpposite( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, vehicle.ExitDirection unmountDirection );void SetVehFppCameraParams(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool isPassenger, bool? side, bool? combat)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetVehFppCameraParams;StateContextStateGameScriptInterfaceBoolBoolBool", (VehicleTransition_SetVehFppCameraParams x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetVehFppCameraParams( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, bool isPassenger, bool? side, bool? combat );void ResetVehFppCameraParams(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "ResetVehFppCameraParams;StateContextStateGameScriptInterface", (VehicleTransition_ResetVehFppCameraParams x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_ResetVehFppCameraParams( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );int GetVehType(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "GetVehType;StateContextStateGameScriptInterface", (VehicleTransition_GetVehType x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_GetVehType( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );int GetVehClass(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "GetVehClass;StateContextStateGameScriptInterface", (VehicleTransition_GetVehClass x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_GetVehClass( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool GetAdjacentSeat(CName slotName, out CName nextSlotName)RTTIre.Hooks.Place( "VehicleTransition", "GetAdjacentSeat;CNameCName", (VehicleTransition_GetAdjacentSeat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_GetAdjacentSeat( VehicleTransition self, CName slotName, CName nextSlotName );bool IsAdjacentSeatAvailable(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName slotName)RTTIre.Hooks.Place( "VehicleTransition", "IsAdjacentSeatAvailable;StateContextStateGameScriptInterfaceCName", (VehicleTransition_IsAdjacentSeatAvailable x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsAdjacentSeatAvailable( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, CName slotName );void SendEquipToHandsRequest(game.stateMachine.GameScriptInterface scriptInterface, game.ItemID itemID)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SendEquipToHandsRequest;StateGameScriptInterfaceItemID", (VehicleTransition_SendEquipToHandsRequest x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SendEquipToHandsRequest( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface, game.ItemID itemID );void RequestVehicleCinematicCamera(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "RequestVehicleCinematicCamera;StateGameScriptInterface", (VehicleTransition_RequestVehicleCinematicCamera x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_RequestVehicleCinematicCamera( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void RequestToggleVehicleCamera(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "RequestToggleVehicleCamera;StateGameScriptInterface", (VehicleTransition_RequestToggleVehicleCamera x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_RequestToggleVehicleCamera( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void ResetVehicleCamera(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "ResetVehicleCamera;StateGameScriptInterface", (VehicleTransition_ResetVehicleCamera x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_ResetVehicleCamera( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void ToggleWindowForOccupiedSeat(game.stateMachine.GameScriptInterface scriptInterface, CName slotName, bool shouldopen)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "ToggleWindowForOccupiedSeat;StateGameScriptInterfaceCNameBool", (VehicleTransition_ToggleWindowForOccupiedSeat x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_ToggleWindowForOccupiedSeat( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface, CName slotName, bool shouldopen );game.MountEventData? GetUnmountingEvent(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "VehicleTransition", "GetUnmountingEvent;StateContext", (VehicleTransition_GetUnmountingEvent x) => { return re.Hooks.CallOriginal<re.msgpack.game.MountEventData>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_GetUnmountingEvent( VehicleTransition self, game.stateMachine.StateContextScript? stateContext );bool IsExitForced(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "VehicleTransition", "IsExitForced;StateContext", (VehicleTransition_IsExitForced x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsExitForced( VehicleTransition self, game.stateMachine.StateContextScript? stateContext );void RemoveUnmountingRequest(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "RemoveUnmountingRequest;StateContext", (VehicleTransition_RemoveUnmountingRequest x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_RemoveUnmountingRequest( VehicleTransition self, game.stateMachine.StateContextScript? stateContext );void RemoveMountingRequest(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "RemoveMountingRequest;StateContext", (VehicleTransition_RemoveMountingRequest x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_RemoveMountingRequest( VehicleTransition self, game.stateMachine.StateContextScript? stateContext );void StartLeavingVehicle(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "StartLeavingVehicle;StateContextStateGameScriptInterface", (VehicleTransition_StartLeavingVehicle x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_StartLeavingVehicle( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void PlayVehicleExitDoorAnimation(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "PlayVehicleExitDoorAnimation;StateContextStateGameScriptInterface", (VehicleTransition_PlayVehicleExitDoorAnimation x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_PlayVehicleExitDoorAnimation( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void ExitWorkspot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool isInstant, bool? upsideDown)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "ExitWorkspot;StateContextStateGameScriptInterfaceBoolBool", (VehicleTransition_ExitWorkspot x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_ExitWorkspot( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, bool isInstant, bool? upsideDown );void PlayerStateChange(game.stateMachine.GameScriptInterface scriptInterface, int newstate)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "PlayerStateChange;StateGameScriptInterfaceInt32", (VehicleTransition_PlayerStateChange x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_PlayerStateChange( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface, int newstate );game.IBlackboard? GetVehicleBlackboard(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "GetVehicleBlackboard;StateGameScriptInterface", (VehicleTransition_GetVehicleBlackboard x) => { return re.Hooks.CallOriginal<re.msgpack.game.IBlackboard>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_GetVehicleBlackboard( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface );WeakHandle<game.data.VehicleDataPackage_Record> SetupVehicleDataPackage(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIWeakHandle<game.data.VehicleDataPackage_Record> GetVehicleDataPackage(game.stateMachine.StateContextScript stateContext)RTTIvoid GetVehicleInventory(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "GetVehicleInventory;StateGameScriptInterface", (VehicleTransition_GetVehicleInventory x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_GetVehicleInventory( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void SetVehicleCameraParameters(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "SetVehicleCameraParameters;StateContextStateGameScriptInterface", (VehicleTransition_SetVehicleCameraParameters x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_SetVehicleCameraParameters( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );game.PuppetVehicleState GetPuppetVehicleSceneTransition(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "VehicleTransition", "GetPuppetVehicleSceneTransition;StateContext", (VehicleTransition_GetPuppetVehicleSceneTransition x) => { return re.Hooks.CallOriginal<re.msgpack.game.GamePuppetVehicleState>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_GetPuppetVehicleSceneTransition( VehicleTransition self, game.stateMachine.StateContextScript? stateContext );void TryToStopVehicle(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool? force)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "TryToStopVehicle;StateContextStateGameScriptInterfaceBool", (VehicleTransition_TryToStopVehicle x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_TryToStopVehicle( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, bool? force );bool IsInScene(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "IsInScene;StateContextStateGameScriptInterface", (VehicleTransition_IsInScene x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsInScene( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );WeakHandle<vehicle.BaseObject> GetVehicleObject(game.stateMachine.GameScriptInterface scriptInterface)RTTIWeakHandle<VehicleComponentPS> GetVehiclePS(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsInVehicleWorkspot(game.stateMachine.GameScriptInterface scriptInterface, CName slotName)RTTIre.Hooks.Place( "VehicleTransition", "IsInVehicleWorkspot;StateGameScriptInterfaceCName", (VehicleTransition_IsInVehicleWorkspot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_IsInVehicleWorkspot( VehicleTransition self, game.stateMachine.GameScriptInterface? scriptInterface, CName slotName );bool DriverSwitchSeatsCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "DriverSwitchSeatsCondition;StateContextStateGameScriptInterface", (VehicleTransition_DriverSwitchSeatsCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_DriverSwitchSeatsCondition( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool PassangerSwitchSeatsCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "VehicleTransition", "PassangerSwitchSeatsCondition;StateContextStateGameScriptInterface", (VehicleTransition_PassangerSwitchSeatsCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_PassangerSwitchSeatsCondition( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void PauseStateMachines(game.stateMachine.StateContextScript stateContext, game.Object executionOwner)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "PauseStateMachines;StateContextGameObject", (VehicleTransition_PauseStateMachines x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_PauseStateMachines( VehicleTransition self, game.stateMachine.StateContextScript? stateContext, game.Object? executionOwner );void ResumeStateMachines(game.Object executionOwner)RTTIre.Hooks.PlaceVoid( "VehicleTransition", "ResumeStateMachines;GameObject", (VehicleTransition_ResumeStateMachines x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_ResumeStateMachines( VehicleTransition self, game.Object? executionOwner );game.data.DriverCombatType GetVehicleDriverCombatType(vehicle.BaseObject vehicle)RTTIre.Hooks.Place( "VehicleTransition", "GetVehicleDriverCombatType;VehicleObject", (VehicleTransition_GetVehicleDriverCombatType x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.DriverCombatType>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_GetVehicleDriverCombatType( VehicleTransition self, vehicle.BaseObject? vehicle );bool DoesVehicleSupportFireArms(vehicle.BaseObject vehicle)RTTIre.Hooks.Place( "VehicleTransition", "DoesVehicleSupportFireArms;VehicleObject", (VehicleTransition_DoesVehicleSupportFireArms x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_DoesVehicleSupportFireArms( VehicleTransition self, vehicle.BaseObject? vehicle );EquipmentManipulationAction GetDriverCombatWeaponManipulationRequest(vehicle.BaseObject vehicle)RTTIre.Hooks.Place( "VehicleTransition", "GetDriverCombatWeaponManipulationRequest;VehicleObject", (VehicleTransition_GetDriverCombatWeaponManipulationRequest x) => { return re.Hooks.CallOriginal<re.msgpack.EquipmentManipulationAction>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_GetDriverCombatWeaponManipulationRequest( VehicleTransition self, vehicle.BaseObject? vehicle );CName GetDriverCombatWeaponTag(vehicle.BaseObject vehicle)RTTIre.Hooks.Place( "VehicleTransition", "GetDriverCombatWeaponTag;VehicleObject", (VehicleTransition_GetDriverCombatWeaponTag x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_GetDriverCombatWeaponTag( VehicleTransition self, vehicle.BaseObject? vehicle );static bool DoesVehicleSupportCombat(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "VehicleTransition", "VehicleTransition::DoesVehicleSupportCombat;StateGameScriptInterface", (VehicleTransition_DoesVehicleSupportCombat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_DoesVehicleSupportCombat( game.stateMachine.GameScriptInterface? scriptInterface );static bool CanEnterDriverCombat()staticRTTI globalre.Hooks.Place( "VehicleTransition", "VehicleTransition::CanEnterDriverCombat;", (VehicleTransition_CanEnterDriverCombat x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_CanEnterDriverCombat();static bool CheckVehicleDesiredTag(game.stateMachine.GameScriptInterface scriptInterface, CName desiredTag)staticRTTI globalre.Hooks.Place( "VehicleTransition", "VehicleTransition::CheckVehicleDesiredTag;StateGameScriptInterfaceCName", (VehicleTransition_CheckVehicleDesiredTag x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleTransition_CheckVehicleDesiredTag( game.stateMachine.GameScriptInterface? scriptInterface, CName desiredTag );