BlackICE Scripting

class

WeaponReadyListenerTransition

  • 22 properties
  • 18 functions
  • 3 derived classes

Extends WeaponTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

PropertyTypeOffset
executionOwnerWeakHandle<game.Object>0x20 scripted
callBackIDsred.CallbackObject?[]0x30 scripted
beingCreatedbool0x40 scripted
statListenerDefaultTransitionStatListener?0x48 scripted
statusEffectListenerDefaultTransitionStatusEffectListener?0x58 scripted
isVaultingbool0x68 scripted
isDodgingbool0x69 scripted
isInWorkspotbool0x6A scripted
isSlidingbool0x6B scripted
isSceneAimForcedbool0x6C scripted
isInTakedownbool0x6D scripted
isUsingCombatGadgetbool0x6E scripted
hasStatusEffectNoCombatbool0x6F scripted
hasStatusEffectFastForwardbool0x70 scripted
hasStatusEffectVehicleScenebool0x71 scripted
hasStunnedStatusEffectbool0x72 scripted
hasJamStatusEffectbool0x73 scripted
canWeaponShootWhileVaultingbool0x74 scripted
canShootWhileDodgingbool0x75 scripted
canWeaponShootWhileSlidingbool0x76 scripted
isInSafeSceneTierbool0x77 scripted
weaponReadyListenerReturnValuebool0x78 scripted

Functions

  • void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void UpdateWeaponReadyListenerReturnValue() RTTI
  • void OnStatChanged(game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value) overrideRTTI
  • void UpdateHasNoCombatStatusEffect() RTTI
  • void UpdateHastFastForwardStatusEffect() RTTI
  • void UpdateHasVehicleSceneStatusEffect() RTTI
  • void UpdateHasStunnedStatusEffect() RTTI
  • void UpdateHasJamStatusEffect() RTTI
  • void OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect) overrideRTTI
  • void OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect) overrideRTTI
  • bool OnSceneAimForcedChanged(bool value) RTTI
  • bool OnLocomotionChanged(int value) RTTI
  • bool OnLocomotionDetailedChanged(int value) RTTI
  • bool OnTakedownChanged(int value) RTTI
  • bool OnCombatGadgetChanged(int value) RTTI
  • bool OnHighLevelChanged(int value) RTTI
  • bool IsWeaponReadyToShoot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI