WeaponReadyListenerTransition class
WeaponReadyListenerTransition
Inheritance
Base: WeaponTransition
Derived
NotReadyDecisions, PublicSafeDecisions, ReadyDecisions
Properties
| Property | Type | |
|---|---|---|
executionOwner | WeakHandle<game.Object> | scripted |
callBackIDs | red.CallbackObject?[] | scripted |
beingCreated | bool | scripted |
statListener | DefaultTransitionStatListener? | scripted |
statusEffectListener | DefaultTransitionStatusEffectListener? | scripted |
isVaulting | bool | scripted |
isDodging | bool | scripted |
isInWorkspot | bool | scripted |
isSliding | bool | scripted |
isSceneAimForced | bool | scripted |
isInTakedown | bool | scripted |
isUsingCombatGadget | bool | scripted |
hasStatusEffectNoCombat | bool | scripted |
hasStatusEffectFastForward | bool | scripted |
hasStatusEffectVehicleScene | bool | scripted |
hasStunnedStatusEffect | bool | scripted |
hasJamStatusEffect | bool | scripted |
canWeaponShootWhileVaulting | bool | scripted |
canShootWhileDodging | bool | scripted |
canWeaponShootWhileSliding | bool | scripted |
isInSafeSceneTier | bool | scripted |
weaponReadyListenerReturnValue | bool | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid UpdateWeaponReadyListenerReturnValue()RTTIvoid OnStatChanged(game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value)overrideRTTIvoid UpdateHasNoCombatStatusEffect()RTTIvoid UpdateHastFastForwardStatusEffect()RTTIvoid UpdateHasVehicleSceneStatusEffect()RTTIvoid UpdateHasStunnedStatusEffect()RTTIvoid UpdateHasJamStatusEffect()RTTIvoid OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect)overrideRTTIvoid OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect)overrideRTTIbool OnSceneAimForcedChanged(bool value)RTTIbool OnLocomotionChanged(int value)RTTIbool OnLocomotionDetailedChanged(int value)RTTIbool OnTakedownChanged(int value)RTTIbool OnCombatGadgetChanged(int value)RTTIbool OnHighLevelChanged(int value)RTTIbool IsWeaponReadyToShoot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTI