class
WeaponShootPrereqState
- 7 properties
- 2 functions
Extends game.PrereqState IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
listenerWeaponInt | red.CallbackObject? | 0x0 | scripted |
listenerActiveWeaponVariant | red.CallbackObject? | 0x10 | scripted |
listenerOnShootVariant | red.CallbackObject? | 0x20 | scripted |
weaponObj | WeakHandle<game.weapon.Object> | 0x30 | scripted |
owner | WeakHandle<game.Object> | 0x40 | scripted |
howManyAttacks | int | 0x50 | scripted |
remainingAttacks | int | 0x54 | scripted |
Functions
void CheckIfPlayerWeaponChanged()RTTIre.Hooks.PlaceVoid( "WeaponShootPrereqState", "CheckIfPlayerWeaponChanged;", (WeaponShootPrereqState_CheckIfPlayerWeaponChanged x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponShootPrereqState_CheckIfPlayerWeaponChanged( WeaponShootPrereqState self );bool OnWeaponStateUpdate(int value)RTTIre.Hooks.Place( "WeaponShootPrereqState", "OnWeaponStateUpdate", (WeaponShootPrereqState_OnWeaponStateUpdate x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponShootPrereqState_OnWeaponStateUpdate( WeaponShootPrereqState self, int value );