class
WeaponTransition
- 3 properties
- 48 functions
- 18 derived classes
Extends DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Derived
BurstDecisions, ChargeDecisions, ChargeMaxDecisions, ChargeReadyDecisions, CycleRoundDecisions, CycleTriggerModeDecisions, DischargeDecisions, FullAutoDecisions, NoAmmoDecisions, OverheatDecisions
Show 8 more of 18 derived classes
PublicSafeToReadyDecisions, QuickMeleeDecisions, ReloadDecisions, SafeDecisions, SemiAutoDecisions, ShootDecisions, WeaponEventsTransition, WeaponReadyListenerTransition
Properties
| Property | Type | Offset | |
|---|---|---|---|
magazineID | TDBID | 0x0 | scripted |
magazineAttack | TDBID | 0x8 | scripted |
rangedAttackPackage | game.data.RangedAttackPackage_Record? | 0x10 | scripted |
Functions
game.data.Attack_Record? GetDesiredAttackRecord(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "GetDesiredAttackRecord;StateContextStateGameScriptInterface", (WeaponTransition_GetDesiredAttackRecord x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.Attack_Record>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetDesiredAttackRecord( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );CName GetBurstTimeRemainingName()RTTIre.Hooks.Place( "WeaponTransition", "GetBurstTimeRemainingName;", (WeaponTransition_GetBurstTimeRemainingName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetBurstTimeRemainingName( WeaponTransition self );CName GetBurstTimeName()RTTIre.Hooks.Place( "WeaponTransition", "GetBurstTimeName;", (WeaponTransition_GetBurstTimeName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetBurstTimeName( WeaponTransition self );CName GetBurstCycleTimeName()RTTIre.Hooks.Place( "WeaponTransition", "GetBurstCycleTimeName;", (WeaponTransition_GetBurstCycleTimeName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetBurstCycleTimeName( WeaponTransition self );CName GetCycleTimeRemainingName()RTTIre.Hooks.Place( "WeaponTransition", "GetCycleTimeRemainingName;", (WeaponTransition_GetCycleTimeRemainingName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetCycleTimeRemainingName( WeaponTransition self );CName GetCycleTimeName()RTTIre.Hooks.Place( "WeaponTransition", "GetCycleTimeName;", (WeaponTransition_GetCycleTimeName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetCycleTimeName( WeaponTransition self );CName GetBurstShotsRemainingName()RTTIre.Hooks.Place( "WeaponTransition", "GetBurstShotsRemainingName;", (WeaponTransition_GetBurstShotsRemainingName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetBurstShotsRemainingName( WeaponTransition self );CName GetShootingStartName()RTTIre.Hooks.Place( "WeaponTransition", "GetShootingStartName;", (WeaponTransition_GetShootingStartName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetShootingStartName( WeaponTransition self );CName GetShootingNumBurstTotalName()RTTIre.Hooks.Place( "WeaponTransition", "GetShootingNumBurstTotalName;", (WeaponTransition_GetShootingNumBurstTotalName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetShootingNumBurstTotalName( WeaponTransition self );CName GetIsDelayFireName()RTTIre.Hooks.Place( "WeaponTransition", "GetIsDelayFireName;", (WeaponTransition_GetIsDelayFireName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetIsDelayFireName( WeaponTransition self );CName GetIsChargedFullAutoName()RTTIre.Hooks.Place( "WeaponTransition", "GetIsChargedFullAutoName;", (WeaponTransition_GetIsChargedFullAutoName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetIsChargedFullAutoName( WeaponTransition self );CName GetQuestForceShootName()RTTIre.Hooks.Place( "WeaponTransition", "GetQuestForceShootName;", (WeaponTransition_GetQuestForceShootName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetQuestForceShootName( WeaponTransition self );bool InShootingSequence(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.Place( "WeaponTransition", "InShootingSequence;StateContext", (WeaponTransition_InShootingSequence x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_InShootingSequence( WeaponTransition self, game.stateMachine.StateContextScript? stateContext );void StartShootingSequence(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float fireDelay, float burstCycleTime, int numShotsBurst, bool isFullChargeFullAuto)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "StartShootingSequence;StateContextStateGameScriptInterfaceFloatFloatInt32Bool", (WeaponTransition_StartShootingSequence x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_StartShootingSequence( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, float fireDelay, float burstCycleTime, int numShotsBurst, bool isFullChargeFullAuto );void ShootingSequencePostShoot(game.stateMachine.StateContextScript stateContext)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "ShootingSequencePostShoot;StateContext", (WeaponTransition_ShootingSequencePostShoot x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_ShootingSequencePostShoot( WeaponTransition self, game.stateMachine.StateContextScript? stateContext );void SetupNextShootingPhase(game.stateMachine.StateContextScript stateContext, float cycleTime, float burstCycleTime, int numShotsBurst)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "SetupNextShootingPhase;StateContextFloatFloatInt32", (WeaponTransition_SetupNextShootingPhase x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_SetupNextShootingPhase( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, float cycleTime, float burstCycleTime, int numShotsBurst );void EndShootingSequence(game.weapon.Object weapon, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "EndShootingSequence;WeaponObjectStateContextStateGameScriptInterface", (WeaponTransition_EndShootingSequence x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_EndShootingSequence( WeaponTransition self, game.weapon.Object? weapon, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void ShootingSequenceUpdateCycleTime(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "ShootingSequenceUpdateCycleTime;FloatStateContextStateGameScriptInterface", (WeaponTransition_ShootingSequenceUpdateCycleTime x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_ShootingSequenceUpdateCycleTime( WeaponTransition self, float timeDelta, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void ShootingSequenceUpdateBurstTime(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "ShootingSequenceUpdateBurstTime;FloatStateContextStateGameScriptInterface", (WeaponTransition_ShootingSequenceUpdateBurstTime x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_ShootingSequenceUpdateBurstTime( WeaponTransition self, float timeDelta, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool CanHoldToShoot(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "CanHoldToShoot;StateGameScriptInterface", (WeaponTransition_CanHoldToShoot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_CanHoldToShoot( WeaponTransition self, game.stateMachine.GameScriptInterface? scriptInterface );float CalcCycleTimeDeltaFactor(float cycleTime, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "CalcCycleTimeDeltaFactor;FloatStateGameScriptInterface", (WeaponTransition_CalcCycleTimeDeltaFactor x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_CalcCycleTimeDeltaFactor( WeaponTransition self, float cycleTime, game.stateMachine.GameScriptInterface? scriptInterface );bool CanPerformNextShotInSequence(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "CanPerformNextShotInSequence;WeaponObjectStateContextStateGameScriptInterface", (WeaponTransition_CanPerformNextShotInSequence x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_CanPerformNextShotInSequence( WeaponTransition self, game.weapon.Object? weaponObject, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool CanPerformNextSemiAutoShot(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "CanPerformNextSemiAutoShot;WeaponObjectStateContextStateGameScriptInterface", (WeaponTransition_CanPerformNextSemiAutoShot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_CanPerformNextSemiAutoShot( WeaponTransition self, game.weapon.Object? weaponObject, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool CanPerformNextFullAutoShot(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "CanPerformNextFullAutoShot;WeaponObjectStateContextStateGameScriptInterface", (WeaponTransition_CanPerformNextFullAutoShot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_CanPerformNextFullAutoShot( WeaponTransition self, game.weapon.Object? weaponObject, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void SetupStandardShootingSequence(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "SetupStandardShootingSequence;StateContextStateGameScriptInterface", (WeaponTransition_SetupStandardShootingSequence x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_SetupStandardShootingSequence( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsSemiAutoAction(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "IsSemiAutoAction;WeaponObjectStateContextStateGameScriptInterface", (WeaponTransition_IsSemiAutoAction x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_IsSemiAutoAction( WeaponTransition self, game.weapon.Object? weaponObject, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToSemiAutoTransitionCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "ToSemiAutoTransitionCondition;StateContextStateGameScriptInterface", (WeaponTransition_ToSemiAutoTransitionCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_ToSemiAutoTransitionCondition( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsFullAutoAction(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "IsFullAutoAction;WeaponObjectStateContextStateGameScriptInterface", (WeaponTransition_IsFullAutoAction x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_IsFullAutoAction( WeaponTransition self, game.weapon.Object? weaponObject, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToFullAutoTransitionCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "ToFullAutoTransitionCondition;StateContextStateGameScriptInterface", (WeaponTransition_ToFullAutoTransitionCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_ToFullAutoTransitionCondition( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void ShowDebugText(string textToShow, game.stateMachine.GameScriptInterface scriptInterface, out uint layerId)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "ShowDebugText;script_ref<String>StateGameScriptInterfaceUint32", (WeaponTransition_ShowDebugText x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_ShowDebugText( WeaponTransition self, string textToShow, game.stateMachine.GameScriptInterface? scriptInterface, uint layerId );void ClearDebugText(uint layerId, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "ClearDebugText;Uint32StateGameScriptInterface", (WeaponTransition_ClearDebugText x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_ClearDebugText( WeaponTransition self, uint layerId, game.stateMachine.GameScriptInterface? scriptInterface );game.weapon.Object? GetWeaponObject(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "GetWeaponObject;StateGameScriptInterface", (WeaponTransition_GetWeaponObject x) => { return re.Hooks.CallOriginal<re.msgpack.game.weapon.GameWeaponObject>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetWeaponObject( WeaponTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void PlayEffect(CName effectName, game.stateMachine.GameScriptInterface scriptInterface, CName? eventTag)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "PlayEffect;CNameStateGameScriptInterfaceCName", (WeaponTransition_PlayEffect x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_PlayEffect( WeaponTransition self, CName effectName, game.stateMachine.GameScriptInterface? scriptInterface, CName? eventTag );void StopEffect(CName effectName, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "StopEffect;CNameStateGameScriptInterface", (WeaponTransition_StopEffect x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_StopEffect( WeaponTransition self, CName effectName, game.stateMachine.GameScriptInterface? scriptInterface );int GetWeaponTriggerModesNumber(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "GetWeaponTriggerModesNumber;StateGameScriptInterface", (WeaponTransition_GetWeaponTriggerModesNumber x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetWeaponTriggerModesNumber( WeaponTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool CompareTimeToPublicSafeTimestamp(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float timeToCompare)RTTIre.Hooks.Place( "WeaponTransition", "CompareTimeToPublicSafeTimestamp;StateContextStateGameScriptInterfaceFloat", (WeaponTransition_CompareTimeToPublicSafeTimestamp x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_CompareTimeToPublicSafeTimestamp( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface, float timeToCompare );void SwitchTriggerMode(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "SwitchTriggerMode;StateContextStateGameScriptInterface", (WeaponTransition_SwitchTriggerMode x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_SwitchTriggerMode( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsPrimaryTriggerModeActive(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "IsPrimaryTriggerModeActive;StateGameScriptInterface", (WeaponTransition_IsPrimaryTriggerModeActive x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_IsPrimaryTriggerModeActive( WeaponTransition self, game.stateMachine.GameScriptInterface? scriptInterface );void UpdateInputBuffer(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "UpdateInputBuffer;StateContextStateGameScriptInterface", (WeaponTransition_UpdateInputBuffer x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_UpdateInputBuffer( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool CanQuickMelee(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "CanQuickMelee;StateContextStateGameScriptInterface", (WeaponTransition_CanQuickMelee x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_CanQuickMelee( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsHeavyWeaponEmpty(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "IsHeavyWeaponEmpty;StateGameScriptInterface", (WeaponTransition_IsHeavyWeaponEmpty x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_IsHeavyWeaponEmpty( WeaponTransition self, game.stateMachine.GameScriptInterface? scriptInterface );float GetMaxChargeThreshold(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "GetMaxChargeThreshold;StateGameScriptInterface", (WeaponTransition_GetMaxChargeThreshold x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetMaxChargeThreshold( WeaponTransition self, game.stateMachine.GameScriptInterface? scriptInterface );bool IsReloadDurationComplete(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "IsReloadDurationComplete;StateContextStateGameScriptInterface", (WeaponTransition_IsReloadDurationComplete x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_IsReloadDurationComplete( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool IsReloadUninterruptible(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "IsReloadUninterruptible;StateContextStateGameScriptInterface", (WeaponTransition_IsReloadUninterruptible x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_IsReloadUninterruptible( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void SetUninteruptibleReloadParams(game.stateMachine.StateContextScript stateContext, bool clearParam)RTTIre.Hooks.PlaceVoid( "WeaponTransition", "SetUninteruptibleReloadParams;StateContextBool", (WeaponTransition_SetUninteruptibleReloadParams x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_SetUninteruptibleReloadParams( WeaponTransition self, game.stateMachine.StateContextScript? stateContext, bool clearParam );float GetWeaponChargeMinValue(game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponTransition", "GetWeaponChargeMinValue;StateGameScriptInterface", (WeaponTransition_GetWeaponChargeMinValue x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetWeaponChargeMinValue( WeaponTransition self, game.stateMachine.GameScriptInterface? scriptInterface );static float GetPlayerSpeed(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "WeaponTransition", "WeaponTransition::GetPlayerSpeed;StateGameScriptInterface", (WeaponTransition_GetPlayerSpeed x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_GetPlayerSpeed( game.stateMachine.GameScriptInterface? scriptInterface );static bool ServerHasReloadRequest(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalre.Hooks.Place( "WeaponTransition", "WeaponTransition::ServerHasReloadRequest;StateContextStateGameScriptInterface", (WeaponTransition_ServerHasReloadRequest x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponTransition_ServerHasReloadRequest( game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );