class
WeaponWheelDecisions
- 0 properties
- 4 functions
Extends QuickSlotsHoldDecisions QuickSlotsDecisions QuickSlotsTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
None.
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "WeaponWheelDecisions", "OnAttach;StateContextStateGameScriptInterface", (WeaponWheelDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponWheelDecisions_OnAttach( WeaponWheelDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "WeaponWheelDecisions", "OnDetach;StateContextStateGameScriptInterface", (WeaponWheelDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct WeaponWheelDecisions_OnDetach( WeaponWheelDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer)RTTIre.Hooks.Place( "WeaponWheelDecisions", "OnAction", (WeaponWheelDecisions_OnAction x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponWheelDecisions_OnAction( WeaponWheelDecisions self, game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer );bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "WeaponWheelDecisions", "EnterCondition;StateContextStateGameScriptInterface", (WeaponWheelDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct WeaponWheelDecisions_EnterCondition( WeaponWheelDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );