class game
DelaySystem
game.DelaySystem
- 0 properties
- 14 functions
Extends game.IDelaySystem game.IGameSystem IScriptable ISerializable
Properties
None.
Functions
game.DelayID DelayEvent(WeakHandle<ent.Entity> entity, red.Event eventToDelay, float timeToDelay, bool? isAffectedByTimeDilation)RTTIre.Hooks.Place( "gameDelaySystem", "DelayEvent", (DelaySystem_DelayEvent x) => { return re.Hooks.CallOriginal<re.msgpack.game.DelayID>(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_DelayEvent( game.DelaySystem self, WeakHandle<ent.Entity> entity, red.Event? eventToDelay, float timeToDelay, bool? isAffectedByTimeDilation );game.DelayID DelayCallback(game.DelaySystemScriptedDelayCallbackWrapper delayCallback, float timeToDelay, bool? isAffectedByTimeDilation)RTTIre.Hooks.Place( "gameDelaySystem", "DelayCallback", (DelaySystem_DelayCallback x) => { return re.Hooks.CallOriginal<re.msgpack.game.DelayID>(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_DelayCallback( game.DelaySystem self, game.DelaySystemScriptedDelayCallbackWrapper? delayCallback, float timeToDelay, bool? isAffectedByTimeDilation );game.DelayID DelayPSEvent(game.PersistentID psID, CName classType, red.Event eventToDelay, float timeToDelay, bool? isAffectedByTimeDilation)RTTIre.Hooks.Place( "gameDelaySystem", "DelayPSEvent", (DelaySystem_DelayPSEvent x) => { return re.Hooks.CallOriginal<re.msgpack.game.DelayID>(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_DelayPSEvent( game.DelaySystem self, game.PersistentID psID, CName classType, red.Event? eventToDelay, float timeToDelay, bool? isAffectedByTimeDilation );game.DelayID DelayScriptableSystemRequest(CName systemName, game.ScriptableSystemRequest requestToDelay, float timeToDelay, bool? isAffectedByTimeDilation)RTTIre.Hooks.Place( "gameDelaySystem", "DelayScriptableSystemRequest", (DelaySystem_DelayScriptableSystemRequest x) => { return re.Hooks.CallOriginal<re.msgpack.game.DelayID>(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_DelayScriptableSystemRequest( game.DelaySystem self, CName systemName, game.ScriptableSystemRequest? requestToDelay, float timeToDelay, bool? isAffectedByTimeDilation );void CancelDelay(game.DelayID delayID)RTTIre.Hooks.PlaceVoid( "gameDelaySystem", "CancelDelay", (DelaySystem_CancelDelay x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_CancelDelay( game.DelaySystem self, game.DelayID delayID );void CancelCallback(game.DelayID delayID)RTTIre.Hooks.PlaceVoid( "gameDelaySystem", "CancelCallback", (DelaySystem_CancelCallback x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_CancelCallback( game.DelaySystem self, game.DelayID delayID );void DelayEventNextFrame(WeakHandle<ent.Entity> entity, red.Event eventToDelay)RTTIre.Hooks.PlaceVoid( "gameDelaySystem", "DelayEventNextFrame", (DelaySystem_DelayEventNextFrame x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_DelayEventNextFrame( game.DelaySystem self, WeakHandle<ent.Entity> entity, red.Event? eventToDelay );void DelayCallbackNextFrame(game.DelaySystemScriptedDelayCallbackWrapper delayCallback)RTTIre.Hooks.PlaceVoid( "gameDelaySystem", "DelayCallbackNextFrame", (DelaySystem_DelayCallbackNextFrame x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_DelayCallbackNextFrame( game.DelaySystem self, game.DelaySystemScriptedDelayCallbackWrapper? delayCallback );void DelayPSEventNextFrame(game.PersistentID psID, CName classType, red.Event eventToDelay)RTTIre.Hooks.PlaceVoid( "gameDelaySystem", "DelayPSEventNextFrame", (DelaySystem_DelayPSEventNextFrame x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_DelayPSEventNextFrame( game.DelaySystem self, game.PersistentID psID, CName classType, red.Event? eventToDelay );void DelayScriptableSystemRequestNextFrame(CName systemName, game.ScriptableSystemRequest requestToDelay)RTTIre.Hooks.PlaceVoid( "gameDelaySystem", "DelayScriptableSystemRequestNextFrame", (DelaySystem_DelayScriptableSystemRequestNextFrame x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_DelayScriptableSystemRequestNextFrame( game.DelaySystem self, CName systemName, game.ScriptableSystemRequest? requestToDelay );game.DelayID TickOnEvent(WeakHandle<ent.Entity> entity, game.TickableEvent eventToTick, float duration)RTTIre.Hooks.Place( "gameDelaySystem", "TickOnEvent", (DelaySystem_TickOnEvent x) => { return re.Hooks.CallOriginal<re.msgpack.game.DelayID>(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_TickOnEvent( game.DelaySystem self, WeakHandle<ent.Entity> entity, game.TickableEvent? eventToTick, float duration );void CancelTick(game.DelayID delayID)RTTIre.Hooks.PlaceVoid( "gameDelaySystem", "CancelTick", (DelaySystem_CancelTick x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_CancelTick( game.DelaySystem self, game.DelayID delayID );void QueueTask(IScriptable caller, game.ScriptTaskData data, CName funtionName, game.ScriptTaskExecutionStage executionStage)RTTIre.Hooks.PlaceVoid( "gameDelaySystem", "QueueTask", (DelaySystem_QueueTask x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_QueueTask( game.DelaySystem self, IScriptable? caller, game.ScriptTaskData? data, CName funtionName, game.ScriptTaskExecutionStage executionStage );float GetRemainingDelayTime(game.DelayID delayID)RTTIre.Hooks.Place( "gameDelaySystem", "GetRemainingDelayTime", (DelaySystem_GetRemainingDelayTime x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct DelaySystem_GetRemainingDelayTime( game.DelaySystem self, game.DelayID delayID );