class game
DynamicSpawnSystem
game.DynamicSpawnSystem
- 0 properties
- 6 functions
Extends game.IDynamicSpawnSystem game.IGameSystem IScriptable ISerializable
Properties
None.
Functions
int GetNumberOfSpawnedUnits()RTTIre.Hooks.Place( "gameDynamicSpawnSystem", "GetNumberOfSpawnedUnits", (DynamicSpawnSystem_GetNumberOfSpawnedUnits x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct DynamicSpawnSystem_GetNumberOfSpawnedUnits( game.DynamicSpawnSystem self );bool IsEntityRegistered(ent.EntityID id)RTTIre.Hooks.Place( "gameDynamicSpawnSystem", "IsEntityRegistered", (DynamicSpawnSystem_IsEntityRegistered x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DynamicSpawnSystem_IsEntityRegistered( game.DynamicSpawnSystem self, ent.EntityID id );bool IsInUnmountingRange(Vector3 position)RTTIre.Hooks.Place( "gameDynamicSpawnSystem", "IsInUnmountingRange", (DynamicSpawnSystem_IsInUnmountingRange x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct DynamicSpawnSystem_IsInUnmountingRange( game.DynamicSpawnSystem self, Vector3 position );void SpawnRequestFinished(game.DSSSpawnRequestResult requestResult)RTTIre.Hooks.PlaceVoid( "gameDynamicSpawnSystem", "SpawnRequestFinished;DSSSpawnRequestResult", (DynamicSpawnSystem_SpawnRequestFinished x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DynamicSpawnSystem_SpawnRequestFinished( game.DynamicSpawnSystem self, game.DSSSpawnRequestResult requestResult );void SpawnCallback(game.Object spawnedObject)RTTIre.Hooks.PlaceVoid( "gameDynamicSpawnSystem", "SpawnCallback;GameObject", (DynamicSpawnSystem_SpawnCallback x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DynamicSpawnSystem_SpawnCallback( game.DynamicSpawnSystem self, game.Object? spawnedObject );void ChangeAttitude(WeakHandle<game.Object> owner, WeakHandle<game.Object> target, EAIAttitude desiredAttitude)RTTIre.Hooks.PlaceVoid( "gameDynamicSpawnSystem", "ChangeAttitude;GameObjectGameObjectEAIAttitude", (DynamicSpawnSystem_ChangeAttitude x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct DynamicSpawnSystem_ChangeAttitude( game.DynamicSpawnSystem self, WeakHandle<game.Object> owner, WeakHandle<game.Object> target, EAIAttitude desiredAttitude );