class game
EffectSystem
game.EffectSystem
- 0 properties
- 5 functions
Extends game.IEffectSystem game.IGameSystem IScriptable ISerializable
Properties
None.
Functions
game.EffectInstance? CreateEffect(game.EffectRef definition, ent.Entity instigator, ent.Entity? weapon)RTTIre.Hooks.Place( "gameEffectSystem", "CreateEffect", (EffectSystem_CreateEffect x) => { return re.Hooks.CallOriginal<re.msgpack.game.GameEffectInstance>(); } ); [Msgpack.Gen] public readonly partial record struct EffectSystem_CreateEffect( game.EffectSystem self, game.EffectRef definition, ent.Entity? instigator, ent.Entity? weapon );game.EffectInstance? CreateEffectStatic(CName effectName, CName effectTag, ent.Entity instigator, ent.Entity? weapon)RTTIre.Hooks.Place( "gameEffectSystem", "CreateEffectStatic", (EffectSystem_CreateEffectStatic x) => { return re.Hooks.CallOriginal<re.msgpack.game.GameEffectInstance>(); } ); [Msgpack.Gen] public readonly partial record struct EffectSystem_CreateEffectStatic( game.EffectSystem self, CName effectName, CName effectTag, ent.Entity? instigator, ent.Entity? weapon );void PreloadStaticEffectResources(CName effectName, CName effectTag)RTTIre.Hooks.PlaceVoid( "gameEffectSystem", "PreloadStaticEffectResources", (EffectSystem_PreloadStaticEffectResources x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct EffectSystem_PreloadStaticEffectResources( game.EffectSystem self, CName effectName, CName effectTag );void ReleaseStaticEffectResources(CName effectName, CName effectTag)RTTIre.Hooks.PlaceVoid( "gameEffectSystem", "ReleaseStaticEffectResources", (EffectSystem_ReleaseStaticEffectResources x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct EffectSystem_ReleaseStaticEffectResources( game.EffectSystem self, CName effectName, CName effectTag );bool HasEffect(CName effectName, CName effectTag)RTTIre.Hooks.Place( "gameEffectSystem", "HasEffect", (EffectSystem_HasEffect x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct EffectSystem_HasEffect( game.EffectSystem self, CName effectName, CName effectTag );