class game
PrereqState
game.PrereqState
- 0 properties
- 5 functions
- 89 derived classes
Extends IScriptable ISerializable
AlwaysTruePrereqState, ArmsCWInSlotPrereqState, CanPlayerHijackMountedNpcPrereqState, CharacterDataPrereqState, ChargedItemsPrereqState, ConsumableChargesPrereqState, DialogueChoiceHubPrereqState, DismembermentTriggeredPrereqState, EntityHasVisualTagPrereqState, EntityNoticedPlayerPrereqState
Show 79 more of 89 derived classes
FactValuePrereqState, GameTimePrereqState, GenericHitPrereqState, InvestedPerksPrereqState, IsHumanPrereqState, IsMountedByPreventionNPCPrereqState, IsNewPerkBoughtPrereqState, IsNpcMountedInSlotPrereqState, IsNpcPlayingMountingAnimationPrereqState, IsPlayerControlsDevicePrereqState, IsPlayerMovingPrereqState, IsPlayerOnGroundPrereqState, IsPlayerPrereqState, IsPlayerReachablePrereqState, IsPuppetActivePrereqState, IsPuppetBreachedPrereqState, IsVehicleDoorLockedState, IsVehicleDoorQuestLockedState, ItemInSlotPrereqState, ItemSlotsFilledPrereqState, NPCAttitudeTowardsPlayerPrereqState, NPCDetectingPlayerPrereqState, NPCHitReactionTypePrereqState, NPCHitSourcePrereqState, NPCInScenePrereqState, NPCIsAggressiveState, NPCLocomotionTypePrereqState, NPCRarityPrereqState, NPCReactionPresetPrereqState, NPCRecordHasVisualTagState, NPCRevealedPrereqState, NPCStatePrereqState, NPCTrackingPlayerPrereqState, OnOffPrereqState, PerkPrereqState, PlayerCombatStateTimePrereqState, PlayerDoesntHaveQuickhackPrereqState, PlayerDoesntHaveRecipePrereqState, PlayerElevationPrereqState, PlayerIsNewPerkBoughtPrereqState, PlayerStateMachinePrereqState, PuppetMortalPrereqState, RandomChancePrereqState, RarityOfEquippedConsumableItemPrereqState, RarityOfEquippedCyberdeckPrereqState, ReloadFromEmptyPrereqState, RevealAccessPointPrereqState, SetChancePrereqState, SkillCheckPrereqState, StartedUsingHealingItemOrCyberwarePrereqState, StatCheckPrereqState, StatPoolChangeOverTimePrereqState, StatPoolPrereqState, StatPoolSpentPrereqState, StatPrereqState, StatusEffectPrereqState, TemporalPrereqState, UsedHealingItemOrCyberwarePrereqState, WeaponFirstReloadStatePrereqState, WeaponShootPrereqState, WeaponStateMachinePrereqState, WoundedTriggeredPrereqState, game.AttitudePrereqState, game.BlackboardPrereqState, game.CurrentTargetPrereqState, game.EntitiesWithStatusEffectPrereqState, game.EntityIDArrayPrereqState, game.EquippedPrereqState, game.HasDialogVisualizerVisiblePrereqState, game.InventoryPrereqState, game.IsVisualizerActivePrereqState, game.MultiPrereqState, game.NotPrereqState, game.PlayerProximityPrereqState, game.RPGPrereqState, game.StatPoolPrereqState, game.TierPrereqState, game.VisionModePrereqState, game.WasScannedPrereqState
Properties
None.
Functions
void OnChanged(bool newState)RTTIre.Hooks.PlaceVoid( "gamePrereqState", "OnChanged", (PrereqState_OnChanged x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct PrereqState_OnChanged( game.PrereqState self, bool newState );void OnChangedRepeated(bool? callOnlyOnStateFulfilled)RTTIre.Hooks.PlaceVoid( "gamePrereqState", "OnChangedRepeated", (PrereqState_OnChangedRepeated x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct PrereqState_OnChangedRepeated( game.PrereqState self, bool? callOnlyOnStateFulfilled );game.IPrereq? GetPrereq()RTTIre.Hooks.Place( "gamePrereqState", "GetPrereq", (PrereqState_GetPrereq x) => { return re.Hooks.CallOriginal<re.msgpack.game.IPrereq>(); } ); [Msgpack.Gen] public readonly partial record struct PrereqState_GetPrereq( game.PrereqState self );IScriptable? GetContext()RTTIre.Hooks.Place( "gamePrereqState", "GetContext", (PrereqState_GetContext x) => { return re.Hooks.CallOriginal<re.msgpack.IScriptable>(); } ); [Msgpack.Gen] public readonly partial record struct PrereqState_GetContext( game.PrereqState self );bool IsFulfilled()RTTIre.Hooks.Place( "gamePrereqState", "IsFulfilled", (PrereqState_IsFulfilled x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct PrereqState_IsFulfilled( game.PrereqState self );