class game.data
AIActionCondition_Record
game.data.AIActionCondition_Record
- 0 properties
- 204 functions
Extends game.data.TweakDBRecord IScriptable ISerializable
Properties
None.
Functions
WeakHandle<game.data.AIBlockCountCond_Record> BlockCount()RTTIgame.data.AIBlockCountCond_Record? BlockCountHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "BlockCountHandle", (AIActionCondition_Record_BlockCountHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIBlockCountCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_BlockCountHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AITargetCond_Record> Target()RTTIgame.data.AITargetCond_Record? TargetHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "TargetHandle", (AIActionCondition_Record_TargetHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AITargetCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_TargetHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIFriendlyFireCond_Record> FriendlyFire()RTTIgame.data.AIFriendlyFireCond_Record? FriendlyFireHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "FriendlyFireHandle", (AIActionCondition_Record_FriendlyFireHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIFriendlyFireCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_FriendlyFireHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIPreviousAttackCond_Record> PreviousAttack()RTTIgame.data.AIPreviousAttackCond_Record? PreviousAttackHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "PreviousAttackHandle", (AIActionCondition_Record_PreviousAttackHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIPreviousAttackCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_PreviousAttackHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIThrowCond_Record> CanThrow()RTTIgame.data.AIThrowCond_Record? CanThrowHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "CanThrowHandle", (AIActionCondition_Record_CanThrowHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIThrowCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_CanThrowHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIActionSubCondition_Record> Condition()RTTIgame.data.AIActionSubCondition_Record? ConditionHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "ConditionHandle", (AIActionCondition_Record_ConditionHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIActionSubCondition_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_ConditionHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIOptimalDistanceCond_Record> OptimalDistance()RTTIgame.data.AIOptimalDistanceCond_Record? OptimalDistanceHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "OptimalDistanceHandle", (AIActionCondition_Record_OptimalDistanceHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIOptimalDistanceCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_OptimalDistanceHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIDodgeCountCond_Record> DodgeCount()RTTIgame.data.AIDodgeCountCond_Record? DodgeCountHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "DodgeCountHandle", (AIActionCondition_Record_DodgeCountHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIDodgeCountCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_DodgeCountHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIWeaponLockedOnTargetCond_Record> WeaponLockedOnTarget()RTTIgame.data.AIWeaponLockedOnTargetCond_Record? WeaponLockedOnTargetHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "WeaponLockedOnTargetHandle", (AIActionCondition_Record_WeaponLockedOnTargetHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIWeaponLockedOnTargetCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_WeaponLockedOnTargetHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AICoverCond_Record> Cover()RTTIgame.data.AICoverCond_Record? CoverHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "CoverHandle", (AIActionCondition_Record_CoverHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AICoverCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_CoverHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIGoToCoverCond_Record> GoToCover()RTTIgame.data.AIGoToCoverCond_Record? GoToCoverHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GoToCoverHandle", (AIActionCondition_Record_GoToCoverHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIGoToCoverCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GoToCoverHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIValidCoversCond_Record> ValidCover()RTTIgame.data.AIValidCoversCond_Record? ValidCoverHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "ValidCoverHandle", (AIActionCondition_Record_ValidCoverHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIValidCoversCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_ValidCoverHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIHitCond_Record> Hit()RTTIgame.data.AIHitCond_Record? HitHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "HitHandle", (AIActionCondition_Record_HitHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIHitCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_HitHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIWorkspotCond_Record> Workspot()RTTIgame.data.AIWorkspotCond_Record? WorkspotHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "WorkspotHandle", (AIActionCondition_Record_WorkspotHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIWorkspotCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_WorkspotHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AISecurityCond_Record> Security()RTTIgame.data.AISecurityCond_Record? SecurityHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "SecurityHandle", (AIActionCondition_Record_SecurityHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AISecurityCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SecurityHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIHasWeapon_Record> Weapon()RTTIgame.data.AIHasWeapon_Record? WeaponHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "WeaponHandle", (AIActionCondition_Record_WeaponHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIHasWeapon_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_WeaponHandle( game.data.AIActionCondition_Record self );WeakHandle<game.data.AINPCTypeCond_Record> NpcType()RTTIgame.data.AINPCTypeCond_Record? NpcTypeHandle()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "NpcTypeHandle", (AIActionCondition_Record_NpcTypeHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AINPCTypeCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_NpcTypeHandle( game.data.AIActionCondition_Record self );void Lookat(out WeakHandle<game.data.AILookAtCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "Lookat", (AIActionCondition_Record_Lookat x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_Lookat( game.data.AIActionCondition_Record self, WeakHandle<game.data.AILookAtCond_Record>[] outList );int GetLookatCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetLookatCount", (AIActionCondition_Record_GetLookatCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetLookatCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AILookAtCond_Record> GetLookatItem(int index)RTTIgame.data.AILookAtCond_Record? GetLookatItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetLookatItemHandle", (AIActionCondition_Record_GetLookatItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AILookAtCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetLookatItemHandle( game.data.AIActionCondition_Record self, int index );bool LookatContains(WeakHandle<game.data.AILookAtCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "LookatContains", (AIActionCondition_Record_LookatContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_LookatContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AILookAtCond_Record> item );void WeakSpotAND(out WeakHandle<game.data.AIWeakSpotCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "WeakSpotAND", (AIActionCondition_Record_WeakSpotAND x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_WeakSpotAND( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIWeakSpotCond_Record>[] outList );int GetWeakSpotANDCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetWeakSpotANDCount", (AIActionCondition_Record_GetWeakSpotANDCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetWeakSpotANDCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIWeakSpotCond_Record> GetWeakSpotANDItem(int index)RTTIgame.data.AIWeakSpotCond_Record? GetWeakSpotANDItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetWeakSpotANDItemHandle", (AIActionCondition_Record_GetWeakSpotANDItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIWeakSpotCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetWeakSpotANDItemHandle( game.data.AIActionCondition_Record self, int index );bool WeakSpotANDContains(WeakHandle<game.data.AIWeakSpotCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "WeakSpotANDContains", (AIActionCondition_Record_WeakSpotANDContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_WeakSpotANDContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIWeakSpotCond_Record> item );void CommandAND(out WeakHandle<game.data.AICommandCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "CommandAND", (AIActionCondition_Record_CommandAND x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_CommandAND( game.data.AIActionCondition_Record self, WeakHandle<game.data.AICommandCond_Record>[] outList );int GetCommandANDCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetCommandANDCount", (AIActionCondition_Record_GetCommandANDCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetCommandANDCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AICommandCond_Record> GetCommandANDItem(int index)RTTIgame.data.AICommandCond_Record? GetCommandANDItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetCommandANDItemHandle", (AIActionCondition_Record_GetCommandANDItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AICommandCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetCommandANDItemHandle( game.data.AIActionCondition_Record self, int index );bool CommandANDContains(WeakHandle<game.data.AICommandCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "CommandANDContains", (AIActionCondition_Record_CommandANDContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_CommandANDContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AICommandCond_Record> item );void SlotOR(out WeakHandle<game.data.AISlotCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "SlotOR", (AIActionCondition_Record_SlotOR x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SlotOR( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISlotCond_Record>[] outList );int GetSlotORCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSlotORCount", (AIActionCondition_Record_GetSlotORCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSlotORCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AISlotCond_Record> GetSlotORItem(int index)RTTIgame.data.AISlotCond_Record? GetSlotORItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSlotORItemHandle", (AIActionCondition_Record_GetSlotORItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AISlotCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSlotORItemHandle( game.data.AIActionCondition_Record self, int index );bool SlotORContains(WeakHandle<game.data.AISlotCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "SlotORContains", (AIActionCondition_Record_SlotORContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SlotORContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISlotCond_Record> item );void SpatialAND(out WeakHandle<game.data.AISpatialCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "SpatialAND", (AIActionCondition_Record_SpatialAND x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SpatialAND( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISpatialCond_Record>[] outList );int GetSpatialANDCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSpatialANDCount", (AIActionCondition_Record_GetSpatialANDCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSpatialANDCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AISpatialCond_Record> GetSpatialANDItem(int index)RTTIgame.data.AISpatialCond_Record? GetSpatialANDItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSpatialANDItemHandle", (AIActionCondition_Record_GetSpatialANDItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AISpatialCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSpatialANDItemHandle( game.data.AIActionCondition_Record self, int index );bool SpatialANDContains(WeakHandle<game.data.AISpatialCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "SpatialANDContains", (AIActionCondition_Record_SpatialANDContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SpatialANDContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISpatialCond_Record> item );void SignalAND(out WeakHandle<game.data.AISignalCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "SignalAND", (AIActionCondition_Record_SignalAND x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SignalAND( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISignalCond_Record>[] outList );int GetSignalANDCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSignalANDCount", (AIActionCondition_Record_GetSignalANDCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSignalANDCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AISignalCond_Record> GetSignalANDItem(int index)RTTIgame.data.AISignalCond_Record? GetSignalANDItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSignalANDItemHandle", (AIActionCondition_Record_GetSignalANDItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AISignalCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSignalANDItemHandle( game.data.AIActionCondition_Record self, int index );bool SignalANDContains(WeakHandle<game.data.AISignalCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "SignalANDContains", (AIActionCondition_Record_SignalANDContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SignalANDContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISignalCond_Record> item );void Reaction(out WeakHandle<game.data.AIReactionCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "Reaction", (AIActionCondition_Record_Reaction x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_Reaction( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIReactionCond_Record>[] outList );int GetReactionCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetReactionCount", (AIActionCondition_Record_GetReactionCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetReactionCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIReactionCond_Record> GetReactionItem(int index)RTTIgame.data.AIReactionCond_Record? GetReactionItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetReactionItemHandle", (AIActionCondition_Record_GetReactionItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIReactionCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetReactionItemHandle( game.data.AIActionCondition_Record self, int index );bool ReactionContains(WeakHandle<game.data.AIReactionCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "ReactionContains", (AIActionCondition_Record_ReactionContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_ReactionContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIReactionCond_Record> item );void StatPoolOR(out WeakHandle<game.data.AIStatPoolCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "StatPoolOR", (AIActionCondition_Record_StatPoolOR x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_StatPoolOR( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIStatPoolCond_Record>[] outList );int GetStatPoolORCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetStatPoolORCount", (AIActionCondition_Record_GetStatPoolORCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetStatPoolORCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIStatPoolCond_Record> GetStatPoolORItem(int index)RTTIgame.data.AIStatPoolCond_Record? GetStatPoolORItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetStatPoolORItemHandle", (AIActionCondition_Record_GetStatPoolORItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIStatPoolCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetStatPoolORItemHandle( game.data.AIActionCondition_Record self, int index );bool StatPoolORContains(WeakHandle<game.data.AIStatPoolCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "StatPoolORContains", (AIActionCondition_Record_StatPoolORContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_StatPoolORContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIStatPoolCond_Record> item );void StatusEffectOR(out WeakHandle<game.data.AIStatusEffectCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "StatusEffectOR", (AIActionCondition_Record_StatusEffectOR x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_StatusEffectOR( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIStatusEffectCond_Record>[] outList );int GetStatusEffectORCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetStatusEffectORCount", (AIActionCondition_Record_GetStatusEffectORCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetStatusEffectORCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIStatusEffectCond_Record> GetStatusEffectORItem(int index)RTTIgame.data.AIStatusEffectCond_Record? GetStatusEffectORItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetStatusEffectORItemHandle", (AIActionCondition_Record_GetStatusEffectORItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIStatusEffectCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetStatusEffectORItemHandle( game.data.AIActionCondition_Record self, int index );bool StatusEffectORContains(WeakHandle<game.data.AIStatusEffectCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "StatusEffectORContains", (AIActionCondition_Record_StatusEffectORContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_StatusEffectORContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIStatusEffectCond_Record> item );void CalculateLineOfSightVector(out WeakHandle<game.data.AICalculateLineOfSightVector_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "CalculateLineOfSightVector", (AIActionCondition_Record_CalculateLineOfSightVector x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_CalculateLineOfSightVector( game.data.AIActionCondition_Record self, WeakHandle<game.data.AICalculateLineOfSightVector_Record>[] outList );int GetCalculateLineOfSightVectorCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetCalculateLineOfSightVectorCount", (AIActionCondition_Record_GetCalculateLineOfSightVectorCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetCalculateLineOfSightVectorCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AICalculateLineOfSightVector_Record> GetCalculateLineOfSightVectorItem(int index)RTTIgame.data.AICalculateLineOfSightVector_Record? GetCalculateLineOfSightVectorItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetCalculateLineOfSightVectorItemHandle", (AIActionCondition_Record_GetCalculateLineOfSightVectorItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AICalculateLineOfSightVector_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetCalculateLineOfSightVectorItemHandle( game.data.AIActionCondition_Record self, int index );bool CalculateLineOfSightVectorContains(WeakHandle<game.data.AICalculateLineOfSightVector_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "CalculateLineOfSightVectorContains", (AIActionCondition_Record_CalculateLineOfSightVectorContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_CalculateLineOfSightVectorContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AICalculateLineOfSightVector_Record> item );void StatPoolAND(out WeakHandle<game.data.AIStatPoolCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "StatPoolAND", (AIActionCondition_Record_StatPoolAND x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_StatPoolAND( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIStatPoolCond_Record>[] outList );int GetStatPoolANDCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetStatPoolANDCount", (AIActionCondition_Record_GetStatPoolANDCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetStatPoolANDCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIStatPoolCond_Record> GetStatPoolANDItem(int index)RTTIgame.data.AIStatPoolCond_Record? GetStatPoolANDItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetStatPoolANDItemHandle", (AIActionCondition_Record_GetStatPoolANDItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIStatPoolCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetStatPoolANDItemHandle( game.data.AIActionCondition_Record self, int index );bool StatPoolANDContains(WeakHandle<game.data.AIStatPoolCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "StatPoolANDContains", (AIActionCondition_Record_StatPoolANDContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_StatPoolANDContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIStatPoolCond_Record> item );void SquadAND(out WeakHandle<game.data.AISquadCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "SquadAND", (AIActionCondition_Record_SquadAND x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SquadAND( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISquadCond_Record>[] outList );int GetSquadANDCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSquadANDCount", (AIActionCondition_Record_GetSquadANDCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSquadANDCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AISquadCond_Record> GetSquadANDItem(int index)RTTIgame.data.AISquadCond_Record? GetSquadANDItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSquadANDItemHandle", (AIActionCondition_Record_GetSquadANDItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AISquadCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSquadANDItemHandle( game.data.AIActionCondition_Record self, int index );bool SquadANDContains(WeakHandle<game.data.AISquadCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "SquadANDContains", (AIActionCondition_Record_SquadANDContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SquadANDContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISquadCond_Record> item );void InventoryOR(out WeakHandle<game.data.AIItemCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "InventoryOR", (AIActionCondition_Record_InventoryOR x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_InventoryOR( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIItemCond_Record>[] outList );int GetInventoryORCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetInventoryORCount", (AIActionCondition_Record_GetInventoryORCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetInventoryORCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIItemCond_Record> GetInventoryORItem(int index)RTTIgame.data.AIItemCond_Record? GetInventoryORItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetInventoryORItemHandle", (AIActionCondition_Record_GetInventoryORItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIItemCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetInventoryORItemHandle( game.data.AIActionCondition_Record self, int index );bool InventoryORContains(WeakHandle<game.data.AIItemCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "InventoryORContains", (AIActionCondition_Record_InventoryORContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_InventoryORContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIItemCond_Record> item );void InventoryAND(out WeakHandle<game.data.AIItemCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "InventoryAND", (AIActionCondition_Record_InventoryAND x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_InventoryAND( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIItemCond_Record>[] outList );int GetInventoryANDCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetInventoryANDCount", (AIActionCondition_Record_GetInventoryANDCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetInventoryANDCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIItemCond_Record> GetInventoryANDItem(int index)RTTIgame.data.AIItemCond_Record? GetInventoryANDItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetInventoryANDItemHandle", (AIActionCondition_Record_GetInventoryANDItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIItemCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetInventoryANDItemHandle( game.data.AIActionCondition_Record self, int index );bool InventoryANDContains(WeakHandle<game.data.AIItemCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "InventoryANDContains", (AIActionCondition_Record_InventoryANDContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_InventoryANDContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIItemCond_Record> item );void InTacticPosition(out WeakHandle<game.data.AIInTacticPositionCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "InTacticPosition", (AIActionCondition_Record_InTacticPosition x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_InTacticPosition( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIInTacticPositionCond_Record>[] outList );int GetInTacticPositionCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetInTacticPositionCount", (AIActionCondition_Record_GetInTacticPositionCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetInTacticPositionCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIInTacticPositionCond_Record> GetInTacticPositionItem(int index)RTTIgame.data.AIInTacticPositionCond_Record? GetInTacticPositionItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetInTacticPositionItemHandle", (AIActionCondition_Record_GetInTacticPositionItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIInTacticPositionCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetInTacticPositionItemHandle( game.data.AIActionCondition_Record self, int index );bool InTacticPositionContains(WeakHandle<game.data.AIInTacticPositionCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "InTacticPositionContains", (AIActionCondition_Record_InTacticPositionContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_InTacticPositionContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIInTacticPositionCond_Record> item );void WeakSpotOR(out WeakHandle<game.data.AIWeakSpotCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "WeakSpotOR", (AIActionCondition_Record_WeakSpotOR x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_WeakSpotOR( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIWeakSpotCond_Record>[] outList );int GetWeakSpotORCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetWeakSpotORCount", (AIActionCondition_Record_GetWeakSpotORCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetWeakSpotORCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIWeakSpotCond_Record> GetWeakSpotORItem(int index)RTTIgame.data.AIWeakSpotCond_Record? GetWeakSpotORItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetWeakSpotORItemHandle", (AIActionCondition_Record_GetWeakSpotORItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIWeakSpotCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetWeakSpotORItemHandle( game.data.AIActionCondition_Record self, int index );bool WeakSpotORContains(WeakHandle<game.data.AIWeakSpotCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "WeakSpotORContains", (AIActionCondition_Record_WeakSpotORContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_WeakSpotORContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIWeakSpotCond_Record> item );void CalculatePath(out WeakHandle<game.data.AICalculatePathCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "CalculatePath", (AIActionCondition_Record_CalculatePath x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_CalculatePath( game.data.AIActionCondition_Record self, WeakHandle<game.data.AICalculatePathCond_Record>[] outList );int GetCalculatePathCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetCalculatePathCount", (AIActionCondition_Record_GetCalculatePathCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetCalculatePathCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AICalculatePathCond_Record> GetCalculatePathItem(int index)RTTIgame.data.AICalculatePathCond_Record? GetCalculatePathItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetCalculatePathItemHandle", (AIActionCondition_Record_GetCalculatePathItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AICalculatePathCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetCalculatePathItemHandle( game.data.AIActionCondition_Record self, int index );bool CalculatePathContains(WeakHandle<game.data.AICalculatePathCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "CalculatePathContains", (AIActionCondition_Record_CalculatePathContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_CalculatePathContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AICalculatePathCond_Record> item );void AmmoCountAND(out WeakHandle<game.data.AIAmmoCountCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "AmmoCountAND", (AIActionCondition_Record_AmmoCountAND x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_AmmoCountAND( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIAmmoCountCond_Record>[] outList );int GetAmmoCountANDCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetAmmoCountANDCount", (AIActionCondition_Record_GetAmmoCountANDCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetAmmoCountANDCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIAmmoCountCond_Record> GetAmmoCountANDItem(int index)RTTIgame.data.AIAmmoCountCond_Record? GetAmmoCountANDItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetAmmoCountANDItemHandle", (AIActionCondition_Record_GetAmmoCountANDItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIAmmoCountCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetAmmoCountANDItemHandle( game.data.AIActionCondition_Record self, int index );bool AmmoCountANDContains(WeakHandle<game.data.AIAmmoCountCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "AmmoCountANDContains", (AIActionCondition_Record_AmmoCountANDContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_AmmoCountANDContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIAmmoCountCond_Record> item );void CommandOR(out WeakHandle<game.data.AICommandCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "CommandOR", (AIActionCondition_Record_CommandOR x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_CommandOR( game.data.AIActionCondition_Record self, WeakHandle<game.data.AICommandCond_Record>[] outList );int GetCommandORCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetCommandORCount", (AIActionCondition_Record_GetCommandORCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetCommandORCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AICommandCond_Record> GetCommandORItem(int index)RTTIgame.data.AICommandCond_Record? GetCommandORItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetCommandORItemHandle", (AIActionCondition_Record_GetCommandORItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AICommandCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetCommandORItemHandle( game.data.AIActionCondition_Record self, int index );bool CommandORContains(WeakHandle<game.data.AICommandCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "CommandORContains", (AIActionCondition_Record_CommandORContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_CommandORContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AICommandCond_Record> item );void SquadOR(out WeakHandle<game.data.AISquadCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "SquadOR", (AIActionCondition_Record_SquadOR x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SquadOR( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISquadCond_Record>[] outList );int GetSquadORCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSquadORCount", (AIActionCondition_Record_GetSquadORCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSquadORCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AISquadCond_Record> GetSquadORItem(int index)RTTIgame.data.AISquadCond_Record? GetSquadORItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSquadORItemHandle", (AIActionCondition_Record_GetSquadORItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AISquadCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSquadORItemHandle( game.data.AIActionCondition_Record self, int index );bool SquadORContains(WeakHandle<game.data.AISquadCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "SquadORContains", (AIActionCondition_Record_SquadORContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SquadORContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISquadCond_Record> item );void SlotAND(out WeakHandle<game.data.AISlotCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "SlotAND", (AIActionCondition_Record_SlotAND x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SlotAND( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISlotCond_Record>[] outList );int GetSlotANDCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSlotANDCount", (AIActionCondition_Record_GetSlotANDCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSlotANDCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AISlotCond_Record> GetSlotANDItem(int index)RTTIgame.data.AISlotCond_Record? GetSlotANDItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSlotANDItemHandle", (AIActionCondition_Record_GetSlotANDItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AISlotCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSlotANDItemHandle( game.data.AIActionCondition_Record self, int index );bool SlotANDContains(WeakHandle<game.data.AISlotCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "SlotANDContains", (AIActionCondition_Record_SlotANDContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SlotANDContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISlotCond_Record> item );void RestrictedMovementArea(out WeakHandle<game.data.AIRestrictedMovementAreaCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "RestrictedMovementArea", (AIActionCondition_Record_RestrictedMovementArea x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_RestrictedMovementArea( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIRestrictedMovementAreaCond_Record>[] outList );int GetRestrictedMovementAreaCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetRestrictedMovementAreaCount", (AIActionCondition_Record_GetRestrictedMovementAreaCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetRestrictedMovementAreaCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIRestrictedMovementAreaCond_Record> GetRestrictedMovementAreaItem(int index)RTTIgame.data.AIRestrictedMovementAreaCond_Record? GetRestrictedMovementAreaItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetRestrictedMovementAreaItemHandle", (AIActionCondition_Record_GetRestrictedMovementAreaItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIRestrictedMovementAreaCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetRestrictedMovementAreaItemHandle( game.data.AIActionCondition_Record self, int index );bool RestrictedMovementAreaContains(WeakHandle<game.data.AIRestrictedMovementAreaCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "RestrictedMovementAreaContains", (AIActionCondition_Record_RestrictedMovementAreaContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_RestrictedMovementAreaContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIRestrictedMovementAreaCond_Record> item );void AmmoCountOR(out WeakHandle<game.data.AIAmmoCountCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "AmmoCountOR", (AIActionCondition_Record_AmmoCountOR x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_AmmoCountOR( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIAmmoCountCond_Record>[] outList );int GetAmmoCountORCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetAmmoCountORCount", (AIActionCondition_Record_GetAmmoCountORCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetAmmoCountORCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIAmmoCountCond_Record> GetAmmoCountORItem(int index)RTTIgame.data.AIAmmoCountCond_Record? GetAmmoCountORItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetAmmoCountORItemHandle", (AIActionCondition_Record_GetAmmoCountORItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIAmmoCountCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetAmmoCountORItemHandle( game.data.AIActionCondition_Record self, int index );bool AmmoCountORContains(WeakHandle<game.data.AIAmmoCountCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "AmmoCountORContains", (AIActionCondition_Record_AmmoCountORContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_AmmoCountORContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIAmmoCountCond_Record> item );void MovementOR(out WeakHandle<game.data.AIMovementCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "MovementOR", (AIActionCondition_Record_MovementOR x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_MovementOR( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIMovementCond_Record>[] outList );int GetMovementORCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetMovementORCount", (AIActionCondition_Record_GetMovementORCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetMovementORCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIMovementCond_Record> GetMovementORItem(int index)RTTIgame.data.AIMovementCond_Record? GetMovementORItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetMovementORItemHandle", (AIActionCondition_Record_GetMovementORItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIMovementCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetMovementORItemHandle( game.data.AIActionCondition_Record self, int index );bool MovementORContains(WeakHandle<game.data.AIMovementCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "MovementORContains", (AIActionCondition_Record_MovementORContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_MovementORContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIMovementCond_Record> item );void Cooldown(out WeakHandle<game.data.AICooldownCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "Cooldown", (AIActionCondition_Record_Cooldown x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_Cooldown( game.data.AIActionCondition_Record self, WeakHandle<game.data.AICooldownCond_Record>[] outList );int GetCooldownCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetCooldownCount", (AIActionCondition_Record_GetCooldownCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetCooldownCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AICooldownCond_Record> GetCooldownItem(int index)RTTIgame.data.AICooldownCond_Record? GetCooldownItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetCooldownItemHandle", (AIActionCondition_Record_GetCooldownItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AICooldownCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetCooldownItemHandle( game.data.AIActionCondition_Record self, int index );bool CooldownContains(WeakHandle<game.data.AICooldownCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "CooldownContains", (AIActionCondition_Record_CooldownContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_CooldownContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AICooldownCond_Record> item );void SignalOR(out WeakHandle<game.data.AISignalCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "SignalOR", (AIActionCondition_Record_SignalOR x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SignalOR( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISignalCond_Record>[] outList );int GetSignalORCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSignalORCount", (AIActionCondition_Record_GetSignalORCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSignalORCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AISignalCond_Record> GetSignalORItem(int index)RTTIgame.data.AISignalCond_Record? GetSignalORItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSignalORItemHandle", (AIActionCondition_Record_GetSignalORItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AISignalCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSignalORItemHandle( game.data.AIActionCondition_Record self, int index );bool SignalORContains(WeakHandle<game.data.AISignalCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "SignalORContains", (AIActionCondition_Record_SignalORContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SignalORContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISignalCond_Record> item );void VehicleOR(out WeakHandle<game.data.AIVehicleCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "VehicleOR", (AIActionCondition_Record_VehicleOR x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_VehicleOR( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIVehicleCond_Record>[] outList );int GetVehicleORCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetVehicleORCount", (AIActionCondition_Record_GetVehicleORCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetVehicleORCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIVehicleCond_Record> GetVehicleORItem(int index)RTTIgame.data.AIVehicleCond_Record? GetVehicleORItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetVehicleORItemHandle", (AIActionCondition_Record_GetVehicleORItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIVehicleCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetVehicleORItemHandle( game.data.AIActionCondition_Record self, int index );bool VehicleORContains(WeakHandle<game.data.AIVehicleCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "VehicleORContains", (AIActionCondition_Record_VehicleORContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_VehicleORContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIVehicleCond_Record> item );void SpatialOR(out WeakHandle<game.data.AISpatialCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "SpatialOR", (AIActionCondition_Record_SpatialOR x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SpatialOR( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISpatialCond_Record>[] outList );int GetSpatialORCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSpatialORCount", (AIActionCondition_Record_GetSpatialORCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSpatialORCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AISpatialCond_Record> GetSpatialORItem(int index)RTTIgame.data.AISpatialCond_Record? GetSpatialORItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetSpatialORItemHandle", (AIActionCondition_Record_GetSpatialORItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AISpatialCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetSpatialORItemHandle( game.data.AIActionCondition_Record self, int index );bool SpatialORContains(WeakHandle<game.data.AISpatialCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "SpatialORContains", (AIActionCondition_Record_SpatialORContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_SpatialORContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AISpatialCond_Record> item );void MovementAND(out WeakHandle<game.data.AIMovementCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "MovementAND", (AIActionCondition_Record_MovementAND x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_MovementAND( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIMovementCond_Record>[] outList );int GetMovementANDCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetMovementANDCount", (AIActionCondition_Record_GetMovementANDCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetMovementANDCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIMovementCond_Record> GetMovementANDItem(int index)RTTIgame.data.AIMovementCond_Record? GetMovementANDItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetMovementANDItemHandle", (AIActionCondition_Record_GetMovementANDItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIMovementCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetMovementANDItemHandle( game.data.AIActionCondition_Record self, int index );bool MovementANDContains(WeakHandle<game.data.AIMovementCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "MovementANDContains", (AIActionCondition_Record_MovementANDContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_MovementANDContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIMovementCond_Record> item );void StatusEffectAND(out WeakHandle<game.data.AIStatusEffectCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "StatusEffectAND", (AIActionCondition_Record_StatusEffectAND x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_StatusEffectAND( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIStatusEffectCond_Record>[] outList );int GetStatusEffectANDCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetStatusEffectANDCount", (AIActionCondition_Record_GetStatusEffectANDCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetStatusEffectANDCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIStatusEffectCond_Record> GetStatusEffectANDItem(int index)RTTIgame.data.AIStatusEffectCond_Record? GetStatusEffectANDItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetStatusEffectANDItemHandle", (AIActionCondition_Record_GetStatusEffectANDItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIStatusEffectCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetStatusEffectANDItemHandle( game.data.AIActionCondition_Record self, int index );bool StatusEffectANDContains(WeakHandle<game.data.AIStatusEffectCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "StatusEffectANDContains", (AIActionCondition_Record_StatusEffectANDContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_StatusEffectANDContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIStatusEffectCond_Record> item );void VehicleAND(out WeakHandle<game.data.AIVehicleCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "VehicleAND", (AIActionCondition_Record_VehicleAND x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_VehicleAND( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIVehicleCond_Record>[] outList );int GetVehicleANDCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetVehicleANDCount", (AIActionCondition_Record_GetVehicleANDCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetVehicleANDCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIVehicleCond_Record> GetVehicleANDItem(int index)RTTIgame.data.AIVehicleCond_Record? GetVehicleANDItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetVehicleANDItemHandle", (AIActionCondition_Record_GetVehicleANDItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIVehicleCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetVehicleANDItemHandle( game.data.AIActionCondition_Record self, int index );bool VehicleANDContains(WeakHandle<game.data.AIVehicleCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "VehicleANDContains", (AIActionCondition_Record_VehicleANDContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_VehicleANDContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIVehicleCond_Record> item );void Ability(out WeakHandle<game.data.AIAbilityCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "Ability", (AIActionCondition_Record_Ability x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_Ability( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIAbilityCond_Record>[] outList );int GetAbilityCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetAbilityCount", (AIActionCondition_Record_GetAbilityCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetAbilityCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIAbilityCond_Record> GetAbilityItem(int index)RTTIgame.data.AIAbilityCond_Record? GetAbilityItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetAbilityItemHandle", (AIActionCondition_Record_GetAbilityItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIAbilityCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetAbilityItemHandle( game.data.AIActionCondition_Record self, int index );bool AbilityContains(WeakHandle<game.data.AIAbilityCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "AbilityContains", (AIActionCondition_Record_AbilityContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_AbilityContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIAbilityCond_Record> item );void State(out WeakHandle<game.data.AIStateCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "State", (AIActionCondition_Record_State x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_State( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIStateCond_Record>[] outList );int GetStateCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetStateCount", (AIActionCondition_Record_GetStateCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetStateCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AIStateCond_Record> GetStateItem(int index)RTTIgame.data.AIStateCond_Record? GetStateItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetStateItemHandle", (AIActionCondition_Record_GetStateItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIStateCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetStateItemHandle( game.data.AIActionCondition_Record self, int index );bool StateContains(WeakHandle<game.data.AIStateCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "StateContains", (AIActionCondition_Record_StateContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_StateContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AIStateCond_Record> item );void Tresspassing(out WeakHandle<game.data.AITresspassingCond_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAIActionCondition_Record", "Tresspassing", (AIActionCondition_Record_Tresspassing x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_Tresspassing( game.data.AIActionCondition_Record self, WeakHandle<game.data.AITresspassingCond_Record>[] outList );int GetTresspassingCount()RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetTresspassingCount", (AIActionCondition_Record_GetTresspassingCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetTresspassingCount( game.data.AIActionCondition_Record self );WeakHandle<game.data.AITresspassingCond_Record> GetTresspassingItem(int index)RTTIgame.data.AITresspassingCond_Record? GetTresspassingItemHandle(int index)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "GetTresspassingItemHandle", (AIActionCondition_Record_GetTresspassingItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AITresspassingCond_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_GetTresspassingItemHandle( game.data.AIActionCondition_Record self, int index );bool TresspassingContains(WeakHandle<game.data.AITresspassingCond_Record> item)RTTIre.Hooks.Place( "gamedataAIActionCondition_Record", "TresspassingContains", (AIActionCondition_Record_TresspassingContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionCondition_Record_TresspassingContains( game.data.AIActionCondition_Record self, WeakHandle<game.data.AITresspassingCond_Record> item );