class game.data
AISubActionConditionalFailure_Record
game.data.AISubActionConditionalFailure_Record
- 0 properties
- 11 functions
Extends game.data.AISubAction_Record game.data.TweakDBRecord IScriptable ISerializable
Properties
None.
Functions
void Condition(out WeakHandle<game.data.AIActionCondition_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAISubActionConditionalFailure_Record", "Condition", (AISubActionConditionalFailure_Record_Condition x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionConditionalFailure_Record_Condition( game.data.AISubActionConditionalFailure_Record self, WeakHandle<game.data.AIActionCondition_Record>[] outList );int GetConditionCount()RTTIre.Hooks.Place( "gamedataAISubActionConditionalFailure_Record", "GetConditionCount", (AISubActionConditionalFailure_Record_GetConditionCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionConditionalFailure_Record_GetConditionCount( game.data.AISubActionConditionalFailure_Record self );WeakHandle<game.data.AIActionCondition_Record> GetConditionItem(int index)RTTIgame.data.AIActionCondition_Record? GetConditionItemHandle(int index)RTTIre.Hooks.Place( "gamedataAISubActionConditionalFailure_Record", "GetConditionItemHandle", (AISubActionConditionalFailure_Record_GetConditionItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIActionCondition_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionConditionalFailure_Record_GetConditionItemHandle( game.data.AISubActionConditionalFailure_Record self, int index );bool ConditionContains(WeakHandle<game.data.AIActionCondition_Record> item)RTTIre.Hooks.Place( "gamedataAISubActionConditionalFailure_Record", "ConditionContains", (AISubActionConditionalFailure_Record_ConditionContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionConditionalFailure_Record_ConditionContains( game.data.AISubActionConditionalFailure_Record self, WeakHandle<game.data.AIActionCondition_Record> item );void Cooldowns(out WeakHandle<game.data.AIActionCooldown_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAISubActionConditionalFailure_Record", "Cooldowns", (AISubActionConditionalFailure_Record_Cooldowns x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionConditionalFailure_Record_Cooldowns( game.data.AISubActionConditionalFailure_Record self, WeakHandle<game.data.AIActionCooldown_Record>[] outList );int GetCooldownsCount()RTTIre.Hooks.Place( "gamedataAISubActionConditionalFailure_Record", "GetCooldownsCount", (AISubActionConditionalFailure_Record_GetCooldownsCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionConditionalFailure_Record_GetCooldownsCount( game.data.AISubActionConditionalFailure_Record self );WeakHandle<game.data.AIActionCooldown_Record> GetCooldownsItem(int index)RTTIgame.data.AIActionCooldown_Record? GetCooldownsItemHandle(int index)RTTIre.Hooks.Place( "gamedataAISubActionConditionalFailure_Record", "GetCooldownsItemHandle", (AISubActionConditionalFailure_Record_GetCooldownsItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIActionCooldown_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionConditionalFailure_Record_GetCooldownsItemHandle( game.data.AISubActionConditionalFailure_Record self, int index );bool CooldownsContains(WeakHandle<game.data.AIActionCooldown_Record> item)RTTIre.Hooks.Place( "gamedataAISubActionConditionalFailure_Record", "CooldownsContains", (AISubActionConditionalFailure_Record_CooldownsContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionConditionalFailure_Record_CooldownsContains( game.data.AISubActionConditionalFailure_Record self, WeakHandle<game.data.AIActionCooldown_Record> item );float Delay()RTTIre.Hooks.Place( "gamedataAISubActionConditionalFailure_Record", "Delay", (AISubActionConditionalFailure_Record_Delay x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionConditionalFailure_Record_Delay( game.data.AISubActionConditionalFailure_Record self );