class game.data
AISubActionShootWithWeapon_Record
game.data.AISubActionShootWithWeapon_Record
- 0 properties
- 33 functions
- 4 derived classes
Extends game.data.AISubAction_Record game.data.TweakDBRecord IScriptable ISerializable
Derived
game.data.AISubActionChimeraMetalstorm_Record, game.data.AISubActionMissileRainCircular_Record, game.data.AISubActionMissileRainGrid_Record, game.data.AISubActionShootToPoint_Record
Properties
None.
Functions
WeakHandle<game.data.AIActionTarget_Record> Instigator()RTTIgame.data.AIActionTarget_Record? InstigatorHandle()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "InstigatorHandle", (AISubActionShootWithWeapon_Record_InstigatorHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIActionTarget_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_InstigatorHandle( game.data.AISubActionShootWithWeapon_Record self );WeakHandle<game.data.AIActionTarget_Record> Target()RTTIgame.data.AIActionTarget_Record? TargetHandle()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "TargetHandle", (AISubActionShootWithWeapon_Record_TargetHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIActionTarget_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_TargetHandle( game.data.AISubActionShootWithWeapon_Record self );WeakHandle<game.data.RangedAttack_Record> RangedAttack()RTTIgame.data.RangedAttack_Record? RangedAttackHandle()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "RangedAttackHandle", (AISubActionShootWithWeapon_Record_RangedAttackHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.RangedAttack_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_RangedAttackHandle( game.data.AISubActionShootWithWeapon_Record self );WeakHandle<game.data.TriggerMode_Record> TriggerMode()RTTIgame.data.TriggerMode_Record? TriggerModeHandle()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "TriggerModeHandle", (AISubActionShootWithWeapon_Record_TriggerModeHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.TriggerMode_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_TriggerModeHandle( game.data.AISubActionShootWithWeapon_Record self );void ShootingPatternPackages(out WeakHandle<game.data.AIPatternsPackage_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAISubActionShootWithWeapon_Record", "ShootingPatternPackages", (AISubActionShootWithWeapon_Record_ShootingPatternPackages x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_ShootingPatternPackages( game.data.AISubActionShootWithWeapon_Record self, WeakHandle<game.data.AIPatternsPackage_Record>[] outList );int GetShootingPatternPackagesCount()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "GetShootingPatternPackagesCount", (AISubActionShootWithWeapon_Record_GetShootingPatternPackagesCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_GetShootingPatternPackagesCount( game.data.AISubActionShootWithWeapon_Record self );WeakHandle<game.data.AIPatternsPackage_Record> GetShootingPatternPackagesItem(int index)RTTIgame.data.AIPatternsPackage_Record? GetShootingPatternPackagesItemHandle(int index)RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "GetShootingPatternPackagesItemHandle", (AISubActionShootWithWeapon_Record_GetShootingPatternPackagesItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIPatternsPackage_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_GetShootingPatternPackagesItemHandle( game.data.AISubActionShootWithWeapon_Record self, int index );bool ShootingPatternPackagesContains(WeakHandle<game.data.AIPatternsPackage_Record> item)RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "ShootingPatternPackagesContains", (AISubActionShootWithWeapon_Record_ShootingPatternPackagesContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_ShootingPatternPackagesContains( game.data.AISubActionShootWithWeapon_Record self, WeakHandle<game.data.AIPatternsPackage_Record> item );void PauseCondition(out WeakHandle<game.data.AIActionCondition_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAISubActionShootWithWeapon_Record", "PauseCondition", (AISubActionShootWithWeapon_Record_PauseCondition x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_PauseCondition( game.data.AISubActionShootWithWeapon_Record self, WeakHandle<game.data.AIActionCondition_Record>[] outList );int GetPauseConditionCount()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "GetPauseConditionCount", (AISubActionShootWithWeapon_Record_GetPauseConditionCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_GetPauseConditionCount( game.data.AISubActionShootWithWeapon_Record self );WeakHandle<game.data.AIActionCondition_Record> GetPauseConditionItem(int index)RTTIgame.data.AIActionCondition_Record? GetPauseConditionItemHandle(int index)RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "GetPauseConditionItemHandle", (AISubActionShootWithWeapon_Record_GetPauseConditionItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIActionCondition_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_GetPauseConditionItemHandle( game.data.AISubActionShootWithWeapon_Record self, int index );bool PauseConditionContains(WeakHandle<game.data.AIActionCondition_Record> item)RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "PauseConditionContains", (AISubActionShootWithWeapon_Record_PauseConditionContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_PauseConditionContains( game.data.AISubActionShootWithWeapon_Record self, WeakHandle<game.data.AIActionCondition_Record> item );void WeaponSlots(out WeakHandle<game.data.AttachmentSlot_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAISubActionShootWithWeapon_Record", "WeaponSlots", (AISubActionShootWithWeapon_Record_WeaponSlots x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_WeaponSlots( game.data.AISubActionShootWithWeapon_Record self, WeakHandle<game.data.AttachmentSlot_Record>[] outList );int GetWeaponSlotsCount()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "GetWeaponSlotsCount", (AISubActionShootWithWeapon_Record_GetWeaponSlotsCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_GetWeaponSlotsCount( game.data.AISubActionShootWithWeapon_Record self );WeakHandle<game.data.AttachmentSlot_Record> GetWeaponSlotsItem(int index)RTTIgame.data.AttachmentSlot_Record? GetWeaponSlotsItemHandle(int index)RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "GetWeaponSlotsItemHandle", (AISubActionShootWithWeapon_Record_GetWeaponSlotsItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AttachmentSlot_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_GetWeaponSlotsItemHandle( game.data.AISubActionShootWithWeapon_Record self, int index );bool WeaponSlotsContains(WeakHandle<game.data.AttachmentSlot_Record> item)RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "WeaponSlotsContains", (AISubActionShootWithWeapon_Record_WeaponSlotsContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_WeaponSlotsContains( game.data.AISubActionShootWithWeapon_Record self, WeakHandle<game.data.AttachmentSlot_Record> item );CName DualWieldShootingStyle()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "DualWieldShootingStyle", (AISubActionShootWithWeapon_Record_DualWieldShootingStyle x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_DualWieldShootingStyle( game.data.AISubActionShootWithWeapon_Record self );CName WeaponCustomEvent()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "WeaponCustomEvent", (AISubActionShootWithWeapon_Record_WeaponCustomEvent x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_WeaponCustomEvent( game.data.AISubActionShootWithWeapon_Record self );Vector3 TargetOffset()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "TargetOffset", (AISubActionShootWithWeapon_Record_TargetOffset x) => { return re.Hooks.CallOriginal<re.msgpack.Vector3>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_TargetOffset( game.data.AISubActionShootWithWeapon_Record self );float Delay()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "Delay", (AISubActionShootWithWeapon_Record_Delay x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_Delay( game.data.AISubActionShootWithWeapon_Record self );float PauseConditionCheckInterval()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "PauseConditionCheckInterval", (AISubActionShootWithWeapon_Record_PauseConditionCheckInterval x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_PauseConditionCheckInterval( game.data.AISubActionShootWithWeapon_Record self );float TbhCoefficient()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "TbhCoefficient", (AISubActionShootWithWeapon_Record_TbhCoefficient x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_TbhCoefficient( game.data.AISubActionShootWithWeapon_Record self );float AimingDelay()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "AimingDelay", (AISubActionShootWithWeapon_Record_AimingDelay x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_AimingDelay( game.data.AISubActionShootWithWeapon_Record self );float PredictionTime()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "PredictionTime", (AISubActionShootWithWeapon_Record_PredictionTime x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_PredictionTime( game.data.AISubActionShootWithWeapon_Record self );int NumberOfShots()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "NumberOfShots", (AISubActionShootWithWeapon_Record_NumberOfShots x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_NumberOfShots( game.data.AISubActionShootWithWeapon_Record self );int MaxNumberOfShots()RTTIre.Hooks.Place( "gamedataAISubActionShootWithWeapon_Record", "MaxNumberOfShots", (AISubActionShootWithWeapon_Record_MaxNumberOfShots x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionShootWithWeapon_Record_MaxNumberOfShots( game.data.AISubActionShootWithWeapon_Record self );