class game.data
AISubActionStatusEffect_Record
game.data.AISubActionStatusEffect_Record
- 0 properties
- 12 functions
Extends game.data.AISubAction_Record game.data.TweakDBRecord IScriptable ISerializable
Properties
None.
Functions
WeakHandle<game.data.AIActionCondition_Record> Condition()RTTIgame.data.AIActionCondition_Record? ConditionHandle()RTTIre.Hooks.Place( "gamedataAISubActionStatusEffect_Record", "ConditionHandle", (AISubActionStatusEffect_Record_ConditionHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIActionCondition_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionStatusEffect_Record_ConditionHandle( game.data.AISubActionStatusEffect_Record self );WeakHandle<game.data.AIActionTarget_Record> Target()RTTIgame.data.AIActionTarget_Record? TargetHandle()RTTIre.Hooks.Place( "gamedataAISubActionStatusEffect_Record", "TargetHandle", (AISubActionStatusEffect_Record_TargetHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AIActionTarget_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionStatusEffect_Record_TargetHandle( game.data.AISubActionStatusEffect_Record self );void StatusEffects(out WeakHandle<game.data.StatusEffect_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataAISubActionStatusEffect_Record", "StatusEffects", (AISubActionStatusEffect_Record_StatusEffects x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionStatusEffect_Record_StatusEffects( game.data.AISubActionStatusEffect_Record self, WeakHandle<game.data.StatusEffect_Record>[] outList );int GetStatusEffectsCount()RTTIre.Hooks.Place( "gamedataAISubActionStatusEffect_Record", "GetStatusEffectsCount", (AISubActionStatusEffect_Record_GetStatusEffectsCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionStatusEffect_Record_GetStatusEffectsCount( game.data.AISubActionStatusEffect_Record self );WeakHandle<game.data.StatusEffect_Record> GetStatusEffectsItem(int index)RTTIgame.data.StatusEffect_Record? GetStatusEffectsItemHandle(int index)RTTIre.Hooks.Place( "gamedataAISubActionStatusEffect_Record", "GetStatusEffectsItemHandle", (AISubActionStatusEffect_Record_GetStatusEffectsItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.StatusEffect_Record>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionStatusEffect_Record_GetStatusEffectsItemHandle( game.data.AISubActionStatusEffect_Record self, int index );bool StatusEffectsContains(WeakHandle<game.data.StatusEffect_Record> item)RTTIre.Hooks.Place( "gamedataAISubActionStatusEffect_Record", "StatusEffectsContains", (AISubActionStatusEffect_Record_StatusEffectsContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionStatusEffect_Record_StatusEffectsContains( game.data.AISubActionStatusEffect_Record self, WeakHandle<game.data.StatusEffect_Record> item );float Delay()RTTIre.Hooks.Place( "gamedataAISubActionStatusEffect_Record", "Delay", (AISubActionStatusEffect_Record_Delay x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionStatusEffect_Record_Delay( game.data.AISubActionStatusEffect_Record self );bool Apply()RTTIre.Hooks.Place( "gamedataAISubActionStatusEffect_Record", "Apply", (AISubActionStatusEffect_Record_Apply x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionStatusEffect_Record_Apply( game.data.AISubActionStatusEffect_Record self );bool Remove()RTTIre.Hooks.Place( "gamedataAISubActionStatusEffect_Record", "Remove", (AISubActionStatusEffect_Record_Remove x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionStatusEffect_Record_Remove( game.data.AISubActionStatusEffect_Record self );