class game.data
StatusEffectAIData_Record
game.data.StatusEffectAIData_Record
- 0 properties
- 28 functions
Extends game.data.TweakDBRecord IScriptable ISerializable
Properties
None.
Functions
WeakHandle<game.data.StatusEffectAIBehaviorFlag_Record> BehaviorEventFlag()RTTIgame.data.StatusEffectAIBehaviorFlag_Record? BehaviorEventFlagHandle()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "BehaviorEventFlagHandle", (StatusEffectAIData_Record_BehaviorEventFlagHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.StatusEffectAIBehaviorFlag_Record>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_BehaviorEventFlagHandle( game.data.StatusEffectAIData_Record self );WeakHandle<game.data.StatusEffectAIBehaviorType_Record> BehaviorType()RTTIgame.data.StatusEffectAIBehaviorType_Record? BehaviorTypeHandle()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "BehaviorTypeHandle", (StatusEffectAIData_Record_BehaviorTypeHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.StatusEffectAIBehaviorType_Record>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_BehaviorTypeHandle( game.data.StatusEffectAIData_Record self );WeakHandle<game.data.SensePreset_Record> SensePreset()RTTIgame.data.SensePreset_Record? SensePresetHandle()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "SensePresetHandle", (StatusEffectAIData_Record_SensePresetHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.SensePreset_Record>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_SensePresetHandle( game.data.StatusEffectAIData_Record self );void Stimulis(out WeakHandle<game.data.Stim_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataStatusEffectAIData_Record", "Stimulis", (StatusEffectAIData_Record_Stimulis x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_Stimulis( game.data.StatusEffectAIData_Record self, WeakHandle<game.data.Stim_Record>[] outList );int GetStimulisCount()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "GetStimulisCount", (StatusEffectAIData_Record_GetStimulisCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_GetStimulisCount( game.data.StatusEffectAIData_Record self );WeakHandle<game.data.Stim_Record> GetStimulisItem(int index)RTTIgame.data.Stim_Record? GetStimulisItemHandle(int index)RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "GetStimulisItemHandle", (StatusEffectAIData_Record_GetStimulisItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.Stim_Record>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_GetStimulisItemHandle( game.data.StatusEffectAIData_Record self, int index );bool StimulisContains(WeakHandle<game.data.Stim_Record> item)RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "StimulisContains", (StatusEffectAIData_Record_StimulisContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_StimulisContains( game.data.StatusEffectAIData_Record self, WeakHandle<game.data.Stim_Record> item );void ActivationPrereqs(out WeakHandle<game.data.IPrereq_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataStatusEffectAIData_Record", "ActivationPrereqs", (StatusEffectAIData_Record_ActivationPrereqs x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_ActivationPrereqs( game.data.StatusEffectAIData_Record self, WeakHandle<game.data.IPrereq_Record>[] outList );int GetActivationPrereqsCount()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "GetActivationPrereqsCount", (StatusEffectAIData_Record_GetActivationPrereqsCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_GetActivationPrereqsCount( game.data.StatusEffectAIData_Record self );WeakHandle<game.data.IPrereq_Record> GetActivationPrereqsItem(int index)RTTIgame.data.IPrereq_Record? GetActivationPrereqsItemHandle(int index)RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "GetActivationPrereqsItemHandle", (StatusEffectAIData_Record_GetActivationPrereqsItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.IPrereq_Record>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_GetActivationPrereqsItemHandle( game.data.StatusEffectAIData_Record self, int index );bool ActivationPrereqsContains(WeakHandle<game.data.IPrereq_Record> item)RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "ActivationPrereqsContains", (StatusEffectAIData_Record_ActivationPrereqsContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_ActivationPrereqsContains( game.data.StatusEffectAIData_Record self, WeakHandle<game.data.IPrereq_Record> item );void BehaviorSignalResendDelay(out WeakHandle<game.data.StatModifier_Record>[] outList)RTTIre.Hooks.PlaceVoid( "gamedataStatusEffectAIData_Record", "BehaviorSignalResendDelay", (StatusEffectAIData_Record_BehaviorSignalResendDelay x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_BehaviorSignalResendDelay( game.data.StatusEffectAIData_Record self, WeakHandle<game.data.StatModifier_Record>[] outList );int GetBehaviorSignalResendDelayCount()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "GetBehaviorSignalResendDelayCount", (StatusEffectAIData_Record_GetBehaviorSignalResendDelayCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_GetBehaviorSignalResendDelayCount( game.data.StatusEffectAIData_Record self );WeakHandle<game.data.StatModifier_Record> GetBehaviorSignalResendDelayItem(int index)RTTIgame.data.StatModifier_Record? GetBehaviorSignalResendDelayItemHandle(int index)RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "GetBehaviorSignalResendDelayItemHandle", (StatusEffectAIData_Record_GetBehaviorSignalResendDelayItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.StatModifier_Record>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_GetBehaviorSignalResendDelayItemHandle( game.data.StatusEffectAIData_Record self, int index );bool BehaviorSignalResendDelayContains(WeakHandle<game.data.StatModifier_Record> item)RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "BehaviorSignalResendDelayContains", (StatusEffectAIData_Record_BehaviorSignalResendDelayContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_BehaviorSignalResendDelayContains( game.data.StatusEffectAIData_Record self, WeakHandle<game.data.StatModifier_Record> item );CName BehaviourName()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "BehaviourName", (StatusEffectAIData_Record_BehaviourName x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_BehaviourName( game.data.StatusEffectAIData_Record self );float Priority()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "Priority", (StatusEffectAIData_Record_Priority x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_Priority( game.data.StatusEffectAIData_Record self );float StimRangeMultiplier()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "StimRangeMultiplier", (StatusEffectAIData_Record_StimRangeMultiplier x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_StimRangeMultiplier( game.data.StatusEffectAIData_Record self );bool UpdateSenses()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "UpdateSenses", (StatusEffectAIData_Record_UpdateSenses x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_UpdateSenses( game.data.StatusEffectAIData_Record self );bool ShouldDelayStatusEffectApplication()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "ShouldDelayStatusEffectApplication", (StatusEffectAIData_Record_ShouldDelayStatusEffectApplication x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_ShouldDelayStatusEffectApplication( game.data.StatusEffectAIData_Record self );bool ShouldProcessAIDataOnReapplication()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "ShouldProcessAIDataOnReapplication", (StatusEffectAIData_Record_ShouldProcessAIDataOnReapplication x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_ShouldProcessAIDataOnReapplication( game.data.StatusEffectAIData_Record self );bool AllowDelayStatusEffectSignalIfSamePriorityExecuting()RTTIre.Hooks.Place( "gamedataStatusEffectAIData_Record", "AllowDelayStatusEffectSignalIfSamePriorityExecuting", (StatusEffectAIData_Record_AllowDelayStatusEffectSignalIfSamePriorityExecuting x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct StatusEffectAIData_Record_AllowDelayStatusEffectSignalIfSamePriorityExecuting( game.data.StatusEffectAIData_Record self );