class game.data
Stim_Record
game.data.Stim_Record
- 0 properties
- 18 functions
Extends game.data.TweakDBRecord IScriptable ISerializable
Properties
None.
Functions
WeakHandle<game.data.StimPropagation_Record> Propagation()RTTIgame.data.StimPropagation_Record? PropagationHandle()RTTIre.Hooks.Place( "gamedataStim_Record", "PropagationHandle", (Stim_Record_PropagationHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.StimPropagation_Record>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_PropagationHandle( game.data.Stim_Record self );WeakHandle<game.data.StimType_Record> Type()RTTIgame.data.StimType_Record? TypeHandle()RTTIre.Hooks.Place( "gamedataStim_Record", "TypeHandle", (Stim_Record_TypeHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.StimType_Record>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_TypeHandle( game.data.Stim_Record self );WeakHandle<game.data.StimPriority_Record> Priority()RTTIgame.data.StimPriority_Record? PriorityHandle()RTTIre.Hooks.Place( "gamedataStim_Record", "PriorityHandle", (Stim_Record_PriorityHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.StimPriority_Record>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_PriorityHandle( game.data.Stim_Record self );WeakHandle<game.data.StimTargets_Record> Targets()RTTIgame.data.StimTargets_Record? TargetsHandle()RTTIre.Hooks.Place( "gamedataStim_Record", "TargetsHandle", (Stim_Record_TargetsHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.StimTargets_Record>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_TargetsHandle( game.data.Stim_Record self );CName[] Tags()RTTIint GetTagsCount()RTTIre.Hooks.Place( "gamedataStim_Record", "GetTagsCount", (Stim_Record_GetTagsCount x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_GetTagsCount( game.data.Stim_Record self );CName GetTagsItem(int index)RTTIre.Hooks.Place( "gamedataStim_Record", "GetTagsItem", (Stim_Record_GetTagsItem x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_GetTagsItem( game.data.Stim_Record self, int index );bool TagsContains(CName item)RTTIre.Hooks.Place( "gamedataStim_Record", "TagsContains", (Stim_Record_TagsContains x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_TagsContains( game.data.Stim_Record self, CName item );CName Category()RTTIre.Hooks.Place( "gamedataStim_Record", "Category", (Stim_Record_Category x) => { return re.Hooks.CallOriginal<re.msgpack.CName>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_Category( game.data.Stim_Record self );float Interval()RTTIre.Hooks.Place( "gamedataStim_Record", "Interval", (Stim_Record_Interval x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_Interval( game.data.Stim_Record self );float Radius()RTTIre.Hooks.Place( "gamedataStim_Record", "Radius", (Stim_Record_Radius x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_Radius( game.data.Stim_Record self );float Fear()RTTIre.Hooks.Place( "gamedataStim_Record", "Fear", (Stim_Record_Fear x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_Fear( game.data.Stim_Record self );float Aggressive()RTTIre.Hooks.Place( "gamedataStim_Record", "Aggressive", (Stim_Record_Aggressive x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_Aggressive( game.data.Stim_Record self );bool IsReactionStim()RTTIre.Hooks.Place( "gamedataStim_Record", "IsReactionStim", (Stim_Record_IsReactionStim x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct Stim_Record_IsReactionStim( game.data.Stim_Record self );