class lookAt
PresetGunBaseEvents
lookAt.PresetGunBaseEvents
- 4 properties
- 7 functions
- 11 derived classes
Extends LookAtPresetBaseEvents DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Derived
AssualtRifleLookAtEvents, HandgunLookAtEvents, HmgLookAtEvents, LmgLookAtEvents, PrecisionRifleLookAtEvents, RevolverLookAtEvents, RifleLookAtEvents, ShotgunDualLookAtEvents, ShotgunLookAtEvents, SmgLookAtEvents
Show 1 more of 11 derived classes
Properties
| Property | Type | Offset | |
|---|---|---|---|
overrideLookAtEvents | ent.LookAtAddEvent?[] | 0x18 | scripted |
gunState | int | 0x28 | scripted |
originalAttachLeft | bool | 0x2C | scripted |
originalAttachRight | bool | 0x2D | scripted |
Functions
void SetGunState(game.stateMachine.GameScriptInterface scriptInterface, int newGunState)RTTIre.Hooks.PlaceVoid( "lookAtPresetGunBaseEvents", "SetGunState;StateGameScriptInterfaceInt32", (PresetGunBaseEvents_SetGunState x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct PresetGunBaseEvents_SetGunState( lookAt.PresetGunBaseEvents self, game.stateMachine.GameScriptInterface? scriptInterface, int newGunState );void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "lookAtPresetGunBaseEvents", "OnEnter;StateContextStateGameScriptInterface", (PresetGunBaseEvents_OnEnter x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct PresetGunBaseEvents_OnEnter( lookAt.PresetGunBaseEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnUpdate(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "lookAtPresetGunBaseEvents", "OnUpdate;FloatStateContextStateGameScriptInterface", (PresetGunBaseEvents_OnUpdate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct PresetGunBaseEvents_OnUpdate( lookAt.PresetGunBaseEvents self, float timeDelta, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "lookAtPresetGunBaseEvents", "OnExit;StateContextStateGameScriptInterface", (PresetGunBaseEvents_OnExit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct PresetGunBaseEvents_OnExit( lookAt.PresetGunBaseEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)overrideRTTIre.Hooks.PlaceVoid( "lookAtPresetGunBaseEvents", "OnForcedExit;StateContextStateGameScriptInterface", (PresetGunBaseEvents_OnForcedExit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct PresetGunBaseEvents_OnForcedExit( lookAt.PresetGunBaseEvents self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );static bool IsReloading(game.stateMachine.StateContextScript stateContext)staticRTTI globalre.Hooks.Place( "lookAtPresetGunBaseEvents", "lookAtPresetGunBaseEvents::IsReloading;StateContext", (PresetGunBaseEvents_IsReloading x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct PresetGunBaseEvents_IsReloading( game.stateMachine.StateContextScript? stateContext );static bool IsInSafeMode(game.stateMachine.StateContextScript stateContext)staticRTTI globalre.Hooks.Place( "lookAtPresetGunBaseEvents", "lookAtPresetGunBaseEvents::IsInSafeMode;StateContext", (PresetGunBaseEvents_IsInSafeMode x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct PresetGunBaseEvents_IsInSafeMode( game.stateMachine.StateContextScript? stateContext );