AimWalkDecisions
Base: LocomotionGroundDecisions
None.
| Property | Type | |
|---|---|---|
callbackIDs | red.CallbackObject?[] | scripted |
isBlocking | bool | scripted |
isAiming | bool | scripted |
inFocusMode | bool | scripted |
isLeftHandChanging | bool | scripted |
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTIvoid OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid UpdateEnterConditionEnabled() RTTIbool OnMeleeChanged(int value) RTTIbool OnUpperBodyChanged(int value) RTTIbool OnVisionChanged(int value) RTTIbool OnLeftHandCyberwareChanged(int value) RTTIbool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTIbool ToStand(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ToDodge(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI