AimingStateDecisions
Base: UpperBodyTransition
None.
| Property | Type | |
|---|---|---|
callbackIDs | red.CallbackObject?[] | scripted |
executionOwner | WeakHandle<game.Object> | scripted |
controlsListener | AimToggleListener? | scripted |
statListener | DefaultTransitionStatListener? | scripted |
statusEffectListener | DefaultTransitionStatusEffectListener? | scripted |
attachmentSlotListener | game.AttachmentSlotsScriptListener? | scripted |
sceneTier | int | scripted |
vehicleState | int | scripted |
highLevelState | int | scripted |
combatGadgetState | int | scripted |
takedownState | int | scripted |
weaponState | int | scripted |
sceneAimForced | bool | scripted |
shouldAim | bool | scripted |
hasRightHandItemEquipped | bool | scripted |
isDead | bool | scripted |
isWeaponBlockingAiming | bool | scripted |
visionModeActive | bool | scripted |
isDodging | bool | scripted |
hasThrowableMeleeWeapon | bool | scripted |
canAimWhileDodging | bool | scripted |
canThrowWeapon | bool | scripted |
aimForced | bool | scripted |
beingCreated | bool | scripted |
mouseZoomLevel | float | scripted |
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool GetShouldAimValue() RTTIbool ShouldCheckEnterCondition() RTTIvoid UpdateEnterConditionEnabled() RTTIbool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer) RTTIbool OnSceneTierChanged(int value) RTTIbool OnVehicleChanged(int value) RTTIbool OnHighLevelChanged(int value) RTTIbool OnSceneAimForcedChanged(bool value) RTTIbool OnVitalsChanged(int value) RTTIbool OnTakedownChanged(int value) RTTIbool OnCombatGadgetChanged(int value) RTTIbool OnVisionChanged(int value) RTTIbool OnWeaponStateChanged(int value) RTTIbool OnLocomoatoinStateChanged(int value) RTTIvoid OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect) overrideRTTIvoid OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect) overrideRTTIvoid OnStatChanged(game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value) overrideRTTIvoid OnItemEquipped(TDBID slot, game.ItemID item) overrideRTTIvoid OnItemUnequipped(TDBID slot, game.ItemID item) overrideRTTIbool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ToSingleWield(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ToEmptyHands(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ToForceEmptyHands(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ToForceSafe(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI