BlackwallForceInteractionCondition
Base: game.interactions.InteractionScriptedCondition
None.
None.
bool Test(WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject) RTTIbool BlackwallForceEnabled(WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject) RTTIbool TargetMarkedByBlackwall(WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject) RTTIbool CanUseBlackwall(WeakHandle<game.Object> activatorObject, WeakHandle<game.Object> hotSpotObject) RTTI