CrouchDecisions
Base: LocomotionGroundDecisions
CrouchSprintDecisions, SlideDecisions
| Property | Type | |
|---|---|---|
gameplaySettings | WeakHandle<GameplaySettingsSystem> | scripted |
executionOwner | WeakHandle<game.Object> | scripted |
callbackID | red.CallbackObject? | scripted |
statusEffectListener | DefaultTransitionStatusEffectListener? | scripted |
crouchPressed | bool | scripted |
toggleCrouchPressed | bool | scripted |
forcedCrouch | bool | scripted |
controllingDevice | bool | scripted |
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTIvoid OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect) overrideRTTIvoid OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect) overrideRTTIbool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer) RTTIbool OnControllingDeviceChange(bool value) RTTIbool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTIbool ToCrouch(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ToStand(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ToSprint(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ToCrouchSprint(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ToDodge(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool WantsToDodgeFromCrouch(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI