DefaultTransition
Base: game.stateMachine.Functor
Air, BaseCrosshairState, BraindanceControlsTransition, CarriedObjectTransition, ComDeviceTransition, CombatGadgetStartDecisions, CombatGadgetStartEvents, CombatGadgetTransitions, ConsumableTransitions, EquipItemLeftDecisions
EquipItemRightDecisions, EquipmentBaseTransition, FinisherTransition, Ground, HighLevelTransition, InputContextTransition, LeftHandCyberwareTransition, LocomotionTransition, LookAtPresetBaseDecisions, LookAtPresetBaseEvents, MeleeTransition, MineDispenserTransition, QuickSlotsTransition, ReactionTransition, ScenesFastForwardTransition, StaminaTransition, TimeDilationTransitions, TurretTransition, UpperBodyTransition, VehicleTransition, WeaponTransition, ZoomTransition
None.
void ForceFreeze(game.stateMachine.StateContextScript stateContext) RTTIvoid ForceIdle(game.stateMachine.StateContextScript stateContext) RTTIvoid ForceIdleVehicle(game.stateMachine.StateContextScript stateContext) RTTIvoid ResetForceFlags(game.stateMachine.StateContextScript stateContext) RTTIvoid SetBlackboardFloatVariable(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_Float id, float value) RTTIvoid SetBlackboardIntVariable(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_Int32 id, int value) RTTIvoid SetBlackboardBoolVariable(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_Bool id, bool value) RTTIvoid SetBlackboardEntityID(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_EntityID id, ent.EntityID value) RTTIbool GetBoolFromQuestDB(game.stateMachine.GameScriptInterface scriptInterface, CName varName) RTTIvoid HoldAimingForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float blockAimingFor) RTTIvoid BlockAimingForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float blockAimingFor) RTTIvoid SoftBlockAimingForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float blockAimingFor) RTTIvoid ResetSoftBlockAiming(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool HasTimeStampElapsed(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName timeStampName) RTTIbool IsAimingSoftBlocked(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsAimingHeldForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsAimingBlockedForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIfloat GetStatFloatValue(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatType statType, game.StatsSystem statSystem, game.Object? objectt) RTTIbool ShouldEnterSafe(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float? maxDistanceSquared) RTTIbool ShouldIgnoreWeaponSafe(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsEnemyVisible(game.stateMachine.GameScriptInterface scriptInterface, float? distance) RTTIbool IsEnemyOrSensoryDeviceVisible(game.stateMachine.GameScriptInterface scriptInterface, float? distance) RTTIbool IsActiveVehicleVisible(game.stateMachine.GameScriptInterface scriptInterface, float? distance) RTTIbool RequestPlayerPositionAdjustment(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.Object target, float slideTime, float distanceRadius, float rotationDuration, Vector4 adjustPosition, bool? useParabolicMotion) RTTIbool RequestPlayerPositionAdjustmentWithCurve(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float slideTime, float distanceRadius, Vector4 adjustPosition, CName adjustCurveName) RTTIbool IsDoorInteractionActive(game.stateMachine.GameScriptInterface scriptInterface) RTTIWeakHandle<game.data.StatusEffectPlayerData_Record> GetStatusEffectRecordData(game.stateMachine.StateContextScript stateContext) RTTIbool IsPlayerTired(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsPlayerExhausted(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid ChangeStatPoolValue(game.stateMachine.GameScriptInterface scriptInterface, ent.EntityID entityID, game.data.StatPoolType statPoolType, float changeByValue, bool? asPercentage) RTTIfloat GetStatPoolValue(game.stateMachine.GameScriptInterface scriptInterface, ent.EntityID entityID, game.data.StatPoolType statPool, bool? asPrecentage) RTTIbool HasStatPoolValueReachedMax(game.stateMachine.GameScriptInterface scriptInterface, ent.EntityID entityID, game.data.StatPoolType statPool) RTTIvoid StartStatPoolDecay(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatPoolType statPoolType) RTTIvoid StopStatPoolDecayAndRegenerate(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatPoolType statPoolType) RTTIbool IsDeepEnoughToSwim(game.stateMachine.GameScriptInterface scriptInterface) RTTIfloat GetVerticalSpeed(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsMovementInput(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsPlayerMoving(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsPlayerMovingHorizontally(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsPlayerMovingVertically(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsPlayerMovingBackwards(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIfloat GetHorizontalMovementDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsSafeStateForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIfloat GetActionHoldTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName actionName) RTTIvoid ToggleAudioAimDownSights(game.weapon.Object weapon, bool toggleOn) RTTIvoid DisableCameraBobbing(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool b) RTTIvoid StartEffect(game.stateMachine.GameScriptInterface scriptInterface, CName effectName, world.EffectBlackboard? blackboard) RTTIvoid StopEffect(game.stateMachine.GameScriptInterface scriptInterface, CName effectName) RTTIvoid BreakEffectLoop(game.stateMachine.GameScriptInterface scriptInterface, CName effectName) RTTIvoid PlaySound(CName soundName, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid SetAudioParameter(CName paramName, float paramValue, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid PlaySoundMetadataEvent(CName evtName, game.stateMachine.GameScriptInterface scriptInterface, float evtParam) RTTIvoid SetSurfaceMaterialProbingDirection(game.audio.events.SurfaceDirection direction, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool AdjustPlayerPosition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.Object target, float duration, float distanceRadius, float rotationDuration, CName? curveName, bool? useParabolicMotion, Vector4? targetPosition) RTTIgame.aim.AssistAimRequest FillLookAtRequestData(Vector4 lookAtTarget, float duration, float maxDuration) RTTIVector4 CompensateTargetPos(game.stateMachine.parameter.TypeAdjustTransformWithDurations adjustRequest, game.Object target, Vector4 targetPosition, float distanceRadius, Vector4 playerPosition) RTTIvoid StartPool(game.StatPoolsSystem statPoolsSystem, ent.EntityID weaponEntityID, game.data.StatPoolType poolType, float? rangeBegin, float? rangeEnd, float? valuePerSec) RTTIvoid StopPool(game.StatPoolsSystem statPoolsSystem, ent.EntityID weaponEntityID, game.data.StatPoolType poolType, bool startDecay, float? rangeBegin, float? rangeEnd) RTTIbool GetWeaponItemTag(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName tag, game.ItemID? itemID) RTTIGameplayTier GetCurrentTier(game.stateMachine.StateContextScript stateContext) RTTIgame.SceneTierData? GetCurrentSceneTierData(game.stateMachine.StateContextScript stateContext) RTTIbool IsInMinigame(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsUploadingQuickHack(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsCameraPitchAcceptable(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float cameraPitchThreshold) RTTIfloat GetCameraYaw(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsPlayerInCombat(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsInSafeSceneTier(game.stateMachine.GameScriptInterface scriptInterface) RTTIint GetSceneTier(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid ForceDisableVisionMode(game.stateMachine.StateContextScript stateContext) RTTIvoid ForceDisableVisionModeWithInput(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid ForceDisableRadialWheel(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool CheckItemCategoryInQuickWheel(game.stateMachine.GameScriptInterface scriptInterface, game.data.ItemCategory compareToType) RTTIbool IsQuickWheelItemACyberdeck(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsQuickWheelItemACyberware(game.stateMachine.GameScriptInterface scriptInterface, game.data.ItemType cyberwareType) RTTIstring GetQuickWheelItemName(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsInFocusMode(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid SetZoomStateAnimFeature(game.stateMachine.GameScriptInterface scriptInterface, bool shouldAim) RTTIscn.ScriptInterface? GetSceneSystemInterface(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool PrepareGameEffectAoEAttack(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.data.Attack_Record attackRecord) RTTIbool IsPlayerInBraindance(game.stateMachine.GameScriptInterface scriptInterface) RTTIBraindanceSystem? GetBraindanceSystem(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsInPhotoMode(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid SendEquipmentSystemWeaponManipulationRequest(game.stateMachine.GameScriptInterface scriptInterface, EquipmentManipulationAction requestType, game.EquipAnimationType? equipAnimType) RTTIvoid SendDrawItemRequest(game.stateMachine.GameScriptInterface scriptInterface, game.ItemID item, game.EquipAnimationType? equipAnimType) RTTIbool IsItemMeleeWeapon(game.ItemID item) RTTIgame.ItemID GetLeftHandItemFromParam(game.stateMachine.StateContextScript stateContext) RTTIgame.ItemID GetRightHandItemFromParam(game.stateMachine.StateContextScript stateContext) RTTIbool IsLookingAtEnemyNPC(game.stateMachine.GameScriptInterface scriptInterface) RTTIHUDManager? GetHudManager(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid SetGameplayCameraParameters(game.stateMachine.GameScriptInterface scriptInterface, string tweakDBPath) RTTIbool IsInTier2Locomotion(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsCrouchForced(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsVaultingClimbingRestricted(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsUsingMeleeForced(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsUsingFistsForced(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsUsingFirearmsForced(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsNoCombatActionsForced(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsVehicleCameraChangeBlocked(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsVehicleExitCombatModeBlocked(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsExitVehicleBlocked(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool HasAnyValidWeaponAvailable(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsUsingLeftHandAllowed(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool PlayerHasGrenadeCharges(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsUsingConsumableRestricted(game.stateMachine.GameScriptInterface scriptInterface) RTTIETakedownActionType GetTakedownAction(game.stateMachine.StateContextScript stateContext) RTTIbool IsVehicleBlockingCombat(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsEmptyHandsForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool CheckGenericEquipItemConditions(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsCarryingBody(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool CompareLocalBlackboardInt(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_Int32 blackboardID, int CompareTo) RTTIbool IsExaminingDevice(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool HasActiveConsumable(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsInItemWheelState(game.stateMachine.StateContextScript stateContext) RTTIbool IsInEmptyHandsState(game.stateMachine.StateContextScript stateContext) RTTIbool IsInUpperBodyState(game.stateMachine.StateContextScript stateContext, CName upperBodyStateName) RTTIbool IsInHighLevelState(game.stateMachine.StateContextScript stateContext, CName highLevelStateName) RTTIbool IsInWeaponReloadState(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsWeaponStateBlockingAiming(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsInVisionModeActiveState(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsInTakedownState(game.stateMachine.StateContextScript stateContext) RTTIbool IsInLocomotionState(game.stateMachine.StateContextScript stateContext, CName locomotionStateName) RTTICName GetLocomotionState(game.stateMachine.StateContextScript stateContext) RTTIbool IsInVehicleState(game.stateMachine.StateContextScript stateContext, CName vehicleStateName) RTTIbool IsInInputContextState(game.stateMachine.StateContextScript stateContext, CName inputContextStateName) RTTIbool IsInLadderState(game.stateMachine.StateContextScript stateContext) RTTIbool IsInMeleeState(game.stateMachine.StateContextScript stateContext, CName meleeStateName) RTTIbool IsInSlidingState(game.stateMachine.StateContextScript stateContext) RTTIbool CompareSMState(CName smName, CName smState, game.stateMachine.StateContextScript stateContext) RTTIbool CompareSMStateWithIden(CName definitionName, CName referenceName, CName smState, game.stateMachine.StateContextScript stateContext) RTTIbool CompareSMState(CName smName, CName[] smState, game.stateMachine.StateContextScript stateContext) RTTIbool CheckActiveConsumable(game.stateMachine.GameScriptInterface scriptInterface) RTTIgame.ItemObject? GetItemInRightHandSlot(game.stateMachine.GameScriptInterface scriptInterface) RTTIgame.ItemObject? GetItemInLeftHandSlot(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsRightHandInEquippedState(game.stateMachine.StateContextScript stateContext) RTTIbool IsRightHandInUnequippedState(game.stateMachine.StateContextScript stateContext) RTTIbool IsRightHandChangingEquipState(game.stateMachine.StateContextScript stateContext) RTTIbool IsRightHandInUnequippingState(game.stateMachine.StateContextScript stateContext) RTTIbool IsRightHandInEquippingState(game.stateMachine.StateContextScript stateContext) RTTIbool IsLeftHandInEquippedState(game.stateMachine.StateContextScript stateContext) RTTIbool IsLeftHandInUnequippedState(game.stateMachine.StateContextScript stateContext) RTTIbool IsLeftHandInUnequippingState(game.stateMachine.StateContextScript stateContext) RTTICName GetReferenceNameFromEquipmentSide(EEquipmentSide side) RTTICName GetStateNameFromEquipmentState(EEquipmentState equipmentState) RTTIbool CheckEquipmentStateMachineState(game.stateMachine.StateContextScript stateContext, EEquipmentSide SMSide, EEquipmentState compareToState) RTTIbool IsAnyEquipmentStateMachineActive(game.stateMachine.StateContextScript stateContext) RTTIbool IsInFirstEquip(game.stateMachine.StateContextScript stateContext) RTTIbool AreChoiceHubsActive(game.stateMachine.GameScriptInterface scriptInterface) RTTIgame.interactions.vis.LootData GetLootData(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsLootDataActive(game.stateMachine.GameScriptInterface scriptInterface) RTTIint ItemsInLootData(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool CheckConsumableLootDataCondition(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid SetItemIDWrapperPermanentParameter(game.stateMachine.StateContextScript stateContext, CName parameterName, game.ItemID item) RTTIgame.ItemID GetItemIDFromWrapperPermanentParameter(game.stateMachine.StateContextScript stateContext, CName parameterName) RTTIvoid ClearItemIDWrapperPermanentParameter(game.stateMachine.StateContextScript stateContext, CName parameterName) RTTIbool IsPlayerInAnyMenu(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid SendDataTrackingRequest(game.stateMachine.GameScriptInterface scriptInterface, ETelemetryData telemetryData, int modifyValue) RTTIvoid RequestVehicleCameraPerspective(game.stateMachine.GameScriptInterface scriptInterface, vehicle.CameraPerspective requestedCameraPerspective) RTTIvoid SetVehicleCameraSceneMode(game.stateMachine.GameScriptInterface scriptInterface, bool sceneMode) RTTIbool IsInSafeZone(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid TutorialSetFact(game.stateMachine.GameScriptInterface scriptInterface, CName factName) RTTIvoid TutorialAddFact(game.stateMachine.GameScriptInterface scriptInterface, CName factName, int add) RTTIbool IsQuickHackPanelOpened(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsRadialWheelOpen(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsTimeDilationActive(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName timeDilationReason) RTTIbool ThreatsOnPlayerThreatList(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsPlayerInSecuritySystem(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsInStealthLocomotion(game.stateMachine.StateContextScript stateContext) RTTIvoid ShowInputHint(game.stateMachine.GameScriptInterface scriptInterface, CName actionName, CName source, string label, ink.InputHintHoldIndicationType? holdIndicationType, bool? enableHoldAnimation, int? sortingPriority, ink.InputHintKeyCombinationType? inputHintKeyCombinationType) RTTIvoid RemoveInputHint(game.stateMachine.GameScriptInterface scriptInterface, CName actionName, CName source) RTTIvoid RemoveInputHintsBySource(game.stateMachine.GameScriptInterface scriptInterface, CName source) RTTIbool IsDisplayingInputHintBlocked(game.stateMachine.GameScriptInterface scriptInterface, CName actionName) RTTIbool GetCancelChargeButtonInput(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid ProcessCombatGadgetActionInputCaching(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTIvoid ProcessPermanentBoolParameterToggle(CName parameterName, bool state, game.stateMachine.StateContextScript stateContext) RTTIvoid ForceDisableToggleWalk(game.stateMachine.StateContextScript stateContext) RTTIvoid TriggerNoiseStim(WeakHandle<game.Object> owner, ETakedownActionType takedownActionType) RTTIvoid ActivateDamageProjection(bool newState, game.weapon.Object weapon, game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTIvoid ShowAttackPreview(bool showIfAiming, game.weapon.Object weaponObject, game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTIbool IsNameplateVisible(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid HandleDamagePreview(game.weapon.Object weapon, game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTIbool CanWeaponSilentKill(game.weapon.Object weapon, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool UsingJohnnyReplacer(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsPlayingAsReplacer(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool CheckIsFastForwardByLine(game.stateMachine.GameScriptInterface scriptInterface) RTTICName GetFFParamsForCrouch(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid UpdateCameraParams(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid QueueSetCameraParamsEvent_Tier3Scene(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid QueueSetCameraParamsEvent(CName cameraParams, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid OnStatChanged(game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value) RTTIvoid OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect) RTTIvoid OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect) RTTIvoid OnItemEquipped(TDBID slot, game.ItemID item) RTTIvoid OnItemUnequipped(TDBID slot, game.ItemID item) RTTIstatic int GetBlackboardIntVariable(game.Object executionOwner, game.bb.ScriptID_Int32 id) staticRTTI globalstatic bool IsXYActionInputGreaterEqual(game.stateMachine.GameScriptInterface scriptInterface, float threshold) staticRTTI globalstatic float Get2DLinearSpeed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool HasRightWeaponEquipped(game.stateMachine.GameScriptInterface scriptInterface, bool checkForTag) staticRTTI globalstatic bool IsChargeRangedWeapon(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool IsLeapableTargetValid(game.stateMachine.GameScriptInterface scriptInterface, game.Object targetObject, float withinDistance) staticRTTI globalstatic bool HasActiveInteraction(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic Vector4 GetLinearVelocity(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool IsFastForwardByLine(game.Object owner) staticRTTI globalstatic bool IsInteractingWithTerminal(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic void PlayRumble(game.stateMachine.GameScriptInterface scriptInterface, string presetName) staticRTTI globalstatic bool IsHeavyWeaponEquipped(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic Vector4 GetGroundPosition(game.stateMachine.GameScriptInterface scriptInterface, float inLenght) staticRTTI globalstatic bool ShouldCheckForLeapableTarget(game.stateMachine.GameScriptInterface scriptInterface, game.weapon.Object weaponObject) staticRTTI globalstatic Vector4 GetPlayerPosition(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic game.Object? GetLeapableObject(game.stateMachine.GameScriptInterface scriptInterface, game.targeting.TargetingSystem targetingSystem, float withinDistance, float withinAngle, EulerAngles angleOut) staticRTTI globalstatic float GetDistanceToTarget(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic PlayerPuppet? GetPlayerPuppet(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool DEBUG_IsSwimmingForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic EPlayerMovementDirection GetMovementDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic game.Object? GetTargetObject(game.stateMachine.GameScriptInterface scriptInterface, game.TargetSearchQuery searchQuery, float withinDistance, bool checkForLeapableObject, float withinAngle) staticRTTI globalstatic game.weapon.Object? GetActiveWeapon(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool GetWeaponItemType(game.stateMachine.GameScriptInterface scriptInterface, game.weapon.Object weapon, game.data.ItemType itemType) staticRTTI globalstatic game.WeakspotObject? GetClosestWeakspot(game.stateMachine.GameScriptInterface scriptInterface, ScriptedPuppet targetObject, float withinDistance) staticRTTI globalstatic bool IsRangedWeaponEquipped(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic void RemoveAllBreathingEffects(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic float GetPlayerDistanceToGround(game.stateMachine.GameScriptInterface scriptInterface, float downwardRaycastLength) staticRTTI globalstatic bool IsInWorkspot(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool IsAxisButtonHeldGreaterEqual(game.stateMachine.GameScriptInterface scriptInterface, float threshold) staticRTTI globalstatic bool HasMeleeWeaponEquipped(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool IsChargingWeapon(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic void PlayRumbleLoop(game.stateMachine.GameScriptInterface scriptInterface, string intensity) staticRTTI globalstatic float GetDistanceToGround(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic game.Object? GetTargetObject(game.stateMachine.GameScriptInterface scriptInterface, float withinDistance, bool checkForLeapableObject, float withinAngle) staticRTTI globalstatic void UppercaseFirstChar(string stringToChange) staticRTTI globalstatic Vector4 GetUpVector() staticRTTI globalstatic game.ItemObject? GetActiveLeftHandItem(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic void StopRumbleLoop(game.stateMachine.GameScriptInterface scriptInterface, string intensity) staticRTTI globalstatic bool DEBUG_IsSurfaceSwimmingForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic float GetMovementInputActionValue(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool IsInRpgContext(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic float GetYawMovementDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool DEBUG_IsDivingForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global