EffectExecutor_PuppetForceVisionAppearance
Base: game.EffectExecutor_Scripted
None.
None.
PuppetForceVisionAppearanceData? GetForceVisionAppearanceData(game.EffectScriptContext ctx) RTTIvoid SetForceVisionAppearanceData(game.EffectScriptContext ctx, PuppetForceVisionAppearanceData data) RTTIEFocusForcedHighlightType GetHighlightType(game.EffectScriptContext ctx) RTTIEFocusOutlineType GetOutlineType(game.EffectScriptContext ctx) RTTIfloat GetTransitionTime(game.EffectScriptContext ctx) RTTIEPriority GetPriority(game.EffectScriptContext ctx) RTTIbool IsSourceHighlighted(game.EffectScriptContext ctx) RTTIstring GetEffectName(game.EffectScriptContext ctx) RTTIbool Init(game.EffectScriptContext ctx) RTTIbool Process(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx) RTTIvoid TargetAcquired(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx) RTTIvoid TargetLost(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx) RTTIbool IsSourceValid(game.Object source) RTTIvoid UpdateSourceHighlight(WeakHandle<game.Object> source, game.EffectScriptContext ctx) RTTIvoid SendForceVisionApperaceEvent(bool enable, WeakHandle<game.Object> owner, WeakHandle<game.Object> source, game.EffectScriptContext ctx) RTTI