class
FullAutoDecisions
- 6 properties
- 10 functions
Extends WeaponTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
callBackID | red.CallbackObject? | 0x40 | scripted |
shootStateCallbackID | red.CallbackObject? | 0x50 | scripted |
inputValue | float | 0x60 | scripted |
inputStartTime | float | 0x64 | scripted |
forcedShoot | bool | 0x68 | scripted |
gameInstance | ScriptGameInstance | 0x70 | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "FullAutoDecisions", "OnAttach;StateContextStateGameScriptInterface", (FullAutoDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_OnAttach( FullAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "FullAutoDecisions", "OnDetach;StateContextStateGameScriptInterface", (FullAutoDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_OnDetach( FullAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnQuestForcedShoot(bool value)RTTIre.Hooks.PlaceVoid( "FullAutoDecisions", "OnQuestForcedShoot;Bool", (FullAutoDecisions_OnQuestForcedShoot x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_OnQuestForcedShoot( FullAutoDecisions self, bool value );void OnRangeAttackInput(CName input, float value)RTTIre.Hooks.PlaceVoid( "FullAutoDecisions", "OnRangeAttackInput;CNameFloat", (FullAutoDecisions_OnRangeAttackInput x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_OnRangeAttackInput( FullAutoDecisions self, CName input, float value );bool OnShootStateChanged(int value)RTTIre.Hooks.Place( "FullAutoDecisions", "OnShootStateChanged", (FullAutoDecisions_OnShootStateChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_OnShootStateChanged( FullAutoDecisions self, int value );void RefreshEnterCondition()RTTIre.Hooks.PlaceVoid( "FullAutoDecisions", "RefreshEnterCondition;", (FullAutoDecisions_RefreshEnterCondition x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_RefreshEnterCondition( FullAutoDecisions self );bool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer)RTTIre.Hooks.Place( "FullAutoDecisions", "OnAction", (FullAutoDecisions_OnAction x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_OnAction( FullAutoDecisions self, game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer );bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "FullAutoDecisions", "EnterCondition;StateContextStateGameScriptInterface", (FullAutoDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_EnterCondition( FullAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToShoot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "FullAutoDecisions", "ToShoot;StateContextStateGameScriptInterface", (FullAutoDecisions_ToShoot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_ToShoot( FullAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToReady(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "FullAutoDecisions", "ToReady;StateContextStateGameScriptInterface", (FullAutoDecisions_ToReady x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct FullAutoDecisions_ToReady( FullAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );