class
InputContextTransitionDecisions
- 0 properties
- 4 functions
- 24 derived classes
Extends InputContextTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
AimingContextDecisions, AutodriveAndCinematicCameraContextDecisions, BaseContextDecisions, BraindanceContextDecisions, DeadContextDecisions, DeviceControlContextDecisions, InitialStateDecisions, LadderEnterContextDecisions, MotionPatternTutorialContextDecisions, UiContextDecisions
Show 14 more of 24 derived classes
UiPhoneContextDecisions, UiQuickHackPanelContextDecisions, UiRadialContextDecisions, UiVendorContextDecisions, VehicleBlockInputContextDecisions, VehicleCombatContextDecisions, VehicleDriverCombatContextDecisions, VehicleDriverContextDecisions, VehicleGameplayContextDecisions, VehicleNoDriveCombatContextDecisions, VehicleNoDriveContextDecisions, VehicleQuestRestrictedContextDecisions, VehicleTankDriverContextDecisions, VisionContextDecisions
Properties
None.
Functions
bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "InputContextTransitionDecisions", "EnterCondition;StateContextStateGameScriptInterface", (InputContextTransitionDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct InputContextTransitionDecisions_EnterCondition( InputContextTransitionDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToGameplayContext(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "InputContextTransitionDecisions", "ToGameplayContext;StateContextStateGameScriptInterface", (InputContextTransitionDecisions_ToGameplayContext x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct InputContextTransitionDecisions_ToGameplayContext( InputContextTransitionDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToBaseContext(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "InputContextTransitionDecisions", "ToBaseContext;StateContextStateGameScriptInterface", (InputContextTransitionDecisions_ToBaseContext x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct InputContextTransitionDecisions_ToBaseContext( InputContextTransitionDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ExitCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "InputContextTransitionDecisions", "ExitCondition;StateContextStateGameScriptInterface", (InputContextTransitionDecisions_ExitCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct InputContextTransitionDecisions_ExitCondition( InputContextTransitionDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );