LocomotionEventsTransition
Base: LocomotionTransition
LocomotionAirEvents, LocomotionBraindanceEvents, LocomotionGroundEvents, LocomotionSwimmingEvents, LocomotionTakedownEvents
| Property | Type | |
|---|---|---|
causeContactDestruction | bool | scripted |
activatedDestructionComponent | bool | scripted |
ignoreBarbedWire | bool | scripted |
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTIvoid OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid ResetGravityParametersForChargedJump(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid CleanupTriggerDestructionComponent(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTIvoid OnUpdate(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid ConsumeStaminaBasedOnLocomotionState(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid RemoveOpticalCamoEffect(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, int currentState, float? timeInState) RTTIvoid UpdateInputToggles(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float? minTimeBeforeCrouch, bool? dontToggleCrouchOffOnSprint) RTTI