LocomotionTakedownEvents
Base: LocomotionEventsTransition
GrappleForceShovePreyEvents, GrappleMountEvents, GrapplePreyDeadEvents, GrappleStandEvents, PickUpBodyAfterTakedownEvents, TakedownBeginEvents, TakedownEndEvents, TakedownExecuteTakedownAndDisposeEvents, TakedownExecuteTakedownEvents, TakedownGrappleFailedEvents
TakedownGrapplePreyEvents, TakedownLeapToPreyEvents, TakedownReleasePreyEvents, TakedownSlideToPreyEvents, TakedownUnmountPreyEvents
| Property | Type | |
|---|---|---|
stateMachineInitData | WeakHandle<LocomotionTakedownInitData> | scripted |
void JumpToIdleAnimation(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> target) RTTIvoid JumpToWalkAnimation(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> target) RTTIvoid JumpToStruggleAnimation(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> target) RTTIbool IsTakedownAndDispose(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid SetPlayerIsStandingAnimParameter(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid SetGrappleDuration(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float grappleDuration, game.Object target) RTTIvoid ForceTemporaryWeaponUnequip(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool value) RTTIvoid RequestTimeDilationActivation(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid InterruptCameraAim(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIgame.ItemObject? GetRightHandItemObject(game.stateMachine.GameScriptInterface scriptInterface) RTTICName GetRightHandItemName(game.stateMachine.GameScriptInterface scriptInterface) RTTICName GetRightHandItemType(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsTakedownWeapon(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid FillAnimWrapperInfoBasedOnEquippedItem(game.stateMachine.GameScriptInterface scriptInterface, bool clearWrapperInfo) RTTIvoid PlayExitAnimation(game.stateMachine.GameScriptInterface scriptInterface, game.Object owner, game.Object target, CName syncedAnimName) RTTIvoid JumpToNextAnimationInSequence(game.stateMachine.GameScriptInterface scriptInterface, game.Object owner) RTTIvoid JumpToAnimationWithID(game.stateMachine.GameScriptInterface scriptInterface, game.Object owner, int ownerEntryId, bool instant) RTTICName SelectRandomSyncedAnimation(game.stateMachine.StateContextScript stateContext) RTTIETakedownBossName GetBossNameBasedOnRecord(game.Object target) RTTICName SelectSyncedAnimationBasedOnPhase(game.stateMachine.StateContextScript stateContext, game.Object target) RTTICName GetSyncedAnimationBasedOnPhase(game.stateMachine.StateContextScript stateContext) RTTICName SetEffectorBasedOnPhase(game.stateMachine.StateContextScript stateContext) RTTICName SelectAerialTakedownWorkspot(game.stateMachine.GameScriptInterface scriptInterface, game.Object owner, game.Object target, bool? back, bool? front, bool? left, bool? right, CName action) RTTIvoid SelectSyncedAnimationAndExecuteAction(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.Object owner, game.Object target, CName action) RTTIvoid DefeatTarget(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> activator, WeakHandle<game.Object> target, CName effectName, CName effectTag) RTTIvoid TestNPCOutsideNavmesh(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> activator, WeakHandle<game.Object> target, float timeToTick, bool b) RTTIvoid OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI