LocomotionTransition
Base: DefaultTransition
CoverActionTransition, LocomotionAirDecisions, LocomotionBraindance, LocomotionEventsTransition, LocomotionGroundDecisions, LocomotionSwimming, LocomotionTakedownDecisions
| Property | Type | |
|---|---|---|
ownerRecordId | TDBID | scripted |
statModifierGroupId | ulong | scripted |
statModifierTDBNameDefault | string | scripted |
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool InternalEnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid SetModifierGroupForState(game.stateMachine.GameScriptInterface scriptInterface, string? statModifierTDBName) RTTIgame.StatModifierData_Deprecated? EnableMovementDecelerationStatModifier(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.StatModifierData_Deprecated decelerationModifier, float movementDecelerationModifierVal) RTTIgame.StatModifierData_Deprecated? DisableMovementDecelerationStatModifier(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.StatModifierData_Deprecated decelerationModifier) RTTIgame.StatModifierData_Deprecated? SetMovementDecelerationStatModifier(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool enable, game.StatModifierData_Deprecated decelerationModifier, float? movementDecelerationModifierVal) RTTIvoid ClearDebugText(uint layerId, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid ResetFallingParameters(game.stateMachine.StateContextScript stateContext) RTTIvoid PlayHardLandingEffects(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid PlayVeryHardLandingEffects(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid PlayDeathLandingEffects(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid SendSuperHeroLandAnimFeature(game.stateMachine.GameScriptInterface scriptInterface, int state) RTTIvoid AddImpulseInMovingDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float impulse) RTTIvoid AddImpulse(game.stateMachine.StateContextScript stateContext, Vector4 impulse) RTTIvoid AddVerticalImpulse(game.stateMachine.StateContextScript stateContext, float force) RTTIvoid SetCollisionFilter(game.stateMachine.GameScriptInterface scriptInterface) RTTIgame.stateMachine.parameter.TypeActionLocomotionParameters? SetLocomotionParameters(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid SetLocomotionCameraParameters(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid BroadcastStimuliFootstepSprint(game.stateMachine.GameScriptInterface context) RTTIvoid BroadcastStimuliFootstepRegular(game.stateMachine.GameScriptInterface context) RTTIvoid SetDetailedState(game.stateMachine.GameScriptInterface scriptInterface, game.PSMDetailedLocomotionStates state) RTTIbool IsTouchingGround(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool HasSecureFooting(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool CheckSecureFootingFailure(move.SecureFootingResult result) RTTImove.SecureFootingResult HasSecureFootingDetailedResult(game.stateMachine.GameScriptInterface scriptInterface) RTTIfloat GetFallingSpeedBasedOnHeight(game.stateMachine.GameScriptInterface scriptInterface, float height) RTTIfloat GetInitialHeightBasedOnFallingSpeed(game.stateMachine.GameScriptInterface scriptInterface, float fallSpeed) RTTIfloat GetSpeedBasedOnDistance(game.stateMachine.GameScriptInterface scriptInterface, float desiredDistance) RTTIbool IsCurrentFallSpeedTooFastToEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsAiming(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool WantsToDodge(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool WantsToDodgeFromMovementInput(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsIdleForced(game.stateMachine.StateContextScript stateContext) RTTIbool IsWalkForced(game.stateMachine.StateContextScript stateContext) RTTIbool IsFreezeForced(game.stateMachine.StateContextScript stateContext) RTTIint GetLandingType(game.stateMachine.StateContextScript stateContext) RTTIvoid PlayRumbleBasedOnDodgeDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool? isHeavy) RTTIbool IsStatusEffectType(game.data.StatusEffect_Record statusEffectRecord, game.data.StatusEffectType type) RTTIvoid SpawnLandingFxGameEffect(TDBID attackId, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid ProcessSprintInputLock(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid SetupSprintInputLock(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid LogSpecialMovementToTelemetry(game.stateMachine.GameScriptInterface scriptInterface, game.TelemetryMovementType mvtType) RTTIbool IsPlayerAboveLadderTop(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI