MeleeTransition
Base: DefaultTransition
MeleeAttackGenericDecisions, MeleeBlockDecisions, MeleeChargedHoldDecisions, MeleeDashDecisions, MeleeDeflectDecisions, MeleeEventsTransition, MeleeHoldDecisions, MeleeIdleDecisions, MeleeLeapDecisions, MeleeNotReadyDecisions
MeleeParriedDecisions, MeleePublicSafeDecisions, MeleeRecoveryDecisions, MeleeSafeDecisions, MeleeTargetingDecisions, MeleeThrowReloadDecisions
| Property | Type | |
|---|---|---|
stateNameString | string | scripted |
driverCombatListener | DriverCombatListener? | scripted |
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid ConsumeStamina(game.stateMachine.GameScriptInterface scriptInterface, game.MeleeAttackData attackData) RTTIbool IsCloseEnoughForOnePunch(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> target) RTTIbool CanPerformRelicLeap(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ToMeleeChargedHold(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsChoice1Released(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsBlockPressed(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsBlockHeld(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool LightMeleeAttackReleased(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool QuickMeleeHeld(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool NoStrongAttackPressed(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ShouldHold(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool? skipDurationCheck, bool? skipPressCount) RTTIvoid SetMeleeAttackPressCount(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid ClearMeleePressCount(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ShouldInterruptHoldStates(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool CheckItemType(game.stateMachine.GameScriptInterface scriptInterface, game.data.ItemType itemType) RTTIvoid IncrementAttackNumber(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTIvoid IncrementTotalComboAttackNumber(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTIbool CheckIfFinalAttack(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTIbool CheckIfInfiniteCombo(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid ResetAttackNumber(game.stateMachine.StateContextScript stateContext) RTTIvoid SetAttackNumber(game.stateMachine.StateContextScript stateContext, int value) RTTIvoid SetCanSprintWhileCharging(game.stateMachine.StateContextScript stateContext, bool value) RTTIvoid SetIsAttacking(game.stateMachine.StateContextScript stateContext, bool value) RTTIvoid SetIsBlocking(game.stateMachine.StateContextScript stateContext, bool value) RTTIvoid SetIsParried(game.stateMachine.StateContextScript stateContext, bool value) RTTIvoid SetIsThrowReloading(game.stateMachine.StateContextScript stateContext, bool value) RTTIvoid SetThrowReloadTime(game.stateMachine.StateContextScript stateContext, float value) RTTIvoid SetIsTargeting(game.stateMachine.StateContextScript stateContext, bool value) RTTIvoid SetIsHolding(game.stateMachine.StateContextScript stateContext, bool value) RTTIvoid SetIsSafe(game.stateMachine.StateContextScript stateContext, bool value) RTTIvoid ApplyThrowAttackGameplayRestrictions(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid RemoveAllMeleeGameplayRestrictions(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid RemoveThrowAttackGameplayRestrictions(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsWeaponReady(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool HasWeaponStatFlag(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatType flag) RTTITDBID GetPlayerAimingStatusEffectID() RTTIvoid ClearDebugText(game.stateMachine.GameScriptInterface scriptInterface, uint textLayerId) RTTIbool CheckLeapCollision(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIgame.aim.AssistAimRequest GetPerfectAimSnapParams() RTTIgame.aim.AssistAimRequest GetBlockLookAtParams() RTTIvoid SendAnimFeatureData(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid DisableNanoWireIK(game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid UpdateNanoWireEndPositionAnimFeature(game.stateMachine.GameScriptInterface scriptInterface, CName animFeatureName, bool enable, bool? setPosition, Vector4? slotPosition) RTTImelee.MoveDirection GetMeleeMovementDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool HasAttackRecord(game.stateMachine.GameScriptInterface scriptInterface, int? attackNumber) RTTIvoid SpawnMeleeWeaponProjectile(game.stateMachine.GameScriptInterface scriptInterface) RTTICName GetMeleeWeaponFriendlyName(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool AdjustAttackPosition(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData) RTTIvoid AddAttackImpulse(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData) RTTIVector4 AddCameraSpaceImpulse(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData) RTTIVector4 AddForwardImpulse(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData) RTTIVector4 AddUpImpulse(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, game.MeleeAttackData attackData) RTTIfloat GetMovementInput(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsPlayerInputDirectedForward(game.stateMachine.GameScriptInterface scriptInterface) RTTIgame.Object? GetNanoWireTargetObject(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsTargetAPuppet(game.stateMachine.GameScriptInterface scriptInterface) RTTIbool IsTargetOfficer(game.stateMachine.GameScriptInterface scriptInterface, WeakHandle<game.Object> objectt) RTTIbool IsAttackParried(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool HasMeleeTargeting(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool CanWeaponBlock(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool CanWeaponDeflect(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool CanThrowWeapon(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid ResetFlags(game.stateMachine.StateContextScript stateContext) RTTIstatic bool StrongMeleeAttackReleased(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic TDBID GetGorillaArmsSpyTreeStatusEffectID() staticRTTI globalstatic bool WeaponIsCharged(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool LightMeleeAttackPressed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool CheckMeleeAttackPressCount(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool IsThrownWeaponReloading(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic void UpdateMeleeInputBuffer(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool onlyLightMeleeAttack) staticRTTI globalstatic bool HasOnePunchManStatusEffect(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool StrongMeleeAttackPressed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool NoMeleeAttack(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic TDBID GetMantisBladesLeapDismembermentSpyTreeDebuffStatusEffectID() staticRTTI globalstatic CName GetMeleeAttackCooldownName() staticRTTI globalstatic bool HasGrandFinaleStatusEffect(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic TDBID GetMantisBladesInvulnerableLeapRelicBufffStatusEffectID() staticRTTI globalstatic bool AnyMeleeAttackPressed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool HasMonowireWithQuickhackSelected(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool IsPlayingSyncedAnimation(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool QuickMeleeReleased(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic game.weapon.Object? GetWeaponObject(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool QuickMeleeTapped(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool AnyMeleeAttack(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic game.data.AimAssistMelee_Record? GetAimAssistMeleeRecord(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool QuickMeleePressed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool MeleeUseExplorationCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic TDBID GetGorillaArmsOnePunchNPCMarkStatusEffectID() staticRTTI globalstatic bool CanThrowWeaponObject(game.Object owner, game.weapon.Object weapon) staticRTTI globalstatic game.data.ItemType GetWeaponType(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool PlayerLeapedToTargetCheck(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool MeleeAttackPressed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool MeleeAttackReleased(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool WantsToQuickMelee(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool WantsToStrongAttack(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool MeleeSprintStateCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic float GetHoldEnterDuration(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic TDBID GetMantisBladesSpecialAttackSpyTreeStatusEffectID() staticRTTI globalstatic void ClearInputBuffer(game.stateMachine.StateContextScript stateContext) staticRTTI globalstatic bool WantsToLightAttack(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI globalstatic bool HasNewSpyAttackStatFlag(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global