OnlyVehicleDecisions
Base: QuickSlotsReadyDecisions
None.
| Property | Type | |
|---|---|---|
executionOwner | WeakHandle<game.Object> | scripted |
statusEffectListener | DefaultTransitionStatusEffectListener? | scripted |
hasStatusEffect | bool | scripted |
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIvoid OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect) overrideRTTIvoid OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect) overrideRTTIvoid UpdateHasStatusEffect() RTTIbool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTIbool ToQuickSlotsReady(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI