class
SemiAutoDecisions
- 5 properties
- 9 functions
Extends WeaponTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
callBackID | red.CallbackObject? | 0x40 | scripted |
shootStateCallbackID | red.CallbackObject? | 0x50 | scripted |
inputValue | float | 0x60 | scripted |
inputStartTime | float | 0x64 | scripted |
forcedShoot | bool | 0x68 | scripted |
Functions
void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "SemiAutoDecisions", "OnAttach;StateContextStateGameScriptInterface", (SemiAutoDecisions_OnAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_OnAttach( SemiAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.PlaceVoid( "SemiAutoDecisions", "OnDetach;StateContextStateGameScriptInterface", (SemiAutoDecisions_OnDetach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_OnDetach( SemiAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );void OnQuestForcedShoot(bool value)RTTIre.Hooks.PlaceVoid( "SemiAutoDecisions", "OnQuestForcedShoot;Bool", (SemiAutoDecisions_OnQuestForcedShoot x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_OnQuestForcedShoot( SemiAutoDecisions self, bool value );void OnRangeAttackInput(CName input, float value)RTTIre.Hooks.PlaceVoid( "SemiAutoDecisions", "OnRangeAttackInput;CNameFloat", (SemiAutoDecisions_OnRangeAttackInput x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_OnRangeAttackInput( SemiAutoDecisions self, CName input, float value );bool OnShootStateChanged(int value)RTTIre.Hooks.Place( "SemiAutoDecisions", "OnShootStateChanged", (SemiAutoDecisions_OnShootStateChanged x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_OnShootStateChanged( SemiAutoDecisions self, int value );void RefreshEnterCondition()RTTIre.Hooks.PlaceVoid( "SemiAutoDecisions", "RefreshEnterCondition;", (SemiAutoDecisions_RefreshEnterCondition x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_RefreshEnterCondition( SemiAutoDecisions self );bool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer)RTTIre.Hooks.Place( "SemiAutoDecisions", "OnAction", (SemiAutoDecisions_OnAction x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_OnAction( SemiAutoDecisions self, game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer );bool EnterCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "SemiAutoDecisions", "EnterCondition;StateContextStateGameScriptInterface", (SemiAutoDecisions_EnterCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_EnterCondition( SemiAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );bool ToShoot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIre.Hooks.Place( "SemiAutoDecisions", "ToShoot;StateContextStateGameScriptInterface", (SemiAutoDecisions_ToShoot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct SemiAutoDecisions_ToShoot( SemiAutoDecisions self, game.stateMachine.StateContextScript? stateContext, game.stateMachine.GameScriptInterface? scriptInterface );