BlackICE Scripting

class

WeaponReadyListenerTransition

  • 22 properties
  • 18 functions
  • 3 derived classes

Extends WeaponTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

PropertyTypeOffset
executionOwnerWeakHandle<game.Object>0x40 scripted
callBackIDsred.CallbackObject?[]0x50 scripted
beingCreatedbool0x60 scripted
statListenerDefaultTransitionStatListener?0x68 scripted
statusEffectListenerDefaultTransitionStatusEffectListener?0x78 scripted
isVaultingbool0x88 scripted
isDodgingbool0x89 scripted
isInWorkspotbool0x8A scripted
isSlidingbool0x8B scripted
isSceneAimForcedbool0x8C scripted
isInTakedownbool0x8D scripted
isUsingCombatGadgetbool0x8E scripted
hasStatusEffectNoCombatbool0x8F scripted
hasStatusEffectFastForwardbool0x90 scripted
hasStatusEffectVehicleScenebool0x91 scripted
hasStunnedStatusEffectbool0x92 scripted
hasJamStatusEffectbool0x93 scripted
canWeaponShootWhileVaultingbool0x94 scripted
canShootWhileDodgingbool0x95 scripted
canWeaponShootWhileSlidingbool0x96 scripted
isInSafeSceneTierbool0x97 scripted
weaponReadyListenerReturnValuebool0x98 scripted

Functions

  • void OnAttach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void OnDetach(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void UpdateWeaponReadyListenerReturnValue() RTTI
  • void OnStatChanged(game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value) overrideRTTI
  • void UpdateHasNoCombatStatusEffect() RTTI
  • void UpdateHastFastForwardStatusEffect() RTTI
  • void UpdateHasVehicleSceneStatusEffect() RTTI
  • void UpdateHasStunnedStatusEffect() RTTI
  • void UpdateHasJamStatusEffect() RTTI
  • void OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect) overrideRTTI
  • void OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect) overrideRTTI
  • bool OnSceneAimForcedChanged(bool value) RTTI
  • bool OnLocomotionChanged(int value) RTTI
  • bool OnLocomotionDetailedChanged(int value) RTTI
  • bool OnTakedownChanged(int value) RTTI
  • bool OnCombatGadgetChanged(int value) RTTI
  • bool OnHighLevelChanged(int value) RTTI
  • bool IsWeaponReadyToShoot(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI