PrereqState class
game.PrereqState
Inheritance
Base: IScriptable
Derived
AlwaysTruePrereqState, ArmsCWInSlotPrereqState, CanPlayerHijackMountedNpcPrereqState, CharacterDataPrereqState, ChargedItemsPrereqState, ConsumableChargesPrereqState, DialogueChoiceHubPrereqState, DismembermentTriggeredPrereqState, EntityHasVisualTagPrereqState, EntityNoticedPlayerPrereqState
Show 79 more of 89 derived classes
FactValuePrereqState, GameTimePrereqState, GenericHitPrereqState, InvestedPerksPrereqState, IsHumanPrereqState, IsMountedByPreventionNPCPrereqState, IsNewPerkBoughtPrereqState, IsNpcMountedInSlotPrereqState, IsNpcPlayingMountingAnimationPrereqState, IsPlayerControlsDevicePrereqState, IsPlayerMovingPrereqState, IsPlayerOnGroundPrereqState, IsPlayerPrereqState, IsPlayerReachablePrereqState, IsPuppetActivePrereqState, IsPuppetBreachedPrereqState, IsVehicleDoorLockedState, IsVehicleDoorQuestLockedState, ItemInSlotPrereqState, ItemSlotsFilledPrereqState, NPCAttitudeTowardsPlayerPrereqState, NPCDetectingPlayerPrereqState, NPCHitReactionTypePrereqState, NPCHitSourcePrereqState, NPCInScenePrereqState, NPCIsAggressiveState, NPCLocomotionTypePrereqState, NPCRarityPrereqState, NPCReactionPresetPrereqState, NPCRecordHasVisualTagState, NPCRevealedPrereqState, NPCStatePrereqState, NPCTrackingPlayerPrereqState, OnOffPrereqState, PerkPrereqState, PlayerCombatStateTimePrereqState, PlayerDoesntHaveQuickhackPrereqState, PlayerDoesntHaveRecipePrereqState, PlayerElevationPrereqState, PlayerIsNewPerkBoughtPrereqState, PlayerStateMachinePrereqState, PuppetMortalPrereqState, RandomChancePrereqState, RarityOfEquippedConsumableItemPrereqState, RarityOfEquippedCyberdeckPrereqState, ReloadFromEmptyPrereqState, RevealAccessPointPrereqState, SetChancePrereqState, SkillCheckPrereqState, StartedUsingHealingItemOrCyberwarePrereqState, StatCheckPrereqState, StatPoolChangeOverTimePrereqState, StatPoolPrereqState, StatPoolSpentPrereqState, StatPrereqState, StatusEffectPrereqState, TemporalPrereqState, UsedHealingItemOrCyberwarePrereqState, WeaponFirstReloadStatePrereqState, WeaponShootPrereqState, WeaponStateMachinePrereqState, WoundedTriggeredPrereqState, game.AttitudePrereqState, game.BlackboardPrereqState, game.CurrentTargetPrereqState, game.EntitiesWithStatusEffectPrereqState, game.EntityIDArrayPrereqState, game.EquippedPrereqState, game.HasDialogVisualizerVisiblePrereqState, game.InventoryPrereqState, game.IsVisualizerActivePrereqState, game.MultiPrereqState, game.NotPrereqState, game.PlayerProximityPrereqState, game.RPGPrereqState, game.StatPoolPrereqState, game.TierPrereqState, game.VisionModePrereqState, game.WasScannedPrereqState
Properties
None.
Functions
void OnChanged(bool newState)RTTIvoid OnChangedRepeated(bool? callOnlyOnStateFulfilled)RTTIgame.IPrereq? GetPrereq()RTTIIScriptable? GetContext()RTTIbool IsFulfilled()RTTI