AimingStateDecisions
classscriptedClass
extends UpperBodyTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable
Properties 25
| Name | Type | Flags |
|---|---|---|
aimForced | Bool | scriptedprivate |
attachmentSlotListener | ref<AttachmentSlotsScriptListener> | scriptedprivate |
beingCreated | Bool | scriptedprivate |
callbackIDs | array<ref<CallbackHandle>> | scriptedprivate |
canAimWhileDodging | Bool | scriptedprivate |
canThrowWeapon | Bool | scriptedprivate |
combatGadgetState | Int32 | scriptedprivate |
controlsListener | ref<AimToggleListener> | scriptedprivate |
executionOwner | wref<GameObject> | scriptedprivate |
hasRightHandItemEquipped | Bool | scriptedprivate |
hasThrowableMeleeWeapon | Bool | scriptedprivate |
highLevelState | Int32 | scriptedprivate |
isDead | Bool | scriptedprivate |
isDodging | Bool | scriptedprivate |
isWeaponBlockingAiming | Bool | scriptedprivate |
mouseZoomLevel | Float | scriptedprivate |
sceneAimForced | Bool | scriptedprivate |
sceneTier | Int32 | scriptedprivate |
shouldAim | Bool | scriptedprivate |
statListener | ref<DefaultTransitionStatListener> | scriptedprivate |
statusEffectListener | ref<DefaultTransitionStatusEffectListener> | scriptedprivate |
takedownState | Int32 | scriptedprivate |
vehicleState | Int32 | scriptedprivate |
visionModeActive | Bool | scriptedprivate |
weaponState | Int32 | scriptedprivate |
Methods 26
protected final const func EnterCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
private final func GetShouldAimValue() -> Boolscripted
protected cb func OnAction(action: ListenerAction, consumer: ListenerActionConsumer) -> Boolscripted
protected final func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected cb func OnCombatGadgetChanged(value: Int32) -> Boolscripted
protected final func OnDetach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected cb func OnHighLevelChanged(value: Int32) -> Boolscripted
public func OnItemEquipped(slot: TweakDBID, item: ItemID)scripted
public func OnItemUnequipped(slot: TweakDBID, item: ItemID)scripted
protected cb func OnLocomoatoinStateChanged(value: Int32) -> Boolscripted
protected cb func OnSceneAimForcedChanged(value: Bool) -> Boolscripted
protected cb func OnSceneTierChanged(value: Int32) -> Boolscripted
public func OnStatChanged(ownerID: StatsObjectID, statType: gamedataStatType, diff: Float, value: Float)scripted
public func OnStatusEffectApplied(statusEffect: wref<StatusEffect_Record>)scripted
public func OnStatusEffectRemoved(statusEffect: wref<StatusEffect_Record>)scripted
protected cb func OnTakedownChanged(value: Int32) -> Boolscripted
protected cb func OnVehicleChanged(value: Int32) -> Boolscripted
protected cb func OnVisionChanged(value: Int32) -> Boolscripted
protected cb func OnVitalsChanged(value: Int32) -> Boolscripted
protected cb func OnWeaponStateChanged(value: Int32) -> Boolscripted
private final func ShouldCheckEnterCondition() -> Boolscripted
protected final const func ToEmptyHands(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func ToForceEmptyHands(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func ToForceSafe(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func ToSingleWield(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
private final func UpdateEnterConditionEnabled()scripted