REDNODE / GAME API

AimingStateDecisions

classscriptedClass

extends UpperBodyTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable

Properties 25

NameTypeFlags
aimForcedBoolscriptedprivate
attachmentSlotListenerref<AttachmentSlotsScriptListener>scriptedprivate
beingCreatedBoolscriptedprivate
callbackIDsarray<ref<CallbackHandle>>scriptedprivate
canAimWhileDodgingBoolscriptedprivate
canThrowWeaponBoolscriptedprivate
combatGadgetStateInt32scriptedprivate
controlsListenerref<AimToggleListener>scriptedprivate
executionOwnerwref<GameObject>scriptedprivate
hasRightHandItemEquippedBoolscriptedprivate
hasThrowableMeleeWeaponBoolscriptedprivate
highLevelStateInt32scriptedprivate
isDeadBoolscriptedprivate
isDodgingBoolscriptedprivate
isWeaponBlockingAimingBoolscriptedprivate
mouseZoomLevelFloatscriptedprivate
sceneAimForcedBoolscriptedprivate
sceneTierInt32scriptedprivate
shouldAimBoolscriptedprivate
statListenerref<DefaultTransitionStatListener>scriptedprivate
statusEffectListenerref<DefaultTransitionStatusEffectListener>scriptedprivate
takedownStateInt32scriptedprivate
vehicleStateInt32scriptedprivate
visionModeActiveBoolscriptedprivate
weaponStateInt32scriptedprivate

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