CombatGadgetTransitions
abstract classscriptedClass
extends DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 13 types
CombatGadgetChargeDecisions CombatGadgetChargedThrowDecisions CombatGadgetChargedThrowEvents CombatGadgetChargeEvents CombatGadgetEquipDecisions CombatGadgetEquipEvents CombatGadgetInactiveDecisions CombatGadgetInactiveEvents CombatGadgetQuickThrowDecisions CombatGadgetQuickThrowEvents CombatGadgetUnequipEvents CombatGadgetWaitForUnequipDecisions CombatGadgetWaitForUnequipEvents
Methods 22
protected final const func CheckEquipDurationCondition(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>) -> Boolscripted
protected final const func CheckVehicleStatesForUnequipRequest(stateContext: ref<StateContext>) -> Boolscripted
protected final const func ClearLastUsedAnimWrapperInfo(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func CreateTrajectoryParams(item: ref<ItemObject>, isQuickthrow: Bool) -> ref<gameprojectileTrajectoryParams>scripted
protected final const func GetCancelGrenadeAction(stateContext: ref<StateContext>) -> Boolscripted
protected final const func GetLockHoldCondition(stateContext: ref<StateContext>) -> Boolscripted
protected final const func GetRotateAngle(isQuickthrow: Bool) -> Floatscripted
protected final const func GetSlotTDBID(stateContext: ref<StateContext>) -> TweakDBIDscripted
protected final const func NotifyAutocraftSystem(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func RemoveGrenadeFromInventory(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func RemoveGrenadeFromRightHand(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func SaveLastUsedCombatGadget(scriptInterface: ref<StateGameScriptInterface>, item: ItemID)scripted
protected final const func SendAnimWrapperInfo(scriptInterface: ref<StateGameScriptInterface>, item: ItemID, clearWrapperInfo: Bool, opt delay: Float)scripted
protected final func SetBlackbordThrowUnequip(scriptInterface: ref<StateGameScriptInterface>, newThrowUnequip: Bool)scripted
protected final func SetCombatGadgetAnimFeature(scriptInterface: ref<StateGameScriptInterface>, isQuickthrow: Bool, isChargedThrow: Bool)scripted
protected final func SetItemInLeftHand(scriptInterface: ref<StateGameScriptInterface>, newState: Bool)scripted
protected final func SetLeftHandAnimationAnimFeature(scriptInterface: ref<StateGameScriptInterface>, newState: Bool)scripted
protected final func SetLeftHandItemHandlingItemState(scriptInterface: ref<StateGameScriptInterface>, newState: Int32)scripted
protected final const func SetThrowableAnimFeatureOnGrenade(scriptInterface: ref<StateGameScriptInterface>, newState: Int32, isQuickthrow: Bool)scripted
protected final const func SetThrowableAnimFeatureOnGrenade(scriptInterface: ref<StateGameScriptInterface>, newState: Int32, target: wref<GameObject>)scripted
protected final const func ShouldForceUnequipGrenade(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func Throw(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, isQuickthrow: Bool, opt inLocalAimForward: Vector4, opt inLocalAimPosition: Vector4)scripted