EquipmentBaseTransition
abstract classscriptedClass
extends DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 2 types
Methods 46
protected final const func AddConsumableStateMachine(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func AddCyberwareStateMachine(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func AddGrenadesStateMachine(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func CanProcessEquip(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CanProcessUnEquip(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CheckReplicatedEquipRequest(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData) -> Boolscripted
protected final const func CheckSlotMatchAndCompareRequestType(stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData, stateMachineInitData: wref<EquipmentInitData>, requestTypeCompare: EquipmentManipulationRequestType) -> Boolscripted
protected final const func ClearHandItemParam(stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData)scripted
protected final const func ClearLeftHandItemParam(stateContext: ref<StateContext>)scripted
protected final const func ClearProcessedEquipmentManipulationRequest(stateMachineInstanceData: StateMachineInstanceData, stateContext: ref<StateContext>)scripted
protected final const func ClearRightHandItemParam(stateContext: ref<StateContext>)scripted
protected final func CreateAndSendFirstEquipEndRequest(scriptInterface: ref<StateGameScriptInterface>, weaponTweakID: TweakDBID)scripted
protected final func DropActiveWeapon(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData)scripted
protected final const func GetBlurParametersFromWeapon(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func GetConsumableUnEquipDuration(stateMachineInstanceData: StateMachineInstanceData, stateContext: ref<StateContext>) -> Floatscripted
protected final const func GetEquipAreaFromItemID(item: ItemID) -> gamedataEquipmentAreascripted
protected final const func GetEquipDuration(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData) -> Floatscripted
protected final const func GetIsPSMInValidState(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData) -> Boolscripted
protected final const func GetItemCategoryFromItemID(item: ItemID) -> gamedataItemCategoryscripted
protected final const func GetItemIDFromParam(stateMachineInstanceData: StateMachineInstanceData, stateContext: ref<StateContext>) -> ItemIDscripted
protected final const func GetMappedInstanceData(referenceName: CName) -> InstanceDataMappedToReferenceNamescripted
protected final const func GetProcessedEquipmentManipulationRequest(stateMachineInstanceData: StateMachineInstanceData, stateContext: ref<StateContext>) -> ref<EquipmentManipulationRequest>scripted
protected final const func GetSlotActiveItem(scriptInterface: ref<StateGameScriptInterface>, stateMachineInstanceData: StateMachineInstanceData) -> ItemIDscripted
protected final const func GetSlotAttachedItem(scriptInterface: ref<StateGameScriptInterface>, stateMachineInstanceData: StateMachineInstanceData) -> ref<ItemObject>scripted
protected final const func GetSlotAttachedItemID(scriptInterface: ref<StateGameScriptInterface>, stateMachineInstanceData: StateMachineInstanceData) -> ItemIDscripted
protected final const func GetSlotAttachedItemObject(scriptInterface: ref<StateGameScriptInterface>, stateMachineInstanceData: StateMachineInstanceData) -> ref<ItemObject>scripted
protected final const func GetUnequipDuration(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData) -> Floatscripted
protected final const func GetWeaponEquipDuration(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData) -> Floatscripted
protected final const func GetWeaponManipulationRequest(stateContext: ref<StateContext>, stateMachineInitData: wref<EquipmentInitData>) -> ref<EquipmentManipulationRequest>scripted
protected final const func GetWeaponUnEquipDuration(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData) -> Floatscripted
protected final const func HandleWeaponEquip(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData, item: ItemID)scripted
protected final const func HandleWeaponUnequip(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData, item: ItemID)scripted
protected final const func HasThrowableCooldown(scriptInterface: ref<StateGameScriptInterface>, weapon: ref<WeaponObject>) -> Boolscripted
protected final const func IsLeftHandLogic(stateMachineInstanceData: StateMachineInstanceData) -> Boolscripted
protected final const func IsProperItemEquipped(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData) -> Boolscripted
protected final const func IsRightHandLogic(stateMachineInstanceData: StateMachineInstanceData) -> Boolscripted
protected final const func IsUsingFluffConsumable(scriptInterface: ref<StateGameScriptInterface>, stateMachineInstanceData: StateMachineInstanceData) -> Boolscripted
protected final const func IsVisualItemInSlot(scriptInterface: ref<StateGameScriptInterface>, stateMachineInstanceData: StateMachineInstanceData) -> Boolscripted
protected final const func ReferenceNameToProcessRequestId(stateMachineInstanceData: StateMachineInstanceData) -> CNamescripted
protected final const func ReferenceNameToRequestSlot(stateMachineInstanceData: StateMachineInstanceData) -> EquipmentManipulationRequestSlotscripted
protected final const func RemoveConsumableStateMachine(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func RemoveCyberwareStateMachine(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func RemoveGrenadesStateMachine(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func SaveProcessedEquipmentManipulationRequest(stateContext: ref<StateContext>, stateMachineInstanceData: StateMachineInstanceData, stateMachineInitData: wref<EquipmentInitData>)scripted
protected final const func SetLeftHandItemParam(stateContext: ref<StateContext>, item: ItemID)scripted
protected final const func SetRightHandItemParam(stateContext: ref<StateContext>, item: ItemID)scripted