HighLevelTransition
abstract classscriptedClass
extends DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 16 types
AiControlledDecisions AiControlledEvents DeathDecisions DeathDecisionsWithResurrection DeathEvents ExplorationDecisions ExplorationEvents InspectionDecisions InspectionEvents MinigameDecisions MinigameEvents ResurrectDecisions ResurrectEvents SceneTierAbstract SwimmingDecisions SwimmingEvents
Methods 35
public final func ActivateTier3Locomotion(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func ActivateTier4Locomotion(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func ActivateTier5Locomotion(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func ActivateWorkspotLocomotion(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func BlockMovement(scriptInterface: ref<StateGameScriptInterface>, val: Bool)scripted
protected final const func CanPlayerSwim(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, depthThresholdAndTolerance: Float) -> Boolscripted
protected final func EvaluateSettingCustomDeathAnimation(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func ForceDefaultLocomotion(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func ForceEmptyHands(stateContext: ref<StateContext>, val: Bool)scripted
public final func ForceExitToStand(stateContext: ref<StateContext>)scripted
public final func ForceReadyState(stateContext: ref<StateContext>)scripted
public final func ForceSafeState(stateContext: ref<StateContext>)scripted
public final func ForceTemporaryUnequip(stateContext: ref<StateContext>, val: Bool)scripted
protected final func GetCurrentHealthPerc(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final const func GetDeathType(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> EDeathTypescripted
private final func GetGLP(out glpID: TweakDBID) -> Boolscripted
protected final const func HasSecondHeart(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsDeathMenuBlocked(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final func IsForceEmptyHands(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsResurrectionAllowed(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public func OnEnter(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func RemoveAllTierLocomotions(scriptInterface: ref<StateGameScriptInterface>)scripted
public final func RemoveTier2Locomotion(scriptInterface: ref<StateGameScriptInterface>)scripted
public final func RemoveTier2LocomotionFast(scriptInterface: ref<StateGameScriptInterface>)scripted
public final func RemoveTier2LocomotionSlow(scriptInterface: ref<StateGameScriptInterface>)scripted
public final func ResetForceWalkSpeed(stateContext: ref<StateContext>)scripted
protected final func SetDeathCameraParameters(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func SetIsResurrectionAllowedBasedOnState(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func SetPlayerDeathAnimFeatureData(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, val: Int32)scripted
protected final func SetPlayerVitalsAnimFeatureData(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, val: Int32, stateDuration: Float)scripted
public final func SetTier2Locomotion(scriptInterface: ref<StateGameScriptInterface>)scripted
public final func SetTier2LocomotionFast(scriptInterface: ref<StateGameScriptInterface>)scripted
public final func SetTier2LocomotionSlow(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func StartDeathEffects(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted