LeftHandCyberwareTransition
abstract classscriptedClass
extends DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 8 types
LeftHandCyberwareActionAbstractDecisions LeftHandCyberwareCatchDecisions LeftHandCyberwareChargeDecisions LeftHandCyberwareEquipDecisions LeftHandCyberwareEventsTransition LeftHandCyberwareLoopDecisions LeftHandCyberwareSafeDecisions LeftHandCyberwareWaitForUnequipDecisions
Properties 2
| Name | Type | Flags |
|---|---|---|
leftCWFeature | ref<AnimFeature_LeftHandCyberware> | scriptedpublic |
overchargeStatFlag | ref<gameStatModifierData> | scriptedpublic |
Methods 39
protected final func AimSnap(scriptInterface: ref<StateGameScriptInterface>)scripted
public final func AttachAndPreviewProjectile(scriptInterface: ref<StateGameScriptInterface>, active: Bool)scripted
protected final func CreateAndSendAnimFeatureData(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func DetachProjectile(scriptInterface: ref<StateGameScriptInterface>, opt angleOffset: Float)scripted
protected final func DrainLeftHandWeaponCharge(scriptInterface: ref<StateGameScriptInterface>, chargeValue: Float)scripted
protected final func EndAiming(scriptInterface: ref<StateGameScriptInterface>)scripted
public final func GetCurrentlyInstalledProjectile(scriptInterface: ref<StateGameScriptInterface>, out installedProjectile: ItemID) -> Boolscripted
protected final const func GetEquipDuration(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final const func GetLeftHandWeaponObject(scriptInterface: ref<StateGameScriptInterface>) -> wref<WeaponObject>scripted
protected final const func GetMaxActiveTime(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final const func GetMaxChargeThreshold(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final const func GetProjectileTemplateNameFromWeaponDefinition(weaponTweak: TweakDBID) -> CNamescripted
protected final const func GetUnequipDuration(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final func GetWeaponChargeCost(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final func HasMeleewarePerkStatFlag(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func HasProjectileLauncherWithStatFlag(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsUsingCyberwareAllowed(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func LeftHandCyberwareHasTag(scriptInterface: ref<StateGameScriptInterface>, tag: CName) -> Boolscripted
protected final func LockLeftHandAnimation(scriptInterface: ref<StateGameScriptInterface>, newState: Bool)scripted
protected final func PlayEffect(effectName: CName, scriptInterface: ref<StateGameScriptInterface>, opt eventTag: CName)scripted
protected final const func QuickwheelHasTag(scriptInterface: ref<StateGameScriptInterface>, tag: CName) -> Boolscripted
protected final func ResetAnimFeatureParameters(stateContext: ref<StateContext>)scripted
protected final func SetActionDuration(stateContext: ref<StateContext>, value: Float)scripted
protected final func SetAnimEquipState(scriptInterface: ref<StateGameScriptInterface>, newState: Bool)scripted
protected final func SetAnimFeatureState(stateContext: ref<StateContext>, value: Int32)scripted
protected final func SetIsCatching(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsCharging(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsLooping(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsProjectileCaught(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, value: Bool)scripted
protected final func SetIsQuickAction(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetIsSafeAction(stateContext: ref<StateContext>, value: Bool)scripted
protected final func SetLeftHandItemTypeAndState(scriptInterface: ref<StateGameScriptInterface>, type: Int32, state: Int32)scripted
protected final func SetLeftHandWeaponCharged(scriptInterface: ref<StateGameScriptInterface>, charged: Bool)scripted
protected final const func ShouldInstantlyUnequipCyberware(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>) -> Boolscripted
protected final func StopEffect(effectName: CName, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func TurnOFFOvercharge(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func TurnOnOvercharge(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func UpdateAndSendChargeAnimData(chargeAmount: Float, hasCWPerk: Bool, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func WeaponIsCharged(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted