REDNODE / GAME API

LocomotionTransition

abstract classscriptedClass

extends DefaultTransition › StateFunctor › IScriptable › ISerializable

Extended by 7 types

CoverActionTransition LocomotionAirDecisions LocomotionBraindance LocomotionEventsTransition LocomotionGroundDecisions LocomotionSwimming LocomotionTakedownDecisions

Properties 3

NameTypeFlags
ownerRecordIdTweakDBIDscriptedpublic
statModifierGroupIdUint64scriptedpublic
statModifierTDBNameDefaultStringscriptedpublic

Methods 46

protected final func AddImpulse(stateContext: ref<StateContext>, impulse: Vector4)scripted
protected final func AddImpulseInMovingDirection(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, impulse: Float)scripted
protected final func AddVerticalImpulse(stateContext: ref<StateContext>, force: Float)scripted
protected final func BroadcastStimuliFootstepRegular(context: ref<StateGameScriptInterface>)scripted
protected final func BroadcastStimuliFootstepSprint(context: ref<StateGameScriptInterface>)scripted
public final const func CheckSecureFootingFailure(result: script_ref<SecureFootingResult>) -> Boolscripted
protected final func ClearDebugText(layerId: Uint32, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func DisableMovementDecelerationStatModifier(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, decelerationModifier: ref<gameStatModifierData>) -> ref<gameStatModifierData>scripted
protected func EnableMovementDecelerationStatModifier(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, decelerationModifier: ref<gameStatModifierData>, movementDecelerationModifierVal: Float) -> ref<gameStatModifierData>scripted
protected final const func GetFallingSpeedBasedOnHeight(scriptInterface: ref<StateGameScriptInterface>, height: Float) -> Floatscripted
protected final const func GetInitialHeightBasedOnFallingSpeed(scriptInterface: ref<StateGameScriptInterface>, fallSpeed: Float) -> Floatscripted
protected final const func GetLandingType(stateContext: ref<StateContext>) -> Int32scripted
protected final func GetSpeedBasedOnDistance(scriptInterface: ref<StateGameScriptInterface>, desiredDistance: Float) -> Floatscripted
protected final const func GetStateDefaultLocomotionParameters(out locomotionParameters: ref<LocomotionParameters>)scripted
public final const func HasSecureFooting(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
public final const func HasSecureFootingDetailedResult(scriptInterface: ref<StateGameScriptInterface>) -> SecureFootingResultscripted
protected final const func InternalEnterCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsAiming(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsCurrentFallSpeedTooFastToEnter(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsFreezeForced(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsIdleForced(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsPlayerAboveLadderTop(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsStatusEffectType(statusEffectRecord: ref<StatusEffect_Record>, type: gamedataStatusEffectType) -> Boolscripted
public final const func IsTouchingGround(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsWalkForced(stateContext: ref<StateContext>) -> Boolscripted
protected final const func LogSpecialMovementToTelemetry(scriptInterface: ref<StateGameScriptInterface>, mvtType: telemetryMovementType)scripted
protected func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnForcedExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func PlayDeathLandingEffects(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func PlayHardLandingEffects(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func PlayRumbleBasedOnDodgeDirection(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, opt isHeavy: Bool)scripted
protected final func PlayVeryHardLandingEffects(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func ProcessSprintInputLock(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ResetFallingParameters(stateContext: ref<StateContext>)scripted
protected final func SendSuperHeroLandAnimFeature(scriptInterface: ref<StateGameScriptInterface>, state: Int32)scripted
public final func SetCollisionFilter(scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func SetDetailedState(scriptInterface: ref<StateGameScriptInterface>, state: gamePSMDetailedLocomotionStates)scripted
protected final func SetLocomotionCameraParameters(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func SetLocomotionParameters(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> ref<LocomotionParameters>scripted
protected final func SetModifierGroupForState(scriptInterface: ref<StateGameScriptInterface>, opt statModifierTDBName: String)scripted
protected func SetMovementDecelerationStatModifier(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, enable: Bool, decelerationModifier: ref<gameStatModifierData>, opt movementDecelerationModifierVal: Float) -> ref<gameStatModifierData>scripted
protected final const func SetupSprintInputLock(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ShowDebugText(text: script_ref<String>, scriptInterface: ref<StateGameScriptInterface>, out layerId: Uint32)scripted
protected final func SpawnLandingFxGameEffect(attackId: TweakDBID, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func WantsToDodge(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func WantsToDodgeFromMovementInput(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted