SlideEvents
classscriptedClass
extends CrouchEvents › LocomotionGroundEvents › LocomotionEventsTransition › LocomotionTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable
Properties 6
| Name | Type | Flags |
|---|---|---|
addDecelerationModifier | ref<gameStatModifierData> | scriptedpublic |
decelerating | Bool | scriptedpublic |
enteredWithSprint | Bool | scriptedpublic |
multiplyDecelerationModifier | ref<gameStatModifierData> | scriptedpublic |
perkDecelerationMultiplier | Float | scriptedpublic |
rumblePlayed | Bool | scriptedpublic |
Methods 19
protected func AddDecelerationStatModifier(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, enable: Bool)scripted
protected func CancelSprintOnHoldWithoutNinjutsu() -> Boolscripted
private final func CleanUpOnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func EvaluateSlideDeceleration(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnEnter(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func OnEnterFromSprint(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func OnEnterFromWorkspot(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func OnExitHelper(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, dontStopRumble: Bool)scripted
public final func OnExitNoCrouch(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, keepSprint: Bool, opt grounded: Bool)scripted
public final func OnExitToChargeJump(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func OnExitToClimb(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func OnExitToCrouch(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func OnExitToDodge(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func OnExitToHoverJump(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func OnExitToJump(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public final func OnExitToVault(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnForcedExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnUpdate(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted