REDNODE / GAME API

SlideEvents

classscriptedClass

extends CrouchEvents › LocomotionGroundEvents › LocomotionEventsTransition › LocomotionTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable

Properties 6

NameTypeFlags
addDecelerationModifierref<gameStatModifierData>scriptedpublic
deceleratingBoolscriptedpublic
enteredWithSprintBoolscriptedpublic
multiplyDecelerationModifierref<gameStatModifierData>scriptedpublic
perkDecelerationMultiplierFloatscriptedpublic
rumblePlayedBoolscriptedpublic

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