REDNODE / GAME API

SprintEvents

classscriptedClass

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

Properties 5

NameTypeFlags
isInSecondSprintBoolscriptedpublic
previousStimTimeStampFloatscriptedpublic
reloadModifierref<gameStatModifierData>scriptedpublic
sprintAnimBlockedBoolscriptedpublic
sprintModifierref<gameStatModifierData>scriptedpublic

Methods 15

private final func AddMaxSpeedModifier(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func ApplySprintAnimBlock(scriptInterface: ref<StateGameScriptInterface>)scripted
private final func CleanupTwoStepSprint(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func EnableReloadStatModifier(enable: Bool, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func EvaluateTwoStepSprint(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func GetReloadModifier(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
public func OnEnter(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnExitToChargeJump(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnExitToJump(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
private final func RemoveMaxSpeedModifier(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func ShouldEnterSecondSprint(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func UpdateFootstepSprintStim(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted