TimeDilationTransitions
classscriptedClass
extends DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 4 types
KerenzikovDecisions SandevistanDecisions TimeDilationEventsTransitions TimeDilationFocusModeDecisions
Methods 14
protected final const func GetBoolFromTimeSystemTweak(tweakDBPath: script_ref<String>, paramName: script_ref<String>) -> Boolscripted
protected final const func GetCNameFromTimeSystemTweak(tweakDBPath: script_ref<String>, paramName: script_ref<String>) -> CNamescripted
protected final const func GetFloatFromTimeSystemTweak(tweakDBPath: script_ref<String>, paramName: script_ref<String>) -> Floatscripted
protected final const func IsCameraRotated(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsChangingTarget(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsForceDeactivationRequested(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsInVisionMode(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsKerenzikovActivationRequested(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsKerenzikovDeactivationRequested(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPlayerMovementDetected(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsSandevistanActivationRequested(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsSandevistanDeactivationRequested(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsTargetChanged(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsWorkspotValid(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted