UpperBodyTransition
abstract classscriptedClass
extends DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 8 types
AimingStateDecisions EmptyHandsDecisions ForceEmptyHandsDecisions ForceSafeDecisions SingleWieldDecisions TemporaryUnequipDecisions UpperBodyEventsTransition WaitForEquipDecisions
Methods 11
public final func BreakEffectLoopOnHeldItems(scriptInterface: ref<StateGameScriptInterface>, effectName: CName)scripted
protected final func CheckMeleeStatesForCombatGadget(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>) -> Boolscripted
protected final func CheckRangedAttackInput(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func EmptyHandsCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func GetTransactionSystem(scriptInterface: ref<StateGameScriptInterface>) -> ref<TransactionSystem>scripted
protected final func IsItemMeleeware(item: ItemID) -> Boolscripted
protected final func ProcessWeaponSlotInput(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
private final func ProcessWeaponSlotInput(scriptInterface: ref<StateGameScriptInterface>, actionName: CName, requestType: EquipmentManipulationAction) -> Boolscripted
protected final func SendDOFData(scriptInterface: ref<StateGameScriptInterface>, dofSetting: script_ref<String>)scripted
protected final func SetWeaponHolster(scriptInterface: ref<StateGameScriptInterface>, newState: Bool)scripted
public final func StopEffectOnHeldItems(scriptInterface: ref<StateGameScriptInterface>, effectName: CName)scripted