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| void | OnDamage (float damage, EDamageType type, IEntity pHitEntity, inout vector outMat[3], IEntity damageSource, notnull Instigator instigator, int colliderID, float speed) |
| | Called when the damage has been dealt by the server.
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◆ OnDamage()
| void BaseBuilding.OnDamage |
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float | damage, |
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EDamageType | type, |
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IEntity | pHitEntity, |
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inout vector | outMat[3], |
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IEntity | damageSource, |
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notnull Instigator | instigator, |
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int | colliderID, |
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float | speed ) |
Called when the damage has been dealt by the server.
- Parameters
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| damage | Damage value. |
| type | Damage type. |
| pHitEntity | Damaged entity. |
| hitDirNorm | Hit position/direction/normal. |
| damageSource | Projectile entity. |
| damageSourceParent | Damage source parent entity (soldier / vehicle). |
| colliderID | Collider ID if exists otherwise enf::BAD_INDEX. |
| speed | Projectile velocity in m/s. |
Implemented in SCR_FiringRangeTarget.
The documentation for this interface was generated from the following file:
- Game/generated/Building/BaseBuilding.c