|
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.
|
|
◆ OnDamage()
void BaseBuilding.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.
- Parameters
-
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