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float | GetDamageMultiplier (EDamageType type) |
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float | GetDamageReduction () |
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float | GetDamageThreshold () |
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float | GetMaxHealth () |
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void | RegenerateNavmeshDelayed () |
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override void | OnDamage (int previousState, int newState, EDamageType type, float damageTaken, float currentHealth, inout vector hitTransform[3], ScriptBitWriter frameData) |
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void | SetModel (ResourceName model) |
| Sets the model of the object.
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float | GetDestructibleSize () |
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void | PlaySound (int damagePhaseIndex) |
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override void | OnStateChanged (int destructibleState, ScriptBitReader frameData, bool JIP) |
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override void | OnBeforeDestroyed () |
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float | CalculateMomentum (Contact contact, float ownerMass, float otherMass) |
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void | UpdateResponseIndex (float currentHealth) |
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bool | IsProxy () |
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override void | EOnContact (IEntity owner, IEntity other, Contact contact) |
| Contact.
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void | SCR_DestructibleEntity (IEntitySource src, IEntity parent) |
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proto external void | HandleDamage (EDamageType type, float damage, out vector hitPosDirNorm[3]) |
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proto external int | GetCorrespondingState (float hp) |
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proto external float | GetCurrentHealth () |
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float | ComputeEffectiveDamage (EDamageType damageType, float rawDamage, IEntity damageSource, notnull Instigator instigator, const GameMaterial hitMaterial, inout vector hitTransform[3], const vector impactVelocity) |
| Calculates the amount of damage a hitzone will receive.
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const float | SIMULATION_IMPRECISION_MULTIPLIER = 1.1 |
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static const int | MAX_DESTRUCTION_RESPONSE_INDEX = 10 |
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static const string | MAX_DESTRUCTION_RESPONSE_INDEX_NAME = "HugeDestructible" |
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static const int | TOTAL_DESTRUCTION_MAX_HEALTH_MULTIPLIER = 10 |
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void | SpawnPhaseObjects (SCR_BaseDestructionPhase phase, SCR_DestructionData destructionData) |
| Spawns objects that are meant to be created when the object is destroyed (particles, debris, etc)
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void | GoToDamagePhase (int damagePhaseIndex, int previousDamagePhaseIndex, SCR_DestructionData destructionData, bool streamed) |
| Only call from OnStateChanged, otherwise you have HUGE desync.
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void | SetDamagePhaseSignal (int damagePhaseIndex=0) |
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void | OnDamage (int previousState, int newState, EDamageType type, float damageTaken, float currentHealth, inout vector hitTransform[3], ScriptBitWriter frameData) |
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void | OnStateChanged (int destructibleState, ScriptBitReader frameData, bool JIP) |
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void | OnBeforeDestroyed () |
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bool | OnContact (IEntity owner, IEntity other, Contact contact) |
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static const int | MIN_MOMENTUM_RESPONSE_INDEX = 1 |
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static const int | MAX_MOMENTUM_RESPONSE_INDEX = 5 |
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static const int | MIN_DESTRUCTION_RESPONSE_INDEX = 6 |
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static const string | DAMAGE_PHASE_SIGNAL_NAME = "DamagePhase" |
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