Arma Reforger Script API
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Public Member Functions | Public Attributes | List of all members
SCR_CharacterBloodHitZone Interface Reference

Blood - does not receive damage directly, only via scripted events. More...

Inheritance diagram for SCR_CharacterBloodHitZone:
[legend]

Public Member Functions

override void OnDamageStateChanged (EDamageState newState, EDamageState previousDamageState, bool isJIP)
 Called when the damage state changes.
 
void UpdateConsciousness ()
 
override void OnInit (IEntity pOwnerEntity, GenericComponent pManagerComponent)
 Call OnInit method from script.
 
float GetTotalBleedingAmount ()
 
bool AddBleedingHZToMap (SCR_CharacterHitZone hitZone, SCR_BleedingHitZoneParameters localBleedingHZParams)
 
void RemoveBleedingHZFromMap (SCR_CharacterHitZone hitZone)
 
map< SCR_CharacterHitZone, ref SCR_BleedingHitZoneParametersGetHitZoneDOTMap ()
 
- Public Member Functions inherited from SCR_RegeneratingHitZone
float CalculatePassiveRegenDPS (bool considerRegenScale=true)
 Returns the desired regeneration speed in damage per second for this hitzone.
 
float GetHitZoneDamageOverTime (EDamageType targetDamageType)
 Get current total damage per second of this hitZone.
 
override void OnHealthSet ()
 HealthSet could have decreased health, so passive regeneration is planned.
 
void ToggleHitZoneAutoRegenOnHealthSet (bool doRegen)
 Permanently disable/enable the automatic start of regeneration on this hitzone when manually setting it's health Use this when setting health on characters that should not heal, such as scripted gameplay events.
 
- Public Member Functions inherited from SCR_HitZone
EHitZoneGroup GetHitZoneGroup ()
 Hit zone group getter to be overridden.
 
ScriptInvokerVoid GetOnHealthChanged (bool createNew=true)
 Get event called when hitzone damage changes.
 
ScriptInvoker GetOnDamageStateChanged (bool createNew=true)
 Get event called when hitzone damage state changes.
 
IEntity GetOwner ()
 
override float ComputeEffectiveDamage (notnull BaseDamageContext damageContext, bool isDOT)
 Calculates the amount of damage a hitzone will receive.
 
void DrawDebug ()
 
void ApplyDamagePassRules (notnull BaseDamageContext damageContext)
 
void HandlePassedDamage (notnull BaseDamageContext damageContext)
 
- Public Member Functions inherited from HitZone
proto external float GetBaseDamageMultiplier ()
 
proto external bool HasColliderNodes ()
 
proto external int GetColliderDescriptorIndex (int colliderID)
 
proto external float GetDamageMultiplier (EDamageType dmgType)
 
proto external float GetDamageReduction ()
 
proto external float GetDamageThreshold ()
 
proto external int GetAllColliderNames (out notnull array< string > colliderNames)
 
proto external void SetDamageOverTime (EDamageType dmgType, float dps)
 Sets damage over time for this particular hitzone.
 
proto external float GetDamageOverTime (EDamageType dmgType)
 
proto external int GetNumColliderDescriptors ()
 
proto external HitZoneContainerComponent GetHitZoneContainer ()
 
proto external void SetHealth (float health)
 
proto external void SetHealthScaled (float health)
 
proto external void SetMaxHealth (float maxHealth, ESetMaxHealthFlags flag=ESetMaxHealthFlags.NONE)
 
proto external float GetHealth ()
 
proto external float GetHealthScaled ()
 
proto external float GetDamageStateThreshold (EDamageState damageState)
 
proto external float GetMaxHealth ()
 
proto external string GetName ()
 
proto external EDamageState GetDamageState ()
 
proto external float GetCriticalDamageThreshold ()
 
proto external EDamageState GetPreviousDamageState ()
 
proto external void HandleDamage (float damage, int damageType, IEntity instigator)
 
proto external bool IsProxy ()
 
proto external int GetColliderIDs (out notnull array< int > outIDs)
 Returns all collider IDs attached to this hitzone.
 
proto bool TryGetColliderDescription (IEntity owner, int descIndex, out vector transformLS[4], out int boneIndex, out int nodeID)
 
proto bool TryGetColliderDescriptionFromName (IEntity owner, string colliderName, out vector transformLS[4], out int boneIndex, out int nodeID)
 
void OnInit (IEntity pOwnerEntity, GenericComponent pManagerComponent)
 Call OnInit method from script.
 
void OnDamage (notnull BaseDamageContext damageContext)
 Called when the damage has been dealt by the server, doesn't get called for DOT.
 
float ComputeEffectiveDamage (notnull BaseDamageContext damageContext, bool isDOT)
 Calculates the amount of damage a hitzone will receive.
 

Public Attributes

ref map< SCR_CharacterHitZone, ref SCR_BleedingHitZoneParametersm_mHitZoneDOTMap
 
ref array< float > m_aHitZoneGroupBleedings
 

Additional Inherited Members

override void OnHealthSet ()
 Called when damage changes.
 
override void OnDamageStateChanged (EDamageState newState, EDamageState previousDamageState, bool isJIP)
 Called when the damage state changes.
 
- Protected Member Functions inherited from HitZone
void OnHealthSet ()
 Called when damage changes.
 
void OnMaxHealthChanged ()
 Called when max damage changes.
 
void OnDamageStateChanged (EDamageState newState, EDamageState previousDamageState, bool isJIP)
 Called when damage state changes.
 
- Protected Attributes inherited from SCR_RegeneratingHitZone
float m_fFullRegenerationTime
 
bool m_bAutoRegenOnHealthSet = true
 
- Protected Attributes inherited from SCR_HitZone
ref array< ref SCR_DamagePassRulem_aDamagePassRules
 
float m_fFireMultiplier
 
ref ScriptInvokerVoid m_OnHealthChanged
 
ref ScriptInvoker m_OnDamageStateChanged
 

Detailed Description

Blood - does not receive damage directly, only via scripted events.

Member Function Documentation

◆ AddBleedingHZToMap()

bool SCR_CharacterBloodHitZone.AddBleedingHZToMap ( SCR_CharacterHitZone  hitZone,
SCR_BleedingHitZoneParameters  localBleedingHZParams 
)

◆ GetHitZoneDOTMap()

map< SCR_CharacterHitZone, ref SCR_BleedingHitZoneParameters > SCR_CharacterBloodHitZone.GetHitZoneDOTMap ( )

◆ GetTotalBleedingAmount()

float SCR_CharacterBloodHitZone.GetTotalBleedingAmount ( )

◆ OnDamageStateChanged()

override void SCR_CharacterBloodHitZone.OnDamageStateChanged ( EDamageState  newState,
EDamageState  previousDamageState,
bool  isJIP 
)

Called when the damage state changes.

Implements SCR_HitZone.

◆ OnInit()

override void SCR_CharacterBloodHitZone.OnInit ( IEntity  pOwnerEntity,
GenericComponent  pManagerComponent 
)

Call OnInit method from script.

Implements HitZone.

◆ RemoveBleedingHZFromMap()

void SCR_CharacterBloodHitZone.RemoveBleedingHZFromMap ( SCR_CharacterHitZone  hitZone)

◆ UpdateConsciousness()

void SCR_CharacterBloodHitZone.UpdateConsciousness ( )

Member Data Documentation

◆ m_aHitZoneGroupBleedings

ref array<float> SCR_CharacterBloodHitZone.m_aHitZoneGroupBleedings

◆ m_mHitZoneDOTMap

ref map<SCR_CharacterHitZone, ref SCR_BleedingHitZoneParameters> SCR_CharacterBloodHitZone.m_mHitZoneDOTMap

The documentation for this interface was generated from the following file: