Arma Reforger Script API
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Public Member Functions | Static Public Member Functions | Static Public Attributes | Protected Member Functions | Protected Attributes | List of all members
SCR_CharacterDamageManagerComponent Interface Reference
Inheritance diagram for SCR_CharacterDamageManagerComponent:
[legend]

Public Member Functions

override void OnInit (IEntity owner)
 Called during EOnInit.
 
void UpdateConsciousness ()
 
void ForceUnconsciousness (float resilienceHealth=0)
 Force unconsciousness regardless of health.
 
void OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState)
 
void InsertArmorData (notnull SCR_CharacterHitZone charHitZone, SCR_ArmoredClothItemData attributes)
 Insert armor data from clothing item prefab into map, create map if null.
 
void RemoveArmorData (notnull SCR_CharacterHitZone charHitZone)
 Remove armor data from clothing item prefab from map, delete map if empty.
 
void UpdateArmorDataMap (notnull SCR_ArmoredClothItemData armorAttr, bool remove)
 If !remove, take data from prefab and insert to map as class. If remove, remove this hitZone's stored data from map.
 
override GameMaterial OverrideHitMaterial (HitZone struckHitzone)
 Not all armors are physical so the surface that gets struck by projectiles will not be the one the armor, but the hitzone.
 
SCR_ArmoredClothItemData GetArmorData (notnull SCR_CharacterHitZone charHitZone)
 Get data from m_mClothItemDataMap.
 
float GetArmorProtection (notnull SCR_CharacterHitZone charHitZone, EDamageType damageType)
 Get protection value of particular hitZone stored on m_mClothItemDataMap.
 
void ArmorHitEventEffects (float damage)
 Function called from SCR_ArmorDamageManagerComponent in case player is shot in armor. Applies effects.
 
void ArmorHitEventDamage (EDamageType type, float damage, IEntity instigator)
 Function called from SCR_ArmorDamageManagerComponent in case player is shot in armor. Applies damage.
 
override void OnDamageEffectAdded (notnull SCR_DamageEffect dmgEffect)
 Called when a damage effect has been added.
 
override void OnDamageEffectRemoved (notnull SCR_DamageEffect dmgEffect)
 Called when a damage effect has been removed.
 
override bool HijackDamageHandling (notnull BaseDamageContext damageContext)
 Hijack collisiondamage in case it's applied to defaultHZ, since that means it's falldamage.
 
void SoundHit (bool critical, EDamageType damageType)
 
void SoundKnockout ()
 Tell m_CommunicationSound to stop character from screaming, otherwise ignore.
 
void SoundDeath (int previousLifestate)
 Tell m_CommunicationSound that this character is now dead.
 
void SoundHeal ()
 
void RemoveAllBleedingParticlesAfterDeath ()
 Clean up blood particle sources after death.
 
override bool CanBeHealed (bool ignoreHealingDOT=true)
 Return true if there is damage that can be repaired.
 
override void FullHeal (bool ignoreHealingDOT=true)
 will fully heal the character
 
void SetBloodHitZone (HitZone hitZone)
 
SCR_CharacterBloodHitZone GetBloodHitZone ()
 
float GetResilienceRegenScale ()
 
void SetBleedingScale (float rate, bool changed)
 
float GetBleedingScale ()
 
void SetRegenScale (float rate, bool changed)
 
float GetRegenScale ()
 
bool GetPermitUnconsciousness ()
 Returns whether unconsciousness is permitted. Character prefab has highest authority, then gamemaster, then gamemode configuration.
 
void SetPermitUnconsciousness (bool permit, bool changed)
 
void SetOverrideCharacterMedicalGMAttribute (bool permit)
 
bool GetOverrideCharacterMedicalGMAttribute ()
 
void SetResilienceHitZone (HitZone hitZone)
 
SCR_CharacterResilienceHitZone GetResilienceHitZone ()
 
void SetHeadHitZone (HitZone hitZone)
 
HitZone GetHeadHitZone ()
 
float GetTourniquetStrengthMultiplier ()
 
void AddBleedingEffectOnHitZone (notnull SCR_CharacterHitZone hitZone, int colliderDescriptorIndex=-1)
 Add bleeding effect to hitzone.
 
void AddBleedingToArray (notnull HitZone hitZone)
 Register hitzone in array as bleeding.
 
void RemoveBleedingFromArray (notnull HitZone hitZone)
 Unregister hitzone from array.
 
array< HitZoneGetBleedingHitZones ()
 
void CreateBleedingParticleEffect (notnull HitZone hitZone, int colliderDescriptorIndex)
 Called to start bleeding effect on a specificied bone.
 
void RemoveAllBleedingParticles ()
 Remove all bleeding particle effects from all bleeding hitZones.
 
void RemoveBleedingParticleEffect (HitZone hitZone)
 Get particle effect on a specified hitZone.
 
void RemoveAllBleedings ()
 Stop all bleeding.
 
void RemoveGroupBleeding (ECharacterHitZoneGroup charHZGroup)
 Terminate all bleeding effects on every hitZone of a group.
 
void AddParticularBleeding (string hitZoneName="Chest", ECharacterDamageState intensityEnum=ECharacterDamageState.WOUNDED, float intensityFloat=-1)
 Add bleeding to a particular physical hitZone.
 
void AddRandomBleeding ()
 Add bleeding to a random physical hitZone.
 
ECharacterHitZoneGroup FindAssociatedHitZoneGroup (EBandagingAnimationBodyParts bodyPartToBandage)
 
EBandagingAnimationBodyParts FindAssociatedBandagingBodyPart (ECharacterHitZoneGroup hitZoneGroup)
 
void GetHealingAnimHitzones (EBandagingAnimationBodyParts eBandagingAnimBodyParts, out notnull array< HitZone > GroupHitZones)
 
float GetGroupHealthScaled (ECharacterHitZoneGroup hitZoneGroup)
 
override float GetGroupDamageOverTime (ECharacterHitZoneGroup hitZoneGroup, EDamageType damageType)
 Get total damage over time of given hitzone group.
 
bool GetGroupTourniquetted (ECharacterHitZoneGroup hitZoneGroup)
 
void SetTourniquettedGroup (ECharacterHitZoneGroup hitZoneGroup, bool setTourniquetted)
 
bool GetGroupIsBeingHealed (ECharacterHitZoneGroup hitZoneGroup)
 
void SetGroupIsBeingHealed (ECharacterHitZoneGroup hitZoneGroup, bool setIsBeingHealed)
 
bool GetGroupSalineBagged (ECharacterHitZoneGroup hitZoneGroup)
 
void SetSalineBaggedGroup (ECharacterHitZoneGroup hitZoneGroup, bool setSalineBagged)
 
bool IsBleeding ()
 the official and globally used way of checking if bleeding tests for any PERSISTENT damage effects of EDamageType.BLEEDING.
 
HitZone GetMostDOTHitZone (EDamageType damageType, bool includeVirtualHZs=false, array< EHitZoneGroup > allowedGroups=null)
 
void UpdateCharacterGroupDamage (ECharacterHitZoneGroup hitZoneGroup)
 
ECharacterHitZoneGroup GetCharMostDOTHitzoneGroup (EDamageType damageType, bool onlyExtremities=false, bool ignoreTQdHitZones=false, bool ignoreIfBeingTreated=false)
 Determine which hitZones group is taking highest DOT.
 
string GetBoneName (ECharacterHitZoneGroup hzGroup)
 Get bone name for given hz group.
 
override void OnPostInit (IEntity owner)
 Called after all components are initialized.
 
void RegenPhysicalHitZones (bool skipRegenDelay=false)
 
void RegenVirtualHitZone (SCR_RegeneratingHitZone targetHitZone, float dps=-1, bool skipRegenDelay=false)
 
override bool FilterContact (IEntity owner, IEntity other, Contact contact)
 Filter out any contacts under a reasonable speed for damage.
 
void HandleFallDamage (float damage)
 
void GetNearestHitZones (vector worldPosition, notnull inout array< HitZone > nearestHitZones, int hitZonesReturnAmount)
 Get nearest hitZones to the point of impact.
 
- Public Member Functions inherited from SCR_ExtendedDamageManagerComponent
ScriptInvoker GetOnDamageEffectAdded ()
 
ScriptInvoker GetOnDamageEffectRemoved ()
 
override void OnDamageEffectAdded (notnull SCR_DamageEffect dmgEffect)
 Called when a damage effect has been added.
 
override void OnDamageEffectRemoved (notnull SCR_DamageEffect dmgEffect)
 Called when a damage effect has been removed.
 
array< ref PersistentDamageEffectGetAllPersistentEffectsOnHitZone (HitZone hitzone)
 
array< ref PersistentDamageEffectFilterEffectsByHitZone (array< ref PersistentDamageEffect > damageEffects, HitZone hitzone)
 
array< ref PersistentDamageEffectGetAllPersistentEffectsOfType (TypeName effectTypename)
 
array< ref PersistentDamageEffectFilterEffectsByType (array< ref PersistentDamageEffect > damageEffects, TypeName effectTypename)
 
- Public Member Functions inherited from ExtendedDamageManagerComponent
proto external void AddDamageEffect (BaseDamageEffect damageEffect)
 Adds A CLONE of a DamageEffect to this DamageManager.
 
proto external bool TerminateDamageEffect (notnull PersistentDamageEffect dmgEffect)
 If this persistent effect is contained on the damage manger, it will be removed.
 
proto external void TerminateDamageEffectsOfType (TypeName typeName)
 Terminates all damage effects of the given type.
 
proto external DamageEffectEvaluator GetEvaluator ()
 Returns the DamageEffectEvaluator this ExtendedDamageManager is using.
 
proto external void SetEvaluator (notnull DamageEffectEvaluator evaluator)
 Switches the DamageEffectEvaluator this ExtendedDamageManager is using.
 
proto external void GetPersistentEffects (out notnull array< ref PersistentDamageEffect > persistentEffects)
 Clears passed array (persistentEffects) and fills it with all current PersistentEffects contained in the damage manager.
 
proto external bool IsDamageEffectPresent (TypeName typeName)
 Returns true if a persistent effect of the type is currently present.
 
proto external SCR_PersistentDamageEffect FindDamageEffectOfType (TypeName typeName)
 Finds a DamageEffect of the requested type contained on this ExtendedDamageManager.
 
proto external int FindAllDamageEffectsOfType (TypeName typeName, out notnull array< ref SCR_PersistentDamageEffect > damageEffects)
 Fills damageEffects array with all the DamageEffects of the given type present on this manager.
 
proto external void FindDamageEffectsOnHitZone (HitZone hitzone, out notnull array< ref BaseDamageEffect > damageEffects)
 Fills passed array with all current persistent DamageEffects affecting the chosen hitzone.
 
proto external SCR_PersistentDamageEffect FindDamageEffectOnHitZone (TypeName typeName, HitZone hitzone)
 Finds a DamageEffect of the requested type contained on this ExtendedDamageManager, that is being applied to the HitZone.
 
proto external int FindAllDamageEffectsOfTypeOnHitZone (TypeName typeName, HitZone hitzone, out notnull array< ref SCR_PersistentDamageEffect > damageEffects)
 Finds all the DamageEffects of the requested type contained on this ExtendedDamageManager, that is being applied to the requested HitZone.
 
proto external bool IsDamageEffectPresentOnHitZones (TypeName typeName, notnull array< HitZone > hitZones)
 Returns true if a persistent effect of the type is currently present in any of the hitzones passed.
 
proto external void GetDamageHistory (out notnull array< ref BaseDamageEffect > damageHistory)
 Clears passed array (damageHistory) and fills it with all DamageEffects stored in this damage managers damage history.
 
proto external void ClearDamageHistory ()
 Clears the DamageHistory, containing all the DamageEffects applied to this DamageManager.
 
void OnDamageEffectAdded (notnull SCR_DamageEffect dmgEffect)
 Called when a damage effect has been added.
 
void OnDamageEffectRemoved (notnull SCR_DamageEffect dmgEffect)
 Called when a damage effect has been removed.
 
- Public Member Functions inherited from SCR_DamageManagerComponent
bool IsRplReady ()
 Check if replication loading is completed. Important for join in progress and when streaming entities in.
 
HitZone GetHitZoneByName (string hitZoneName, bool caseSensitive=false)
 Get the HitZone that matches the provided name.
 
void GetPhysicalHitZones (out notnull array< HitZone > physicalHitZones)
 Return hit zones with colliders assigned.
 
void GetRegeneratingHitZones (out notnull array< SCR_RegeneratingHitZone > regeneratingHitZones)
 Return hit zones with passive regeneration enabled.
 
void RpcDo_SetFireState (int hitZoneIndex, SCR_EBurningState fireState)
 Set fire rate of a flammable hitzone.
 
override bool FilterContact (IEntity owner, IEntity other, Contact contact)
 No contacts for destroyed entities.
 
float CalculateMomentum (Contact contact, float ownerMass, float otherMass)
 
int GetSurroundingHitzones (vector origin, Physics physics, float maxDistance, out array< HitZone > outHitzones)
 
float GetMinDestroyDamage (EDamageType damageType, array< HitZone > hitzones, int count)
 
ScriptInvoker GetOnDamage ()
 
ScriptInvoker GetOnDamageOverTimeAdded ()
 
ScriptInvoker GetOnDamageOverTimeRemoved ()
 
ScriptInvoker GetOnDamageStateChanged ()
 
void ~SCR_DamageManagerComponent ()
 
int GetHitZonesOfGroup (EHitZoneGroup hitZoneGroup, out notnull array< HitZone > groupHitZones, bool clearArray=true)
 Get a list of all hitzones of specific hitzone group.
 
int GetHitZonesOfGroups (notnull array< EHitZoneGroup > hitZoneGroups, out notnull array< HitZone > groupHitZones)
 Get a list of all hitzones of specific hitzone group.
 
float GetGroupDamageOverTime (ECharacterHitZoneGroup hitZoneGroup, EDamageType damageType)
 Get total damage over time of given hitzone group.
 
void Kill (notnull Instigator instigator)
 Neutralize the entity with a specific damage type, registering the killer entity.
 
void DamageRandomHitZones (float damage, EDamageType type, notnull Instigator instigator, bool onlyPhysical=true, vector outMat[3]={}, bool damageDefault=false)
 Damage random physical hit zones up to damage amount.
 
bool CanBeHealed (bool ignoreHealingDOT=true)
 Return true if there is damage that can be repaired.
 
void FullHeal (bool ignoreHealingDOT=true)
 Fix all the damage.
 
float HealHitZones (float healthToDistribute, bool sequential=false, float maxHealThresholdScaled=1, array< HitZone > alternativeHitZones=null)
 Partially heal the hitZones of an entity.
 
void ReduceSmoke ()
 Reduce smoke output based on the total health of hit zones.
 
float GetHitZonesDamage (float untilThresholdScaled=1, array< HitZone > alternativeHitZones=null)
 Get all damage dealt to hitzones.
 
float GetHitZonesHealthScaled (array< HitZone > alternativeHitZones=null)
 Get Health scaled of all hitzones.
 
float GetSingleHitZonesHealthScaled (array< HitZone > alternativeHitZones=null, bool getLowestHealth=true)
 Get single Health scaled from hitzones.
 
ResourceName GetSecondaryExplosion (float value, SCR_ESecondaryExplosionType explosionType, EResourceType resourceType=EResourceType.SUPPLIES, bool fire=false)
 Determine secondary explosion prefab based on explosion value, type and resource type if defined.
 
SCR_SecondaryExplosion GetSecondaryExplosionForScale (SCR_ESecondaryExplosionScale scale, SCR_ESecondaryExplosionType explosionType, EResourceType resourceType=EResourceType.SUPPLIES)
 Determine secondary explosion prefab based on explosion scale, type and resource type if defined.
 
SCR_ESecondaryExplosionScale GetSecondaryExplosionScale (float value, SCR_ESecondaryExplosionType explosionType, EResourceType resourceType=EResourceType.SUPPLIES)
 Determine secondary explosion prefab based on explosion value, type and resource type if defined.
 
ResourceName GetSecondaryFireParticle (float value, SCR_ESecondaryExplosionType explosionType, EResourceType resourceType=EResourceType.SUPPLIES)
 Determine secondary explosion prefab based on explosion value, type and resource type if defined.
 
bool IsOnFire (HitZone hitZone=null)
 Determine if provided or any hit zone from this damage manager is on fire.
 
bool IsOnFire (notnull array< HitZone > hitZones)
 Determine if any hit zone from this damage manager is on fire.
 
void SecondaryExplosion (ResourceName prefabName, notnull Instigator instigator, notnull EntitySpawnParams spawnParams)
 Spawn secondary explosion.
 
SCR_ResourceEncapsulator GetResourceEncapsulator (EResourceType suppliesType=EResourceType.SUPPLIES)
 
void SupplySecondaryExplosion (notnull Instigator instigator)
 Spawn supply secondary explosion when vehicle becomes destroyed.
 
vector GetSecondaryExplosionPosition (TypeName hitZoneType, out float totalWeight=0)
 Get weighed average position of explosion for hitzones of specified type.
 
void FuelSecondaryExplosion (notnull Instigator instigator)
 Spawn fuel secondary explosion when vehicle becomes destroyed.
 
void UpdateFireDamage (float timeSlice)
 
void UpdateFireParticles (vector position, out ParticleEffectEntity particles, SCR_ESecondaryExplosionScale state, SCR_ESecondaryExplosionType fireType, EResourceType resourceType=EResourceType.SUPPLIES)
 Update visual effects and store result in particles variable.
 
override void OnDamageOverTimeAdded (EDamageType dType, float dps, HitZone hz)
 Invoked every time the DoT is added to certain hitzone.
 
override void OnDamageOverTimeRemoved (EDamageType dType, HitZone hz)
 Invoked when provided damage type is removed from certain hitzone.
 
override bool HijackDamageHandling (notnull BaseDamageContext damageContext)
 
- Public Member Functions inherited from DamageManagerComponent
proto external int ComputeStruckHitZones (out notnull array< HitZone > struckHitZones, notnull BaseDamageContext damageContext)
 Clears and fills struckHitZones array with all HZs that should get damaged by this BaseDamageContext.
 
proto external void EnableDamageHandling (bool enable)
 
proto external bool IsDamageHandlingEnabled ()
 
proto external float GetMovementDamage ()
 
proto external float GetAimingDamage ()
 
proto external void SetMovementDamage (float damage)
 
proto external void SetAimingDamage (float damage)
 
proto external float GetHealthScaled ()
 
proto external bool SetHealthScaled (float health)
 
proto external float GetHealth ()
 
proto external float GetMaxHealth ()
 
proto external EDamageState GetState ()
 
proto external bool IsDestroyed ()
 
proto external void SetInstigatorEntity (IEntity instigator)
 
proto external void SetInstigator (notnull Instigator instigator)
 
proto external notnull Instigator GetInstigator ()
 
proto external int GetAttachedColliderIDs (out notnull array< int > outAttachedColliderIDs)
 Fills colliderIDs with all the colliders attached to hitzones this dmg manager owns.
 
proto external void HandleDamage (notnull BaseDamageContext damageContext)
 
proto external bool IsDamagedOverTime (EDamageType dType)
 
proto external float GetDamageOverTime (EDamageType dType)
 
proto external void RemoveDamageOverTime (EDamageType dType)
 Removes DOT of provided damageType from all currently affected HitZones.
 
bool ShouldOverrideInstigator (notnull Instigator currentInstigator, notnull Instigator newInstigator)
 Called whenever an instigator is going to be set.
 
GameMaterial OverrideHitMaterial (HitZone struckHitzone)
 Not all armors are physical so the surface that gets struck by projectiles will not be the one the armor, but the hitzone.
 
bool FilterContact (IEntity owner, IEntity other, Contact contact)
 Event when physics engine registered contact with other RigidBody.
 
bool HijackDamageHandling (notnull BaseDamageContext damageContext)
 Called when this DamageManager is about to handle damage.
 
bool ShouldCountAsHit (notnull BaseDamageContext damageContext)
 Called after HijackDamageHandling.
 
- Public Member Functions inherited from HitZoneContainerComponent
proto external IEntity GetOwner ()
 
proto external HitZone GetDefaultHitZone ()
 
proto external HitZone GetHitZoneByColliderID (int colliderID)
 
proto external int GetHitZonesByColliderIDs (out notnull array< HitZone > outHitZones, notnull array< int > colliderIDs)
 Clears and fills the specified outHitZones array with all HZs that are attached to colliderIDs.
 
proto external HitZone GetHitZone (string colliderName)
 
proto external int GetAllHitZones (out notnull array< HitZone > outHitZones)
 Clears and fills the specified outHitZones array with all HZs in this entity Returns the count of elements that were filled into the array.
 
proto external int GetAllHitZonesInHierarchy (out notnull array< HitZone > outHitZones)
 Clears and fills the specified outHitZones array with all HZs in this entity and its children.
 
proto external HitZoneContainerComponent GetParentHitZoneContainer ()
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Static Public Member Functions

static void GetAllLimbs (notnull out array< ECharacterHitZoneGroup > limbs)
 
static void GetAllExtremities (notnull out array< ECharacterHitZoneGroup > limbs)
 
- Static Public Member Functions inherited from SCR_DamageManagerComponent
static SCR_DamageManagerComponent GetDamageManager (notnull IEntity owner)
 Get damage manager from given owner.
 

Static Public Attributes

static const int BLOOD_CLOTHES_UPDATE_PERIOD = 1000
 
const float DEATH_BLEEDOUT_SCALE = 4
 
static ref array< ECharacterHitZoneGroup > LIMB_GROUPS
 
static const ref array< ECharacterHitZoneGroup > EXTREMITY_LIMB_GROUPS = {ECharacterHitZoneGroup.LEFTARM, ECharacterHitZoneGroup.RIGHTARM, ECharacterHitZoneGroup.LEFTLEG, ECharacterHitZoneGroup.RIGHTLEG}
 
static SCR_GameModeHealthSettings s_HealthSettings
 
- Static Public Attributes inherited from SCR_DamageManagerComponent
static const int MAX_DESTRUCTION_RESPONSE_INDEX = 10
 
static const string MAX_DESTRUCTION_RESPONSE_INDEX_NAME = "HugeDestructible"
 
static const ref array< EDamageTypeHEALING_DAMAGE_TYPES = {EDamageType.HEALING, EDamageType.REGENERATION}
 
static const float KM_PER_H_TO_M_PER_S = 0.277777
 

Protected Member Functions

bool ShouldBeUnconscious ()
 Check whether character health state meets requirements for consciousness.
 
void TryClearDamageHistory ()
 
void SetExactMinImpulse (IEntity owner)
 
void OnWaterEnter ()
 
override void OnFilteredContact (IEntity owner, IEntity other, Contact contact)
 Calculate damage from collision event based on contact data.
 
void CalculateCollisionDamage (IEntity owner, IEntity other, vector collisionPosition, bool instantUnconsciousness=true)
 
void ApplyCollisionDamage (IEntity other, vector collisionPosition, float damageValue)
 
override bool ShouldOverrideInstigator (notnull Instigator currentInstigator, notnull Instigator newInstigator)
 Called whenever an instigator is going to be set.
 
override void OnDamageStateChanged (EDamageState state)
 Invoked when damage state changes.
 
override void OnDamage (notnull BaseDamageContext damageContext)
 
- Protected Member Functions inherited from SCR_DamageManagerComponent
override bool OnRplSave (ScriptBitWriter writer)
 
override bool OnRplLoad (ScriptBitReader reader)
 
notnull SCR_DamageManagerData GetScriptedDamageManagerData ()
 
override void OnDamage (notnull BaseDamageContext damageContext)
 
override bool ShouldOverrideInstigator (notnull Instigator currentInstigator, notnull Instigator newInstigator)
 Called whenever an instigator is going to be set.
 
float HealHitZonesInSequence (float healthToDistribute, float maxHealThresholdScaled, array< HitZone > targetHitZones)
 
float HealHitZonesInParallel (float healthToDistribute, float maxHealThresholdScaled, array< HitZone > targetHitZones)
 
void ConnectToFireDamageSystem ()
 
void DisconnectFromFireDamageSystem ()
 
override void OnDamageStateChanged (EDamageState state)
 Invoked when damage state changes.
 
override void _WB_AfterWorldUpdate (IEntity owner, float timeSlice)
 
- Protected Member Functions inherited from DamageManagerComponent
void OnDamageOverTimeAdded (EDamageType dType, float dps, HitZone hz)
 Invoked every time the DoT is added to certain hitzone.
 
void OnDamageOverTimeRemoved (EDamageType dType, HitZone hz)
 Invoked when provided damage type is removed from certain hitzone.
 
void OnDamageStateChanged (EDamageState state)
 Called when the damagestate changes.
 
void OnPostInit (IEntity owner)
 Called after all components are initialized.
 
void OnInit (IEntity owner)
 Called during EOnInit.
 
void OnDelete (IEntity owner)
 
void OnFrame (IEntity owner, float timeSlice)
 Called during EOnFrame.
 
void OnFilteredContact (IEntity owner, IEntity other, Contact contact)
 Only called if FilterContact returned true.
 
void OnDiag (IEntity owner, float timeSlice)
 Called during EOnDiag.
 
void OnDamage (notnull BaseDamageContext damageContext)
 
bool OnRplSave (ScriptBitWriter writer)
 
bool OnRplLoad (ScriptBitReader reader)
 

Protected Attributes

float m_fHighestContact
 
float m_fMinImpulse
 
float m_fWaterFallDamageMultiplier = 0.33
 
int m_fMinWaterFallDamageVelocity = 10
 
ref array< ECharacterHitZoneGroup > m_aTourniquettedGroups
 
ref array< ECharacterHitZoneGroup > m_aSalineBaggedGroups
 
ref array< int > m_aBeingHealedGroup
 
ref array< float > m_aGroupBleedingRates
 
ref map< SCR_CharacterHitZone, ref SCR_ArmoredClothItemDatam_mClothItemDataMap
 
ref map< HitZone, ParticleEffectEntity > m_mBleedingParticles
 
ref array< HitZonem_aBleedingHitZones
 
SCR_CharacterBloodHitZone m_pBloodHitZone
 
SCR_CharacterResilienceHitZone m_pResilienceHitZone
 
SCR_CharacterHeadHitZone m_pHeadHitZone
 
SCR_CommunicationSoundComponent m_CommunicationSound
 
bool m_bDOTScaleChangedByGM
 
bool m_bRegenScaleChangedByGM
 
bool m_bUnconsciousnessSettingsChangedByGM
 
bool m_bOverrideCharacterMedicalGMAttribute
 
ResourceName m_sBleedingParticle
 
float m_fBleedingParticleRateScale
 
float m_fDOTScale
 
float m_fRegenScale
 
float m_fUnconsciousRegenerationScale
 
bool m_bPermitUnconsciousness
 
float m_fTourniquetStrengthMultiplier
 
- Protected Attributes inherited from SCR_DamageManagerComponent
int m_iTimetickInstigator = System.GetTickCount()
 
int m_iTimeThresholdInstigatorReplacement = 180000
 
int m_iPlayerId = 0
 
int m_iDamageManagerDataIndex = -1
 
bool m_bRplReady
 

Additional Inherited Members

- Static Protected Attributes inherited from SCR_DamageManagerComponent
static const int MIN_MOMENTUM_RESPONSE_INDEX = 1
 
static const int MAX_MOMENTUM_RESPONSE_INDEX = 5
 
static const int MIN_DESTRUCTION_RESPONSE_INDEX = 6
 
const float SIMULATION_IMPRECISION_MULTIPLIER = 1.1
 
static ref array< ref SCR_DamageManagerDatas_aDamageManagerData = {}
 

Member Function Documentation

◆ AddBleedingEffectOnHitZone()

void SCR_CharacterDamageManagerComponent.AddBleedingEffectOnHitZone ( notnull SCR_CharacterHitZone  hitZone,
int  colliderDescriptorIndex = -1 
)

Add bleeding effect to hitzone.

Parameters
hitZoneHitzone to get bleeding rate from and add effect to
colliderDescriptorIndexCollider descriptor index

◆ AddBleedingToArray()

void SCR_CharacterDamageManagerComponent.AddBleedingToArray ( notnull HitZone  hitZone)

Register hitzone in array as bleeding.

◆ AddParticularBleeding()

void SCR_CharacterDamageManagerComponent.AddParticularBleeding ( string  hitZoneName = "Chest",
ECharacterDamageState  intensityEnum = ECharacterDamageState::WOUNDED,
float  intensityFloat = -1 
)

Add bleeding to a particular physical hitZone.

◆ AddRandomBleeding()

void SCR_CharacterDamageManagerComponent.AddRandomBleeding ( )

Add bleeding to a random physical hitZone.

◆ ApplyCollisionDamage()

void SCR_CharacterDamageManagerComponent.ApplyCollisionDamage ( IEntity  other,
vector  collisionPosition,
float  damageValue 
)
protected

◆ ArmorHitEventDamage()

void SCR_CharacterDamageManagerComponent.ArmorHitEventDamage ( EDamageType  type,
float  damage,
IEntity  instigator 
)

Function called from SCR_ArmorDamageManagerComponent in case player is shot in armor. Applies damage.

◆ ArmorHitEventEffects()

void SCR_CharacterDamageManagerComponent.ArmorHitEventEffects ( float  damage)

Function called from SCR_ArmorDamageManagerComponent in case player is shot in armor. Applies effects.

◆ CalculateCollisionDamage()

void SCR_CharacterDamageManagerComponent.CalculateCollisionDamage ( IEntity  owner,
IEntity  other,
vector  collisionPosition,
bool  instantUnconsciousness = true 
)
protected

◆ CanBeHealed()

override bool SCR_CharacterDamageManagerComponent.CanBeHealed ( bool  ignoreHealingDOT = true)

Return true if there is damage that can be repaired.

Parameters
[in]ignoreHealingDOTIf this is false the method will return that the entity can be healed also if the damageType is positive, such as HEALING

Implements SCR_DamageManagerComponent.

◆ CreateBleedingParticleEffect()

void SCR_CharacterDamageManagerComponent.CreateBleedingParticleEffect ( notnull HitZone  hitZone,
int  colliderDescriptorIndex 
)

Called to start bleeding effect on a specificied bone.

◆ FilterContact()

override bool SCR_CharacterDamageManagerComponent.FilterContact ( IEntity  owner,
IEntity  other,
Contact  contact 
)

Filter out any contacts under a reasonable speed for damage.

Implements SCR_DamageManagerComponent.

◆ FindAssociatedBandagingBodyPart()

EBandagingAnimationBodyParts SCR_CharacterDamageManagerComponent.FindAssociatedBandagingBodyPart ( ECharacterHitZoneGroup  hitZoneGroup)

◆ FindAssociatedHitZoneGroup()

ECharacterHitZoneGroup SCR_CharacterDamageManagerComponent.FindAssociatedHitZoneGroup ( EBandagingAnimationBodyParts  bodyPartToBandage)

◆ ForceUnconsciousness()

void SCR_CharacterDamageManagerComponent.ForceUnconsciousness ( float  resilienceHealth = 0)

Force unconsciousness regardless of health.

Parameters
resilienceHealthDesired healthScaled of resilienceHZ. Must be below unconscious-threshold to work

◆ FullHeal()

override void SCR_CharacterDamageManagerComponent.FullHeal ( bool  ignoreHealingDOT = true)

will fully heal the character

Parameters
ignoreHealingDOTEnabling this bool will remove all persistent damage effects, including the ones spawned by healthItems. Otherwise just bleeding is removed and regeneration effects are retained

Implements SCR_DamageManagerComponent.

◆ GetAllExtremities()

static void SCR_CharacterDamageManagerComponent.GetAllExtremities ( notnull out array< ECharacterHitZoneGroup >  limbs)
static

◆ GetAllLimbs()

static void SCR_CharacterDamageManagerComponent.GetAllLimbs ( notnull out array< ECharacterHitZoneGroup >  limbs)
static

◆ GetArmorData()

SCR_ArmoredClothItemData SCR_CharacterDamageManagerComponent.GetArmorData ( notnull SCR_CharacterHitZone  charHitZone)

Get data from m_mClothItemDataMap.

◆ GetArmorProtection()

float SCR_CharacterDamageManagerComponent.GetArmorProtection ( notnull SCR_CharacterHitZone  charHitZone,
EDamageType  damageType 
)

Get protection value of particular hitZone stored on m_mClothItemDataMap.

◆ GetBleedingHitZones()

array< HitZone > SCR_CharacterDamageManagerComponent.GetBleedingHitZones ( )

◆ GetBleedingScale()

float SCR_CharacterDamageManagerComponent.GetBleedingScale ( )

◆ GetBloodHitZone()

SCR_CharacterBloodHitZone SCR_CharacterDamageManagerComponent.GetBloodHitZone ( )

◆ GetBoneName()

string SCR_CharacterDamageManagerComponent.GetBoneName ( ECharacterHitZoneGroup  hzGroup)

Get bone name for given hz group.

◆ GetCharMostDOTHitzoneGroup()

ECharacterHitZoneGroup SCR_CharacterDamageManagerComponent.GetCharMostDOTHitzoneGroup ( EDamageType  damageType,
bool  onlyExtremities = false,
bool  ignoreTQdHitZones = false,
bool  ignoreIfBeingTreated = false 
)

Determine which hitZones group is taking highest DOT.

Parameters
damageTypesWhich damagetype will be checked on the hitZones for highest damage amount
onlyExtremitiesOnly compare the 4 extremities (both arms, both legs)
ignoreTQdHitZonesIgnore tourniquetted limbs when looking for the one most bleeding one

◆ GetGroupDamageOverTime()

override float SCR_CharacterDamageManagerComponent.GetGroupDamageOverTime ( ECharacterHitZoneGroup  hitZoneGroup,
EDamageType  damageType 
)

Get total damage over time of given hitzone group.

Parameters
hitZoneGroupHitzone group to get damage over time from
damageTypeDamage type to get damage over time from
Returns
Damage over time value

Implements SCR_DamageManagerComponent.

◆ GetGroupHealthScaled()

float SCR_CharacterDamageManagerComponent.GetGroupHealthScaled ( ECharacterHitZoneGroup  hitZoneGroup)

◆ GetGroupIsBeingHealed()

bool SCR_CharacterDamageManagerComponent.GetGroupIsBeingHealed ( ECharacterHitZoneGroup  hitZoneGroup)

◆ GetGroupSalineBagged()

bool SCR_CharacterDamageManagerComponent.GetGroupSalineBagged ( ECharacterHitZoneGroup  hitZoneGroup)

◆ GetGroupTourniquetted()

bool SCR_CharacterDamageManagerComponent.GetGroupTourniquetted ( ECharacterHitZoneGroup  hitZoneGroup)

◆ GetHeadHitZone()

HitZone SCR_CharacterDamageManagerComponent.GetHeadHitZone ( )

◆ GetHealingAnimHitzones()

void SCR_CharacterDamageManagerComponent.GetHealingAnimHitzones ( EBandagingAnimationBodyParts  eBandagingAnimBodyParts,
out notnull array< HitZone GroupHitZones 
)

◆ GetMostDOTHitZone()

HitZone SCR_CharacterDamageManagerComponent.GetMostDOTHitZone ( EDamageType  damageType,
bool  includeVirtualHZs = false,
array< EHitZoneGroup >  allowedGroups = null 
)

◆ GetNearestHitZones()

void SCR_CharacterDamageManagerComponent.GetNearestHitZones ( vector  worldPosition,
notnull inout array< HitZone nearestHitZones,
int  hitZonesReturnAmount 
)

Get nearest hitZones to the point of impact.

Parameters
worldPositionPosition of the point of impact
[in,out]nearestHitZonesArray of hitZones which colliders' positions will be compared with worldPosition. Returns the nearest hitZones to worldPosition in descending order of distance
hitZonesReturnAmountAmount of hitZones that are returned in nearestHitZones. IF all are wanted, set nearestHitZones.Count().

◆ GetOverrideCharacterMedicalGMAttribute()

bool SCR_CharacterDamageManagerComponent.GetOverrideCharacterMedicalGMAttribute ( )

◆ GetPermitUnconsciousness()

bool SCR_CharacterDamageManagerComponent.GetPermitUnconsciousness ( )

Returns whether unconsciousness is permitted. Character prefab has highest authority, then gamemaster, then gamemode configuration.

◆ GetRegenScale()

float SCR_CharacterDamageManagerComponent.GetRegenScale ( )

◆ GetResilienceHitZone()

SCR_CharacterResilienceHitZone SCR_CharacterDamageManagerComponent.GetResilienceHitZone ( )

◆ GetResilienceRegenScale()

float SCR_CharacterDamageManagerComponent.GetResilienceRegenScale ( )

◆ GetTourniquetStrengthMultiplier()

float SCR_CharacterDamageManagerComponent.GetTourniquetStrengthMultiplier ( )

◆ HandleFallDamage()

void SCR_CharacterDamageManagerComponent.HandleFallDamage ( float  damage)

◆ HijackDamageHandling()

override bool SCR_CharacterDamageManagerComponent.HijackDamageHandling ( notnull BaseDamageContext  damageContext)

Hijack collisiondamage in case it's applied to defaultHZ, since that means it's falldamage.

Implements SCR_DamageManagerComponent.

◆ InsertArmorData()

void SCR_CharacterDamageManagerComponent.InsertArmorData ( notnull SCR_CharacterHitZone  charHitZone,
SCR_ArmoredClothItemData  attributes 
)

Insert armor data from clothing item prefab into map, create map if null.

◆ IsBleeding()

bool SCR_CharacterDamageManagerComponent.IsBleeding ( )

the official and globally used way of checking if bleeding tests for any PERSISTENT damage effects of EDamageType.BLEEDING.

◆ OnDamage()

override void SCR_CharacterDamageManagerComponent.OnDamage ( notnull BaseDamageContext  damageContext)
protected

◆ OnDamageEffectAdded()

override void SCR_CharacterDamageManagerComponent.OnDamageEffectAdded ( notnull SCR_DamageEffect  dmgEffect)

Called when a damage effect has been added.

Parameters
BaseDamageEffectSCR_DamageEffect: The DamageEffect that got added

Implements SCR_ExtendedDamageManagerComponent.

◆ OnDamageEffectRemoved()

override void SCR_CharacterDamageManagerComponent.OnDamageEffectRemoved ( notnull SCR_DamageEffect  dmgEffect)

Called when a damage effect has been removed.

Parameters
BaseDamageEffectSCR_DamageEffect: The DamageEffect that got removed

Implements SCR_ExtendedDamageManagerComponent.

◆ OnDamageStateChanged()

override void SCR_CharacterDamageManagerComponent.OnDamageStateChanged ( EDamageState  state)
protected

Invoked when damage state changes.

Implements SCR_DamageManagerComponent.

◆ OnFilteredContact()

override void SCR_CharacterDamageManagerComponent.OnFilteredContact ( IEntity  owner,
IEntity  other,
Contact  contact 
)
protected

Calculate damage from collision event based on contact data.

Parameters
ownerOwner is entity that is parent of this damageManager
otherOther is the entity that collided with the owner
contactContact data class should contain all collisiondata needed to compute damage

Implements DamageManagerComponent.

◆ OnInit()

override void SCR_CharacterDamageManagerComponent.OnInit ( IEntity  owner)

Called during EOnInit.

Parameters
ownerEntity this component is attached to.

Implements DamageManagerComponent.

◆ OnLifeStateChanged()

void SCR_CharacterDamageManagerComponent.OnLifeStateChanged ( ECharacterLifeState  previousLifeState,
ECharacterLifeState  newLifeState 
)

◆ OnPostInit()

override void SCR_CharacterDamageManagerComponent.OnPostInit ( IEntity  owner)

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Implements DamageManagerComponent.

◆ OnWaterEnter()

void SCR_CharacterDamageManagerComponent.OnWaterEnter ( )
protected

◆ OverrideHitMaterial()

override GameMaterial SCR_CharacterDamageManagerComponent.OverrideHitMaterial ( HitZone  struckHitzone)

Not all armors are physical so the surface that gets struck by projectiles will not be the one the armor, but the hitzone.

This is a workaround to solve that issue. It gets called every time a projectile strikes a hitzone We can override material of the hit with the corresponding one from the armor (if needed)

Implements DamageManagerComponent.

◆ RegenPhysicalHitZones()

void SCR_CharacterDamageManagerComponent.RegenPhysicalHitZones ( bool  skipRegenDelay = false)

◆ RegenVirtualHitZone()

void SCR_CharacterDamageManagerComponent.RegenVirtualHitZone ( SCR_RegeneratingHitZone  targetHitZone,
float  dps = -1,
bool  skipRegenDelay = false 
)

◆ RemoveAllBleedingParticles()

void SCR_CharacterDamageManagerComponent.RemoveAllBleedingParticles ( )

Remove all bleeding particle effects from all bleeding hitZones.

◆ RemoveAllBleedingParticlesAfterDeath()

void SCR_CharacterDamageManagerComponent.RemoveAllBleedingParticlesAfterDeath ( )

Clean up blood particle sources after death.

◆ RemoveAllBleedings()

void SCR_CharacterDamageManagerComponent.RemoveAllBleedings ( )

Stop all bleeding.

◆ RemoveArmorData()

void SCR_CharacterDamageManagerComponent.RemoveArmorData ( notnull SCR_CharacterHitZone  charHitZone)

Remove armor data from clothing item prefab from map, delete map if empty.

◆ RemoveBleedingFromArray()

void SCR_CharacterDamageManagerComponent.RemoveBleedingFromArray ( notnull HitZone  hitZone)

Unregister hitzone from array.

◆ RemoveBleedingParticleEffect()

void SCR_CharacterDamageManagerComponent.RemoveBleedingParticleEffect ( HitZone  hitZone)

Get particle effect on a specified hitZone.

Parameters
hitZoneBleeding HitZone to get particle effect for

◆ RemoveGroupBleeding()

void SCR_CharacterDamageManagerComponent.RemoveGroupBleeding ( ECharacterHitZoneGroup  charHZGroup)

Terminate all bleeding effects on every hitZone of a group.

◆ SetBleedingScale()

void SCR_CharacterDamageManagerComponent.SetBleedingScale ( float  rate,
bool  changed 
)

◆ SetBloodHitZone()

void SCR_CharacterDamageManagerComponent.SetBloodHitZone ( HitZone  hitZone)

◆ SetExactMinImpulse()

void SCR_CharacterDamageManagerComponent.SetExactMinImpulse ( IEntity  owner)
protected

◆ SetGroupIsBeingHealed()

void SCR_CharacterDamageManagerComponent.SetGroupIsBeingHealed ( ECharacterHitZoneGroup  hitZoneGroup,
bool  setIsBeingHealed 
)

◆ SetHeadHitZone()

void SCR_CharacterDamageManagerComponent.SetHeadHitZone ( HitZone  hitZone)

◆ SetOverrideCharacterMedicalGMAttribute()

void SCR_CharacterDamageManagerComponent.SetOverrideCharacterMedicalGMAttribute ( bool  permit)

◆ SetPermitUnconsciousness()

void SCR_CharacterDamageManagerComponent.SetPermitUnconsciousness ( bool  permit,
bool  changed 
)

◆ SetRegenScale()

void SCR_CharacterDamageManagerComponent.SetRegenScale ( float  rate,
bool  changed 
)

◆ SetResilienceHitZone()

void SCR_CharacterDamageManagerComponent.SetResilienceHitZone ( HitZone  hitZone)

◆ SetSalineBaggedGroup()

void SCR_CharacterDamageManagerComponent.SetSalineBaggedGroup ( ECharacterHitZoneGroup  hitZoneGroup,
bool  setSalineBagged 
)
Parameters
[in]hitZoneGroup
[in]setSalineBagged

◆ SetTourniquettedGroup()

void SCR_CharacterDamageManagerComponent.SetTourniquettedGroup ( ECharacterHitZoneGroup  hitZoneGroup,
bool  setTourniquetted 
)

◆ ShouldBeUnconscious()

bool SCR_CharacterDamageManagerComponent.ShouldBeUnconscious ( )
protected

Check whether character health state meets requirements for consciousness.

◆ ShouldOverrideInstigator()

override bool SCR_CharacterDamageManagerComponent.ShouldOverrideInstigator ( notnull Instigator  currentInstigator,
notnull Instigator  newInstigator 
)
protected

Called whenever an instigator is going to be set.

Implements SCR_DamageManagerComponent.

◆ SoundDeath()

void SCR_CharacterDamageManagerComponent.SoundDeath ( int  previousLifestate)

Tell m_CommunicationSound that this character is now dead.

◆ SoundHeal()

void SCR_CharacterDamageManagerComponent.SoundHeal ( )

◆ SoundHit()

void SCR_CharacterDamageManagerComponent.SoundHit ( bool  critical,
EDamageType  damageType 
)

◆ SoundKnockout()

void SCR_CharacterDamageManagerComponent.SoundKnockout ( )

Tell m_CommunicationSound to stop character from screaming, otherwise ignore.

◆ TryClearDamageHistory()

void SCR_CharacterDamageManagerComponent.TryClearDamageHistory ( )
protected

◆ UpdateArmorDataMap()

void SCR_CharacterDamageManagerComponent.UpdateArmorDataMap ( notnull SCR_ArmoredClothItemData  armorAttr,
bool  remove 
)

If !remove, take data from prefab and insert to map as class. If remove, remove this hitZone's stored data from map.

◆ UpdateCharacterGroupDamage()

void SCR_CharacterDamageManagerComponent.UpdateCharacterGroupDamage ( ECharacterHitZoneGroup  hitZoneGroup)

◆ UpdateConsciousness()

void SCR_CharacterDamageManagerComponent.UpdateConsciousness ( )

Member Data Documentation

◆ BLOOD_CLOTHES_UPDATE_PERIOD

const int SCR_CharacterDamageManagerComponent.BLOOD_CLOTHES_UPDATE_PERIOD = 1000
static

◆ DEATH_BLEEDOUT_SCALE

const float SCR_CharacterDamageManagerComponent.DEATH_BLEEDOUT_SCALE = 4
static

◆ EXTREMITY_LIMB_GROUPS

const ref array<ECharacterHitZoneGroup> SCR_CharacterDamageManagerComponent.EXTREMITY_LIMB_GROUPS = {ECharacterHitZoneGroup.LEFTARM, ECharacterHitZoneGroup.RIGHTARM, ECharacterHitZoneGroup.LEFTLEG, ECharacterHitZoneGroup.RIGHTLEG}
static

◆ LIMB_GROUPS

ref array<ECharacterHitZoneGroup> SCR_CharacterDamageManagerComponent.LIMB_GROUPS
static

◆ m_aBeingHealedGroup

ref array<int> SCR_CharacterDamageManagerComponent.m_aBeingHealedGroup
protected

◆ m_aBleedingHitZones

ref array<HitZone> SCR_CharacterDamageManagerComponent.m_aBleedingHitZones
protected

◆ m_aGroupBleedingRates

ref array<float> SCR_CharacterDamageManagerComponent.m_aGroupBleedingRates
protected

◆ m_aSalineBaggedGroups

ref array<ECharacterHitZoneGroup> SCR_CharacterDamageManagerComponent.m_aSalineBaggedGroups
protected

◆ m_aTourniquettedGroups

ref array<ECharacterHitZoneGroup> SCR_CharacterDamageManagerComponent.m_aTourniquettedGroups
protected

◆ m_bDOTScaleChangedByGM

bool SCR_CharacterDamageManagerComponent.m_bDOTScaleChangedByGM
protected

◆ m_bOverrideCharacterMedicalGMAttribute

bool SCR_CharacterDamageManagerComponent.m_bOverrideCharacterMedicalGMAttribute
protected

◆ m_bPermitUnconsciousness

bool SCR_CharacterDamageManagerComponent.m_bPermitUnconsciousness
protected

◆ m_bRegenScaleChangedByGM

bool SCR_CharacterDamageManagerComponent.m_bRegenScaleChangedByGM
protected

◆ m_bUnconsciousnessSettingsChangedByGM

bool SCR_CharacterDamageManagerComponent.m_bUnconsciousnessSettingsChangedByGM
protected

◆ m_CommunicationSound

SCR_CommunicationSoundComponent SCR_CharacterDamageManagerComponent.m_CommunicationSound
protected

◆ m_fBleedingParticleRateScale

float SCR_CharacterDamageManagerComponent.m_fBleedingParticleRateScale
protected

◆ m_fDOTScale

float SCR_CharacterDamageManagerComponent.m_fDOTScale
protected

◆ m_fHighestContact

float SCR_CharacterDamageManagerComponent.m_fHighestContact
protected

◆ m_fMinImpulse

float SCR_CharacterDamageManagerComponent.m_fMinImpulse
protected

◆ m_fMinWaterFallDamageVelocity

int SCR_CharacterDamageManagerComponent.m_fMinWaterFallDamageVelocity = 10
protected

◆ m_fRegenScale

float SCR_CharacterDamageManagerComponent.m_fRegenScale
protected

◆ m_fTourniquetStrengthMultiplier

float SCR_CharacterDamageManagerComponent.m_fTourniquetStrengthMultiplier
protected

◆ m_fUnconsciousRegenerationScale

float SCR_CharacterDamageManagerComponent.m_fUnconsciousRegenerationScale
protected

◆ m_fWaterFallDamageMultiplier

float SCR_CharacterDamageManagerComponent.m_fWaterFallDamageMultiplier = 0.33
protected

◆ m_mBleedingParticles

ref map<HitZone, ParticleEffectEntity> SCR_CharacterDamageManagerComponent.m_mBleedingParticles
protected

◆ m_mClothItemDataMap

ref map<SCR_CharacterHitZone, ref SCR_ArmoredClothItemData> SCR_CharacterDamageManagerComponent.m_mClothItemDataMap
protected

◆ m_pBloodHitZone

SCR_CharacterBloodHitZone SCR_CharacterDamageManagerComponent.m_pBloodHitZone
protected

◆ m_pHeadHitZone

SCR_CharacterHeadHitZone SCR_CharacterDamageManagerComponent.m_pHeadHitZone
protected

◆ m_pResilienceHitZone

SCR_CharacterResilienceHitZone SCR_CharacterDamageManagerComponent.m_pResilienceHitZone
protected

◆ m_sBleedingParticle

ResourceName SCR_CharacterDamageManagerComponent.m_sBleedingParticle
protected

◆ s_HealthSettings

SCR_GameModeHealthSettings SCR_CharacterDamageManagerComponent.s_HealthSettings
static

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