| ApplyDamagePassRules(notnull BaseDamageContext damageContext) | SCR_HitZone | |
| CalculatePassiveRegenDPS(bool considerRegenScale=true) | SCR_RegeneratingHitZone | |
| ComputeEffectiveDamage(notnull BaseDamageContext damageContext, bool isDOT) | SCR_CharacterHitZone | |
| DAMAGE_TO_BLOOD_MULTIPLIER | SCR_CharacterHitZone | protectedstatic |
| DrawDebug() | SCR_HitZone | |
| GetAllColliderNames(out notnull array< string > colliderNames) | HitZone | |
| GetArmorProtectionValue(EDamageType damageType) | SCR_CharacterHitZone | |
| GetBaseDamageMultiplier() | HitZone | |
| GetBleedingAreas() | SCR_CharacterHitZone | |
| GetBodyPartToHeal() | SCR_CharacterHitZone | |
| GetColliderDescriptorIndex(int colliderID) | HitZone | |
| GetColliderIDs(out notnull array< int > outIDs) | HitZone | |
| GetCriticalDamageThreshold() | HitZone | |
| GetCriticalHealthThreshold() | SCR_CharacterHitZone | |
| GetDamageMultiplier(EDamageType dmgType) | HitZone | |
| GetDamageOverTime(EDamageType dmgType) | HitZone | |
| GetDamageReduction() | HitZone | |
| GetDamageState() | HitZone | |
| GetDamageStateThreshold(EDamageState damageState) | HitZone | |
| GetDamageThreshold() | HitZone | |
| GetHealth() | HitZone | |
| GetHealthScaled() | HitZone | |
| GetHitZoneContainer() | HitZone | |
| GetHitZoneDamageOverTime(EDamageType targetDamageType) | SCR_RegeneratingHitZone | |
| GetHitZoneGroup() | SCR_CharacterHitZone | |
| GetMaxBleedingRate() | SCR_CharacterHitZone | |
| GetMaxHealth() | HitZone | |
| GetName() | HitZone | |
| GetNumColliderDescriptors() | HitZone | |
| GetOnDamageStateChanged(bool createNew=true) | SCR_HitZone | |
| GetOnHealthChanged(bool createNew=true) | SCR_HitZone | |
| GetOwner() | SCR_HitZone | |
| GetPreviousDamageState() | HitZone | |
| HandleDamage(float damage, int damageType, IEntity instigator) | HitZone | |
| HandlePassedDamage(notnull BaseDamageContext damageContext) | SCR_HitZone | |
| HasColliderNodes() | HitZone | |
| HasDataToReplicate() | HitZone | protected |
| IsCovered() | SCR_CharacterHitZone | |
| IsProxy() | HitZone | |
| Load(notnull ScriptBitReader reader) | HitZone | protected |
| m_aBleedingAreas | SCR_CharacterHitZone | protected |
| m_aDamagePassRules | SCR_HitZone | protected |
| m_aDamageSubmeshes | SCR_CharacterHitZone | protected |
| m_bAutoRegenOnHealthSet | SCR_RegeneratingHitZone | protected |
| m_bIsWounded | SCR_CharacterHitZone | protected |
| m_eBandageAnimationBodyPart | SCR_CharacterHitZone | protected |
| m_eForcedWoundedSubmesh | SCR_CharacterHitZone | protected |
| m_eHitZoneGroup | SCR_CharacterHitZone | protected |
| m_fBleedingRateScale | SCR_CharacterHitZone | protected |
| m_fFireMultiplier | SCR_HitZone | protected |
| m_fFullRegenerationTime | SCR_RegeneratingHitZone | protected |
| m_OnDamageStateChanged | SCR_HitZone | protected |
| m_OnHealthChanged | SCR_HitZone | protected |
| OnDamage(notnull BaseDamageContext damageContext) | SCR_CharacterHitZone | |
| OnDamageStateChanged(EDamageState newState, EDamageState previousDamageState, bool isJIP) | SCR_CharacterHeadHitZone | |
| OnHealthSet() | SCR_RegeneratingHitZone | |
| OnInit(IEntity pOwnerEntity, GenericComponent pManagerComponent) | SCR_CharacterHeadHitZone | |
| OnMaxHealthChanged() | HitZone | protected |
| Save(notnull ScriptBitWriter writer) | HitZone | protected |
| SetDamageOverTime(EDamageType dmgType, float dps) | HitZone | |
| SetHealth(float health) | HitZone | |
| SetHealthScaled(float health) | HitZone | |
| SetMaxHealth(float maxHealth, ESetMaxHealthFlags flag=ESetMaxHealthFlags.NONE) | HitZone | |
| SetWoundedSubmesh(bool wounded) | SCR_CharacterHitZone | |
| SoundKnockout() | SCR_CharacterHeadHitZone | |
| ToggleHitZoneAutoRegenOnHealthSet(bool doRegen) | SCR_RegeneratingHitZone | |
| TryGetColliderDescription(IEntity owner, int descIndex, out vector transformLS[4], out int boneIndex, out int nodeID) | HitZone | |
| TryGetColliderDescriptionFromName(IEntity owner, string colliderName, out vector transformLS[4], out int boneIndex, out int nodeID) | HitZone | |
| UpdateSubmeshes() | SCR_CharacterHitZone | |