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 | |
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 | |
IsCovered() | SCR_CharacterHitZone | |
IsProxy() | HitZone | |
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_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_CharacterHitZone | |
OnHealthSet() | SCR_RegeneratingHitZone | |
OnInit(IEntity pOwnerEntity, GenericComponent pManagerComponent) | HitZone | |
OnMaxHealthChanged() | 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 | |
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 | |