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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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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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◆ SCR_DestructibleEntity()
void SCR_DestructibleEntity.SCR_DestructibleEntity |
( |
IEntitySource |
src, |
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IEntity |
parent |
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) |
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◆ CalculateMomentum()
float SCR_DestructibleEntity.CalculateMomentum |
( |
Contact |
contact, |
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float |
ownerMass, |
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float |
otherMass |
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) |
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◆ EOnContact()
override void SCR_DestructibleEntity.EOnContact |
( |
IEntity |
owner, |
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IEntity |
other, |
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Contact |
contact |
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) |
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◆ GetDamageMultiplier()
float SCR_DestructibleEntity.GetDamageMultiplier |
( |
EDamageType |
type | ) |
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◆ GetDamageReduction()
float SCR_DestructibleEntity.GetDamageReduction |
( |
| ) |
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◆ GetDamageThreshold()
float SCR_DestructibleEntity.GetDamageThreshold |
( |
| ) |
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◆ GetDestructibleSize()
float SCR_DestructibleEntity.GetDestructibleSize |
( |
| ) |
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◆ GetMaxHealth()
float SCR_DestructibleEntity.GetMaxHealth |
( |
| ) |
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◆ GoToDamagePhase()
void SCR_DestructibleEntity.GoToDamagePhase |
( |
int |
damagePhaseIndex, |
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int |
previousDamagePhaseIndex, |
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SCR_DestructionData |
destructionData, |
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bool |
streamed |
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) |
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protected |
Only call from OnStateChanged, otherwise you have HUGE desync.
◆ IsProxy()
bool SCR_DestructibleEntity.IsProxy |
( |
| ) |
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◆ OnBeforeDestroyed()
override void SCR_DestructibleEntity.OnBeforeDestroyed |
( |
| ) |
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◆ OnDamage()
override void SCR_DestructibleEntity.OnDamage |
( |
int |
previousState, |
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int |
newState, |
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EDamageType |
type, |
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float |
damageTaken, |
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float |
currentHealth, |
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inout vector |
hitTransform[3], |
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ScriptBitWriter |
frameData |
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) |
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◆ OnStateChanged()
override void SCR_DestructibleEntity.OnStateChanged |
( |
int |
destructibleState, |
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ScriptBitReader |
frameData, |
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bool |
JIP |
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) |
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◆ PlaySound()
void SCR_DestructibleEntity.PlaySound |
( |
int |
damagePhaseIndex | ) |
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◆ RegenerateNavmeshDelayed()
void SCR_DestructibleEntity.RegenerateNavmeshDelayed |
( |
| ) |
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◆ SetDamagePhaseSignal()
void SCR_DestructibleEntity.SetDamagePhaseSignal |
( |
int |
damagePhaseIndex = 0 | ) |
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protected |
◆ SetModel()
void SCR_DestructibleEntity.SetModel |
( |
ResourceName |
model | ) |
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Sets the model of the object.
◆ SpawnPhaseObjects()
Spawns objects that are meant to be created when the object is destroyed (particles, debris, etc)
◆ UpdateResponseIndex()
void SCR_DestructibleEntity.UpdateResponseIndex |
( |
float |
currentHealth | ) |
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◆ DAMAGE_PHASE_SIGNAL_NAME
const string SCR_DestructibleEntity.DAMAGE_PHASE_SIGNAL_NAME = "DamagePhase" |
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staticprotected |
◆ MAX_DESTRUCTION_RESPONSE_INDEX
const int SCR_DestructibleEntity.MAX_DESTRUCTION_RESPONSE_INDEX = 10 |
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static |
◆ MAX_DESTRUCTION_RESPONSE_INDEX_NAME
const string SCR_DestructibleEntity.MAX_DESTRUCTION_RESPONSE_INDEX_NAME = "HugeDestructible" |
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static |
◆ MAX_MOMENTUM_RESPONSE_INDEX
const int SCR_DestructibleEntity.MAX_MOMENTUM_RESPONSE_INDEX = 5 |
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staticprotected |
◆ MIN_DESTRUCTION_RESPONSE_INDEX
const int SCR_DestructibleEntity.MIN_DESTRUCTION_RESPONSE_INDEX = 6 |
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staticprotected |
◆ MIN_MOMENTUM_RESPONSE_INDEX
const int SCR_DestructibleEntity.MIN_MOMENTUM_RESPONSE_INDEX = 1 |
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staticprotected |
◆ SIMULATION_IMPRECISION_MULTIPLIER
const float SCR_DestructibleEntity.SIMULATION_IMPRECISION_MULTIPLIER = 1.1 |
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static |
◆ TOTAL_DESTRUCTION_MAX_HEALTH_MULTIPLIER
const int SCR_DestructibleEntity.TOTAL_DESTRUCTION_MAX_HEALTH_MULTIPLIER = 10 |
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static |
The documentation for this interface was generated from the following file:
- Game/Destruction/SCR_DestructibleEntity.c