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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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override void | OnDamage (int previousState, int newState, EDamageType type, float damageTaken, float currentHealth, inout vector hitTransform[3], ScriptBitWriter frameData) |
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void | HeatmapPrototype () |
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override void | OnStateChanged (int destructibleState, ScriptBitReader frameData, bool JIP) |
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override void | OnBeforeDestroyed () |
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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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int | GetDestructionCategory () |
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int | GetDestructionWeight () |
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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 | GoToDamagePhase (int damagePhaseIndex, int previousDamagePhaseIndex, SCR_DestructionData destructionData, bool streamed) |
| Only call from OnStateChanged, otherwise you have HUGE desync.
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bool | FilterContact (IEntity owner, IEntity other, Contact contact) |
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void | OnFilteredContact (IEntity owner, IEntity other, Contact contact) |
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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 ) |
◆ EOnContact()
override void SCR_DestructibleEntity.EOnContact |
( |
IEntity | owner, |
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IEntity | other, |
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Contact | contact ) |
◆ FilterContact()
bool SCR_DestructibleEntity.FilterContact |
( |
IEntity | owner, |
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IEntity | other, |
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Contact | contact ) |
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protected |
◆ 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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◆ 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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protected |
Only call from OnStateChanged, otherwise you have HUGE desync.
◆ HeatmapPrototype()
void SCR_DestructibleEntity.HeatmapPrototype |
( |
| ) |
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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 ) |
◆ OnFilteredContact()
void SCR_DestructibleEntity.OnFilteredContact |
( |
IEntity | owner, |
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IEntity | other, |
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Contact | contact ) |
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protected |
◆ OnStateChanged()
override void SCR_DestructibleEntity.OnStateChanged |
( |
int | destructibleState, |
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ScriptBitReader | frameData, |
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bool | JIP ) |
◆ 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 |
◆ 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