Base destruction handler, destruction handler types extend from this TODO: Move this to damage manager instead Ported from SCR_DestructionDamageManagerComponent.
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void | SetModel (ResourceName modelName, bool allowEmpty=false) |
| Sets the model of the object.
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Base destruction handler, destruction handler types extend from this TODO: Move this to damage manager instead Ported from SCR_DestructionDamageManagerComponent.
◆ DeleteSelf()
void SCR_DestructionBaseHandler.DeleteSelf |
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◆ HandleDestruction()
void SCR_DestructionBaseHandler.HandleDestruction |
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◆ Init()
void SCR_DestructionBaseHandler.Init |
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IEntity |
owner, |
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HitZone |
hitZone |
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) |
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◆ OnRepair()
void SCR_DestructionBaseHandler.OnRepair |
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Revert model back to default.
◆ SetModel()
void SCR_DestructionBaseHandler.SetModel |
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ResourceName |
modelName, |
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bool |
allowEmpty = false |
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Sets the model of the object.
- Parameters
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modelName | Path to model |
allowEmpty | Allow setting empty model |
◆ StartDestruction()
void SCR_DestructionBaseHandler.StartDestruction |
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bool |
immediate = false | ) |
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◆ m_bAllowHideWreck
bool SCR_DestructionBaseHandler.m_bAllowHideWreck |
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◆ m_bDeleteAfterParentDestroyed
bool SCR_DestructionBaseHandler.m_bDeleteAfterParentDestroyed |
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◆ m_bDetachAfterDestroyed
bool SCR_DestructionBaseHandler.m_bDetachAfterDestroyed |
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◆ m_bDisablePhysicsAfterDestroyed
bool SCR_DestructionBaseHandler.m_bDisablePhysicsAfterDestroyed |
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◆ m_bIsDestructionDelayed
bool SCR_DestructionBaseHandler.m_bIsDestructionDelayed |
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◆ m_fDefaultWreckMass
float SCR_DestructionBaseHandler.m_fDefaultWreckMass |
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◆ m_iWreckDelay
int SCR_DestructionBaseHandler.m_iWreckDelay |
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◆ m_pOwner
IEntity SCR_DestructionBaseHandler.m_pOwner |
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◆ m_sWreckModel
ResourceName SCR_DestructionBaseHandler.m_sWreckModel |
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protected |
The documentation for this interface was generated from the following file:
- Game/Destruction/SCR_DestructionBaseHandler.c