Arma Reforger Script API
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SCR_InventoryHitZonePointUI Member List

This is the complete list of members for SCR_InventoryHitZonePointUI, including all inherited members.

DAMAGE_INFOSCR_InventoryHitZonePointUIprotectedstatic
EnableVirtualHZInfoWidget(Widget localInfoWidget, Widget w)SCR_InventoryHitZonePointUIprotected
GetBloodInfoText(float bloodHitZoneHealthScaled, out string bloodLossText)SCR_InventoryHitZonePointUI
GetDamageInfoTexts(EHitZoneGroup group, int groupDamageIntensity, float bleedingRate, out string damageIntensity, out string damageIntensityText, out string bleedingIntensityText)SCR_InventoryHitZonePointUI
GetHitZoneInfo(EHitZoneGroup group, out int groupDamageIntensity, out bool regenerating, out float bleedingRate, out float bloodHealth, out bool isTourniquetted, out bool isSalineBagged, out bool isArmFractured, out bool isLegFractured)SCR_InventoryHitZonePointUIprotected
GetInventoryMenuUI()SCR_InventoryHitZonePointUIprotected
GetRootWidget()SCR_InventoryHitZonePointUI
HandlerAttached(Widget w)SCR_InventoryHitZonePointUI
HandlerDeattached(Widget w)SCR_InventoryHitZonePointUI
HideVirtualHZInfo()SCR_InventoryHitZonePointUIprotected
Highlight(bool highlight)SCR_InventoryHitZonePointUI
m_aDOTLevelsSCR_InventoryHitZonePointUIprotected
m_aGroupHitZonesSCR_InventoryHitZonePointUIprotected
m_bAllowHoverOverSCR_InventoryHitZonePointUIprotected
m_bAllowProgressAnimSCR_InventoryHitZonePointUIprotected
m_bBleedingHitZoneSCR_InventoryHitZonePointUIprotected
m_bIsBloodAnimSCR_InventoryHitZonePointUIprotected
m_bIsRegenAnimSCR_InventoryHitZonePointUIprotected
m_bSelectedSCR_InventoryHitZonePointUIprotected
m_DamageIconOpacityAnimSCR_InventoryHitZonePointUIprotected
m_DamageInfoSCR_InventoryHitZonePointUIprotected
m_DamageStateSCR_InventoryHitZonePointUIprotected
m_DamageStateUICompSCR_InventoryHitZonePointUIprotected
m_eHitZoneGroupSCR_InventoryHitZonePointUIprotected
m_fHighBleedingThresholdSCR_InventoryHitZonePointUI
m_fHighBloodLossThresholdSCR_InventoryHitZonePointUI
m_fHighDamageThresholdSCR_InventoryHitZonePointUI
m_fLowBleedingThresholdSCR_InventoryHitZonePointUI
m_fLowBloodLossThresholdSCR_InventoryHitZonePointUI
m_fLowDamageThresholdSCR_InventoryHitZonePointUI
m_fMediumBleedingThresholdSCR_InventoryHitZonePointUI
m_fMediumBloodLossThresholdSCR_InventoryHitZonePointUI
m_fMediumDamageThresholdSCR_InventoryHitZonePointUI
m_IconOpacityAnimSCR_InventoryHitZonePointUIprotected
m_IconOutlineAnimSCR_InventoryHitZonePointUIprotected
m_IconSizeAnimSCR_InventoryHitZonePointUIprotected
m_PlayerSCR_InventoryHitZonePointUIprotected
m_pParentContainerSCR_InventoryHitZonePointUIprotected
m_pStorageHandlerSCR_InventoryHitZonePointUIprotected
m_sAnimWidgetNameSCR_InventoryHitZonePointUIprotected
m_sBackgroundSCR_InventoryHitZonePointUIprotected
m_sHighBleedingSCR_InventoryHitZonePointUIprotected
m_sHighBloodLossSCR_InventoryHitZonePointUIprotected
m_sHighDamageSCR_InventoryHitZonePointUIprotected
m_sIconSCR_InventoryHitZonePointUIprotected
m_sIconOverlaySCR_InventoryHitZonePointUIprotected
m_sIconSalineBagSCR_InventoryHitZonePointUIprotected
m_sIconTourniquetSCR_InventoryHitZonePointUIprotected
m_sLowBleedingSCR_InventoryHitZonePointUIprotected
m_sLowBloodLossSCR_InventoryHitZonePointUIprotected
m_sLowDamageSCR_InventoryHitZonePointUIprotected
m_sMediumBleedingSCR_InventoryHitZonePointUIprotected
m_sMediumBloodLossSCR_InventoryHitZonePointUIprotected
m_sMediumDamageSCR_InventoryHitZonePointUIprotected
m_sOutlineSCR_InventoryHitZonePointUIprotected
m_sSevereBleedingSCR_InventoryHitZonePointUIprotected
m_sSevereBloodLossSCR_InventoryHitZonePointUIprotected
m_sSevereDamageSCR_InventoryHitZonePointUIprotected
m_wAnimSCR_InventoryHitZonePointUIprotected
m_wBackgroundSCR_InventoryHitZonePointUIprotected
m_wButtonSCR_InventoryHitZonePointUIprotected
m_wIconSCR_InventoryHitZonePointUIprotected
m_wIconOverlaySCR_InventoryHitZonePointUIprotected
m_wIconSalineBagSCR_InventoryHitZonePointUIprotected
m_wIconTourniquetSCR_InventoryHitZonePointUIprotected
m_wOutlineSCR_InventoryHitZonePointUIprotected
m_wRootSCR_InventoryHitZonePointUIprotected
OnAnimCycleComplete(WidgetAnimationBase anim)SCR_InventoryHitZonePointUIprotected
OnMouseEnter(Widget w, int x, int y)SCR_InventoryHitZonePointUI
OnMouseLeave(Widget w, Widget enterW, int x, int y)SCR_InventoryHitZonePointUI
OPACITY_BLOODSCR_InventoryHitZonePointUIprotectedstatic
OPACITY_DEFAULTSCR_InventoryHitZonePointUIprotectedstatic
OPACITY_SOLIDSCR_InventoryHitZonePointUIprotectedstatic
PlayBloodDropAnim(float speed=1)SCR_InventoryHitZonePointUIprotected
PlayRegenAnim(float regenSpeed=1)SCR_InventoryHitZonePointUIprotected
s_pSelectedPointSCR_InventoryHitZonePointUIprotectedstatic
Select(bool select)SCR_InventoryHitZonePointUI
SetBloodLevelProgress(float bloodLevel)SCR_InventoryHitZonePointUI
SetParentContainer(SCR_InventoryHitZonePointContainerUI container)SCR_InventoryHitZonePointUI
SetRegeneration(float regen, float bleeding)SCR_InventoryHitZonePointUIprotected
ShowHitZoneInfo(bool show, bool virtualHZ=false)SCR_InventoryHitZonePointUIprotected
ShowVirtualHZInfo(Widget w, bool bloodIcon=false, bool fractureIcon=false)SCR_InventoryHitZonePointUIprotected
StopBloodDropAnim()SCR_InventoryHitZonePointUIprotected
StopRegenAnim()SCR_InventoryHitZonePointUIprotected
UpdateHitZoneState(float health, float bleeding, float regen, bool tourniquetted, bool salineBagged)SCR_InventoryHitZonePointUI