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bool | TraceFilter (notnull IEntity ent) |
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vector | GetAimingVector (notnull ChimeraCharacter character) |
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bool | CheckCollisionsSimple (out SCR_MeleeHitDataClass pHitData) |
| Primary collision check that uses TraceMove and single TraceSphere fired from character eye pos along the aim fwd vector.
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void | CollectMeleeWeaponProperties () |
| Prepare information from MeleeWeaponProperties component on weapon.
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void | HandleMeleeSound () |
| Handles playing of sound & setting of signals (AUDIO)
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void | PlaySound (IEntity weaponEntity, vector position, int signalValue0, int signalValue1) |
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void | RPC_HandleMeleeSound (RplId weaponID, vector position, int signalValue0, int signalValue1) |
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SCR_DamageManagerComponent | SearchHierarchyForDamageManager (IEntity startEntity, out HitZone hitZone) |
| Goes upwards the hierarchy of startEntity searching for SCR_DamageManagerComponent to deal damage to.
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void | ProcessMeleeAttack () |
| Processes the melee attack. Applies the damage if applicable.
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void | HandleDamageDelayed () |
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void | Do_OnFrameCleanup () |
| cleanup
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void | Debug_DrawSphereAtPos (vector v, array< ref Shape > dbgShapes, int color=COLOR_BLUE, float size=0.03, ShapeFlags shapeFlags=ShapeFlags.VISIBLE) |
| DEBUG methods.
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void | Debug_DrawSphereAtPos (vector pos, int color, array< ref Shape > dbgShapes) |
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void | Debug_DrawLineSimple (vector start, vector end, array< ref Shape > dbgShapes) |
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◆ CheckCollisionsSimple()
Primary collision check that uses TraceMove and single TraceSphere fired from character eye pos along the aim fwd vector.
- Parameters
-
- Returns
- When hit is detected or it is miss
◆ CollectMeleeWeaponProperties()
void SCR_MeleeComponent.CollectMeleeWeaponProperties |
( |
| ) |
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protected |
Prepare information from MeleeWeaponProperties component on weapon.
- Parameters
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[in] | weapon | Equipped melee weapon we are getting the data from |
get current weapon and store it into SCR_MeleeHitDataClass instance
◆ Debug_DrawLineSimple()
void SCR_MeleeComponent.Debug_DrawLineSimple |
( |
vector |
start, |
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vector |
end, |
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array< ref Shape > |
dbgShapes |
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) |
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protected |
◆ Debug_DrawSphereAtPos() [1/2]
void SCR_MeleeComponent.Debug_DrawSphereAtPos |
( |
vector |
pos, |
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int |
color, |
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array< ref Shape > |
dbgShapes |
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) |
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protected |
◆ Debug_DrawSphereAtPos() [2/2]
void SCR_MeleeComponent.Debug_DrawSphereAtPos |
( |
vector |
v, |
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array< ref Shape > |
dbgShapes, |
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int |
color = COLOR_BLUE , |
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float |
size = 0::03 , |
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ShapeFlags |
shapeFlags = ShapeFlags::VISIBLE |
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) |
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protected |
DEBUG methods.
Drawing of sphere if specified attributes on given vector pos
◆ Do_OnFrameCleanup()
void SCR_MeleeComponent.Do_OnFrameCleanup |
( |
| ) |
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protected |
cleanup
Cleanup of several variables called on frame
◆ EOnInit()
override void SCR_MeleeComponent.EOnInit |
( |
IEntity |
owner | ) |
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◆ GetAimingVector()
◆ GetOnMeleePerformed()
OnMeleePerformedInvoker SCR_MeleeComponent.GetOnMeleePerformed |
( |
| ) |
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◆ HandleDamageDelayed()
void SCR_MeleeComponent.HandleDamageDelayed |
( |
| ) |
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protected |
◆ HandleMeleeSound()
void SCR_MeleeComponent.HandleMeleeSound |
( |
| ) |
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protected |
Handles playing of sound & setting of signals (AUDIO)
◆ HasBayonet()
bool SCR_MeleeComponent.HasBayonet |
( |
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◆ OnPostInit()
override void SCR_MeleeComponent.OnPostInit |
( |
IEntity |
owner | ) |
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◆ PerformAttack()
void SCR_MeleeComponent.PerformAttack |
( |
| ) |
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Called from character command handler, based on user input.
◆ PlaySound()
void SCR_MeleeComponent.PlaySound |
( |
IEntity |
weaponEntity, |
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vector |
position, |
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int |
signalValue0, |
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int |
signalValue1 |
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) |
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protected |
◆ ProcessMeleeAttack()
void SCR_MeleeComponent.ProcessMeleeAttack |
( |
| ) |
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protected |
Processes the melee attack. Applies the damage if applicable.
◆ RPC_HandleMeleeSound()
void SCR_MeleeComponent.RPC_HandleMeleeSound |
( |
RplId |
weaponID, |
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vector |
position, |
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int |
signalValue0, |
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int |
signalValue1 |
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) |
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protected |
◆ SearchHierarchyForDamageManager()
◆ SetMeleeAttackStarted()
void SCR_MeleeComponent.SetMeleeAttackStarted |
( |
bool |
started | ) |
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Enable or disable measuring of hit detection probes.
- Parameters
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[in] | state | if is/is not allowed to measure |
◆ TraceFilter()
bool SCR_MeleeComponent.TraceFilter |
( |
notnull IEntity |
ent | ) |
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protected |
◆ Update()
void SCR_MeleeComponent.Update |
( |
float |
timeSlice | ) |
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Event methods.
- Parameters
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◆ m_bAttackAlreadyExecuted
bool SCR_MeleeComponent.m_bAttackAlreadyExecuted = false |
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protected |
◆ m_bHasBayonet
bool SCR_MeleeComponent.m_bHasBayonet |
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protected |
◆ m_bMeasurementDone
bool SCR_MeleeComponent.m_bMeasurementDone |
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protected |
◆ m_bMeleeAttackStarted
bool SCR_MeleeComponent.m_bMeleeAttackStarted = false |
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protected |
◆ m_fWeaponMeleeAccuracy
float SCR_MeleeComponent.m_fWeaponMeleeAccuracy |
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protected |
◆ m_fWeaponMeleeRange
float SCR_MeleeComponent.m_fWeaponMeleeRange |
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protected |
◆ m_MeleeHitData
◆ m_MeleeWeaponProperties
◆ m_OnMeleePerformed
ref OnMeleePerformedInvoker SCR_MeleeComponent.m_OnMeleePerformed |
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protected |
The documentation for this interface was generated from the following file:
- Game/Character/Melee/SCR_MeleeComponent.c