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| bool | TraceFilter (notnull IEntity ent) |
| |
| vector | GetAimingVector (notnull ChimeraCharacter character) |
| |
| 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) |
| |
| void | RPC_HandleMeleeSound (RplId weaponID, vector position, int signalValue0, int signalValue1) |
| |
| 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 () |
| |
| 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) |
| |
| void | Debug_DrawLineSimple (vector start, vector end, array< ref Shape > dbgShapes) |
| |
◆ 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
-
| [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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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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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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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 | ) |
|
◆ GetAimingVector()
◆ GetOnMeleePerformed()
| OnMeleePerformedInvoker SCR_MeleeComponent.GetOnMeleePerformed |
( |
| ) |
|
◆ 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 |
( |
| ) |
|
◆ OnPostInit()
| override void SCR_MeleeComponent.OnPostInit |
( |
IEntity | owner | ) |
|
◆ PerformAttack()
| void SCR_MeleeComponent.PerformAttack |
( |
| ) |
|
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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protected |
◆ ProcessMeleeAttack()
| void SCR_MeleeComponent.ProcessMeleeAttack |
( |
| ) |
|
|
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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protected |
◆ SearchHierarchyForDamageManager()
◆ SetMeleeAttackStarted()
| void SCR_MeleeComponent.SetMeleeAttackStarted |
( |
bool | started | ) |
|
Enable or disable measuring of hit detection probes.
- Parameters
-
| [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 | ) |
|
Event methods.
- Parameters
-
◆ 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 |
|
protected |
◆ m_fWeaponMeleeAccuracy
| float SCR_MeleeComponent.m_fWeaponMeleeAccuracy |
|
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 |
|
protected |
The documentation for this interface was generated from the following file:
- Game/Character/Melee/SCR_MeleeComponent.c