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SCR_CharacterHitZone.c File Reference

Go to the source code of this file.

Data Structures

class  SCR_BleedingHitZoneParameters
 
class  SCR_CharacterHitZone
 
class  SCR_RegeneratingHitZone
 
class  SCR_CharacterHealthHitZone
 health hitzone - Receives damage from physical hitzones More...
 
class  SCR_CharacterBloodHitZone
 Blood - does not receive damage directly, only via scripted events. More...
 
class  SCR_CharacterHeadHitZone
 

Enumerations

enum  ECharacterDamageState : EDamageState { WOUNDED = 3 }
 
enum  ECharacterHealthState : EDamageState { MODERATE = 3, SERIOUS = 4, CRITICAL = 5 }
 
enum  ECharacterBloodState : EDamageState { STRONG = 3, FAINTING = 4, UNCONSCIOUS = 5 }
 
enum  ECharacterResilienceState : EDamageState { WEAKENED = 3, FAINTING = 4, UNCONSCIOUS = 5 }
 
enum  EBandagingAnimationBodyParts {
  Invalid = 0, UpperHead = 1, LowerHead = 2, UpperTorso = 3,
  LowerTorso = 4, LeftHand = 5, RightHand = 6, LeftLeg = 7,
  RightLeg = 8
}
 

Functions

override float ComputeEffectiveDamage (notnull BaseDamageContext damageContext, bool isDOT)
 
void UpdateConsciousness ()
 
override float CalculatePassiveRegeneration ()
 
override void OnInit (IEntity pOwnerEntity, GenericComponent pManagerComponent)
 

Variables

SCR_CharacterBloodHitZone OnDamageStateChanged ()
 Resilience - incapacitation or death, depending on game mode settings. More...
 

Enumeration Type Documentation

◆ EBandagingAnimationBodyParts

Enumerator
Invalid 
UpperHead 
LowerHead 
UpperTorso 
LowerTorso 
LeftHand 
RightHand 
LeftLeg 
RightLeg 

Definition at line 27 of file SCR_CharacterHitZone.c.

◆ ECharacterBloodState

Enumerator
STRONG 
FAINTING 
UNCONSCIOUS 

Definition at line 13 of file SCR_CharacterHitZone.c.

◆ ECharacterDamageState

Enumerator
WOUNDED 

Definition at line 1 of file SCR_CharacterHitZone.c.

◆ ECharacterHealthState

Enumerator
MODERATE 
SERIOUS 
CRITICAL 

Definition at line 6 of file SCR_CharacterHitZone.c.

◆ ECharacterResilienceState

Enumerator
WEAKENED 
FAINTING 
UNCONSCIOUS 

Definition at line 20 of file SCR_CharacterHitZone.c.

Function Documentation

◆ CalculatePassiveRegeneration()

override float CalculatePassiveRegeneration ( )

Definition at line 455 of file SCR_CharacterHitZone.c.

◆ ComputeEffectiveDamage()

override float OnDamageStateChanged::ComputeEffectiveDamage ( notnull BaseDamageContext  damageContext,
bool  isDOT 
)

Definition at line 3 of file SCR_CharacterHitZone.c.

◆ OnInit()

override void OnInit ( IEntity  pOwnerEntity,
GenericComponent  pManagerComponent 
)

Definition at line 469 of file SCR_CharacterHitZone.c.

◆ UpdateConsciousness()

void UpdateConsciousness ( )

Definition at line 447 of file SCR_CharacterHitZone.c.

Variable Documentation

◆ OnDamageStateChanged

Resilience - incapacitation or death, depending on game mode settings.

Definition at line 439 of file SCR_CharacterHitZone.c.