Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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DamageEffectEvaluator.c
Go to the documentation of this file.
2{
3 //This is the DamageEffect evaluator.
4 //Whenever ApplyEffect gets called on a DamageEffect, HandleEffectConsequences gets called
5 //By writing in this class the consequences of effects getting applied, DamageEffects become more flexible.
6 //E.g: Imagine that the consequence of a bullet effect is to add a bleeding effect. Vehicles shouldn't be getting bleeding effects.
7 // -If we write the logic of adding the bleeding on the DamageEffect, we need to check for the DamageManager type
8 // -If we write the logic on the DamageManager, we need to check for different DamageEffect types.
9 // If you only want the bleeding to apply to some characters, now we need to overcomplicate the logic inside of the damage Manager
10 // to handle those cases.
11 // -Therefore the solution is to apply the consequences through this evaluators.
12 // The evaluator will handle the logic of DamageEffects being applied to the damage manager
13 // We can even change in runtime what evaluator is being used by a ExtendedDamageManager
14 //
15 //IMPORTANT: Whenever you create your own DamageEffect, you MUST create an overload of HandleEffectConsequences that uses your DamageEffect
16 //inside of THIS class.
17 //If the base class doesn't contain the overload, HandleEffectConsequences will not be called correctly for that DamageEffect type.
18
19 //------------------------------------------------------------------------------------------------
20 void HandleEffectConsequences(BaseDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
21
22 //------------------------------------------------------------------------------------------------
23 void HandleEffectConsequences(SCR_InstantDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
24
25 //------------------------------------------------------------------------------------------------
26 void HandleEffectConsequences(SCR_PersistentDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
27
28 //------------------------------------------------------------------------------------------------
29 void HandleEffectConsequences(SCR_BaseBulletDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
30
31 //------------------------------------------------------------------------------------------------
32 void HandleEffectConsequences(SCR_IncendiaryBulletDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
33
34 //------------------------------------------------------------------------------------------------
35 void HandleEffectConsequences(SCR_CollisionDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
36
37 //------------------------------------------------------------------------------------------------
38 void HandleEffectConsequences(SCR_ExplosionDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
39
40 //------------------------------------------------------------------------------------------------
41 void HandleEffectConsequences(SCR_BlastForceDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
42
43 //------------------------------------------------------------------------------------------------
44 void HandleEffectConsequences(SCR_IncendiaryDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
45
46 //------------------------------------------------------------------------------------------------
47 void HandleEffectConsequences(SCR_VehicleFireDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
48
49 //------------------------------------------------------------------------------------------------
50 void HandleEffectConsequences(SCR_FragmentationDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
51
52 //------------------------------------------------------------------------------------------------
53 void HandleEffectConsequences(SCR_MeleeDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
54
55 //------------------------------------------------------------------------------------------------
56 void HandleEffectConsequences(SCR_DrowningDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
57
58 //------------------------------------------------------------------------------------------------
59 void HandleEffectConsequences(SCR_TourniquetDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
60
61 //------------------------------------------------------------------------------------------------
62 void HandleEffectConsequences(SCR_SalineDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
63
64 //------------------------------------------------------------------------------------------------
65 void HandleEffectConsequences(SCR_MorphineDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
66
67 //------------------------------------------------------------------------------------------------
68 void HandleEffectConsequences(SCR_BandageDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
69
70 //------------------------------------------------------------------------------------------------
71 void HandleEffectConsequences(SCR_SpecialCollisionDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
72
73 //------------------------------------------------------------------------------------------------
74 void HandleEffectConsequences(SCR_PersistentBarbedWireDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
75
76 //------------------------------------------------------------------------------------------------
77 void HandleEffectConsequences(SCR_BarbedWireCuttingDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
78
79 //------------------------------------------------------------------------------------------------
80 void HandleEffectConsequences(SCR_FallDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
81
82 //------------------------------------------------------------------------------------------------
83 void HandleEffectConsequences(SCR_AnimatedFallDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
84
85 //------------------------------------------------------------------------------------------------
86 void HandleEffectConsequences(SCR_RagdollFallDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
87
88 //------------------------------------------------------------------------------------------------
89 void HandleEffectConsequences(SCR_BaseBlastDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
90
91 //------------------------------------------------------------------------------------------------
92 void HandleEffectConsequences(SCR_ConcussionDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
93
94 //------------------------------------------------------------------------------------------------
95 void HandleEffectConsequences(SCR_BackBlastDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
96
97 //------------------------------------------------------------------------------------------------
98 void HandleEffectConsequences(SCR_MuzzleBlastDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
99
100 //------------------------------------------------------------------------------------------------
101 void HandleEffectConsequences(SCR_CriticalExplosionDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
102
103 //------------------------------------------------------------------------------------------------
104 void HandleEffectConsequences(SCR_GameMasterActionDamageEffect effect, ExtendedDamageManagerComponent dmgManager);
105}