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DamageEffectEvaluator.c
Go to the documentation of this file.
1
class
DamageEffectEvaluator
:
ScriptAndConfig
2
{
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//This is the DamageEffect evaluator.
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//Whenever ApplyEffect gets called on a DamageEffect, HandleEffectConsequences gets called
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//By writing in this class the consequences of effects getting applied, DamageEffects become more flexible.
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//E.g: Imagine that the consequence of a bullet effect is to add a bleeding effect. Vehicles shouldn't be getting bleeding effects.
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// -If we write the logic of adding the bleeding on the DamageEffect, we need to check for the DamageManager type
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// -If we write the logic on the DamageManager, we need to check for different DamageEffect types.
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// If you only want the bleeding to apply to some characters, now we need to overcomplicate the logic inside of the damage Manager
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// to handle those cases.
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// -Therefore the solution is to apply the consequences through this evaluators.
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// The evaluator will handle the logic of DamageEffects being applied to the damage manager
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// We can even change in runtime what evaluator is being used by a ExtendedDamageManager
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//
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//IMPORTANT: Whenever you create your own DamageEffect, you MUST create an overload of HandleEffectConsequences that uses your DamageEffect
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//inside of THIS class.
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//If the base class doesn't contain the overload, HandleEffectConsequences will not be called correctly for that DamageEffect type.
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
BaseDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_InstantDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_PersistentDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_BaseBulletDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_IncendiaryBulletDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_CollisionDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_ExplosionDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_BlastForceDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_IncendiaryDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_VehicleFireDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_FragmentationDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_MeleeDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_DrowningDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_TourniquetDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_SalineDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_MorphineDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_BandageDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_SpecialCollisionDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_PersistentBarbedWireDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_BarbedWireCuttingDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_FallDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_AnimatedFallDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_RagdollFallDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_BaseBlastDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_ConcussionDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_BackBlastDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_MuzzleBlastDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_CriticalExplosionDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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//------------------------------------------------------------------------------------------------
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void
HandleEffectConsequences(
SCR_GameMasterActionDamageEffect
effect,
ExtendedDamageManagerComponent
dmgManager);
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}
BaseDamageEffect
Definition
BaseDamageEffect.c:13
DamageEffectEvaluator
Definition
DamageEffectEvaluator.c:2
ExtendedDamageManagerComponent
Definition
ExtendedDamageManagerComponent.c:13
SCR_AnimatedFallDamageEffect
Definition
SCR_AnimatedFallDamageEffect.c:2
SCR_BackBlastDamageEffect
Definition
SCR_BackBlastDamageEffect.c:2
SCR_BandageDamageEffect
Definition
SCR_BandageDamageEffect.c:2
SCR_BarbedWireCuttingDamageEffect
Definition
SCR_BarbedWireCuttingDamageEffect.c:2
SCR_BaseBlastDamageEffect
Definition
SCR_BaseBlastDamageEffect.c:2
SCR_BaseBulletDamageEffect
Definition
SCR_BaseBulletDamageEffect.c:2
SCR_BlastForceDamageEffect
Definition
SCR_BlastForceDamageEffect.c:2
SCR_CollisionDamageEffect
Definition
SCR_CollisionDamageEffect.c:2
SCR_ConcussionDamageEffect
Definition
SCR_ConcussionDamageEffect.c:2
SCR_CriticalExplosionDamageEffect
Definition
SCR_CriticalExplosionDamageEffect.c:2
SCR_DrowningDamageEffect
Definition
SCR_DrowningDamageEffect.c:2
SCR_ExplosionDamageEffect
Definition
SCR_ExplosionDamageEffect.c:2
SCR_FallDamageEffect
Definition
SCR_FallDamageEffect.c:2
SCR_FragmentationDamageEffect
Definition
SCR_FragmentationDamageEffect.c:2
SCR_GameMasterActionDamageEffect
Definition
SCR_GameMasterActionDamageEffect.c:2
SCR_IncendiaryBulletDamageEffect
Definition
SCR_IncendiaryBulletDamageEffect.c:2
SCR_IncendiaryDamageEffect
Definition
SCR_IncendiaryDamageEffect.c:2
SCR_InstantDamageEffect
Definition
SCR_InstantDamageEffect.c:7
SCR_MeleeDamageEffect
Definition
SCR_MeleeDamageEffect.c:2
SCR_MorphineDamageEffect
Definition
SCR_MorphineDamageEffect.c:2
SCR_MuzzleBlastDamageEffect
Definition
SCR_MuzzleBlastDamageEffect.c:2
SCR_PersistentBarbedWireDamageEffect
Definition
SCR_PersistentBarbedWireDamageEffect.c:2
SCR_PersistentDamageEffect
Definition
SCR_PersistentDamageEffect.c:7
SCR_RagdollFallDamageEffect
Definition
SCR_RagdollFallDamageEffect.c:2
SCR_SalineDamageEffect
Definition
SCR_SalineDamageEffect.c:2
SCR_SpecialCollisionDamageEffect
Definition
SCR_SpecialCollisionDamageEffect.c:2
SCR_TourniquetDamageEffect
Definition
SCR_TourniquetDamageEffect.c:2
SCR_VehicleFireDamageEffect
Definition
SCR_VehicleFireDamageEffect.c:2
ScriptAndConfig
Definition
Types.c:124
scripts
Game
Damage
DamageEffectEvaluator.c
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