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DestructibleEntity.c
Go to the documentation of this file.
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/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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class
DestructibleEntity
: StaticModelEntity
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{
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proto external
void
HandleDamage(
EDamageType
type
,
float
damage, out
vector
hitPosDirNorm[3]);
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proto external
int
GetCorrespondingState(
float
hp);
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//Returns the current health of this destructible. This can be slow so use it wisely.
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proto external
float
GetCurrentHealth();
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// callbacks
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event
int
GetDestructionCategory();
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event
int
GetDestructionWeight();
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event
float
ComputeEffectiveDamage(notnull
BaseDamageContext
damageContext);
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event
protected
void
OnDamage
(
int
previousState,
int
newState,
float
currentHealth, notnull
BaseDamageContext
damageContext, ScriptBitWriter frameData);
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//Notification when the destructible state has changed. If JIP is true, the state has changed because of synchronization
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event
protected
void
OnStateChanged
(
int
destructibleState,
ScriptBitReader
frameData,
bool
JIP);
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event
protected
void
OnBeforeDestroyed
();
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event
protected
bool
OnContact
(
IEntity
owner,
IEntity
other,
Contact
contact);
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}
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type
EDamageType type
Definition
SCR_DestructibleTreeV2.c:32
BaseDamageContext
Definition
BaseDamageContext.c:13
Contact
Definition
Contact.c:16
DestructibleEntity
Definition
DestructibleEntity.c:13
DestructibleEntity::OnContact
bool OnContact(IEntity owner, IEntity other, Contact contact)
DestructibleEntity::OnBeforeDestroyed
void OnBeforeDestroyed()
DestructibleEntity::OnDamage
void OnDamage(int previousState, int newState, float currentHealth, notnull BaseDamageContext damageContext, ScriptBitWriter frameData)
DestructibleEntity::OnStateChanged
void OnStateChanged(int destructibleState, ScriptBitReader frameData, bool JIP)
IEntity
Definition
IEntity.c:13
ScriptBitReader
Definition
EnNetwork.c:199
vector
Definition
vector.c:13
EDamageType
EDamageType
Definition
EDamageType.c:13
scripts
Game
generated
Entities
DestructibleEntity.c
Generated by
1.17.0