Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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HitZone.c
Go to the documentation of this file.
1/*
2===========================================
3Do not modify, this script is generated
4===========================================
5*/
6
11
13{
14 //All non true damage taken will be multiplied by this amount
15 proto external float GetBaseDamageMultiplier();
16 //returns true if this hitzone has collider nodes.
17 proto external bool HasColliderNodes();
18 //returns index of collider descriptor attached to collider ID
19 proto external int GetColliderDescriptorIndex(int colliderID);
20 //Get damage multipler for a type of damage in this hitzone
21 proto external float GetDamageMultiplier(EDamageType dmgType);
22 //return damage reduction
23 proto external float GetDamageReduction();
24 //return damage threshold
25 proto external float GetDamageThreshold();
29 proto external int GetAllColliderNames(out notnull array<string> colliderNames);
37 proto external void SetDamageOverTime(EDamageType dmgType, float dps);
38 //return damage per second of specified type
39 proto external float GetDamageOverTime(EDamageType dmgType);
40 //Returns number of collider decriptors
41 proto external int GetNumColliderDescriptors();
42 //script method wrappers
43 proto external HitZoneContainerComponent GetHitZoneContainer();
44 //Sets the health of this hitzone. Only works when called from server.
45 proto external void SetHealth(float health);
46 //Sets the scaled health of this hitzone [0, 1]. Only works when called from server.
47 proto external void SetHealthScaled(float health);
48 //Sets the max health of this hitzone. Only works when called from server.
49 proto external void SetMaxHealth(float maxHealth, ESetMaxHealthFlags flag = ESetMaxHealthFlags.NONE);
50 //Gets the current health of this hitzone. Avoid tying game logic to GetHealth, there is no guarantee of synchronization! Tie game logic to hitzone damage state.
51 proto external float GetHealth();
52 //Gets the current scaled health of this hitzone. Avoid tying game logic to this function, there is no guarantee of synchronization! Tie game logic to hitzone damage state.
53 proto external float GetHealthScaled();
54 //Returns health % needed to trigger the requested damage state.
55 proto external float GetDamageStateThreshold(EDamageState damageState);
56 //Returns max health of this hitzone
57 proto external float GetMaxHealth();
58 //Returns hitzone name
59 proto external string GetName();
60 //Gets current damage state of the hitzone
61 proto external EDamageState GetDamageState();
62 //Returns the amount of damage to be received at once needed to be considered critical
63 proto external float GetCriticalDamageThreshold();
64 //Gets previous damage state of the hitzone
65 proto external EDamageState GetPreviousDamageState();
66 //Hitzone will handle this amount of damage. Damage will only be applied if called from server. Use DamageManager.HandleDamage when possible, using this skips DamageManager.OnDamage
67 proto external void HandleDamage(float damage, int damageType, IEntity instigator);
68 //Returns true if its a proxy
69 proto external bool IsProxy();
71 proto external int GetColliderIDs(out notnull array<int> outIDs);
72 //gets collider description
73 proto bool TryGetColliderDescription(IEntity owner, int descIndex, out vector transformLS[4], out int boneIndex, out int nodeID);
74 //Gets collider description from name
75 proto bool TryGetColliderDescriptionFromName(IEntity owner, string colliderName, out vector transformLS[4], out int boneIndex, out int nodeID);
76
77 // callbacks
78
86 event protected bool Save(notnull ScriptBitWriter writer);
92 event protected bool Load(notnull ScriptBitReader reader);
94 event protected bool HasDataToReplicate();
96 event void OnInit(IEntity pOwnerEntity, GenericComponent pManagerComponent);
98 event protected void OnHealthSet();
100 event protected void OnMaxHealthChanged();
102 event protected void OnDamageStateChanged(EDamageState newState, EDamageState previousDamageState, bool isJIP);
104 event void OnDamage(notnull BaseDamageContext damageContext);
111 event float ComputeEffectiveDamage(notnull BaseDamageContext damageContext, bool isDOT);
112}
113
float GetDamageThreshold()
float GetDamageReduction()
float GetMaxHealth()
float GetHealth()
void OnDamageStateChanged(EDamageState newState, EDamageState previousDamageState, bool isJIP)
Called when damage state changes.
bool Load(notnull ScriptBitReader reader)
bool Save(notnull ScriptBitWriter writer)
event float ComputeEffectiveDamage(notnull BaseDamageContext damageContext, bool isDOT)
event void OnDamage(notnull BaseDamageContext damageContext)
Called when the damage has been dealt by the server, doesn't get called for DOT.
void OnMaxHealthChanged()
Called when max damage changes.
bool HasDataToReplicate()
Use it to save bandwidth in some default conditions. Use it if Save and Load are overriden.
event void OnInit(IEntity pOwnerEntity, GenericComponent pManagerComponent)
Call OnInit method from script.
void OnHealthSet()
Called when damage changes.
ESetMaxHealthFlags
EDamageType
Definition EDamageType.c:13
EDamageState