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PersistentDamageEffect.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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11
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class
PersistentDamageEffect
: SCR_DamageEffect
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{
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proto external
void
Terminate();
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proto external
void
SetActive(
bool
value);
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proto external
bool
IsActive
();
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// callbacks
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//On frame logic for the persistent damage effect. Will only be called if active
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event
void
EOnFrame(
float
timeSlice, SCR_ExtendedDamageManagerComponent dmgManager);
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event
bool
SaveApplyEffect(ScriptBitWriter w) {
return
true
; };
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event
bool
LoadApplyEffect(
ScriptBitReader
r) {
return
true
; };
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}
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IsActive
bool IsActive()
Definition
SCR_LoadoutSaveBlackListHolder.c:80
PersistentDamageEffect
Definition
PersistentDamageEffect.c:13
ScriptBitReader
Definition
EnNetwork.c:199
scripts
Game
generated
DamageEffects
PersistentDamageEffect.c
Generated by
1.17.0