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SCR_BleedCharacterContextAction.c
Go to the documentation of this file.
1
//------------------------------------------------------------------------------------------------
2
[
BaseContainerProps
(),
SCR_BaseContainerCustomTitleUIInfo
(
"m_Info"
)]
3
class
SCR_BleedCharacterContextAction
:
SCR_SelectedEntitiesContextAction
4
{
5
override
bool
CanBeShown(
SCR_EditableEntityComponent
selectedEntity,
vector
cursorWorldPosition,
int
flags
)
6
{
7
return
selectedEntity.
GetEntityType
() ==
EEditableEntityType
.CHARACTER;
8
}
9
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override
bool
CanBePerformed(
SCR_EditableEntityComponent
selectedEntity,
vector
cursorWorldPosition,
int
flags
)
11
{
12
SCR_CharacterDamageManagerComponent
characterDamageManager =
SCR_CharacterDamageManagerComponent
.Cast(selectedEntity.GetOwner().FindComponent(
SCR_CharacterDamageManagerComponent
));
13
if
(!characterDamageManager)
14
return
false
;
15
16
if
(characterDamageManager.GetState() ==
EDamageState
.DESTROYED || characterDamageManager.
IsBleeding
())
17
return
false
;
18
19
return
true
;
20
}
21
22
//------------------------------------------------------------------------------------------------
23
override
void
Perform(
SCR_EditableEntityComponent
selectedEntity,
vector
cursorWorldPosition)
24
{
25
SCR_CharacterDamageManagerComponent
characterDamageManager =
SCR_CharacterDamageManagerComponent
.Cast(selectedEntity.GetOwner().FindComponent(
SCR_CharacterDamageManagerComponent
));
26
if
(!characterDamageManager)
27
return
;
28
29
characterDamageManager.
AddParticularBleeding
();
30
}
31
};
flags
SCR_EAIThreatSectorFlags flags
Definition
AIControlComponentSerializer.c:16
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
SCR_BaseContainerCustomTitleUIInfo
class SCR_ArsenalGameModeUIDataHolder SCR_BaseContainerCustomTitleUIInfo("m_UIInfo")
Definition
SCR_ArsenalManagerComponent.c:1752
SCR_BleedCharacterContextAction
Definition
SCR_BleedCharacterContextAction.c:4
SCR_CharacterDamageManagerComponent
Definition
SCR_CharacterDamageManagerComponent.c:19
SCR_CharacterDamageManagerComponent::IsBleeding
bool IsBleeding()
the official and globally used way of checking if bleeding tests for any PERSISTENT damage effects of...
Definition
SCR_CharacterDamageManagerComponent.c:1336
SCR_CharacterDamageManagerComponent::AddParticularBleeding
void AddParticularBleeding(string hitZoneName="Chest", ECharacterDamageState intensityEnum=ECharacterDamageState.WOUNDED, float intensityFloat=-1)
Add bleeding to a particular physical hitZone.
Definition
SCR_CharacterDamageManagerComponent.c:1084
SCR_EditableEntityComponent
Definition
SCR_EditableEntityComponent.c:14
SCR_EditableEntityComponent::GetEntityType
EEditableEntityType GetEntityType(IEntity owner=null)
Definition
SCR_EditableEntityComponent.c:127
SCR_SelectedEntitiesContextAction
Definition
SCR_SelectedEntitiesContextAction.c:11
vector
Definition
vector.c:13
EEditableEntityType
EEditableEntityType
Defines type of SCR_EditableEntityComponent. Assigned automatically based on IEntity inheritance.
Definition
EEditableEntityType.c:6
EDamageState
EDamageState
Definition
EDamageState.c:13
scripts
Game
Editor
Containers
Actions
ContextActions
SCR_BleedCharacterContextAction.c
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