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SCR_CharacterHitZone.c File Reference

Go to the source code of this file.

Classes

class  SCR_BleedingHitZoneParameters
class  SCR_RegeneratingHitZone
class  SCR_CharacterHealthHitZone
 health hitzone - Receives damage from physical hitzones More...
class  SCR_CharacterBloodHitZone
 Blood - does not receive damage directly, only via scripted events. More...
class  SCR_CharacterHeadHitZone

Enumerations

enum  ECharacterDamageState : EDamageState { WOUNDED = 3 }
enum  ECharacterHealthState : EDamageState { MODERATE = 3 , SERIOUS = 4 , CRITICAL = 5 }
enum  ECharacterBloodState : EDamageState { STRONG = 3 , FAINTING = 4 , UNCONSCIOUS = 5 }
enum  ECharacterResilienceState : EDamageState { WEAKENED = 3 , FAINTING = 4 , UNCONSCIOUS = 5 }
enum  EBandagingAnimationBodyParts {
  Invalid = 0 , UpperHead = 1 , LowerHead = 2 , UpperTorso = 3 ,
  LowerTorso = 4 , LeftHand = 5 , RightHand = 6 , LeftLeg = 7 ,
  RightLeg = 8
}
enum  SCR_EForcedWoundedSubmesh { DISABLED = 0 , FORCED_WOUNDED = 1 , FORCED_NOT_WOUNDED = 2 }

Functions

override void OnInit (IEntity pOwnerEntity, GenericComponent pManagerComponent)
override void OnDamage (notnull BaseDamageContext damageContext)
 Resilience - incapacitation or death, depending on game mode settings.
override float ComputeEffectiveDamage (notnull BaseDamageContext damageContext, bool isDOT)
float GetArmorProtectionValue (EDamageType damageType)
 Get strength of protection from armor attribute on prefab of clothing item.
bool IsCovered ()
 Whether hitzone submeshes are hidden with clothing.
override void OnDamageStateChanged (EDamageState newState, EDamageState previousDamageState, bool isJIP)
void SetWoundedSubmesh (bool wounded)
void UpdateSubmeshes ()
 Manage wounds submeshes.
float GetMaxBleedingRate ()
float GetCriticalHealthThreshold ()
override EHitZoneGroup GetHitZoneGroup ()
array< ref LoadoutAreaTypeGetBleedingAreas ()
EBandagingAnimationBodyParts GetBodyPartToHeal ()
void UpdateConsciousness ()

Variables

SCR_RegeneratingHitZone DAMAGE_TO_BLOOD_MULTIPLIER = 15
float m_fBleedingRateScale
ref array< stringm_aDamageSubmeshes
ref array< ref LoadoutAreaTypem_aBleedingAreas
ECharacterHitZoneGroup m_eHitZoneGroup
EBandagingAnimationBodyParts m_eBandageAnimationBodyPart
SCR_EForcedWoundedSubmesh m_eForcedWoundedSubmesh
bool m_bIsWounded
SCR_CharacterBloodHitZone OnDamage
 Resilience - incapacitation or death, depending on game mode settings.

Enumeration Type Documentation

◆ EBandagingAnimationBodyParts

Enumerator
Invalid 
UpperHead 
LowerHead 
UpperTorso 
LowerTorso 
LeftHand 
RightHand 
LeftLeg 
RightLeg 

Definition at line 29 of file SCR_CharacterHitZone.c.

◆ ECharacterBloodState

Enumerator
STRONG 
FAINTING 
UNCONSCIOUS 

Definition at line 15 of file SCR_CharacterHitZone.c.

◆ ECharacterDamageState

Enumerator
WOUNDED 

Definition at line 3 of file SCR_CharacterHitZone.c.

◆ ECharacterHealthState

Enumerator
MODERATE 
SERIOUS 
CRITICAL 

Definition at line 8 of file SCR_CharacterHitZone.c.

◆ ECharacterResilienceState

Enumerator
WEAKENED 
FAINTING 
UNCONSCIOUS 

Definition at line 22 of file SCR_CharacterHitZone.c.

◆ SCR_EForcedWoundedSubmesh

Enumerator
DISABLED 
FORCED_WOUNDED 
FORCED_NOT_WOUNDED 

Definition at line 42 of file SCR_CharacterHitZone.c.

Function Documentation

◆ ComputeEffectiveDamage()

override float ComputeEffectiveDamage ( notnull BaseDamageContext damageContext,
bool isDOT )
protected

Definition at line 231 of file SCR_CharacterHitZone.c.

◆ GetArmorProtectionValue()

float GetArmorProtectionValue ( EDamageType damageType)
protected

Get strength of protection from armor attribute on prefab of clothing item.

Definition at line 254 of file SCR_CharacterHitZone.c.

◆ GetBleedingAreas()

array< ref LoadoutAreaType > GetBleedingAreas ( )
protected

Definition at line 359 of file SCR_CharacterHitZone.c.

◆ GetBodyPartToHeal()

EBandagingAnimationBodyParts GetBodyPartToHeal ( )
protected

Definition at line 365 of file SCR_CharacterHitZone.c.

◆ GetCriticalHealthThreshold()

float GetCriticalHealthThreshold ( )
protected
Returns
the absolute amount of health at which the health will be considered critical

Definition at line 347 of file SCR_CharacterHitZone.c.

◆ GetHitZoneGroup()

override EHitZoneGroup GetHitZoneGroup ( )
protected

Definition at line 353 of file SCR_CharacterHitZone.c.

◆ GetMaxBleedingRate()

float GetMaxBleedingRate ( )
protected
Parameters
[in]considerRegenScaleconsider the Gamemaster's tweaked modifier for the regenerationDPS
Returns
the desired regeneration speed in damage per second for this hit zone

Definition at line 332 of file SCR_CharacterHitZone.c.

◆ IsCovered()

bool IsCovered ( )
protected

Whether hitzone submeshes are hidden with clothing.

Definition at line 265 of file SCR_CharacterHitZone.c.

◆ OnDamage()

override void OnDamage ( notnull BaseDamageContext damageContext)
protected

Resilience - incapacitation or death, depending on game mode settings.

Definition at line 204 of file SCR_CharacterHitZone.c.

◆ OnDamageStateChanged()

override void OnDamageStateChanged ( EDamageState newState,
EDamageState previousDamageState,
bool isJIP )
protected

Definition at line 281 of file SCR_CharacterHitZone.c.

◆ OnInit()

override void OnInit ( IEntity pOwnerEntity,
GenericComponent pManagerComponent )
protected

Definition at line 195 of file SCR_CharacterHitZone.c.

◆ SetWoundedSubmesh()

void SetWoundedSubmesh ( bool wounded)
protected

Definition at line 293 of file SCR_CharacterHitZone.c.

◆ UpdateConsciousness()

void UpdateConsciousness ( )
protected

Definition at line 410 of file SCR_CharacterHitZone.c.

◆ UpdateSubmeshes()

void UpdateSubmeshes ( )
protected

Manage wounds submeshes.

Definition at line 307 of file SCR_CharacterHitZone.c.

Variable Documentation

◆ DAMAGE_TO_BLOOD_MULTIPLIER

SCR_RegeneratingHitZone DAMAGE_TO_BLOOD_MULTIPLIER = 15

◆ m_aBleedingAreas

ref array<ref LoadoutAreaType> m_aBleedingAreas
protected

Definition at line 181 of file SCR_CharacterHitZone.c.

◆ m_aDamageSubmeshes

ref array<string> m_aDamageSubmeshes
protected

Definition at line 178 of file SCR_CharacterHitZone.c.

◆ m_bIsWounded

bool m_bIsWounded
protected

Definition at line 192 of file SCR_CharacterHitZone.c.

◆ m_eBandageAnimationBodyPart

EBandagingAnimationBodyParts m_eBandageAnimationBodyPart
protected

Definition at line 187 of file SCR_CharacterHitZone.c.

◆ m_eForcedWoundedSubmesh

SCR_EForcedWoundedSubmesh m_eForcedWoundedSubmesh
protected

Definition at line 190 of file SCR_CharacterHitZone.c.

◆ m_eHitZoneGroup

ECharacterHitZoneGroup m_eHitZoneGroup
protected

Definition at line 184 of file SCR_CharacterHitZone.c.

◆ m_fBleedingRateScale

float m_fBleedingRateScale
protected

Definition at line 175 of file SCR_CharacterHitZone.c.

◆ OnDamage

Resilience - incapacitation or death, depending on game mode settings.

Definition at line 365 of file SCR_CharacterHitZone.c.