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Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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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 LoadoutAreaType > | GetBleedingAreas () |
| EBandagingAnimationBodyParts | GetBodyPartToHeal () |
| void | UpdateConsciousness () |
Variables | |
| SCR_RegeneratingHitZone | DAMAGE_TO_BLOOD_MULTIPLIER = 15 |
| float | m_fBleedingRateScale |
| ref array< string > | m_aDamageSubmeshes |
| ref array< ref LoadoutAreaType > | m_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. | |
| Enumerator | |
|---|---|
| Invalid | |
| UpperHead | |
| LowerHead | |
| UpperTorso | |
| LowerTorso | |
| LeftHand | |
| RightHand | |
| LeftLeg | |
| RightLeg | |
Definition at line 29 of file SCR_CharacterHitZone.c.
| enum ECharacterBloodState : EDamageState |
| Enumerator | |
|---|---|
| STRONG | |
| FAINTING | |
| UNCONSCIOUS | |
Definition at line 15 of file SCR_CharacterHitZone.c.
| Enumerator | |
|---|---|
| WOUNDED | |
Definition at line 3 of file SCR_CharacterHitZone.c.
| Enumerator | |
|---|---|
| MODERATE | |
| SERIOUS | |
| CRITICAL | |
Definition at line 8 of file SCR_CharacterHitZone.c.
| Enumerator | |
|---|---|
| WEAKENED | |
| FAINTING | |
| UNCONSCIOUS | |
Definition at line 22 of file SCR_CharacterHitZone.c.
| Enumerator | |
|---|---|
| DISABLED | |
| FORCED_WOUNDED | |
| FORCED_NOT_WOUNDED | |
Definition at line 42 of file SCR_CharacterHitZone.c.
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Definition at line 231 of file SCR_CharacterHitZone.c.
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Get strength of protection from armor attribute on prefab of clothing item.
Definition at line 254 of file SCR_CharacterHitZone.c.
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Definition at line 359 of file SCR_CharacterHitZone.c.
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Definition at line 365 of file SCR_CharacterHitZone.c.
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Definition at line 347 of file SCR_CharacterHitZone.c.
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Definition at line 353 of file SCR_CharacterHitZone.c.
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| [in] | considerRegenScale | consider the Gamemaster's tweaked modifier for the regenerationDPS |
Definition at line 332 of file SCR_CharacterHitZone.c.
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Whether hitzone submeshes are hidden with clothing.
Definition at line 265 of file SCR_CharacterHitZone.c.
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Resilience - incapacitation or death, depending on game mode settings.
Definition at line 204 of file SCR_CharacterHitZone.c.
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Definition at line 281 of file SCR_CharacterHitZone.c.
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Definition at line 195 of file SCR_CharacterHitZone.c.
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Definition at line 293 of file SCR_CharacterHitZone.c.
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Definition at line 410 of file SCR_CharacterHitZone.c.
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Manage wounds submeshes.
Definition at line 307 of file SCR_CharacterHitZone.c.
| SCR_RegeneratingHitZone DAMAGE_TO_BLOOD_MULTIPLIER = 15 |
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Definition at line 181 of file SCR_CharacterHitZone.c.
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Definition at line 178 of file SCR_CharacterHitZone.c.
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Definition at line 192 of file SCR_CharacterHitZone.c.
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Definition at line 187 of file SCR_CharacterHitZone.c.
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Definition at line 190 of file SCR_CharacterHitZone.c.
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Definition at line 184 of file SCR_CharacterHitZone.c.
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Definition at line 175 of file SCR_CharacterHitZone.c.
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Resilience - incapacitation or death, depending on game mode settings.
Definition at line 365 of file SCR_CharacterHitZone.c.