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SCR_DotDamageEffect.c
Go to the documentation of this file.
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class
SCR_DotDamageEffect
:
DotDamageEffect
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{
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private
bool
m_bSkipRegenDelay;
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//------------------------------------------------------------------------------------------------
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//ALWAYS OVERRIDE LIKE THIS. ALWAYS OVERRIDE THIS FUNCTION
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protected
override
void
HandleConsequences
(SCR_ExtendedDamageManagerComponent dmgManager,
DamageEffectEvaluator
evaluator)
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{
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super.HandleConsequences(dmgManager, evaluator);
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evaluator.HandleEffectConsequences(
this
, dmgManager);
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}
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//------------------------------------------------------------------------------------------------
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protected
override
void
EOnFrame
(
float
timeSlice, SCR_ExtendedDamageManagerComponent dmgManager)
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{
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DealDot(timeSlice, dmgManager);
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}
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//------------------------------------------------------------------------------------------------
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protected
event
override
void
OnDiag
(SCR_ExtendedDamageManagerComponent dmgManager)
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{
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super.OnDiag(dmgManager);
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string
text = text.Format(
" DOT: %1 \n"
, this.GetDPS());
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if
(!
IsProxy
())
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text += text.Format(
" Duration: %1s/%2s \n"
, this.GetCurrentDuration(), this.GetMaxDuration());
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DbgUI
.Text(text);
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}
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//------------------------------------------------------------------------------------------------
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event
override
bool
Save
(ScriptBitWriter w)
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{
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super.Save(w);
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w.WriteFloat(GetDPS());
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return
true
;
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}
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//------------------------------------------------------------------------------------------------
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event
override
bool
Load
(
ScriptBitReader
r)
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{
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super.Load(r);
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float
dps = 0;
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r.ReadFloat(dps);
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SetDPS(dps);
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return
true
;
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}
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//------------------------------------------------------------------------------------------------
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void
SkipRegenDelay
(
bool
skip)
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{
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m_bSkipRegenDelay = skip;
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}
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//------------------------------------------------------------------------------------------------
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bool
GetSkipRegenDelay
(SCR_ExtendedDamageManagerComponent dmgManager)
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{
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bool
skip = m_bSkipRegenDelay;
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SkipRegenDelay
(
false
);
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return
skip;
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}
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//------------------------------------------------------------------------------------------------
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override
float
GetCustomDamageValue
()
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{
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return
GetDPS();
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}
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//------------------------------------------------------------------------------------------------
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void
RecalculateDPS
(
float
timeSlice, notnull SCR_ExtendedDamageManagerComponent dmgManager);
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}
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DamageEffectEvaluator
Definition
DamageEffectEvaluator.c:2
DbgUI
Definition
DbgUI.c:66
DotDamageEffect
Definition
DotDamageEffect.c:13
SCR_DotDamageEffect
Definition
SCR_DotDamageEffect.c:7
SCR_DotDamageEffect::EOnFrame
override void EOnFrame(float timeSlice, SCR_ExtendedDamageManagerComponent dmgManager)
Definition
SCR_DotDamageEffect.c:20
SCR_DotDamageEffect::GetSkipRegenDelay
bool GetSkipRegenDelay(SCR_ExtendedDamageManagerComponent dmgManager)
Definition
SCR_DotDamageEffect.c:68
SCR_DotDamageEffect::GetCustomDamageValue
override float GetCustomDamageValue()
Definition
SCR_DotDamageEffect.c:76
SCR_DotDamageEffect::SkipRegenDelay
void SkipRegenDelay(bool skip)
When this is toggled PRIOR to the damage effect being added, the regen will start instantly OnEffectA...
Definition
SCR_DotDamageEffect.c:60
SCR_DotDamageEffect::Load
event override bool Load(ScriptBitReader r)
Definition
SCR_DotDamageEffect.c:47
SCR_DotDamageEffect::OnDiag
event override void OnDiag(SCR_ExtendedDamageManagerComponent dmgManager)
Definition
SCR_DotDamageEffect.c:26
SCR_DotDamageEffect::RecalculateDPS
void RecalculateDPS(float timeSlice, notnull SCR_ExtendedDamageManagerComponent dmgManager)
SCR_DotDamageEffect::HandleConsequences
override void HandleConsequences(SCR_ExtendedDamageManagerComponent dmgManager, DamageEffectEvaluator evaluator)
Definition
SCR_DotDamageEffect.c:12
SCR_DotDamageEffect::Save
event override bool Save(ScriptBitWriter w)
Definition
SCR_DotDamageEffect.c:38
ScriptBitReader
Definition
EnNetwork.c:199
IsProxy
bool IsProxy()
Definition
SCR_CampaignBuildingCompositionComponent.c:509
scripts
Game
Damage
DamageEffects
BaseDamageEffects
SCR_DotDamageEffect.c
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