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SCR_PersistentDamageEffect.c
Go to the documentation of this file.
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class
SCR_PersistentDamageEffect
:
PersistentDamageEffect
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{
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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
event
override
void
OnDiag
(SCR_ExtendedDamageManagerComponent dmgManager)
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{
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super.OnDiag(dmgManager);
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if
(
IsProxy
())
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return
;
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if
(!
IsActive
())
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{
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string
text = text.Format(
" Activeness: Paused"
);
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DbgUI
.Text(text);
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}
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}
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//------------------------------------------------------------------------------------------------
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float
GetCustomDamageValue
()
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{
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return
GetTotalDamage();
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}
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//------------------------------------------------------------------------------------------------
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bool
ExecuteSynchronizedSoundPlayback
(notnull SCR_ExtendedDamageManagerComponent dmgManager);
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//------------------------------------------------------------------------------------------------
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void
IndividualProcessing
(notnull SCR_ExtendedDamageManagerComponent dmgManager);
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// DUE TO THE FACT THAT WHICH VERSION OF THE STATIC METHOD IS GOING TO BE USED IS DECIDED AT //
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// COMPILE TIME, OVERRIDES OF THE FOLLOWING METHODS SHOULD BE TREATED AS IF THEY WERE STATIC, //
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// DESPITE THE FACT THAT THEY ARE NOT, AS SCR_DamageSufferingSystem WILL CALL A CACHED 'VIRTUAL'//
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// INSTANCE OF A DAMGE EFFECT IN ORDER TO USE THESE //
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//------------------------------------------------------------------------------------------------
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/*static*/
bool
UseBatchProcessing
();
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//------------------------------------------------------------------------------------------------
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/*static*/
void
BatchData
(inout
SCR_BatchedDamageEffects
batchedDataContainer, notnull
SCR_PersistentDamageEffect
effect);
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//------------------------------------------------------------------------------------------------
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/*static*/
void
BatchProcessing
(notnull SCR_ExtendedDamageManagerComponent dmgManager, notnull
SCR_BatchedDamageEffects
batchedDataContainer,
bool
isAuthority);
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}
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IsActive
bool IsActive()
Definition
SCR_LoadoutSaveBlackListHolder.c:80
DamageEffectEvaluator
Definition
DamageEffectEvaluator.c:2
DbgUI
Definition
DbgUI.c:66
PersistentDamageEffect
Definition
PersistentDamageEffect.c:13
SCR_BatchedDamageEffects
Definition
SCR_BatchedDamageEffects.c:2
SCR_PersistentDamageEffect
Definition
SCR_PersistentDamageEffect.c:7
SCR_PersistentDamageEffect::BatchProcessing
void BatchProcessing(notnull SCR_ExtendedDamageManagerComponent dmgManager, notnull SCR_BatchedDamageEffects batchedDataContainer, bool isAuthority)
SCR_PersistentDamageEffect::OnDiag
event override void OnDiag(SCR_ExtendedDamageManagerComponent dmgManager)
Definition
SCR_PersistentDamageEffect.c:18
SCR_PersistentDamageEffect::ExecuteSynchronizedSoundPlayback
bool ExecuteSynchronizedSoundPlayback(notnull SCR_ExtendedDamageManagerComponent dmgManager)
SCR_PersistentDamageEffect::UseBatchProcessing
bool UseBatchProcessing()
SCR_PersistentDamageEffect::GetCustomDamageValue
float GetCustomDamageValue()
Definition
SCR_PersistentDamageEffect.c:35
SCR_PersistentDamageEffect::IndividualProcessing
void IndividualProcessing(notnull SCR_ExtendedDamageManagerComponent dmgManager)
SCR_PersistentDamageEffect::HandleConsequences
override void HandleConsequences(SCR_ExtendedDamageManagerComponent dmgManager, DamageEffectEvaluator evaluator)
Definition
SCR_PersistentDamageEffect.c:10
SCR_PersistentDamageEffect::BatchData
void BatchData(inout SCR_BatchedDamageEffects batchedDataContainer, notnull SCR_PersistentDamageEffect effect)
IsProxy
bool IsProxy()
Definition
SCR_CampaignBuildingCompositionComponent.c:509
scripts
Game
Damage
DamageEffects
BaseDamageEffects
SCR_PersistentDamageEffect.c
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