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SCR_TourniquetDamageEffect.c
Go to the documentation of this file.
1
class
SCR_TourniquetDamageEffect
:
SCR_PersistentDamageEffect
2
{
3
//------------------------------------------------------------------------------------------------
4
protected
override
void
HandleConsequences
(SCR_ExtendedDamageManagerComponent dmgManager,
DamageEffectEvaluator
evaluator)
5
{
6
super.HandleConsequences(dmgManager, evaluator);
7
8
evaluator.HandleEffectConsequences(
this
, dmgManager);
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}
10
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//------------------------------------------------------------------------------------------------
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override
void
OnEffectAdded
(SCR_ExtendedDamageManagerComponent dmgManager)
13
{
14
super.OnEffectAdded(dmgManager);
15
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//tourniquets don't have EOnFrame logic, so they don't need to be active
17
SetActive(
false
);
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}
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}
DamageEffectEvaluator
Definition
DamageEffectEvaluator.c:2
SCR_PersistentDamageEffect
Definition
SCR_PersistentDamageEffect.c:7
SCR_TourniquetDamageEffect
Definition
SCR_TourniquetDamageEffect.c:2
SCR_TourniquetDamageEffect::HandleConsequences
override void HandleConsequences(SCR_ExtendedDamageManagerComponent dmgManager, DamageEffectEvaluator evaluator)
Definition
SCR_TourniquetDamageEffect.c:4
SCR_TourniquetDamageEffect::OnEffectAdded
override void OnEffectAdded(SCR_ExtendedDamageManagerComponent dmgManager)
Definition
SCR_TourniquetDamageEffect.c:12
scripts
Game
Damage
DamageEffects
CharacterDamageEffects
SCR_TourniquetDamageEffect.c
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1.17.0