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Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Protected Member Functions | |
| void | DiagOnlyIfPossessedByPlayerController (notnull IEntity owner) |
| void | OnHandleFallDamage (EFallDamageType fallDamageType, vector velocityVector) |
| void | OnHealthSet () |
| Called when SetHealth() is used on default hitzone. | |
| void | OnMaxHealthChanged () |
| Called when SetMaxHealth() is used on default hitzone. | |
| event bool | ShouldOverrideInstigator (notnull Instigator currentInstigator, notnull Instigator newInstigator) |
| event GameMaterial | OverrideHitMaterial (HitZone struckHitzone) |
| void | OnDamageOverTimeAdded (EDamageType dType, float dps, HitZone hz) |
| void | OnDamageOverTimeRemoved (EDamageType dType, HitZone hz) |
| void | OnDamageStateChanged (EDamageState newState, EDamageState previousDamageState, bool isJIP) |
| void | OnPostInit (IEntity owner) |
| void | OnFrame (IEntity owner, float timeSlice) |
| event bool | FilterContact (IEntity owner, IEntity other, Contact contact) |
| void | OnFilteredContact (IEntity owner, IEntity other, Contact contact) |
| void | OnDiag (IEntity owner, float timeSlice) |
| void | OnDamage (notnull BaseDamageContext damageContext) |
| event bool | HijackDamageHandling (notnull BaseDamageContext damageContext) |
| event bool | ShouldCountAsHit (notnull BaseDamageContext damageContext) |
| void | DiagOnlyIfPossessedByPlayerController (notnull IEntity owner) |
| void | OnHandleFallDamage (EFallDamageType fallDamageType, vector velocityVector) |
| void | OnHealthSet () |
| Called when SetHealth() is used on default hitzone. | |
| void | OnMaxHealthChanged () |
| Called when SetMaxHealth() is used on default hitzone. | |
| event bool | ShouldOverrideInstigator (notnull Instigator currentInstigator, notnull Instigator newInstigator) |
| event GameMaterial | OverrideHitMaterial (HitZone struckHitzone) |
| void | OnDamageOverTimeAdded (EDamageType dType, float dps, HitZone hz) |
| void | OnDamageOverTimeRemoved (EDamageType dType, HitZone hz) |
| void | OnDamageStateChanged (EDamageState newState, EDamageState previousDamageState, bool isJIP) |
| void | OnPostInit (IEntity owner) |
| void | OnFrame (IEntity owner, float timeSlice) |
| event bool | FilterContact (IEntity owner, IEntity other, Contact contact) |
| void | OnFilteredContact (IEntity owner, IEntity other, Contact contact) |
| void | OnDiag (IEntity owner, float timeSlice) |
| void | OnDamage (notnull BaseDamageContext damageContext) |
| event bool | HijackDamageHandling (notnull BaseDamageContext damageContext) |
| event bool | ShouldCountAsHit (notnull BaseDamageContext damageContext) |
Definition at line 12 of file DamageManagerComponent.c.
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Use this to run diag for the character who is currently possessed by player controller
| owner | owner entity |
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Use this to run diag for the character who is currently possessed by player controller
| owner | owner entity |
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Event when physics engine registered contact with other RigidBody
| owner | The owner entity |
| other | Other Entity who contacted us |
| contact | Structure describing the contact |
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Event when physics engine registered contact with other RigidBody
| owner | The owner entity |
| other | Other Entity who contacted us |
| contact | Structure describing the contact |
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Called when this DamageManager is about to handle damage. Any modifications done to the damageContext will persist for the rest of the damage handling process return false if damage handling should proceed with the changes done to the DamageContext. return true if damage should be discarded / was fully hijacked and should no longer be applied on this damage manager (e.g.: damage was passed to another dmg manager, so we dont handle damage on this manager ).
Definition at line 164 of file DamageManagerComponent.c.
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Called when this DamageManager is about to handle damage. Any modifications done to the damageContext will persist for the rest of the damage handling process return false if damage handling should proceed with the changes done to the DamageContext. return true if damage should be discarded / was fully hijacked and should no longer be applied on this damage manager (e.g.: damage was passed to another dmg manager, so we dont handle damage on this manager ).
Definition at line 164 of file DamageManagerComponent.c.
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Invoked every time the DoT is added to certain hitzone.
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Invoked every time the DoT is added to certain hitzone.
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Invoked when provided damage type is removed from certain hitzone.
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Invoked when provided damage type is removed from certain hitzone.
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Called when the damagestate changes.
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Called when the damagestate changes.
Called during EOnDiag.
| owner | Entity this component is attached to. |
| timeSlice | Delta time since last update. |
Called during EOnDiag.
| owner | Entity this component is attached to. |
| timeSlice | Delta time since last update. |
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Only called if FilterContact returned true
| owner | The owner entity |
| other | Other Entity who contacted us |
| contact | Structure describing the contact |
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Only called if FilterContact returned true
| owner | The owner entity |
| other | Other Entity who contacted us |
| contact | Structure describing the contact |
Called during EOnFrame.
| owner | Entity this component is attached to. |
| timeSlice | Delta time since last update. |
Called during EOnFrame.
| owner | Entity this component is attached to. |
| timeSlice | Delta time since last update. |
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Called when fall related damage is relevant
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Called when fall related damage is relevant
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Called when SetHealth() is used on default hitzone.
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Called when SetHealth() is used on default hitzone.
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Called when SetMaxHealth() is used on default hitzone.
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Called when SetMaxHealth() is used on default hitzone.
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Called after all components are initialized.
| owner | Entity this component is attached to. |
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Called after all components are initialized.
| owner | Entity this component is attached to. |
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Not all armors are physical so the surface that gets struck by projectiles will not be the one the armor, but the hitzone. This is a workaround to solve that issue. It gets called every time a projectile strikes a hitzone We can override material of the hit with the corresponding one from the armor (if needed)
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Not all armors are physical so the surface that gets struck by projectiles will not be the one the armor, but the hitzone. This is a workaround to solve that issue. It gets called every time a projectile strikes a hitzone We can override material of the hit with the corresponding one from the armor (if needed)
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Called after HijackDamageHandling. If it returns true, damage will be dealt. If it returns false, damage will not be handled. Use this to introduce randomness on hit chances (e.g.: moving helicopter rotors)
Definition at line 171 of file DamageManagerComponent.c.
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Called after HijackDamageHandling. If it returns true, damage will be dealt. If it returns false, damage will not be handled. Use this to introduce randomness on hit chances (e.g.: moving helicopter rotors)
Definition at line 171 of file DamageManagerComponent.c.
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Called whenever an instigator is going to be set.
| currentInstigator | This damage manager's last instigator |
| newInstigator | The new instigator for this damage manager |
Definition at line 107 of file DamageManagerComponent.c.
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Called whenever an instigator is going to be set.
| currentInstigator | This damage manager's last instigator |
| newInstigator | The new instigator for this damage manager |
Definition at line 107 of file DamageManagerComponent.c.