Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
Loading...
Searching...
No Matches
DamageManagerComponent Class Reference
Inheritance diagram for DamageManagerComponent:
HitZoneContainerComponent HitZoneContainerComponent

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)

Detailed Description

Definition at line 12 of file DamageManagerComponent.c.

Member Function Documentation

◆ DiagOnlyIfPossessedByPlayerController() [1/2]

void DamageManagerComponent::DiagOnlyIfPossessedByPlayerController ( notnull IEntity owner)
protected

Use this to run diag for the character who is currently possessed by player controller

Parameters
ownerowner entity

◆ DiagOnlyIfPossessedByPlayerController() [2/2]

void DamageManagerComponent::DiagOnlyIfPossessedByPlayerController ( notnull IEntity owner)
protected

Use this to run diag for the character who is currently possessed by player controller

Parameters
ownerowner entity

◆ FilterContact() [1/2]

event bool DamageManagerComponent::FilterContact ( IEntity owner,
IEntity other,
Contact contact )
protected

Event when physics engine registered contact with other RigidBody

Parameters
ownerThe owner entity
otherOther Entity who contacted us
contactStructure describing the contact
Returns
If it returns false, contact gets discarded and DamageManagerComponent::OnFilteredContact will not be called

◆ FilterContact() [2/2]

event bool DamageManagerComponent::FilterContact ( IEntity owner,
IEntity other,
Contact contact )
protected

Event when physics engine registered contact with other RigidBody

Parameters
ownerThe owner entity
otherOther Entity who contacted us
contactStructure describing the contact
Returns
If it returns false, contact gets discarded and DamageManagerComponent::OnFilteredContact will not be called

◆ HijackDamageHandling() [1/2]

event bool DamageManagerComponent::HijackDamageHandling ( notnull BaseDamageContext damageContext)
inlineprotected

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.

◆ HijackDamageHandling() [2/2]

event bool DamageManagerComponent::HijackDamageHandling ( notnull BaseDamageContext damageContext)
inlineprotected

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.

◆ OnDamage() [1/2]

void DamageManagerComponent::OnDamage ( notnull BaseDamageContext damageContext)
protected

◆ OnDamage() [2/2]

void DamageManagerComponent::OnDamage ( notnull BaseDamageContext damageContext)
protected

◆ OnDamageOverTimeAdded() [1/2]

void DamageManagerComponent::OnDamageOverTimeAdded ( EDamageType dType,
float dps,
HitZone hz )
protected

Invoked every time the DoT is added to certain hitzone.

◆ OnDamageOverTimeAdded() [2/2]

void DamageManagerComponent::OnDamageOverTimeAdded ( EDamageType dType,
float dps,
HitZone hz )
protected

Invoked every time the DoT is added to certain hitzone.

◆ OnDamageOverTimeRemoved() [1/2]

void DamageManagerComponent::OnDamageOverTimeRemoved ( EDamageType dType,
HitZone hz )
protected

Invoked when provided damage type is removed from certain hitzone.

◆ OnDamageOverTimeRemoved() [2/2]

void DamageManagerComponent::OnDamageOverTimeRemoved ( EDamageType dType,
HitZone hz )
protected

Invoked when provided damage type is removed from certain hitzone.

◆ OnDamageStateChanged() [1/2]

void DamageManagerComponent::OnDamageStateChanged ( EDamageState newState,
EDamageState previousDamageState,
bool isJIP )
protected

Called when the damagestate changes.

◆ OnDamageStateChanged() [2/2]

void DamageManagerComponent::OnDamageStateChanged ( EDamageState newState,
EDamageState previousDamageState,
bool isJIP )
protected

Called when the damagestate changes.

◆ OnDiag() [1/2]

void DamageManagerComponent::OnDiag ( IEntity owner,
float timeSlice )
protected

Called during EOnDiag.

Parameters
ownerEntity this component is attached to.
timeSliceDelta time since last update.

◆ OnDiag() [2/2]

void DamageManagerComponent::OnDiag ( IEntity owner,
float timeSlice )
protected

Called during EOnDiag.

Parameters
ownerEntity this component is attached to.
timeSliceDelta time since last update.

◆ OnFilteredContact() [1/2]

void DamageManagerComponent::OnFilteredContact ( IEntity owner,
IEntity other,
Contact contact )
protected

Only called if FilterContact returned true

Parameters
ownerThe owner entity
otherOther Entity who contacted us
contactStructure describing the contact

◆ OnFilteredContact() [2/2]

void DamageManagerComponent::OnFilteredContact ( IEntity owner,
IEntity other,
Contact contact )
protected

Only called if FilterContact returned true

Parameters
ownerThe owner entity
otherOther Entity who contacted us
contactStructure describing the contact

◆ OnFrame() [1/2]

void DamageManagerComponent::OnFrame ( IEntity owner,
float timeSlice )
protected

Called during EOnFrame.

Parameters
ownerEntity this component is attached to.
timeSliceDelta time since last update.

◆ OnFrame() [2/2]

void DamageManagerComponent::OnFrame ( IEntity owner,
float timeSlice )
protected

Called during EOnFrame.

Parameters
ownerEntity this component is attached to.
timeSliceDelta time since last update.

◆ OnHandleFallDamage() [1/2]

void DamageManagerComponent::OnHandleFallDamage ( EFallDamageType fallDamageType,
vector velocityVector )
protected

Called when fall related damage is relevant

◆ OnHandleFallDamage() [2/2]

void DamageManagerComponent::OnHandleFallDamage ( EFallDamageType fallDamageType,
vector velocityVector )
protected

Called when fall related damage is relevant

◆ OnHealthSet() [1/2]

void DamageManagerComponent::OnHealthSet ( )
protected

Called when SetHealth() is used on default hitzone.

◆ OnHealthSet() [2/2]

void DamageManagerComponent::OnHealthSet ( )
protected

Called when SetHealth() is used on default hitzone.

◆ OnMaxHealthChanged() [1/2]

void DamageManagerComponent::OnMaxHealthChanged ( )
protected

Called when SetMaxHealth() is used on default hitzone.

◆ OnMaxHealthChanged() [2/2]

void DamageManagerComponent::OnMaxHealthChanged ( )
protected

Called when SetMaxHealth() is used on default hitzone.

◆ OnPostInit() [1/2]

void DamageManagerComponent::OnPostInit ( IEntity owner)
protected

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

◆ OnPostInit() [2/2]

void DamageManagerComponent::OnPostInit ( IEntity owner)
protected

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

◆ OverrideHitMaterial() [1/2]

event GameMaterial DamageManagerComponent::OverrideHitMaterial ( HitZone struckHitzone)
protected

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)

◆ OverrideHitMaterial() [2/2]

event GameMaterial DamageManagerComponent::OverrideHitMaterial ( HitZone struckHitzone)
protected

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)

◆ ShouldCountAsHit() [1/2]

event bool DamageManagerComponent::ShouldCountAsHit ( notnull BaseDamageContext damageContext)
inlineprotected

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.

◆ ShouldCountAsHit() [2/2]

event bool DamageManagerComponent::ShouldCountAsHit ( notnull BaseDamageContext damageContext)
inlineprotected

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.

◆ ShouldOverrideInstigator() [1/2]

event bool DamageManagerComponent::ShouldOverrideInstigator ( notnull Instigator currentInstigator,
notnull Instigator newInstigator )
inlineprotected

Called whenever an instigator is going to be set.

Parameters
currentInstigatorThis damage manager's last instigator
newInstigatorThe new instigator for this damage manager
Returns
If it returns true, newInstigator will become the new current instigator for the damage manager and it will receive kill credit.

Definition at line 107 of file DamageManagerComponent.c.

◆ ShouldOverrideInstigator() [2/2]

event bool DamageManagerComponent::ShouldOverrideInstigator ( notnull Instigator currentInstigator,
notnull Instigator newInstigator )
inlineprotected

Called whenever an instigator is going to be set.

Parameters
currentInstigatorThis damage manager's last instigator
newInstigatorThe new instigator for this damage manager
Returns
If it returns true, newInstigator will become the new current instigator for the damage manager and it will receive kill credit.

Definition at line 107 of file DamageManagerComponent.c.


The documentation for this class was generated from the following file: