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HitZone Class Reference
Inheritance diagram for HitZone:
ScriptAndConfig ScriptAndConfig SCR_HitZone SCR_ArmorHitZone SCR_CharacterHealthHitZone SCR_DestructibleHitzone SCR_MineHitZone SCR_RegeneratingHitZone SCR_TreeHitZoneV2 SCR_WindowHitZone SCR_FuelHitZone SCR_VehicleHitZone SCR_CharacterBloodHitZone SCR_BatteryHitZone SCR_EngineHitZone SCR_GearboxHitZone SCR_LightHitZone

Protected Member Functions

bool Save (notnull ScriptBitWriter writer)
bool Load (notnull ScriptBitReader reader)
bool HasDataToReplicate ()
 Use it to save bandwidth in some default conditions. Use it if Save and Load are overriden.
event void OnInit (IEntity pOwnerEntity, GenericComponent pManagerComponent)
 Call OnInit method from script.
void OnHealthSet ()
 Called when damage changes.
void OnMaxHealthChanged ()
 Called when max damage changes.
void OnDamageStateChanged (EDamageState newState, EDamageState previousDamageState, bool isJIP)
 Called when damage state changes.
event void OnDamage (notnull BaseDamageContext damageContext)
 Called when the damage has been dealt by the server, doesn't get called for DOT.
event float ComputeEffectiveDamage (notnull BaseDamageContext damageContext, bool isDOT)
bool Save (notnull ScriptBitWriter writer)
bool Load (notnull ScriptBitReader reader)
bool HasDataToReplicate ()
 Use it to save bandwidth in some default conditions. Use it if Save and Load are overriden.
event void OnInit (IEntity pOwnerEntity, GenericComponent pManagerComponent)
 Call OnInit method from script.
void OnHealthSet ()
 Called when damage changes.
void OnMaxHealthChanged ()
 Called when max damage changes.
void OnDamageStateChanged (EDamageState newState, EDamageState previousDamageState, bool isJIP)
 Called when damage state changes.
event void OnDamage (notnull BaseDamageContext damageContext)
 Called when the damage has been dealt by the server, doesn't get called for DOT.
event float ComputeEffectiveDamage (notnull BaseDamageContext damageContext, bool isDOT)

Detailed Description

Definition at line 12 of file HitZone.c.

Member Function Documentation

◆ ComputeEffectiveDamage() [1/2]

event float HitZone::ComputeEffectiveDamage ( notnull BaseDamageContext damageContext,
bool isDOT )
protected

Calculates the amount of damage a hitzone will receive.

Parameters
BaseDamageConextDamageContext for this computation
boolisDOT true if this computation is fot DOT

◆ ComputeEffectiveDamage() [2/2]

event float HitZone::ComputeEffectiveDamage ( notnull BaseDamageContext damageContext,
bool isDOT )
protected

Calculates the amount of damage a hitzone will receive.

Parameters
BaseDamageConextDamageContext for this computation
boolisDOT true if this computation is fot DOT

◆ HasDataToReplicate() [1/2]

bool HitZone::HasDataToReplicate ( )
protected

Use it to save bandwidth in some default conditions. Use it if Save and Load are overriden.

◆ HasDataToReplicate() [2/2]

bool HitZone::HasDataToReplicate ( )
protected

Use it to save bandwidth in some default conditions. Use it if Save and Load are overriden.

◆ Load() [1/2]

bool HitZone::Load ( notnull ScriptBitReader reader)
protected

Load the buffer written on Save EnableScriptDataStreaming has to return true for this method to be called

Parameters
ScriptBitReaderreader: Buffer to read the data from.

◆ Load() [2/2]

bool HitZone::Load ( notnull ScriptBitReader reader)
protected

Load the buffer written on Save EnableScriptDataStreaming has to return true for this method to be called

Parameters
ScriptBitReaderreader: Buffer to read the data from.

◆ OnDamage() [1/2]

event void HitZone::OnDamage ( notnull BaseDamageContext damageContext)
protected

Called when the damage has been dealt by the server, doesn't get called for DOT.

◆ OnDamage() [2/2]

event void HitZone::OnDamage ( notnull BaseDamageContext damageContext)
protected

Called when the damage has been dealt by the server, doesn't get called for DOT.

◆ OnDamageStateChanged() [1/2]

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

Called when damage state changes.

◆ OnDamageStateChanged() [2/2]

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

Called when damage state changes.

◆ OnHealthSet() [1/2]

void HitZone::OnHealthSet ( )
protected

Called when damage changes.

◆ OnHealthSet() [2/2]

void HitZone::OnHealthSet ( )
protected

Called when damage changes.

◆ OnInit() [1/2]

event void HitZone::OnInit ( IEntity pOwnerEntity,
GenericComponent pManagerComponent )
protected

Call OnInit method from script.

◆ OnInit() [2/2]

event void HitZone::OnInit ( IEntity pOwnerEntity,
GenericComponent pManagerComponent )
protected

Call OnInit method from script.

◆ OnMaxHealthChanged() [1/2]

void HitZone::OnMaxHealthChanged ( )
protected

Called when max damage changes.

◆ OnMaxHealthChanged() [2/2]

void HitZone::OnMaxHealthChanged ( )
protected

Called when max damage changes.

◆ Save() [1/2]

bool HitZone::Save ( notnull ScriptBitWriter writer)
protected

Called to save information related to the hitzone EnableScriptDataStreaming has to return true for this method to be called

Parameters
ScriptBitWriterwriter: Buffer where you will write the data necessary. Remember: Don't waste bandwidth, only write information if it has changed. This means that if it has no changes, you should only send a bit to indicate that.

◆ Save() [2/2]

bool HitZone::Save ( notnull ScriptBitWriter writer)
protected

Called to save information related to the hitzone EnableScriptDataStreaming has to return true for this method to be called

Parameters
ScriptBitWriterwriter: Buffer where you will write the data necessary. Remember: Don't waste bandwidth, only write information if it has changed. This means that if it has no changes, you should only send a bit to indicate that.

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