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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 | |
| float | GetPoisonBuildupFactor () |
| bool | IsFallingVehicle (IEntity owner, IEntity other, Contact contact) |
| bool | ShouldBeUnconscious () |
| Check whether character health state meets requirements for consciousness. | |
| void | UpdateConsciousness () |
| void | ForceUnconsciousness (float resilienceHealth=0) |
| void | OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState, bool isJIP) |
| void | InsertArmorData (notnull SCR_CharacterHitZone charHitZone, SCR_ArmoredClothItemData attributes) |
| Insert armor data from clothing item prefab into map, create map if null. | |
| void | RemoveArmorData (notnull SCR_CharacterHitZone charHitZone) |
| Remove armor data from clothing item prefab from map, delete map if empty. | |
| void | UpdateArmorDataMap (notnull SCR_ArmoredClothItemData armorAttr, bool remove) |
| If !remove, take data from prefab and insert to map as class. If remove, remove this hitZone's stored data from map. | |
| override GameMaterial | OverrideHitMaterial (HitZone struckHitzone) |
| SCR_ArmoredClothItemData | GetArmorData (notnull SCR_CharacterHitZone charHitZone) |
| Get data from m_mClothItemDataMap. | |
| float | GetArmorProtection (notnull SCR_CharacterHitZone charHitZone, EDamageType damageType) |
| Get protection value of particular hitZone stored on m_mClothItemDataMap. | |
| void | ArmorHitEventEffects (float damage) |
| Function called from SCR_ArmorDamageManagerComponent in case player is shot in armor. Applies effects. | |
| void | ArmorHitEventDamage (EDamageType type, float damage, IEntity instigator) |
| Function called from SCR_ArmorDamageManagerComponent in case player is shot in armor. Applies damage. | |
| override void | OnDamageEffectAdded (notnull SCR_DamageEffect dmgEffect) |
| override void | OnDamageEffectRemoved (notnull SCR_DamageEffect dmgEffect) |
| override bool | HijackDamageHandling (notnull BaseDamageContext damageContext) |
| Hijack collisiondamage in case it's applied to defaultHZ, since that means it's falldamage. | |
| void | KnockOffTheHelmet (notnull BaseDamageContext damageContext) |
| bool | SynchronizedSoundEvent (typename effectType) |
| bool | SynchronizedSoundEvent (notnull SCR_PersistentDamageEffect broadcastingEffect, int effectId=-1) |
| void | Do_SynchronizedSoundEvent (int effectId) |
| void | SoundHit (bool critical, EDamageType damageType) |
| void | SoundKnockout () |
| Tell m_CommunicationSound to stop character from screaming, otherwise ignore. | |
| void | SoundDeath (int previousLifestate) |
| Tell m_CommunicationSound that this character is now dead. | |
| void | SoundHeal () |
| void | RemoveAllBleedingParticlesAfterDeath () |
| Clean up blood particle sources after death. | |
| void | AddBloodToClothes (notnull SCR_CharacterHitZone hitZone, float immediateBloodEffect) |
| override bool | CanBeHealed (bool ignoreHealingDOT=true) |
| override void | FullHeal (bool ignoreHealingDOT=true) |
| void | TryClearDamageHistory () |
| void | SetBloodHitZone (HitZone hitZone) |
| SCR_CharacterBloodHitZone | GetBloodHitZone () |
| float | GetResilienceRegenScale () |
| void | SetBleedingScale (float rate, bool changed) |
| float | GetBleedingScale () |
| void | SetRegenScale (float rate, bool changed) |
| float | GetRegenScale () |
| bool | GetPermitUnconsciousness () |
| Returns whether unconsciousness is permitted. Character prefab has highest authority, then gamemaster, then gamemode configuration. | |
| bool | IsIndefinitelyUnconscious (bool onlyPlayers=true) |
| Returns whether this character will remain unconscious with no chance to wake up without intervention. | |
| void | SetPermitUnconsciousness (bool permit, bool changed) |
| void | SetOverrideCharacterMedicalGMAttribute (bool permit) |
| bool | GetOverrideCharacterMedicalGMAttribute () |
| void | SetResilienceHitZone (HitZone hitZone) |
| SCR_CharacterResilienceHitZone | GetResilienceHitZone () |
| void | SetHeadHitZone (HitZone hitZone) |
| SCR_CharacterHeadHitZone | GetHeadHitZone () |
| float | GetTourniquetStrengthMultiplier () |
| void | AddSpecialContactEffect (notnull SCR_SpecialCollisionDamageEffect effect) |
| void | AddBleedingEffectOnHitZone (notnull SCR_CharacterHitZone hitZone, int colliderDescriptorIndex=-1) |
| void | AddBleedingToArray (notnull HitZone hitZone) |
| Register hitzone in array as bleeding. | |
| void | RemoveBleedingFromArray (notnull HitZone hitZone) |
| Unregister hitzone from array. | |
| array< HitZone > | GetBleedingHitZones () |
| void | CreateBleedingParticleEffect (notnull HitZone hitZone, int colliderDescriptorIndex) |
| Called to start bleeding effect on a specificied bone. | |
| void | RemoveAllBleedingParticles () |
| Remove all bleeding particle effects from all bleeding hitZones. | |
| void | RemoveBleedingParticleEffect (HitZone hitZone) |
| void | RemoveAllBleedings () |
| Stop all bleeding. | |
| void | RemoveGroupBleeding (ECharacterHitZoneGroup charHZGroup) |
| Terminate all bleeding effects on every hitZone of a group. | |
| void | AddParticularBleeding (string hitZoneName="Chest", ECharacterDamageState intensityEnum=ECharacterDamageState.WOUNDED, float intensityFloat=-1) |
| Add bleeding to a particular physical hitZone. | |
| SCR_CharacterHitZone | GetRandomPhysicalHitZone (bool includeBleedingHZs=false) |
| Get a random physical hitZone. | |
| void | AddRandomBleeding () |
| Add bleeding to a random physical hitZone. | |
| ECharacterHitZoneGroup | FindAssociatedHitZoneGroup (EBandagingAnimationBodyParts bodyPartToBandage) |
| EBandagingAnimationBodyParts | FindAssociatedBandagingBodyPart (ECharacterHitZoneGroup hitZoneGroup) |
| void | GetHealingAnimHitzones (EBandagingAnimationBodyParts eBandagingAnimBodyParts, out notnull array< HitZone > GroupHitZones) |
| float | GetGroupHealthScaled (ECharacterHitZoneGroup hitZoneGroup) |
| override float | GetGroupDamageOverTime (ECharacterHitZoneGroup hitZoneGroup, EDamageType damageType) |
| bool | GetGroupTourniquetted (ECharacterHitZoneGroup hitZoneGroup) |
| void | SetTourniquettedGroup (ECharacterHitZoneGroup hitZoneGroup, bool setTourniquetted) |
| bool | GetGroupIsBeingHealed (ECharacterHitZoneGroup hitZoneGroup) |
| void | SetGroupIsBeingHealed (ECharacterHitZoneGroup hitZoneGroup, bool setIsBeingHealed) |
| bool | GetGroupSalineBagged (ECharacterHitZoneGroup hitZoneGroup) |
| void | SetSalineBaggedGroup (ECharacterHitZoneGroup hitZoneGroup, bool setSalineBagged) |
| bool | IsBleeding () |
| the official and globally used way of checking if bleeding tests for any PERSISTENT damage effects of EDamageType.BLEEDING. | |
| HitZone | GetMostDOTHitZone (EDamageType damageType, bool includeVirtualHZs=false, array< EHitZoneGroup > allowedGroups=null) |
| void | UpdateCharacterGroupDamage (ECharacterHitZoneGroup hitZoneGroup) |
| ECharacterHitZoneGroup | GetCharMostDOTHitzoneGroup (EDamageType damageType, bool onlyExtremities=false, bool ignoreTQdHitZones=false, bool ignoreIfBeingTreated=false) |
| string | GetBoneName (ECharacterHitZoneGroup hzGroup) |
| Get bone name for given hz group. | |
| override void | OnPostInit (IEntity owner) |
| void | RegenPhysicalHitZones (bool skipRegenDelay=false) |
| void | RegenVirtualHitZone (SCR_RegeneratingHitZone targetHitZone, float dps=-1, bool skipRegenDelay=false) |
| void | SetExactMinImpulse (IEntity owner) |
| void | OnWaterEnter () |
| override bool | FilterContact (IEntity owner, IEntity other, Contact contact) |
| Filter out any contacts under a reasonable speed for damage. | |
| void | ResetContact () |
| void | OnFilteredContact (IEntity owner, IEntity other, Contact contact) |
| void | CalculateCollisionDamage (IEntity owner, IEntity other, vector collisionPosition, float highestCachedImpulse=0, bool instantUnconsciousness=true) |
| override void | OnHandleFallDamage (EFallDamageType fallDamageType, vector velocityVector) |
| void | HandleAnimatedFallDamage (float damage) |
| void | HandleRagdollFallDamage (notnull HitZone contactingHitZone, float damage) |
| void | ApplyCollisionDamage (IEntity other, vector collisionPosition, float damageValue) |
| void | PlaySoundEvent (string soundEventName) |
| void | GetNearestHitZones (vector worldPosition, notnull inout array< HitZone > nearestHitZones, int hitZonesReturnAmount) |
| override bool | ShouldOverrideInstigator (notnull Instigator currentInstigator, notnull Instigator newInstigator) |
| Called whenever an instigator is going to be set. | |
| override void | OnDamageStateChanged (EDamageState newState, EDamageState previousDamageState, bool isJIP) |
| Invoked when damage state changes. | |
| override void | OnDamage (notnull BaseDamageContext damageContext) |
Static Protected Member Functions | |
| static void | GetAllLimbs (notnull out array< ECharacterHitZoneGroup > limbs) |
| static void | GetAllExtremities (notnull out array< ECharacterHitZoneGroup > limbs) |
Static Protected Attributes | |
| static ref array< ECharacterHitZoneGroup > | LIMB_GROUPS |
| static const ref array< ECharacterHitZoneGroup > | EXTREMITY_LIMB_GROUPS = {ECharacterHitZoneGroup.LEFTARM, ECharacterHitZoneGroup.RIGHTARM, ECharacterHitZoneGroup.LEFTLEG, ECharacterHitZoneGroup.RIGHTLEG} |
| static SCR_GameModeHealthSettings | s_HealthSettings |
Definition at line 18 of file SCR_CharacterDamageManagerComponent.c.
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Add bleeding effect to hitzone
| hitZone | Hitzone to get bleeding rate from and add effect to |
| colliderDescriptorIndex | Collider descriptor index |
Definition at line 881 of file SCR_CharacterDamageManagerComponent.c.
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Register hitzone in array as bleeding.
Definition at line 912 of file SCR_CharacterDamageManagerComponent.c.
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| [in] | hitZone | Hitzone used to get bleeding areas to visualize |
| [in] | immediateBloodEffect | Intensity of effect. Intensity will be rounded to nearest round number. Must be => 1 |
Definition at line 604 of file SCR_CharacterDamageManagerComponent.c.
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Add bleeding to a particular physical hitZone.
Definition at line 1084 of file SCR_CharacterDamageManagerComponent.c.
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Add bleeding to a random physical hitZone.
Definition at line 1139 of file SCR_CharacterDamageManagerComponent.c.
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Add Special contact effect to hitZone
| effect | effect Special contact effect to be added to character |
Definition at line 871 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1910 of file SCR_CharacterDamageManagerComponent.c.
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Function called from SCR_ArmorDamageManagerComponent in case player is shot in armor. Applies damage.
Definition at line 356 of file SCR_CharacterDamageManagerComponent.c.
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Function called from SCR_ArmorDamageManagerComponent in case player is shot in armor. Applies effects.
Definition at line 339 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1786 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 633 of file SCR_CharacterDamageManagerComponent.c.
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Called to start bleeding effect on a specificied bone.
Definition at line 940 of file SCR_CharacterDamageManagerComponent.c.
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| [in] | effectId | id of the damage effect that should be used for the sound playback |
Definition at line 514 of file SCR_CharacterDamageManagerComponent.c.
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Filter out any contacts under a reasonable speed for damage.
Definition at line 1693 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1163 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1145 of file SCR_CharacterDamageManagerComponent.c.
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Force unconsciousness regardless of health
| resilienceHealth | Desired healthScaled of resilienceHZ. Must be below unconscious-threshold to work |
Definition at line 208 of file SCR_CharacterDamageManagerComponent.c.
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will fully heal the character
| ignoreHealingDOT | Enabling this bool will remove all persistent damage effects, including the ones spawned by healthItems. Otherwise just bleeding is removed and regeneration effects are retained |
Definition at line 663 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1406 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1400 of file SCR_CharacterDamageManagerComponent.c.
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Get data from m_mClothItemDataMap.
Definition at line 309 of file SCR_CharacterDamageManagerComponent.c.
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Get protection value of particular hitZone stored on m_mClothItemDataMap.
Definition at line 322 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 933 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 750 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 709 of file SCR_CharacterDamageManagerComponent.c.
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Get bone name for given hz group.
Definition at line 1539 of file SCR_CharacterDamageManagerComponent.c.
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Determine which hitZones group is taking highest DOT
| damageTypes | Which damagetype will be checked on the hitZones for highest damage amount |
| onlyExtremities | Only compare the 4 extremities (both arms, both legs) |
| ignoreTQdHitZones | Ignore tourniquetted limbs when looking for the one most bleeding one |
Definition at line 1461 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1222 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1196 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1273 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1303 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1241 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 857 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1181 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1350 of file SCR_CharacterDamageManagerComponent.c.
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Get nearest hitZones to the point of impact
| worldPosition | Position of the point of impact | |
| [in,out] | nearestHitZones | Array of hitZones which colliders' positions will be compared with worldPosition. Returns the nearest hitZones to worldPosition in descending order of distance |
| hitZonesReturnAmount | Amount of hitZones that are returned in nearestHitZones. IF all are wanted, set nearestHitZones.Count(). |
Definition at line 1965 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 833 of file SCR_CharacterDamageManagerComponent.c.
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Returns whether unconsciousness is permitted. Character prefab has highest authority, then gamemaster, then gamemode configuration.
Definition at line 777 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 107 of file SCR_CharacterDamageManagerComponent.c.
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Get a random physical hitZone.
Definition at line 1106 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 767 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 845 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 716 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 863 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1844 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1877 of file SCR_CharacterDamageManagerComponent.c.
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Hijack collisiondamage in case it's applied to defaultHZ, since that means it's falldamage.
Definition at line 413 of file SCR_CharacterDamageManagerComponent.c.
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Insert armor data from clothing item prefab into map, create map if null.
Definition at line 240 of file SCR_CharacterDamageManagerComponent.c.
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the official and globally used way of checking if bleeding tests for any PERSISTENT damage effects of EDamageType.BLEEDING.
Definition at line 1336 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 113 of file SCR_CharacterDamageManagerComponent.c.
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Returns whether this character will remain unconscious with no chance to wake up without intervention.
Definition at line 790 of file SCR_CharacterDamageManagerComponent.c.
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Method used to attempt to detach player's helmet when his head is hit
| [in] | damageContext |
Definition at line 434 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 2033 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 363 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 390 of file SCR_CharacterDamageManagerComponent.c.
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Invoked when damage state changes.
Definition at line 2024 of file SCR_CharacterDamageManagerComponent.c.
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Calculate damage from collision event based on contact data
| owner | Owner is entity that is parent of this damageManager |
| other | Other is the entity that collided with the owner |
| contact | Contact data class should contain all collisiondata needed to compute damage |
Definition at line 1771 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1821 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 222 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1583 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1673 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 291 of file SCR_CharacterDamageManagerComponent.c.
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Sound event playback
| [in] | soundEventName |
Definition at line 1948 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1629 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1642 of file SCR_CharacterDamageManagerComponent.c.
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Remove all bleeding particle effects from all bleeding hitZones.
Definition at line 1007 of file SCR_CharacterDamageManagerComponent.c.
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Clean up blood particle sources after death.
Definition at line 586 of file SCR_CharacterDamageManagerComponent.c.
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Stop all bleeding.
Definition at line 1050 of file SCR_CharacterDamageManagerComponent.c.
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Remove armor data from clothing item prefab from map, delete map if empty.
Definition at line 250 of file SCR_CharacterDamageManagerComponent.c.
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Unregister hitzone from array.
Definition at line 923 of file SCR_CharacterDamageManagerComponent.c.
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Get particle effect on a specified hitZone
| hitZone | Bleeding HitZone to get particle effect for |
Definition at line 1032 of file SCR_CharacterDamageManagerComponent.c.
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Terminate all bleeding effects on every hitZone of a group.
Definition at line 1057 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1760 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 743 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 703 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1661 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1279 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 851 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 827 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 820 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 759 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 839 of file SCR_CharacterDamageManagerComponent.c.
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| [in] | hitZoneGroup | |
| [in] | setSalineBagged |
Definition at line 1311 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1247 of file SCR_CharacterDamageManagerComponent.c.
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Check whether character health state meets requirements for consciousness.
Definition at line 135 of file SCR_CharacterDamageManagerComponent.c.
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Called whenever an instigator is going to be set.
Definition at line 2009 of file SCR_CharacterDamageManagerComponent.c.
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Tell m_CommunicationSound that this character is now dead.
Definition at line 553 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 570 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 529 of file SCR_CharacterDamageManagerComponent.c.
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Tell m_CommunicationSound to stop character from screaming, otherwise ignore.
Definition at line 545 of file SCR_CharacterDamageManagerComponent.c.
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Method used by the authority to synchronize an execution of the sound playback for a damage effect
| [in] | broadcastingEffect | from which sound playback will be triggered locally |
| [in] | effectId | optionally if id is already known |
Definition at line 485 of file SCR_CharacterDamageManagerComponent.c.
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Method used by the authority to synchronize an execution of the sound playback for a damage effect
| [in] | effectType | for which sound playback should be executed |
Definition at line 465 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 684 of file SCR_CharacterDamageManagerComponent.c.
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If !remove, take data from prefab and insert to map as class. If remove, remove this hitZone's stored data from map.
Definition at line 264 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 1412 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 174 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 44 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 43 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 49 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 54 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 50 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 48 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 47 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 101 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 64 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 67 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 86 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 65 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 66 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 60 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 92 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 74 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 77 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 33 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 98 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 34 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 36 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 95 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 104 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 80 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 89 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 83 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 40 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 39 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 35 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 53 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 52 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 55 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 57 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 56 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 71 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 27 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 30 of file SCR_CharacterDamageManagerComponent.c.
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Definition at line 62 of file SCR_CharacterDamageManagerComponent.c.