BaseHitPrereqCondition
Base: IScriptable
AgentMovingHitPrereqCondition, AmmoStateHitPrereqCondition, AttackSubtypeHitPrereqCondition, AttackTagHitPrereqCondition, AttackTypeHitPrereqCondition, BodyPartHitPrereqCondition, ConsecutiveHitsPrereqCondition, DamageOverTimeTypeHitPrereqCondition, DamageTypeHitPrereqCondition, DismembermentTriggeredHitPrereqCondition
DistanceCoveredHitPrereqCondition, EffectNamePresentHitPrereqCondition, HitFlagHitPrereqCondition, HitIsQuickhackPresentInQueuePrereqCondition, InstigatorTypeHitPrereqCondition, ReactionPresetHitPrereqCondition, SameTargetHitPrereqCondition, SelfHitPrereqCondition, SourceTypeHitPrereqCondition, StatHitPrereqCondition, StatPoolComparisonHitPrereqCondition, StatPoolHitPrereqCondition, StatusEffectPresentHitPrereqCondition, TargetBreachCanGetKilledByDamagePrereqCondition, TargetCanGetKilledByDamagePrereqCondition, TargetKilledHitPrereqCondition, TargetNPCIsCrowdHitPrereqCondition, TargetNPCRarityHitPrereqCondition, TargetNPCTypeHitPrereqCondition, TargetTypeHitPrereqCondition, TriggerModeHitPrereqCondition, WeaponEvolutionHitPrereqCondition, WeaponItemTypeHitPrereqCondition, WeaponTypeHitPrereqCondition
| Property | Type | |
|---|---|---|
invert | bool | scripted |
onlyOncePerShot | bool | scripted |
lastAttackTime | float | scripted |
void SetData(TDBID recordID) RTTIbool Evaluate(game.events.HitEvent hitEvent) RTTIvoid OnMissTriggered(game.events.MissEvent missEvent) RTTIWeakHandle<game.Object> GetObjectToCheck(CName obj, game.events.HitEvent hitEvent) RTTIbool CheckOnlyOncePerShot(game.events.HitEvent hitEvent) RTTI