MeleeHitAnimEventExecutor
Base: game.EffectExecutor_Scripted
None.
| Property | Type | |
|---|---|---|
ignoreWaterImpacts | bool | scripted |
void SpawnBlockEffects(WeakHandle<game.weapon.Object> instigatorWeapon, WeakHandle<game.weapon.Object> targetWeapon) RTTIbool Process(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx) RTTIWeakHandle<game.weapon.Object> GetTargetWeapon(WeakHandle<ScriptedPuppet> target) RTTIbool CanAttackGuardBreak(WeakHandle<ent.Entity> instigator, WeakHandle<ent.Entity> target, WeakHandle<game.weapon.Object> instigatorWeapon, WeakHandle<game.weapon.Object> targetWeapon, bool strongAttack) RTTIvoid TriggerSingleStimuliOnHit(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx, game.data.StimType stimToSend) RTTIbool IsMuted(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx) RTTI