game.damage.AttackData
Base: IScriptable
None.
| Property | Type | |
|---|---|---|
attackType | game.data.AttackType | |
instigator | WeakHandle<game.Object> | |
source | WeakHandle<game.Object> | |
weapon | WeakHandle<game.weapon.Object> | |
attackDefinition | game.IAttack? | |
attackPosition | Vector4 | |
weaponCharge | float | |
numRicochetBounces | int | |
numAttackSpread | int | |
attackTime | float | |
triggerMode | game.data.TriggerMode | |
flags | SHitFlag[] | scripted |
statusEffects | SHitStatusEffect[] | scripted |
hitType | game.ui.HitType | scripted |
vehicleImpactForce | float | scripted |
minimumHealthPercent | float | scripted |
additionalCritChance | float | scripted |
randRoll | float | scripted |
hitReactionMin | int | scripted |
hitReactionMax | int | scripted |
void SetAttackType(game.data.AttackType attackTypeOverride) RTTIvoid PreAttack() RTTIvoid SetInstigator(WeakHandle<game.Object> i) RTTIvoid SetSource(WeakHandle<game.Object> s) RTTIvoid SetWeapon(WeakHandle<game.weapon.Object> w) RTTIvoid SetAttackDefinition(game.IAttack a) RTTIvoid SetHitType(game.ui.HitType h) RTTIvoid SetAttackPosition(Vector4 position) RTTIvoid SetWeaponCharge(float charge) RTTIvoid SetVehicleImpactForce(float force) RTTIvoid SetAdditionalCritChance(float f) RTTIvoid SetHitReactionSeverityMin(int i) RTTIvoid SetHitReactionSeverityMax(int i) RTTIvoid SetAttackTime(float time) RTTIvoid SetTriggerMode(game.data.TriggerMode mode) RTTIvoid SetRandRoll(float roll) RTTIvoid SetMinimumHealthPercent(float value) RTTIWeakHandle<game.Object> GetInstigator() RTTIWeakHandle<game.Object> GetSource() RTTIWeakHandle<game.weapon.Object> GetWeapon() RTTIgame.IAttack? GetAttackDefinition() RTTIVector4 GetAttackPosition() RTTIgame.data.AttackType GetAttackType() RTTISHitStatusEffect[] GetStatusEffects() RTTIgame.ui.HitType GetHitType() RTTIfloat GetWeaponCharge() RTTIint GetNumRicochetBounces() RTTIint GetNumAttackSpread() RTTIfloat GetVehicleImpactForce() RTTIfloat GetAdditionalCritChance() RTTIint GetHitReactionSeverityMin() RTTIint GetHitReactionSeverityMax() RTTIfloat GetAttackTime() RTTIgame.data.TriggerMode GetTriggerMode() RTTIfloat GetRandRoll() RTTIfloat GetMinimumHealthPercent() RTTIgame.data.AttackSubtype GetAttackSubtype() RTTIbool WasBlocked() RTTIbool WasBulletBlocked() RTTIbool WasDeflected() RTTIbool WasBulletDeflected() RTTIbool WasDeflectedAny() RTTIbool DoesAttackWeaponHaveTag(CName tag) RTTIvoid ClearDamage() RTTIvoid AddStatusEffect(TDBID effect, float stacks) RTTIbool HasFlag(hitFlag flag) RTTIvoid AddFlag(hitFlag flag, CName sourceName) RTTIvoid RemoveFlag(hitFlag flag, CName sourceName) RTTIvoid RemoveFlag(hitFlag flag) RTTISHitFlag[] GetFlags() RTTIstatic bool IsDismembermentCause(game.data.AttackType attackType) staticRTTI globalstatic bool IsReflect(game.data.AttackType attackType) staticRTTI globalstatic bool CanEffectCriticallyHit(game.damage.AttackData attackData, game.StatsSystem statsSystem) staticRTTI globalstatic bool IsDoT(game.data.AttackType attackType) staticRTTI globalstatic bool IsDoT(game.damage.AttackData attackData) staticRTTI globalstatic bool IsMelee(game.data.AttackType attackType) staticRTTI globalstatic bool IsPressureWave(game.data.AttackType attackType) staticRTTI globalstatic bool IsEffect(game.data.AttackType attackType) staticRTTI globalstatic bool IsExplosion(game.data.AttackType attackType) staticRTTI globalstatic bool IsQuickMelee(game.data.AttackType attackType) staticRTTI globalstatic bool IsWhip(game.data.AttackType attackType) staticRTTI globalstatic bool CanGrenadeCriticallyHit(game.damage.AttackData attackData, game.StatsSystem statsSystem) staticRTTI globalstatic bool IsHack(game.data.AttackType attackType) staticRTTI globalstatic bool IsRangedOrDirectOrThrown(game.data.AttackType attackType) staticRTTI globalstatic bool IsLightMelee(game.data.AttackType attackType) staticRTTI globalstatic bool IsAreaOfEffect(game.data.AttackType attackType) staticRTTI globalstatic bool IsRangedOrDirect(game.data.AttackType attackType) staticRTTI globalstatic bool IsRangedOnly(game.data.AttackType attackType) staticRTTI globalstatic bool IsPlayerInCombat(game.damage.AttackData attackData) staticRTTI globalstatic bool HasFlag(SHitFlag[] flags, hitFlag flag) staticRTTI globalstatic bool IsStrongMelee(game.data.AttackType attackType) staticRTTI globalstatic bool IsThrown(game.data.AttackType attackType) staticRTTI global