BlackICE Scripting

class

DamageDigitLogicController

  • 67 properties
  • 16 functions

Extends ink.WidgetLogicController ink.IWidgetLogicController IScriptable ISerializable

Properties

PropertyTypeOffset
critWidgetink.TextWidgetReference0x0 scripted
headshotWidgetink.TextWidgetReference0x18 scripted
wheelShotWidgetink.TextWidgetReference0x30 scripted
executedWidgetink.TextWidgetReference0x48 scripted
rootWidgetWeakHandle<ink.Widget>0x60 scripted
panelWidgetWeakHandle<ink.Widget>0x70 scripted
textWidgetWeakHandle<ink.TextWidget>0x80 scripted
gameControllerWeakHandle<DamageDigitsGameController>0x90 scripted
activebool0xA0 scripted
successfulbool0xA1 scripted
successfulCriticalbool0xA2 scripted
showingBothDigitsbool0xA3 scripted
distanceModifierfloat0xA4 scripted
calculatedDistanceHeightBiasfloat0xA8 scripted
stickingDistanceHeightBiasfloat0xAC scripted
stickToTargetbool0xB0 scripted
forceStickToTargetbool0xB1 scripted
projectionink.ScreenProjection?0xB8 scripted
showPositiveAnimDefink.anim.Definition?0xC8 scripted
showPositiveAnimFadeInInterpolatorink.anim.TransparencyInterpolator?0xD8 scripted
showPositiveAnimFadeOutInterpolatorink.anim.TransparencyInterpolator?0xE8 scripted
showPositiveAnimMarginInterpolatorink.anim.MarginInterpolator?0xF8 scripted
showPositiveAnimScaleInterpolatorink.anim.ScaleInterpolator?0x108 scripted
showNegativeAnimDefink.anim.Definition?0x118 scripted
showNegativeAnimFadeInInterpolatorink.anim.TransparencyInterpolator?0x128 scripted
showNegativeAnimFadeOutInterpolatorink.anim.TransparencyInterpolator?0x138 scripted
showNegativeAnimMarginInterpolatorink.anim.MarginInterpolator?0x148 scripted
showNegativeAnimScaleInterpolatorink.anim.ScaleInterpolator?0x158 scripted
animStickTargetOffsetVector40x170 scripted
animTimeFadeInfloat0x180 scripted
animTimeFadeOutfloat0x184 scripted
animBothTimeFadeInfloat0x188 scripted
animBothTimeFadeOutfloat0x18C scripted
animTimeDelayfloat0x190 scripted
animTimeCritDelayfloat0x194 scripted
animBothTimeDelayfloat0x198 scripted
animBothTimeCritDelayfloat0x19C scripted
animStartHeightfloat0x1A0 scripted
animAngleMin1float0x1A4 scripted
animAngleMin2float0x1A8 scripted
animAngleMax1float0x1AC scripted
animAngleMax2float0x1B0 scripted
animBothAngleMin1float0x1B4 scripted
animBothAngleMin2float0x1B8 scripted
animBothAngleMax1float0x1BC scripted
animBothAngleMax2float0x1C0 scripted
animDistanceMinfloat0x1C4 scripted
animDistanceMaxfloat0x1C8 scripted
animDistanceMin_Critfloat0x1CC scripted
animDistanceMax_Critfloat0x1D0 scripted
animBothOffsetXfloat0x1D4 scripted
animBothOffsetYfloat0x1D8 scripted
animBothStickingOffsetYfloat0x1DC scripted
animStickTargetWorldZOffsetfloat0x1E0 scripted
animStickingOffsetYfloat0x1E4 scripted
animDistanceModifierMinDistancefloat0x1E8 scripted
animDistanceModifierMaxDistancefloat0x1EC scripted
animDistanceModifierMinValuefloat0x1F0 scripted
animDistanceModifierMaxValuefloat0x1F4 scripted
animDistanceHeightBiasfloat0x1F8 scripted
animStickingDistanceHeightBiasfloat0x1FC scripted
animPositiveOpacityfloat0x200 scripted
animNegativeOpacityfloat0x204 scripted
animDynamicDurationfloat0x208 scripted
animDynamicDelayfloat0x20C scripted
animDynamicCritDurationfloat0x210 scripted
animDynamicCritDelayfloat0x214 scripted

Functions

  • bool OnInitialize() RTTI
  • bool OnUninitialize() RTTI
  • void SetProjection(ink.ScreenProjection projection, WeakHandle<DamageDigitsGameController> gameController) RTTI
  • void SetActive(bool active) RTTI
  • void Show(game.ui.DamageInfo damageInfo, bool showingBothDigits, bool forceStickToTarget) RTTI
  • void ShowRammingFloater(game.ui.DamageInfo damageInfo) RTTI
  • void ShowPuncturedFloater(WeakHandle<game.Object> instigator, WeakHandle<game.Object> vehicle, Vector4 puncturePosition) RTTI
  • void ShowExecutedFloater(game.ui.DamageInfo damageInfo) RTTI
  • void CalculateDistanceModifier(Vector4 fromVec, Vector4 toVec) RTTI
  • void UpdatePositionAndScale(bool showingBothDigits) RTTI
  • void UpdateDuration(bool showingBothDigits) RTTI
  • bool OnScreenProjectionUpdate(ink.ScreenProjection projection) RTTI
  • bool OnHide(ink.anim.Proxy anim) RTTI
  • void GenerateRandomMarginInterpolator(bool positive, bool isCritical, bool showingBothDigits) RTTI
  • void CreateShowAnimation() RTTI
  • CName BuildStateName(game.data.DamageType damageType, game.ui.HitType hitType, SHitFlag[] flags) RTTI