BlackICE Scripting

class

DamageDigitsGameController

  • 13 properties
  • 15 functions

Extends game.ui.ProjectedHUDGameController game.ui.HUDGameController game.ui.WidgetGameController world.ui.IWidgetGameController ink.IWidgetController IScriptable ISerializable

Properties

PropertyTypeOffset
maxVisibleint0x58 scripted
maxAccumulatedVisibleint0x5C scripted
realOwnerWeakHandle<game.Object>0x60 scripted
digitsQueueink.ScriptFIFOQueue?0x70 scripted
individualControllerArrayWeakHandle<DamageDigitLogicController>[]0x80 scripted
accumulatedControllerArrayAccumulatedDamageDigitsNode[]0x90 scripted
showDigitsIndividualbool0xA0 scripted
showDigitsAccumulatedbool0xA1 scripted
damageDigitsStickingModegame.ui.DamageDigitsStickingMode0xA2 scripted
spawnedDigitsint0xA8 scripted
damageListBlackboardIdred.CallbackObject?0xB0 scripted
damageDigitsModeBlackboardIdred.CallbackObject?0xC0 scripted
damageDigitsStickingModeBlackboardIdred.CallbackObject?0xD0 scripted

Functions

  • bool OnInitialize() RTTI
  • bool OnUninitialize() RTTI
  • bool OnPlayerAttach(game.Object player) RTTI
  • bool OnVehicleTirePuncturedEvent(vehicle.VehicleTirePuncturedEvent evt) RTTI
  • void CreateDigitsQueue() RTTI
  • bool OnDamageDigitSpawned(ink.Widget widget, IScriptable userData) RTTI
  • void RegisterDigitsToQueue() RTTI
  • bool OnAccumulatedDamageDigitSpawned(ink.Widget widget, IScriptable userData) RTTI
  • void CreateAccumulatedDamageDigitsArray() RTTI
  • bool ShowDamageFloater(game.ui.DamageInfo damageInfo) RTTI
  • bool IsDamageOverTime(game.ui.DamageInfo damageInfo) RTTI
  • bool IsCriticalHit(game.ui.DamageInfo damageInfo) RTTI
  • void UpdateDamageDigitsStickingMode() RTTI
  • bool OnHideDigit(WeakHandle<ink.Widget> digitWidget) RTTI
  • bool OnHideAccumulatedDigit(WeakHandle<ink.Widget> digitWidget) RTTI