BlackICE Scripting

class

HitReactionComponent

  • 128 properties
  • 163 functions
  • 1 derived class

Extends AIMandatoryComponents AIRelatedComponents game.ScriptableComponent game.Component ent.IComponent IScriptable ISerializable

Properties

PropertyTypeOffset
ownerNPCWeakHandle<NPCPuppet>0x0 scripted
ownerPuppetWeakHandle<ScriptedPuppet>0x10 scripted
ownerWeaponWeakHandle<game.weapon.Object>0x20 scripted
ownerIDent.EntityID0x30 scripted
statsSystemgame.StatsSystem?0x38 scripted
ownerIsMassivebool0x48 scripted
impactDamageDurationfloat0x4C scripted
staggerDamageDurationfloat0x50 scripted
impactDamageDurationMeleefloat0x54 scripted
staggerDamageDurationMeleefloat0x58 scripted
knockdownDamageDurationfloat0x5C scripted
defeatedMinDurationfloat0x60 scripted
previousHitTimefloat0x64 scripted
reactionTypeanim.HitReactionType0x68 scripted
animHitReactionanim.AnimFeature_HitReactionsData?0x70 scripted
lastAnimHitReactionanim.AnimFeature_HitReactionsData?0x80 scripted
hitReactionActionActionHitReactionScriptProxy?0x90 scripted
previousAnimHitReactionArrayScriptHitData[]0xA0 scripted
lastHitReactionPlayedEAILastHitReactionPlayed0xB0 scripted
hitShapeDatagame.ShapeData0xC0 scripted
animVariationint0x130 scripted
specificHitTimeoutfloat0x134 scripted
quickMeleeCooldownfloat0x138 scripted
dismembermentBodyPartDamageThresholdfloat[]0x140 scripted
woundedBodyPartDamageThresholdfloat[]0x150 scripted
defeatedBodyPartDamageThresholdfloat[]0x160 scripted
defeatedDamageThresholdfloat0x170 scripted
impactDamageThresholdfloat0x174 scripted
staggerDamageThresholdfloat0x178 scripted
knockdownDamageThresholdfloat0x17C scripted
knockdownImpulseThresholdfloat0x180 scripted
immuneToKnockDownbool0x184 scripted
hitComboResetfloat0x188 scripted
physicalImpulseResetfloat0x18C scripted
guardBreakImpulseResetfloat0x190 scripted
cumulatedDamagesfloat0x194 scripted
bodyPartWoundCumulatedDamagesfloat[]0x198 scripted
bodyPartDismemberCumulatedDamagesfloat[]0x1A8 scripted
attackerWeaponKnockdownImpulsefloat0x1B8 scripted
attackerWeaponKnockdownImpulseForEvadefloat0x1BC scripted
attackerWeaponKnockdownImpulseForEvadeCumulationfloat0x1C0 scripted
ownerWeaponKnockdownImpulseForEvadefloat0x1C4 scripted
cumulatedPhysicalImpulsefloat0x1C8 scripted
cumulatedGuardBreakImpulsefloat0x1CC scripted
cumulatedEvadeBreakImpulsefloat0x1D0 scripted
ragdollImpulsefloat0x1D4 scripted
ragdollInfluenceRadiusfloat0x1D8 scripted
hitIntensityEAIHitIntensity0x1DC scripted
previousMeleeHitTimeStampfloat0x1E0 scripted
previousRangedHitTimeStampfloat0x1E4 scripted
previousBlockTimeStampfloat0x1E8 scripted
previousParryTimeStampfloat0x1EC scripted
previousDodgeTimeStampfloat0x1F0 scripted
previousRagdollTimeStampfloat0x1F4 scripted
previousHackStaggerTimeStampfloat0x1F8 scripted
previousHackImpactTimeStampfloat0x1FC scripted
blockCountint0x200 scripted
parryCountint0x204 scripted
dodgeCountint0x208 scripted
hitCountuint0x20C scripted
defeatedHasBeenPlayedbool0x210 scripted
defeatedRegisteredTimefloat0x214 scripted
deathHasBeenPlayedbool0x218 scripted
deathRegisteredTimefloat0x21C scripted
extendedDeathRegisteredTimefloat0x220 scripted
extendedDeathDelayRegisteredTimefloat0x224 scripted
extendedHitReactionRegisteredTimefloat0x228 scripted
extendedHitReactionDelayRegisteredTimefloat0x22C scripted
scatteredGutsbool0x230 scripted
cumulativeDamageUpdateIntervalfloat0x234 scripted
cumulativeDamageUpdateRequestedbool0x238 scripted
currentStimIduint0x23C scripted
attackDatagame.damage.AttackData?0x240 scripted
attackDirectionToIntint0x250 scripted
hitPositionVector40x260 scripted
hitDirectionVector40x270 scripted
hitDirectionToIntint0x280 scripted
overridenHitDirectionbool0x284 scripted
lastHitReactionBehaviorDataHitReactionBehaviorData?0x288 scripted
lastStimNameCName0x298 scripted
deathStimNameCName0x2A0 scripted
meleeHitCountint0x2A8 scripted
strongMeleeHitCountint0x2AC scripted
meleeBaseMaxHitChainint0x2B0 scripted
rangedBaseMaxHitChainint0x2B4 scripted
maxHitChainForMeleeint0x2B8 scripted
maxHitChainForRangedint0x2BC scripted
isAlivebool0x2C0 scripted
frameDamageHealthFactorfloat0x2C4 scripted
hitCountArrayEndint0x458 scripted
hitCountArrayCurrentint0x45C scripted
allowDefeatedOnCompanionbool0x460 scripted
baseCumulativeDamagesDecreaserfloat0x464 scripted
blockCountIntervalfloat0x468 scripted
dodgeCountIntervalfloat0x46C scripted
globalHitTimerfloat0x470 scripted
hasMantisBladesinRecordbool0x474 scripted
indicatorEnabledBlackboardIdred.CallbackObject?0x478 scripted
hitIndicatorEnabledbool0x488 scripted
hasBeenWoundedbool0x489 scripted
inWorkspotbool0x48A scripted
inCoverbool0x48B scripted
healthListenerNPCHealthListener?0x490 scripted
hitReactionComponentStatsListenerNPCHitReactionComponentStatsListener?0x4A0 scripted
currentHealthfloat0x4B0 scripted
totalHealthfloat0x4B4 scripted
totalStaminafloat0x4B8 scripted
currentCanDropWeaponfloat0x4BC scripted
currentExtendedHitReactionImmunityfloat0x4C0 scripted
currentIsInvulnerablefloat0x4C4 scripted
currentDefeatedDamageThresholdfloat0x4C8 scripted
currentImpactDamageThresholdfloat0x4CC scripted
currentImpactDamageThresholdInCoverfloat0x4D0 scripted
currentKnockdownDamageThresholdfloat0x4D4 scripted
currentKnockdownDamageThresholdImpulsefloat0x4D8 scripted
currentKnockdownDamageThresholdInCoverfloat0x4DC scripted
currentKnockdownImmunityfloat0x4E0 scripted
currentMeleeHitReactionResistancefloat0x4E4 scripted
currentStaggerDamageThresholdfloat0x4E8 scripted
currentStaggerDamageThresholdInCoverfloat0x4EC scripted
currentCanBlockfloat0x4F0 scripted
currentHasKerenzikovfloat0x4F4 scripted
dismemberExecuteHealthRangeVector20x4F8 scripted
dismemberExecuteDistanceRangeVector20x500 scripted
executeDismemberedbool0x508 scripted
attackIsValidBodyPerkbool0x509 scripted
invalidForExecuteDismemberbool0x50A scripted
hitReactionDataanim.AnimFeature_HitReactionsData?0x510 scripted

Functions

  • void UpdateDBParams(game.ScriptTaskData data) RTTI
  • void GetDBParameters() RTTI
  • int GetMeleeMaxHitChain() RTTI
  • int GetRangedMaxHitChain() RTTI
  • bool GetDeathHasBeenPlayed() RTTI
  • bool GetDefeatedHasBeenPlayed() RTTI
  • bool IsExecutedByDismemberment() RTTI
  • int GetHitCountInCombo() RTTI
  • int GetStrongHitCountInCombo() RTTI
  • CName GetLastStimName() RTTI
  • CName GetDeathStimName() RTTI
  • int GetHitReactionType() RTTI
  • CName GetAttackTag() RTTI
  • game.data.AttackType GetAttackType() RTTI
  • game.data.AttackSubtype GetSubAttackSubType() RTTI
  • anim.AnimFeature_HitReactionsData? GetHitReactionData() RTTI
  • anim.AnimFeature_HitReactionsData? GetLastHitReactionData() RTTI
  • int GetBlockCount() RTTI
  • int GetParryCount() RTTI
  • int GetDodgeCount() RTTI
  • float GetCumulatedDamage() RTTI
  • HitReactionBehaviorData? GetLastHitReactionBehaviorData() RTTI
  • ActionHitReactionScriptProxy? GetHitReactionProxyAction() RTTI
  • uint GetLastStimID() RTTI
  • WeakHandle<game.Object> GetHitSource() RTTI
  • WeakHandle<game.Object> GetHitInstigator() RTTI
  • Vector4 GetHitPosition() RTTI
  • Vector4 GetHitDirection() RTTI
  • int GetAttackDirection() RTTI
  • bool GetCanBlock() RTTI
  • bool GetHasKerenzikov() RTTI
  • bool GetShouldEvade() RTTI
  • Vector4 GetOverridenHitDirection() RTTI
  • int GetHitDirectionToInt() RTTI
  • float GetRagdollImpulse() RTTI
  • bool IsInKnockdown() RTTI
  • bool GetHitAnimationInProgress() RTTI
  • void UpdateOwnerHealthData(float Value) RTTI
  • void UpdateOwnerCanDropWeaponData(float Value) RTTI
  • void UpdateOwnerExtendedHitReactionImmunityData(float Value) RTTI
  • void UpdateOwnerIsInvulnerableData(float Value) RTTI
  • void UpdateOwnerImpactDamageThresholdData(float Value) RTTI
  • void UpdateOwnerImpactDamageThresholdInCoverData(float Value) RTTI
  • void UpdateOwnerKnockdownDamageThresholdData(float Value) RTTI
  • void UpdateOwnerKnockdownDamageThresholdImpulseData(float Value) RTTI
  • void UpdateOwnerKnockdownDamageThresholdInCoverData(float Value) RTTI
  • void UpdateOwnerKnockdownImmunityData(float Value) RTTI
  • void UpdateOwnerMeleeHitReactionResistanceData(float Value) RTTI
  • void UpdateOwnerStaggerDamageThresholdData(float Value) RTTI
  • void UpdateOwnerStaggerDamageThresholdInCoverData(float Value) RTTI
  • void UpdateOwnerCanBlockData(float Value) RTTI
  • void UpdateOwnerHasKerenzikovData(float Value) RTTI
  • void UpdateDeathHasBeenPlayed() RTTI
  • uint UpdateLastStimID() RTTI
  • void ResetHitCount() RTTI
  • void SetLastStimName(CName laststimName) RTTI
  • void SetDeathStimName(CName laststimName) RTTI
  • void UpdateBlockCount() RTTI
  • void UpdateParryCount() RTTI
  • void UpdateDodgeCount() RTTI
  • float GetHealthPecentageNormalized() RTTI
  • float GetFrameDamage() RTTI
  • float GetPhysicalImpulse(game.damage.AttackData attackData, Vector4 hitPosition, out float frameImpulse) RTTI
  • float GetFrameWoundsDamage() RTTI
  • float GetFrameDismembermentDamage() RTTI
  • float GetOwnerHPPercentage() RTTI
  • HitShapeUserDataBase? GetHitShapeUserData() RTTI
  • void ResetFrameDamage() RTTI
  • float GetCurrentTime() RTTI
  • bool IsOwnerFacingInstigator() RTTI
  • void NotifyAboutWoundedInstigated(WeakHandle<game.Object> instigator, EHitReactionZone bodyPart) RTTI
  • void NotifyAboutDismembermentInstigated(WeakHandle<game.Object> instigator, EHitReactionZone bodyPart, Vector4 targetPosition) RTTI
  • float GetOwnerTotalHealth() RTTI
  • float GetOwnerCurrentHealth() RTTI
  • float GetIsOwnerImmuneToExtendedHitReaction() RTTI
  • bool GetIsOwnerResistantToMeleeHitReaction() RTTI
  • void OnGameAttach() RTTI
  • void OnGameAttached() RTTI
  • void OnGameDetach() RTTI
  • bool OnItemAddedToSlot(game.AttachmentSlotEventsItemAddedToSlot evt) RTTI
  • bool OnDefeated(game.events.DefeatedEvent evt) RTTI
  • bool OnDeath(game.events.DeathEvent evt) RTTI
  • bool OnHitIndicatorEnabledChanged(bool value) RTTI
  • bool OnResurrect(game.events.ResurrectEvent evt) RTTI
  • bool OnHitReactionCumulativeDamageUpdate(HitReactionCumulativeDamageUpdate evt) RTTI
  • void RequestCumulativeDamageUpdate() RTTI
  • bool OnHitReactionStopMotionExtraction(HitReactionStopMotionExtraction evt) RTTI
  • bool OnRequestHitReaction(HitReactionRequest evt) RTTI
  • bool OnForcedHitReaction(ForcedHitReactionEvent forcedHitReaction) RTTI
  • bool OnForcedDeathEvent(ForcedDeathEvent forcedDeath) RTTI
  • bool OnSetLastHitReactionBehaviorData(LastHitDataEvent evt) RTTI
  • bool OnSetNewHitReactionBehaviorData(NewHitDataEvent evt) RTTI
  • bool IsSoundCriticalHit(game.events.HitEvent hitEvent) RTTI
  • CName GetKillSoundName(game.events.HitEvent hitEvent) RTTI
  • CName GetHitSoundName(game.events.HitEvent hitEvent) RTTI
  • void EvaluateHit(game.events.HitEvent newHitEvent) RTTI
  • void UpdateCoverDamage(NPCPuppet npc, ulong coverId) RTTI
  • void CacheVars(game.events.HitEvent hitEvent) RTTI
  • void IncrementHitCountData() RTTI
  • float GetHitCountData(int index) RTTI
  • int GetHitCountDataArrayCurrent() RTTI
  • int GetHitCountDataArrayEnd() RTTI
  • void SetHitReactionType(anim.HitReactionType hitType) RTTI
  • void SetHitReactionSource(EAIHitSource hitSource) RTTI
  • void SetStance() RTTI
  • void SetHitReactionThresholds() RTTI
  • void SetHitReactionImmunities() RTTI
  • bool GetHitTimerAvailability() RTTI
  • void SetCumulatedDamages(WeakHandle<game.Object> target, out float guardBreakImpulse) RTTI
  • void SetCumulatedDamagesForDeadNPC() RTTI
  • bool UpdateCumulatedDamages(float deltaTime) RTTI
  • bool GetBodyPart(game.events.HitEvent hitEvent) RTTI
  • bool CheckInstantDismembermentOnDeath() RTTI
  • game.DismWoundType GetDismembermentWoundType() RTTI
  • EHitReactionZone ProcessHitReactionZone(EHitReactionZone bodyPart) RTTI
  • bool ProcessDefeated(NPCPuppet npc) RTTI
  • void UpdateDefeated() RTTI
  • bool DefeatedRemoveConditions(NPCPuppet npc) RTTI
  • bool CheckBrainMeltDeath() RTTI
  • void ProcessDropWeaponOnHit(game.Object owner, EHitReactionZone hitBodyPart, anim.HitReactionType hitReaction) RTTI
  • void ProcessExtendedDeathAnimData(game.events.HitEvent hitEvent) RTTI
  • void ProcessExtendedHitReactionAnimData(game.events.HitEvent hitEvent) RTTI
  • void ProcessSpecialFX(game.events.HitEvent hitevent) RTTI
  • void ProcessWoundsAndDismemberment() RTTI
  • EBarkList ReactionZoneEnumToBarkListEnum(EHitReactionZone reactionZone) RTTI
  • int ReactionZoneEnumToBodyPartID(EHitReactionZone reactionZone) RTTI
  • bool WoundedBaseConditions() RTTI
  • bool WoundedFleshConditions(bool dismembermentCheck, bool woundedBaseConditions) RTTI
  • bool WoundedCyberConditions(bool dismembermentCheck, bool woundedBaseConditions) RTTI
  • bool CanDieCondition(bool? doNotCheckAttackData) RTTI
  • bool DismembermentConditions() RTTI
  • void ProcessFragmentationSplinterReaction(Vector4 hitPosition) RTTI
  • bool IsValidBodyPerkDismemberAttack(float healthMissing) RTTI
  • bool TryTriggerBodyPerkDismembement(float remainingHealth) RTTI
  • void IncrementBodyPerkDismembermentChance(WeakHandle<game.Object> player) RTTI
  • void ClearBodyPerkDismembermentChance(WeakHandle<game.Object> player) RTTI
  • void ProcessBodyPerkDismembement() RTTI
  • void ProcessOnePunchAttackHitImpact(ScriptedPuppet target, game.Object instigator) RTTI
  • void ProcessGrandFinaleHitImpact(ScriptedPuppet target, game.Object instigator) RTTI
  • bool OnPlayOnePunchVFX(PlayOnePunchVFX evt) RTTI
  • bool OnPlayGrandFinaleVFX(PlayGrandFinaleVFX evt) RTTI
  • void ProcessExplosionDismembement() RTTI
  • void SendDismembermentCriticalEvent(game.DismWoundType dismembermentType, game.DismBodyPart bodyPart, Vector4 explosionEpicentrum, float strength, Vector4 hitPosition) RTTI
  • void GetHitIntensity(bool defeatedOverride) RTTI
  • bool IsPowerDifferenceBelow(game.EPowerDifferential powerDifferential) RTTI
  • anim.HitReactionType GetReactionType(float guardBreakImpulse, game.events.HitEvent newHitEvent) RTTI
  • bool CanAttackGuardBreak(game.data.ItemType weaponType, float guardBreakImpulse) RTTI
  • void StartGuardBreakCooldown() RTTI
  • bool IsStrongExplosion(game.damage.AttackData attackData) RTTI
  • void SendDataToAIBehavior(anim.HitReactionType reactionPlayed) RTTI
  • void RecalculateHitReactionValsForHacks(float currentTimeStamp, out int hitReactionMin, out int hitReactionMax) RTTI
  • void SendMechDataToAIBehavior(anim.HitReactionType reactionPlayed) RTTI
  • void SetHitSource(game.data.AttackType attackType) RTTI
  • void SetAnimVariation(out int hitDirection, out EHitReactionZone hitReactionZone) RTTI
  • void StoreHitData(int attackAngle, EAIHitIntensity hitSeverity, anim.HitReactionType reactionType, EHitReactionZone bodyPart, int variation) RTTI
  • void SendTwitchDataToAnimationGraph() RTTI
  • void SendTwitchDataToPlayerAnimationGraph(WeakHandle<game.Object> playerObject) RTTI
  • void SetHitStimEvent(anim.AnimFeature_HitReactionsData hitData) RTTI
  • anim.AnimFeature_HitReactionsData? GetHitStimEvent() RTTI
  • float GetLastHitTimeStamp() RTTI
  • bool OnClearHitStimEvent(ClearHitStimEvent evt) RTTI
  • static void ClearHitStim(game.Object obj) staticRTTI global
  • static TDBID GetMantisBladesInstantDismembermentSpyBuffStatusEffectID() staticRTTI global