BlackICE Scripting

class game

BreachFinderComponent

game.BreachFinderComponent

  • 19 properties
  • 21 functions

Extends ent.IComponent IScriptable ISerializable

Properties

PropertyTypeOffset
ownerWeakHandle<game.Object>0x0 scripted
audioSystemgame.GameAudioSystem?0x10 scripted
statsSystemgame.StatsSystem?0x20 scripted
hitCountint0x30 scripted
almostTimeoutbool0x34 scripted
breachDurationMinfloat0x38 scripted
breachDurationMaxfloat0x3C scripted
breachDurationIncreasePerStreakfloat0x40 scripted
breachDurationIncreaseForAnyStreakfloat0x44 scripted
breachDurationIncreaseOnFirstLookatfloat0x48 scripted
breachDurationIncreaseOnFirstHitfloat0x4C scripted
breachCooldownMinfloat0x50 scripted
breachCooldownMaxfloat0x54 scripted
breachCooldownDecreasePerStreakfloat0x58 scripted
onBreachDestroyedAttackRecordgame.data.Attack_GameEffect_Record?0x60 scripted
onBreachDestroyedHealthToDamagefloat0x70 scripted
onBreachDestroyedHealthToDamageBossfloat0x74 scripted
desiredBreachDurationfloat0x78 scripted
cooldownAfterBreachfloat0x7C scripted

Functions

  • bool IsTrackedBreachHit(game.events.HitEvent hitEvent, bool isMeleeAttack, bool isBulletExplosion) RTTI
  • void OnTrackedBreachDamaged(float damage) RTTI
  • bool CanTrackedBreachBeKilledByDamage(float damage) RTTI
  • WeakHandle<game.BreachComponent> GetTrackedBreachComponent() RTTI
  • WeakHandle<game.Puppet> GetTrackedBreachPuppet() RTTI
  • void Init(WeakHandle<game.Object> owner) RTTI
  • float GetBreachStreak() RTTI
  • void ProcessBreachHit(game.events.HitEvent hitEvent) RTTI
  • void OnFirstBreachLookat() RTTI
  • void OnFirstBreachHit() RTTI
  • bool OnDamageDealt(game.events.TargetDamageEvent evt) RTTI
  • void OnBreachDestroyed() RTTI
  • void SpawnFinalAttack(WeakHandle<game.Object> instigator, game.data.Attack_GameEffect_Record attackRecord, game.BreachComponent breach, NPCPuppet puppet) RTTI
  • void OnStartedTrackingBreach() RTTI
  • void OnStoppedTrackingBreach() RTTI
  • bool ShouldStartTrackingBreach(float timeSinceLastBreach) RTTI
  • float GetCooldownAfterBreach() RTTI
  • bool ShouldStopTrackingBreach(float currentBreachDuration) RTTI
  • bool IsAlmostBreachTimeout(float currentBreachDuration) RTTI
  • float GetDesiredBreachDuration() RTTI
  • static bool TryProcessBreachHit(game.events.HitEvent hitEvent, bool isHeadshot, bool checkOnly) staticRTTI global