BlackICE Scripting

class game

DamageSystem

game.DamageSystem

  • 3 properties
  • 110 functions

Extends game.IDamageSystem game.IReplicatedGameSystem game.IGameSystem IScriptable ISerializable

Properties

PropertyTypeOffset
previewTargetpreview.TargetStruct0x0 scripted
previewLockbool0x18 scripted
previewRWLockTempScriptReentrantRWLock0x20 scripted

Functions

  • void ProcessSyncStageCallbacks(game.DamagePipelineStage stage, game.events.HitEvent hitEvent, game.DamageListenerPipelineType damagePipelineType) RTTI
  • void ProcessSyncStageMissCallbacks(game.events.MissEvent missEvent) RTTI
  • void QueueHitEvent(game.events.HitEvent evt, WeakHandle<game.Object> receiver) RTTI
  • void QueueMissEvent(game.events.MissEvent evt) RTTI
  • void RegisterListener(game.ScriptedDamageSystemListener damageListener, ent.EntityID registereeID, game.DamageCallbackType callbackType, game.DamageListenerPipelineType? damagePipelineType) RTTI
  • void RegisterSyncListener(game.ScriptedDamageSystemListener damageListener, ent.EntityID registereeID, game.DamageCallbackType callbackType, game.DamagePipelineStage stage, game.DamageListenerPipelineType? damagePipelineType) RTTI
  • void StartProjectionPipeline(game.events.ProjectedHitEvent evt) RTTI
  • void UnregisterListener(game.ScriptedDamageSystemListener damageListener, ent.EntityID registereeID, game.DamageCallbackType callbackType, game.DamageListenerPipelineType? damagePipelineType) RTTI
  • void UnregisterSyncListener(game.ScriptedDamageSystemListener damageListener, ent.EntityID registereeID, game.DamageCallbackType callbackType, game.DamagePipelineStage stage, game.DamageListenerPipelineType? damagePipelineType) RTTI
  • void ProcessPipeline(game.events.HitEvent hitEvent, game.damage.CacheData cache) RTTI
  • void ProcessMissPipeline(game.events.MissEvent missEvent) RTTI
  • void ProcessProjectionPipeline(game.events.ProjectedHitEvent hitEvent, game.damage.CacheData cache) RTTI
  • bool CheckProjectionPipelineTargetConditions(game.events.ProjectedHitEvent hitEvent) RTTI
  • void SetPreviewTargetStruct(WeakHandle<game.Object> trackedTarget, EHitReactionZone bodyPart, bool hittingBreach) RTTI
  • void ClearPreviewTargetStruct() RTTI
  • void SetPreviewLock(bool newState) RTTI
  • EHitReactionZone GetHitReactionZone(game.events.ProjectedHitEvent hitEvent) RTTI
  • CName CreateDebugDataName(WeakHandle<game.Object> gameObject) RTTI
  • void GatherDebugData(game.events.HitEvent hitEvent, game.damage.CacheData cache, out game.damage.HitDebugData hitDebugData) RTTI
  • void FillInDamageBlackboard(game.events.HitEvent hitEvent) RTTI
  • void GatherServerData(game.events.HitEvent hitEvent, game.damage.CacheData cache, out game.damage.ServerHitData serverHitData) RTTI
  • game.ui.DamageInfo[] ConvertHitDataToDamageInfo(game.events.HitEvent hitEvent) RTTI
  • void ProcessClientHit(game.damage.ServerHitData serverHitData) RTTI
  • void ProcessClientKill(game.damage.ServerKillData serverKillData) RTTI
  • bool PreProcess(game.events.HitEvent hitEvent, game.damage.CacheData cache) RTTI
  • void ConvertDPSToHitDamage(game.events.HitEvent hitEvent) RTTI
  • void CalculateDamageVariants(game.events.HitEvent hitEvent) RTTI
  • void ModifyHitData(game.events.HitEvent hitEvent) RTTI
  • void ProcessDamageReduction(game.events.HitEvent hitEvent) RTTI
  • void ProcessLocalizedDamage(game.events.HitEvent hitEvent) RTTI
  • void ProcessInstantKill(game.events.HitEvent hitEvent) RTTI
  • void ProcessDodge(game.events.HitEvent hitEvent) RTTI
  • void ProcessEvasion(game.events.HitEvent hitEvent) RTTI
  • void ProcessMitigation(game.events.HitEvent hitEvent) RTTI
  • void ProcessPlayerIncomingDamageMultiplier(game.events.HitEvent hitEvent) RTTI
  • void InvulnerabilityCheck(game.events.HitEvent hitEvent, game.damage.CacheData cache) RTTI
  • bool DEBUG_InvulnerabilityCheckForVehicle(game.events.HitEvent hitEvent) RTTI
  • void ImmortalityCheck(game.events.HitEvent hitEvent, game.damage.CacheData cache) RTTI
  • void DeathCheck(game.events.HitEvent hitEvent) RTTI
  • void SendVehicleImpactTelemetryIfValid(game.events.HitEvent hitEvent) RTTI
  • void Process(game.events.HitEvent hitEvent, game.damage.CacheData cache) RTTI
  • void ProcessHitReaction(game.events.HitEvent hitEvent) RTTI
  • void ProcessRagdollHit(game.events.HitEvent hitEvent) RTTI
  • void ProcessCrowdTarget(game.events.HitEvent hitEvent) RTTI
  • void ProcessTurretAttack(game.events.HitEvent hitEvent) RTTI
  • void ProcessTurretDamageTakenFromMelee(game.events.HitEvent hitEvent) RTTI
  • void ProcessDeviceTarget(game.events.HitEvent hitEvent) RTTI
  • void ProcessOneShotProtection(game.events.HitEvent hitEvent) RTTI
  • void ProcessPlayerFixedPercentageOverride(game.events.HitEvent hitEvent) RTTI
  • void ProcessDeviceExplosionDamageToTierNPC(game.events.HitEvent hitEvent) RTTI
  • void ProcessGrenadeExplosionDamageToPlayer(game.events.HitEvent hitEvent) RTTI
  • void ProcessQuickHackModifiers(game.events.HitEvent hitEvent) RTTI
  • void PreProcessVehicleTarget(game.events.HitEvent hitEvent) RTTI
  • void ProcessVehicleTarget(game.events.HitEvent hitEvent, game.damage.CacheData cache) RTTI
  • float CalculateVehicleTargetRangedDamage(game.weapon.Object weaponObject, float chargeDamageMultiplier, game.StatsSystem statSystem) RTTI
  • float CalculateVehicleTargetMeleeDamage(game.weapon.Object weaponObject, game.data.AttackType attackType, bool isBodySlam, game.StatsSystem statSystem) RTTI
  • void ProcessVehicleHit(game.events.HitEvent hitEvent) RTTI
  • void DealDamages(game.events.HitEvent hitEvent) RTTI
  • void SendDamageEvents(game.events.HitEvent hitEvent, SDamageDealt[] resourcesLost) RTTI
  • void PostProcess(game.events.HitEvent hitEvent) RTTI
  • void SendDamageRequestToPreventionSystem(game.events.HitEvent hitEvent) RTTI
  • void ProcessStatusEffects(game.events.HitEvent hitEvent) RTTI
  • void ProcessStatusEffectApplicationStats(game.events.HitEvent hitEvent) RTTI
  • void ApplyStatusEffectByApplicationRate(game.events.HitEvent hitEvent, game.data.StatType statType, TDBID effect) RTTI
  • bool ShouldProcessStatusEffectsOnVehicleDriver(game.events.HitEvent hitEvent, out ent.EntityID driverEntityID) RTTI
  • bool IsImmune(game.Object target, TDBID statusEffectID, game.damage.AttackData attackData) RTTI
  • void ProcessReturnedDamage(game.events.HitEvent hitEvent) RTTI
  • void CalculateGlobalModifiers(game.events.HitEvent hitEvent, game.damage.CacheData cache) RTTI
  • void CalculateTargetModifiers(game.events.HitEvent hitEvent) RTTI
  • void CalculateSourceModifiers(game.events.HitEvent hitEvent, game.damage.CacheData cache) RTTI
  • void ProcessPierceAttack(game.events.HitEvent hitEvent) RTTI
  • void ProcessChargeAttack(game.events.HitEvent hitEvent, game.damage.CacheData cache) RTTI
  • void ProcessRicochet(game.events.HitEvent hitEvent) RTTI
  • void ProcessSpreadingMultiplier(game.events.HitEvent hitEvent) RTTI
  • void ProcessStealthAttack(game.events.HitEvent hitEvent) RTTI
  • void ProcessNPCPassengerVehicleCollision(game.events.HitEvent hitEvent) RTTI
  • void CalculateSourceVsTargetModifiers(game.events.HitEvent hitEvent) RTTI
  • void CacheLocalVars(game.events.HitEvent hitEvent, game.damage.CacheData cache) RTTI
  • void ModifyHitFlagsForPlayer(game.events.HitEvent hitEvent, game.damage.CacheData cache) RTTI
  • bool CheckForQuickExit(game.events.HitEvent hitEvent, game.damage.CacheData cache) RTTI
  • bool IsTargetImmortal(game.damage.CacheData cache) RTTI
  • bool IsTargetInvulnerable(game.damage.CacheData cache) RTTI
  • bool IsOverridenExplosionVsVehicleHit(game.events.HitEvent hitEvent) RTTI
  • void ProcessVehicleVsExplosion(game.events.HitEvent hitEvent) RTTI
  • void ProcessBikeMelee(game.events.HitEvent hitEvent) RTTI
  • void ProcessEffectiveRange(game.events.HitEvent hitEvent) RTTI
  • void ProcessArmor(game.events.HitEvent hitEvent) RTTI
  • void ProcessOnVehicleMitigation(game.events.HitEvent hitEvent) RTTI
  • game.data.AttackSubtype GetSubAttackSubType(game.damage.AttackData attackData) RTTI
  • void ProcessCriticalHit(game.events.HitEvent hitEvent) RTTI
  • void ProcessDamageMultipliers(game.events.HitEvent hitEvent) RTTI
  • void ProcessCyberwareModifiers(game.events.HitEvent hitEvent) RTTI
  • float GetArmorPenetrationValue(game.weapon.Object weapon, game.events.HitEvent hitEvent) RTTI
  • float GetHeadshotDamageModifier(game.StatsSystem statSystem, game.damage.AttackData attackData) RTTI
  • float GetWeakspotDamageModifier(game.StatsSystem statSystem, game.damage.AttackData attackData) RTTI
  • float GetCritDamageModifier(game.StatsSystem statSystem, game.damage.AttackData attackData) RTTI
  • float GetVehiclePerksDamageMultiplier(game.damage.AttackData attackData) RTTI
  • bool AllowWeaponCrit(game.damage.AttackData attackData) RTTI
  • void ProcessBlockAndDeflect(game.events.HitEvent hitEvent) RTTI
  • void ProcessBulletBlockAndDeflect(game.events.HitEvent hitEvent) RTTI
  • void ProcessBulletDeflect(game.events.HitEvent hitEvent, bool isBulletTimeActive, WeakHandle<game.ItemObject> blockingItem) RTTI
  • void ProcessLevelDifference(game.events.HitEvent hitEvent) RTTI
  • void ScalePlayerDamage(game.events.HitEvent hitEvent) RTTI
  • void SetTutorialFact(CName factName) RTTI
  • void DebugDraw_VehicleHit(ScriptGameInstance gameInstance, Vector4 hitPosition, Vector4 hitDirection, float hitMagnitude) RTTI
  • static float GetDamageModFromCurve(CName curve, float value) staticRTTI
  • static TDBID GetMantisBladesCripplingRandStatusEffectID() staticRTTI global
  • static Vector3 GetRandomOffset(Vector3 minOffset, Vector3 maxOffset) staticRTTI global
  • static bool HasGrandFinaleStatFlag(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static float GetEffectiveRangeModifierForWeapon(game.damage.AttackData attackData, Vector4 hitPosition, game.StatsSystem statsSystem) staticRTTI global