TargetShootComponent class
game.TargetShootComponent
Inheritance
Base: ent.IComponent
Derived
None.
Properties
| Property | Type | |
|---|---|---|
weaponRecord | game.data.WeaponItem_Record? | scripted |
weaponTDBID | TDBID | scripted |
characterRecord | game.data.Character_Record? | scripted |
characterTDBID | TDBID | scripted |
Functions
bool IsTimeBetweenHitsEnabled()RTTIbool IsDebugEnabled()RTTIstring GetPackageName()RTTIVector4 CalculateMissOffset(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, Vector4 shootAtPointWS, float maxSpread, bool useForcedMissZOffset, float forcedMissZOffset, bool isInLowCover)RTTIvoid SetLastHitTime(float value)RTTIfloat GetLastHitTime()RTTIfloat GetBasicGroupCoefficient(WeakHandle<game.Object> weaponOwner)RTTIvoid InsertRecentHitter(WeakHandle<game.Object> weaponOwner)RTTIfloat GetValueFromCurve(CName curveName, float lookupValue)RTTIfloat GetDistanceCoefficientFromCurve(CName curveName, float lookupValue)RTTIfloat GetVisibilityCoefficientFromCurve(CName curveName, float lookupValue)RTTIgame.Object? GetGameObject()RTTIVector4 HandleBeingShot(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, Vector4 shootAtPoint, float maxSpread, float coefficientMultiplier)RTTIVector4 HandleMissed(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, Vector4 shootAtPoint, float maxSpread)RTTIfloat GetDifficultyLevelCoefficient()RTTIfloat GetHMGGroupMultiplier()RTTIfloat GetGroupCoefficient(game.Object weaponOwner)RTTIfloat GetPlayersNumCoefficient(game.Object weaponOwner)RTTIfloat GetDistanceCoefficient(WeakHandle<game.weapon.Object> weapon, Vector4 targetPosition)RTTIfloat GetVisibilityCoefficient(game.Object weaponOwner, game.weapon.Object weapon, game.Object target, float visibilityThresholdCoefficient)RTTIfloat GetCoverCoefficient(game.Object weaponOwner, game.data.WeaponItem_Record weaponRecord, game.Object target)RTTIfloat GetVisionBlockersCoefficient(game.Object weaponOwner, game.Object target)RTTIfloat CalculateTimeBetweenHits(TimeBetweenHitsParameters paramss)RTTIbool ShouldBeHit(game.Object weaponOwner, WeakHandle<game.weapon.Object> weapon, game.data.WeaponItem_Record weaponRecord, float visibilityThresholdCoefficient)RTTI