BlackICE Scripting

class game.damage

AttackData

game.damage.AttackData

  • 20 properties
  • 72 functions

Extends IScriptable ISerializable

Properties

PropertyTypeOffset
attackTypegame.data.AttackType0x40
instigatorWeakHandle<game.Object>0x48
sourceWeakHandle<game.Object>0x58
weaponWeakHandle<game.weapon.Object>0x68
attackDefinitiongame.IAttack?0x78
attackPositionVector40x90
weaponChargefloat0xA0
numRicochetBouncesint0xA4
numAttackSpreadint0xA8
attackTimefloat0xAC
triggerModegame.data.TriggerMode0xB0
flagsSHitFlag[]0x0 scripted
statusEffectsSHitStatusEffect[]0x10 scripted
hitTypegame.ui.HitType0x20 scripted
vehicleImpactForcefloat0x24 scripted
minimumHealthPercentfloat0x28 scripted
additionalCritChancefloat0x2C scripted
randRollfloat0x30 scripted
hitReactionMinint0x34 scripted
hitReactionMaxint0x38 scripted

Functions

  • void SetAttackType(game.data.AttackType attackTypeOverride) RTTI
  • void PreAttack() RTTI
  • void SetInstigator(WeakHandle<game.Object> i) RTTI
  • void SetSource(WeakHandle<game.Object> s) RTTI
  • void SetWeapon(WeakHandle<game.weapon.Object> w) RTTI
  • void SetAttackDefinition(game.IAttack a) RTTI
  • void SetHitType(game.ui.HitType h) RTTI
  • void SetAttackPosition(Vector4 position) RTTI
  • void SetWeaponCharge(float charge) RTTI
  • void SetVehicleImpactForce(float force) RTTI
  • void SetAdditionalCritChance(float f) RTTI
  • void SetHitReactionSeverityMin(int i) RTTI
  • void SetHitReactionSeverityMax(int i) RTTI
  • void SetAttackTime(float time) RTTI
  • void SetTriggerMode(game.data.TriggerMode mode) RTTI
  • void SetRandRoll(float roll) RTTI
  • void SetMinimumHealthPercent(float value) RTTI
  • WeakHandle<game.Object> GetInstigator() RTTI
  • WeakHandle<game.Object> GetSource() RTTI
  • WeakHandle<game.weapon.Object> GetWeapon() RTTI
  • game.IAttack? GetAttackDefinition() RTTI
  • Vector4 GetAttackPosition() RTTI
  • game.data.AttackType GetAttackType() RTTI
  • SHitStatusEffect[] GetStatusEffects() RTTI
  • game.ui.HitType GetHitType() RTTI
  • float GetWeaponCharge() RTTI
  • int GetNumRicochetBounces() RTTI
  • int GetNumAttackSpread() RTTI
  • float GetVehicleImpactForce() RTTI
  • float GetAdditionalCritChance() RTTI
  • int GetHitReactionSeverityMin() RTTI
  • int GetHitReactionSeverityMax() RTTI
  • float GetAttackTime() RTTI
  • game.data.TriggerMode GetTriggerMode() RTTI
  • float GetRandRoll() RTTI
  • float GetMinimumHealthPercent() RTTI
  • game.data.AttackSubtype GetAttackSubtype() RTTI
  • bool WasBlocked() RTTI
  • bool WasBulletBlocked() RTTI
  • bool WasDeflected() RTTI
  • bool WasBulletDeflected() RTTI
  • bool WasDeflectedAny() RTTI
  • bool DoesAttackWeaponHaveTag(CName tag) RTTI
  • void ClearDamage() RTTI
  • void AddStatusEffect(TDBID effect, float stacks) RTTI
  • bool HasFlag(hitFlag flag) RTTI
  • void AddFlag(hitFlag flag, CName sourceName) RTTI
  • void RemoveFlag(hitFlag flag, CName sourceName) RTTI
  • void RemoveFlag(hitFlag flag) RTTI
  • SHitFlag[] GetFlags() RTTI
  • static bool IsDismembermentCause(game.data.AttackType attackType) staticRTTI global
  • static bool IsReflect(game.data.AttackType attackType) staticRTTI global
  • static bool CanEffectCriticallyHit(game.damage.AttackData attackData, game.StatsSystem statsSystem) staticRTTI global
  • static bool IsDoT(game.data.AttackType attackType) staticRTTI global
  • static bool IsDoT(game.damage.AttackData attackData) staticRTTI global
  • static bool IsMelee(game.data.AttackType attackType) staticRTTI global
  • static bool IsPressureWave(game.data.AttackType attackType) staticRTTI global
  • static bool IsEffect(game.data.AttackType attackType) staticRTTI global
  • static bool IsExplosion(game.data.AttackType attackType) staticRTTI global
  • static bool IsQuickMelee(game.data.AttackType attackType) staticRTTI global
  • static bool IsWhip(game.data.AttackType attackType) staticRTTI global
  • static bool CanGrenadeCriticallyHit(game.damage.AttackData attackData, game.StatsSystem statsSystem) staticRTTI global
  • static bool IsHack(game.data.AttackType attackType) staticRTTI global
  • static bool IsRangedOrDirectOrThrown(game.data.AttackType attackType) staticRTTI global
  • static bool IsLightMelee(game.data.AttackType attackType) staticRTTI global
  • static bool IsAreaOfEffect(game.data.AttackType attackType) staticRTTI global
  • static bool IsRangedOrDirect(game.data.AttackType attackType) staticRTTI global
  • static bool IsRangedOnly(game.data.AttackType attackType) staticRTTI global
  • static bool IsPlayerInCombat(game.damage.AttackData attackData) staticRTTI global
  • static bool HasFlag(SHitFlag[] flags, hitFlag flag) staticRTTI global
  • static bool IsStrongMelee(game.data.AttackType attackType) staticRTTI global
  • static bool IsThrown(game.data.AttackType attackType) staticRTTI global