REDNODE / GAME API

BaseHitPrereqCondition

classscriptedClass

extends IScriptable › ISerializable

Extended by 34 types

AgentMovingHitPrereqCondition AmmoStateHitPrereqCondition AttackSubtypeHitPrereqCondition AttackTagHitPrereqCondition AttackTypeHitPrereqCondition BodyPartHitPrereqCondition ConsecutiveHitsPrereqCondition DamageOverTimeTypeHitPrereqCondition DamageTypeHitPrereqCondition DismembermentTriggeredHitPrereqCondition DistanceCoveredHitPrereqCondition EffectNamePresentHitPrereqCondition HitFlagHitPrereqCondition HitIsQuickhackPresentInQueuePrereqCondition InstigatorTypeHitPrereqCondition ReactionPresetHitPrereqCondition SameTargetHitPrereqCondition SelfHitPrereqCondition SourceTypeHitPrereqCondition StatHitPrereqCondition StatPoolComparisonHitPrereqCondition StatPoolHitPrereqCondition StatusEffectPresentHitPrereqCondition TargetBreachCanGetKilledByDamagePrereqCondition TargetCanGetKilledByDamagePrereqCondition TargetKilledHitPrereqCondition TargetNPCIsCrowdHitPrereqCondition TargetNPCRarityHitPrereqCondition TargetNPCTypeHitPrereqCondition TargetTypeHitPrereqCondition TriggerModeHitPrereqCondition WeaponEvolutionHitPrereqCondition WeaponItemTypeHitPrereqCondition WeaponTypeHitPrereqCondition

Properties 3

NameTypeFlags
invertBoolscriptedpublic
lastAttackTimeFloatscriptedpublic
onlyOncePerShotBoolscriptedpublic

Methods 5

protected final func CheckOnlyOncePerShot(hitEvent: ref<gameHitEvent>) -> Boolscripted
public func Evaluate(hitEvent: ref<gameHitEvent>) -> Boolscripted
protected final func GetObjectToCheck(obj: CName, hitEvent: ref<gameHitEvent>) -> wref<GameObject>scripted
public func OnMissTriggered(missEvent: ref<gameMissEvent>)scripted
public func SetData(recordID: TweakDBID)scripted