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
| Name | Type | Flags |
|---|---|---|
invert | Bool | scriptedpublic |
lastAttackTime | Float | scriptedpublic |
onlyOncePerShot | Bool | scriptedpublic |
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