REDNODE / GAME API

HitReactionComponent

classscriptedClass

extends AIMandatoryComponents › AIRelatedComponents › ScriptableComponent › GameComponent › IComponent › IScriptable › ISerializable

Extended by 1 type

HitReactionMechComponent

Properties 129

NameTypeFlags
allowDefeatedOnCompanionBoolscriptedprotected
animHitReactionref<AnimFeature_HitReactionsData>scriptedprotected
animVariationInt32scriptedprotected
attackDataref<AttackData>scriptedprotected
attackDirectionToIntInt32scriptedprotected
attackerWeaponKnockdownImpulseFloatscriptedprotected
attackerWeaponKnockdownImpulseForEvadeFloatscriptedprotected
attackerWeaponKnockdownImpulseForEvadeCumulationFloatscriptedprotected
attackIsValidBodyPerkBoolscriptedprivate
baseCumulativeDamagesDecreaserFloatscriptedprotected
blockCountInt32scriptedprotected
blockCountIntervalFloatscriptedprotected
bodyPartDismemberCumulatedDamagesarray<Float>scriptedprotected
bodyPartWoundCumulatedDamagesarray<Float>scriptedprotected
cumulatedDamagesFloatscriptedprotected
cumulatedEvadeBreakImpulseFloatscriptedprotected
cumulatedGuardBreakImpulseFloatscriptedprotected
cumulatedPhysicalImpulseFloatscriptedprotected
cumulativeDamageUpdateIntervalFloatscriptedprotected
cumulativeDamageUpdateRequestedBoolscriptedprotected
currentCanBlockFloatscriptedprivate
currentCanDropWeaponFloatscriptedprivate
currentDefeatedDamageThresholdFloatscriptedprivate
currentExtendedHitReactionImmunityFloatscriptedprivate
currentHasKerenzikovFloatscriptedprivate
currentHealthFloatscriptedprivate
currentImpactDamageThresholdFloatscriptedprivate
currentImpactDamageThresholdInCoverFloatscriptedprivate
currentIsInvulnerableFloatscriptedprivate
currentKnockdownDamageThresholdFloatscriptedprivate
currentKnockdownDamageThresholdImpulseFloatscriptedprivate
currentKnockdownDamageThresholdInCoverFloatscriptedprivate
currentKnockdownImmunityFloatscriptedprivate
currentMeleeHitReactionResistanceFloatscriptedprivate
currentStaggerDamageThresholdFloatscriptedprivate
currentStaggerDamageThresholdInCoverFloatscriptedprivate
currentStimIdUint32scriptedprotected
deathHasBeenPlayedBoolscriptedprotected
deathRegisteredTimeFloatscriptedprotected
deathStimNameCNamescriptedprotected
defeatedBodyPartDamageThresholdarray<Float>scriptedprotected
defeatedDamageThresholdFloatscriptedprotected
defeatedHasBeenPlayedBoolscriptedprotected
defeatedMinDurationFloatscriptedprotected
defeatedRegisteredTimeFloatscriptedprotected
dismemberExecuteDistanceRangeVector2scriptedprivate
dismemberExecuteHealthRangeVector2scriptedprivate
dismembermentBodyPartDamageThresholdarray<Float>scriptedprotected
dodgeCountInt32scriptedprotected
dodgeCountIntervalFloatscriptedprotected
executeDismemberedBoolscriptedprivate
extendedDeathDelayRegisteredTimeFloatscriptedprotected
extendedDeathRegisteredTimeFloatscriptedprotected
extendedHitReactionDelayRegisteredTimeFloatscriptedprotected
extendedHitReactionRegisteredTimeFloatscriptedprotected
frameDamageHealthFactorFloatscriptedprotected
globalHitTimerFloatscriptedprotected
guardBreakImpulseResetFloatscriptedprotected
hasBeenWoundedBoolscriptedprivate
hasMantisBladesinRecordBoolscriptedprotected
healthListenerref<NPCHealthListener>scriptedprivate
hitComboResetFloatscriptedprotected
hitCountUint32scriptedpublic
hitCountArrayCurrentInt32scriptedprotected
hitCountArrayEndInt32scriptedprotected
hitCountDataarray<Float>[100]scriptedprotected
hitDirectionVector4scriptedprotected
hitDirectionToIntInt32scriptedprotected
hitIndicatorEnabledBoolscriptedprivate
hitIntensityEAIHitIntensityscriptedprotected
hitPositionVector4scriptedprotected
hitReactionActionref<ActionHitReactionScriptProxy>scriptedprotected
hitReactionComponentStatsListenerref<NPCHitReactionComponentStatsListener>scriptedprivate
hitReactionDataref<AnimFeature_HitReactionsData>scriptedprivate
hitShapeDataHitShapeDatascriptedprotected
immuneToKnockDownBoolscriptedprotected
impactDamageDurationFloatscriptedprotected
impactDamageDurationMeleeFloatscriptedprotected
impactDamageThresholdFloatscriptedprotected
inCoverBoolscriptedprivate
indicatorEnabledBlackboardIdref<CallbackHandle>scriptedprivate
invalidForExecuteDismemberBoolscriptedprivate
inWorkspotBoolscriptedprivate
isAliveBoolscriptedprotected
knockdownDamageDurationFloatscriptedprotected
knockdownDamageThresholdFloatscriptedprotected
knockdownImpulseThresholdFloatscriptedprotected
lastAnimHitReactionref<AnimFeature_HitReactionsData>scriptedprotected
lastHitReactionBehaviorDataref<HitReactionBehaviorData>scriptedprotected
lastHitReactionPlayedEAILastHitReactionPlayedscriptedprotected
lastStimNameCNamescriptedprotected
maxHitChainForMeleeInt32scriptedprotected
maxHitChainForRangedInt32scriptedprotected
meleeBaseMaxHitChainInt32scriptedprotected
meleeHitCountInt32scriptedprotected
overridenHitDirectionBoolscriptedprotected
ownerIDEntityIDscriptedprotected
ownerIsMassiveBoolscriptedprotected
ownerNPCwref<NPCPuppet>scriptedprotected
ownerPuppetwref<ScriptedPuppet>scriptedprotected
ownerWeaponwref<WeaponObject>scriptedprotected
ownerWeaponKnockdownImpulseForEvadeFloatscriptedprotected
parryCountInt32scriptedprotected
physicalImpulseResetFloatscriptedprotected
previousAnimHitReactionArrayarray<ScriptHitData>scriptedprotected
previousBlockTimeStampFloatscriptedprotected
previousDodgeTimeStampFloatscriptedprotected
previousHackImpactTimeStampFloatscriptedprotected
previousHackStaggerTimeStampFloatscriptedprotected
previousHitTimeFloatscriptedprotected
previousMeleeHitTimeStampFloatscriptedprotected
previousParryTimeStampFloatscriptedprotected
previousRagdollTimeStampFloatscriptedprotected
previousRangedHitTimeStampFloatscriptedprotected
quickMeleeCooldownFloatscriptedprotected
ragdollImpulseFloatscriptedprotected
ragdollInfluenceRadiusFloatscriptedprotected
rangedBaseMaxHitChainInt32scriptedprotected
reactionTypeanimHitReactionTypescriptedprotected
scatteredGutsBoolscriptedprotected
specificHitTimeoutFloatscriptedprotected
staggerDamageDurationFloatscriptedprotected
staggerDamageDurationMeleeFloatscriptedprotected
staggerDamageThresholdFloatscriptedprotected
statsSystemref<StatsSystem>scriptedprotected
strongMeleeHitCountInt32scriptedprotected
totalHealthFloatscriptedprivate
totalStaminaFloatscriptedprivate
woundedBodyPartDamageThresholdarray<Float>scriptedprotected

Methods 161

protected final func CacheVars(hitEvent: ref<gameHitEvent>)scripted
private final func CanAttackGuardBreak(weaponType: gamedataItemType, guardBreakImpulse: Float) -> Boolscripted
protected final func CanDieCondition(opt doNotCheckAttackData: Bool) -> Boolscripted
private final func CheckBrainMeltDeath() -> Boolscripted
protected final func CheckInstantDismembermentOnDeath() -> Boolscripted
protected final func ClearBodyPerkDismembermentChance(player: wref<GameObject>)scripted
protected final func DefeatedRemoveConditions(npc: ref<NPCPuppet>) -> Boolscripted
protected final func DismembermentConditions() -> Boolscripted
public func EvaluateHit(newHitEvent: ref<gameHitEvent>)scripted
public final const func GetAttackDirection() -> Int32scripted
public final const func GetAttackTag() -> CNamescripted
public final const func GetAttackType() -> gamedataAttackTypescripted
public final const func GetBlockCount() -> Int32scripted
protected final func GetBodyPart(hitEvent: ref<gameHitEvent>) -> Boolscripted
public final const func GetCanBlock() -> Boolscripted
public final const func GetCumulatedDamage() -> Floatscripted
protected final func GetCurrentTime() -> Floatscripted
protected final func GetDBParameters()scripted
public final const func GetDeathHasBeenPlayed() -> Boolscripted
public final const func GetDeathStimName() -> CNamescripted
public final const func GetDefeatedHasBeenPlayed() -> Boolscripted
protected final func GetDismembermentWoundType() -> gameDismWoundTypescripted
public final const func GetDodgeCount() -> Int32scripted
private final func GetFrameDamage() -> Floatscripted
private final func GetFrameDismembermentDamage() -> Floatscripted
private final func GetFrameWoundsDamage() -> Floatscripted
public final const func GetHasKerenzikov() -> Boolscripted
private final func GetHealthPecentageNormalized() -> Floatscripted
public final func GetHitAnimationInProgress() -> Boolscripted
public final const func GetHitCountData(index: Int32) -> Floatscripted
public final const func GetHitCountDataArrayCurrent() -> Int32scripted
public final const func GetHitCountDataArrayEnd() -> Int32scripted
public final const func GetHitCountInCombo() -> Int32scripted
public final const func GetHitDirection() -> Vector4scripted
public final const func GetHitDirectionToInt() -> Int32scripted
public final const func GetHitInstigator() -> wref<GameObject>scripted
protected final func GetHitIntensity(defeatedOverride: Bool)scripted
public final const func GetHitPosition() -> Vector4scripted
public final const func GetHitReactionData() -> ref<AnimFeature_HitReactionsData>scripted
public final const func GetHitReactionProxyAction() -> ref<ActionHitReactionScriptProxy>scripted
public final const func GetHitReactionType() -> Int32scripted
protected final func GetHitShapeUserData() -> ref<HitShapeUserDataBase>scripted
private final func GetHitSoundName(hitEvent: ref<gameHitEvent>) -> CNamescripted
public final const func GetHitSource() -> wref<GameObject>scripted
public final const func GetHitStimEvent() -> ref<AnimFeature_HitReactionsData>scripted
protected final func GetHitTimerAvailability() -> Boolscripted
private final func GetIsOwnerImmuneToExtendedHitReaction() -> Floatscripted
private final func GetIsOwnerResistantToMeleeHitReaction() -> Boolscripted
private final func GetKillSoundName(hitEvent: ref<gameHitEvent>) -> CNamescripted
public final const func GetLastHitReactionBehaviorData() -> ref<HitReactionBehaviorData>scripted
public final const func GetLastHitReactionData() -> ref<AnimFeature_HitReactionsData>scripted
public final const func GetLastHitTimeStamp() -> Floatscripted
public final const func GetLastStimID() -> Uint32scripted
public final const func GetLastStimName() -> CNamescripted
public final const func GetMeleeMaxHitChain() -> Int32scripted
public final func GetOverridenHitDirection() -> Vector4scripted
private final func GetOwnerCurrentHealth() -> Floatscripted
private final func GetOwnerHPPercentage() -> Floatscripted
private final func GetOwnerTotalHealth() -> Floatscripted
public final const func GetParryCount() -> Int32scripted
private final func GetPhysicalImpulse(attackData: ref<AttackData>, hitPosition: Vector4, out frameImpulse: Float) -> Floatscripted
public final const func GetRagdollImpulse() -> Floatscripted
public final const func GetRangedMaxHitChain() -> Int32scripted
protected final func GetReactionType(guardBreakImpulse: Float, newHitEvent: ref<gameHitEvent>) -> animHitReactionTypescripted
public final const func GetShouldEvade() -> Boolscripted
public final const func GetStrongHitCountInCombo() -> Int32scripted
public final const func GetSubAttackSubType() -> gamedataAttackSubtypescripted
protected final func IncrementBodyPerkDismembermentChance(player: wref<GameObject>)scripted
protected final func IncrementHitCountData()scripted
public final const func IsExecutedByDismemberment() -> Boolscripted
public final func IsInKnockdown() -> Boolscripted
private final func IsOwnerFacingInstigator() -> Boolscripted
private final func IsPowerDifferenceBelow(powerDifferential: gameEPowerDifferential) -> Boolscripted
private final func IsSoundCriticalHit(hitEvent: ref<gameHitEvent>) -> Boolscripted
private final func IsStrongExplosion(attackData: ref<AttackData>) -> Boolscripted
protected final func IsValidBodyPerkDismemberAttack(healthMissing: Float) -> Boolscripted
private final func NotifyAboutDismembermentInstigated(instigator: wref<GameObject>, bodyPart: EHitReactionZone, targetPosition: Vector4)scripted
private final func NotifyAboutWoundedInstigated(instigator: wref<GameObject>, bodyPart: EHitReactionZone)scripted
protected cb func OnClearHitStimEvent(evt: ref<ClearHitStimEvent>) -> Boolscripted
protected cb func OnDeath(evt: ref<gameDeathEvent>) -> Boolscripted
protected cb func OnDefeated(evt: ref<DefeatedEvent>) -> Boolscripted
protected cb func OnForcedDeathEvent(forcedDeath: ref<ForcedDeathEvent>) -> Boolscripted
protected cb func OnForcedHitReaction(forcedHitReaction: ref<ForcedHitReactionEvent>) -> Boolscripted
public func OnGameAttach()scripted
public func OnGameAttached()scripted
private final func OnGameDetach()scripted
protected cb func OnHitIndicatorEnabledChanged(value: Bool) -> Boolscripted
protected cb func OnHitReactionCumulativeDamageUpdate(evt: ref<HitReactionCumulativeDamageUpdate>) -> Boolscripted
protected cb func OnHitReactionStopMotionExtraction(evt: ref<HitReactionStopMotionExtraction>) -> Boolscripted
protected cb func OnItemAddedToSlot(evt: ref<ItemAddedToSlot>) -> Boolscripted
protected cb func OnPlayGrandFinaleVFX(evt: ref<PlayGrandFinaleVFX>) -> Boolscripted
protected cb func OnPlayOnePunchVFX(evt: ref<PlayOnePunchVFX>) -> Boolscripted
protected cb func OnRequestHitReaction(evt: ref<HitReactionRequest>) -> Boolscripted
protected cb func OnResurrect(evt: ref<ResurrectEvent>) -> Boolscripted
protected cb func OnSetLastHitReactionBehaviorData(evt: ref<LastHitDataEvent>) -> Boolscripted
protected cb func OnSetNewHitReactionBehaviorData(evt: ref<NewHitDataEvent>) -> Boolscripted
protected final func ProcessBodyPerkDismembement()scripted
protected final func ProcessDefeated(npc: ref<NPCPuppet>) -> Boolscripted
protected final func ProcessDropWeaponOnHit(owner: ref<GameObject>, hitBodyPart: EHitReactionZone, hitReaction: animHitReactionType)scripted
protected final func ProcessExplosionDismembement()scripted
protected final func ProcessExtendedDeathAnimData(hitEvent: ref<gameHitEvent>)scripted
protected final func ProcessExtendedHitReactionAnimData(hitEvent: ref<gameHitEvent>)scripted
protected final func ProcessFragmentationSplinterReaction(hitPosition: Vector4)scripted
public final func ProcessGrandFinaleHitImpact(target: ref<ScriptedPuppet>, instigator: ref<GameObject>)scripted
protected final func ProcessHitReactionZone(bodyPart: EHitReactionZone) -> EHitReactionZonescripted
public final func ProcessOnePunchAttackHitImpact(target: ref<ScriptedPuppet>, instigator: ref<GameObject>)scripted
protected final func ProcessSpecialFX(hitevent: ref<gameHitEvent>)scripted
protected final func ProcessWoundsAndDismemberment()scripted
protected final func ReactionZoneEnumToBarkListEnum(reactionZone: EHitReactionZone) -> EBarkListscripted
protected final func ReactionZoneEnumToBodyPartID(reactionZone: EHitReactionZone) -> Int32scripted
private final func RecalculateHitReactionValsForHacks(currentTimeStamp: Float, out hitReactionMin: Int32, out hitReactionMax: Int32)scripted
private final func RequestCumulativeDamageUpdate()scripted
private final func ResetFrameDamage()scripted
public final func ResetHitCount()scripted
private final func SendDataToAIBehavior(reactionPlayed: animHitReactionType)scripted
protected final func SendDismembermentCriticalEvent(dismembermentType: gameDismWoundType, bodyPart: gameDismBodyPart, explosionEpicentrum: Vector4, strength: Float, hitPosition: Vector4)scripted
protected final func SendMechDataToAIBehavior(reactionPlayed: animHitReactionType)scripted
protected final func SendTwitchDataToAnimationGraph()scripted
protected final func SendTwitchDataToPlayerAnimationGraph(playerObject: wref<GameObject>)scripted
private final func SetAnimVariation(out hitDirection: Int32, out hitReactionZone: EHitReactionZone)scripted
protected func SetCumulatedDamages(target: wref<GameObject>, out guardBreakImpulse: Float)scripted
protected final func SetCumulatedDamagesForDeadNPC()scripted
public final func SetDeathStimName(laststimName: CName)scripted
protected final func SetHitReactionImmunities()scripted
protected final func SetHitReactionSource(hitSource: EAIHitSource)scripted
protected final func SetHitReactionThresholds()scripted
protected final func SetHitReactionType(hitType: animHitReactionType)scripted
protected final func SetHitSource(attackType: gamedataAttackType)scripted
private final func SetHitStimEvent(hitData: ref<AnimFeature_HitReactionsData>)scripted
public final func SetLastStimName(laststimName: CName)scripted
protected final func SetStance()scripted
private final func StartGuardBreakCooldown()scripted
protected final func StoreHitData(attackAngle: Int32, hitSeverity: EAIHitIntensity, reactionType: animHitReactionType, bodyPart: EHitReactionZone, variation: Int32)scripted
protected final func TryTriggerBodyPerkDismembement(remainingHealth: Float) -> Boolscripted
public final func UpdateBlockCount()scripted
public func UpdateCoverDamage(npc: ref<NPCPuppet>, coverId: Uint64)scripted
private final func UpdateCumulatedDamages(deltaTime: Float) -> Boolscripted
protected final func UpdateDBParams(data: ref<ScriptTaskData>)scripted
public final func UpdateDeathHasBeenPlayed()scripted
public final func UpdateDefeated()scripted
public final func UpdateDodgeCount()scripted
public final func UpdateLastStimID() -> Uint32scripted
public final func UpdateOwnerCanBlockData(Value: Float)scripted
public final func UpdateOwnerCanDropWeaponData(Value: Float)scripted
public final func UpdateOwnerExtendedHitReactionImmunityData(Value: Float)scripted
public final func UpdateOwnerHasKerenzikovData(Value: Float)scripted
public final func UpdateOwnerHealthData(Value: Float)scripted
public final func UpdateOwnerImpactDamageThresholdData(Value: Float)scripted
public final func UpdateOwnerImpactDamageThresholdInCoverData(Value: Float)scripted
public final func UpdateOwnerIsInvulnerableData(Value: Float)scripted
public final func UpdateOwnerKnockdownDamageThresholdData(Value: Float)scripted
public final func UpdateOwnerKnockdownDamageThresholdImpulseData(Value: Float)scripted
public final func UpdateOwnerKnockdownDamageThresholdInCoverData(Value: Float)scripted
public final func UpdateOwnerKnockdownImmunityData(Value: Float)scripted
public final func UpdateOwnerMeleeHitReactionResistanceData(Value: Float)scripted
public final func UpdateOwnerStaggerDamageThresholdData(Value: Float)scripted
public final func UpdateOwnerStaggerDamageThresholdInCoverData(Value: Float)scripted
public final func UpdateParryCount()scripted
protected final func WoundedBaseConditions() -> Boolscripted
protected final func WoundedCyberConditions(dismembermentCheck: Bool, woundedBaseConditions: Bool) -> Boolscripted
protected final func WoundedFleshConditions(dismembermentCheck: Bool, woundedBaseConditions: Bool) -> Boolscripted