REDNODE / GAME API

StatusEffectEvents

classscriptedClass

extends LocomotionGroundEvents › LocomotionEventsTransition › LocomotionTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable

Extended by 1 type

KnockdownEvents

Properties 6

NameTypeFlags
animFeatureStatusEffectref<AnimFeature_StatusEffect>scriptedpublic
playerStatusEffectRecordDatawref<StatusEffectPlayerData_Record>scriptedpublic
statusEffectEnumNameStringscriptedprivate
statusEffectRecordwref<StatusEffect_Record>scriptedpublic
timeInAnimStateFloatscriptedprivate
timeInEffectFloatscriptedprivate

Methods 29

protected final func ApplyCounterForce(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, desiredDistance: Float, scaleDistance: Bool)scripted
protected func CommonOnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func DefaultOnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func GetAirRecoveryAnimDuration() -> Floatscripted
private final const func GetCameraShakeStrength() -> Floatscripted
private final const func GetImpulseDistance() -> Floatscripted
protected final const func GetLandAnimDuration() -> Floatscripted
protected final const func GetRecoveryAnimDuration() -> Floatscripted
private final const func GetScaleImpulseDistance() -> Boolscripted
protected final const func GetStartupAnimDuration() -> Floatscripted
protected final const func GetStatusEffectHitDirection(scriptInterface: ref<StateGameScriptInterface>) -> Vector4scripted
protected final const func GetStatusEffectRemainingDuration(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>) -> Floatscripted
private final const func GetStatusEffectType(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>) -> gamedataStatusEffectTypescripted
protected final const func GetTimeInAnimState() -> Floatscripted
protected func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnEnter(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func OnExitToFall(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnForcedExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnUpdate(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func ProcessStatusEffectBasedOnType(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, type: gamedataStatusEffectType)scripted
private final const func RemoveStatusEffect(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>)scripted
protected final func RotateToKnockdownSource(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func SendCameraShakeDataToGraph(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, camShakeStrength: Float)scripted
protected func SendStatusEffectAnimDataToGraph(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, state: EKnockdownStates)scripted
private final const func ShouldForceUnequipWeapon() -> Boolscripted
protected final const func ShouldRotateToSource() -> Boolscripted
protected final const func ShouldUseCustomAdditives(scriptInterface: ref<StateGameScriptInterface>, type: gamedataStatusEffectType) -> Boolscripted
private final func UpdateTimes(timeDelta: Float, scriptInterface: ref<StateGameScriptInterface>)scripted