TargetShootComponent
classnative name gameTargetShootComponentnative
extends IComponent › IScriptable › ISerializable
Properties 4
| Name | Type | Flags |
|---|---|---|
characterRecord | ref<Character_Record> | scriptedpublic |
characterTDBID | TweakDBID | scriptedpublic |
weaponRecord | ref<WeaponItem_Record> | scriptedpublic |
weaponTDBID | TweakDBID | scriptedpublic |
Methods 25
native const func CalculateMissOffset(weaponOwner: wref<GameObject>, weapon: wref<WeaponObject>, shootAtPointWS: Vector4, maxSpread: Float, useForcedMissZOffset: Bool, forcedMissZOffset: Float, isInLowCover: Bool) -> Vector4
private final func CalculateTimeBetweenHits(params: script_ref<TimeBetweenHitsParameters>) -> Floatscripted
native func GetBasicGroupCoefficient(weaponOwner: wref<GameObject>) -> Float
private final const func GetCoverCoefficient(weaponOwner: ref<GameObject>, weaponRecord: ref<WeaponItem_Record>, target: ref<GameObject>) -> Floatscripted
private final const func GetDifficultyLevelCoefficient() -> Floatscripted
private final const func GetDistanceCoefficient(weapon: wref<WeaponObject>, targetPosition: Vector4) -> Floatscripted
private final const func GetDistanceCoefficientFromCurve(curveName: CName, lookupValue: Float) -> Floatscripted
private final const func GetGameObject() -> ref<GameObject>scripted
private final func GetGroupCoefficient(weaponOwner: ref<GameObject>) -> Floatscripted
private final const func GetHMGGroupMultiplier() -> Floatscripted
native const func GetLastHitTime() -> Float
native const func GetPackageName() -> String
private final const func GetPlayersNumCoefficient(weaponOwner: ref<GameObject>) -> Floatscripted
private final const func GetValueFromCurve(curveName: CName, lookupValue: Float) -> Floatscripted
private final const func GetVisibilityCoefficient(weaponOwner: ref<GameObject>, weapon: ref<WeaponObject>, target: ref<GameObject>, visibilityThresholdCoefficient: Float) -> Floatscripted
private final const func GetVisibilityCoefficientFromCurve(curveName: CName, lookupValue: Float) -> Floatscripted
private final const func GetVisionBlockersCoefficient(weaponOwner: ref<GameObject>, target: ref<GameObject>) -> Floatscripted
public final func HandleBeingShot(weaponOwner: wref<GameObject>, weapon: wref<WeaponObject>, shootAtPoint: Vector4, maxSpread: Float, coefficientMultiplier: Float) -> Vector4scripted
public final func HandleBeingShot(weaponOwner: wref<GameObject>, weapon: wref<WeaponObject>, shootAtPoint: Vector4, maxSpread: Float, coefficientMultiplier: Float, out miss: Bool) -> Vector4scripted
private final func HandleMissed(weaponOwner: wref<GameObject>, weapon: wref<WeaponObject>, shootAtPoint: Vector4, maxSpread: Float) -> Vector4scripted
native func InsertRecentHitter(weaponOwner: wref<GameObject>)
native const func IsDebugEnabled() -> Bool
native const func IsTimeBetweenHitsEnabled() -> Bool
native func SetLastHitTime(value: Float)
private final func ShouldBeHit(weaponOwner: ref<GameObject>, weapon: wref<WeaponObject>, weaponRecord: ref<WeaponItem_Record>, visibilityThresholdCoefficient: Float) -> Boolscripted