REDNODE / GAME API

AttackData

classnative name gamedamageAttackDatanative

extends IScriptable › ISerializable

Properties 20

NameTypeFlags
additionalCritChanceFloatscriptedprivate
attackDefinitionref<IAttack>overriding
attackPositionVector4overriding
attackTimeFloatoverriding
attackTypegamedataAttackTypeoverriding
flagsarray<SHitFlag>scriptedprivate
hitReactionMaxInt32scriptedprivate
hitReactionMinInt32scriptedprivate
hitTypegameuiHitTypescriptedprivate
instigatorwref<GameObject>overriding
minimumHealthPercentFloatscriptedprivate
numAttackSpreadInt32overriding
numRicochetBouncesInt32overriding
randRollFloatscriptedprivate
sourcewref<GameObject>overriding
statusEffectsarray<SHitStatusEffect>scriptedprivate
triggerModegamedataTriggerModeoverriding
vehicleImpactForceFloatscriptedprivate
weaponwref<WeaponObject>overriding
weaponChargeFloatoverriding

Methods 50

public final func AddFlag(flag: hitFlag, sourceName: CName)scripted
public final func AddStatusEffect(effect: TweakDBID, stacks: Float)scripted
public final func ClearDamage()scripted
public final func DoesAttackWeaponHaveTag(tag: CName) -> Boolscripted
public final const func GetAdditionalCritChance() -> Floatscripted
public final const func GetAttackDefinition() -> ref<IAttack>scripted
public final const func GetAttackPosition() -> Vector4scripted
public final const func GetAttackSubtype() -> gamedataAttackSubtypescripted
public final const func GetAttackTime() -> Floatscripted
public final const func GetAttackType() -> gamedataAttackTypescripted
public final const func GetFlags() -> array<SHitFlag>scripted
public final const func GetHitReactionSeverityMax() -> Int32scripted
public final const func GetHitReactionSeverityMin() -> Int32scripted
public final const func GetHitType() -> gameuiHitTypescripted
public final const func GetInstigator() -> wref<GameObject>scripted
public final const func GetMinimumHealthPercent() -> Floatscripted
public final const func GetNumAttackSpread() -> Int32scripted
public final const func GetNumRicochetBounces() -> Int32scripted
public final const func GetRandRoll() -> Floatscripted
public final const func GetSource() -> wref<GameObject>scripted
public final const func GetStatusEffects() -> array<SHitStatusEffect>scripted
public final const func GetTriggerMode() -> gamedataTriggerModescripted
public final const func GetVehicleImpactForce() -> Floatscripted
public final const func GetWeapon() -> wref<WeaponObject>scripted
public final const func GetWeaponCharge() -> Floatscripted
public final const func HasFlag(flag: hitFlag) -> Boolscripted
public final func PreAttack()scripted
public final func RemoveFlag(flag: hitFlag)scripted
public final func RemoveFlag(flag: hitFlag, sourceName: CName)scripted
public final func SetAdditionalCritChance(f: Float)scripted
public final func SetAttackDefinition(a: ref<IAttack>)scripted
public final func SetAttackPosition(position: Vector4)scripted
public final func SetAttackTime(time: Float)scripted
public final func SetAttackType(attackTypeOverride: gamedataAttackType)scripted
public final func SetHitReactionSeverityMax(i: Int32)scripted
public final func SetHitReactionSeverityMin(i: Int32)scripted
public final func SetHitType(h: gameuiHitType)scripted
public final func SetInstigator(i: wref<GameObject>)scripted
public final func SetMinimumHealthPercent(value: Float)scripted
public final func SetRandRoll(roll: Float)scripted
public final func SetSource(s: wref<GameObject>)scripted
public final func SetTriggerMode(mode: gamedataTriggerMode)scripted
public final func SetVehicleImpactForce(force: Float)scripted
public final func SetWeapon(w: wref<WeaponObject>)scripted
public final func SetWeaponCharge(charge: Float)scripted
public final func WasBlocked() -> Boolscripted
public final func WasBulletBlocked() -> Boolscripted
public final func WasBulletDeflected() -> Boolscripted
public final func WasDeflected() -> Boolscripted
public final func WasDeflectedAny() -> Boolscripted