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MeleeTargeting.c File Reference

Data Structures

class  MeleeTargetData
 
class  ComponentResult
 

Functions

ref array< typename > TargetableObjects void MeleeTargetSettings (vector coneOrigin, float coneLength, float coneHalfAngle, float coneMinHeight, float coneMaxHeight, vector rayStart, vector dir, float maxDist, EntityAI pToIgnore, array< typename > targetableObjects)
 
MeleeTargetData GetMeleeTargetEx (MeleeTargetSettings settings, out array< Object > allTargets=null, array< string > blacklistedDamageZones=null)
 
MeleeTargetData GetMeleeTarget (MeleeTargetSettings settings, out array< Object > allTargets=null)
 
bool FindMostSuitableComponentEx (Object obj, BoxCollidingResult bResult, MeleeTargetSettings settings, out float sum, out ComponentResult result, array< string > blacklistedDamageZones)
 
bool FindMostSuitableComponent (Object obj, BoxCollidingResult bResult, MeleeTargetSettings settings, out float sum, out ComponentResult result)
 
bool EvaluateComponentEx (Object obj, ComponentInfo cInfo, MeleeTargetSettings settings, out ComponentResult result, array< string > blacklistedDamageZones)
 
bool EvaluateComponent (Object obj, ComponentInfo cInfo, MeleeTargetSettings settings, out ComponentResult result)
 
bool IsMeleeTargetObstructed (vector rayStart, vector rayEnd)
 

Variables

class MeleeTargetData ConeOrigin
 
float ConeLength
 
float ConeHalfAngle
 
float ConeHalfAngleRad
 
float ConeMinHeight
 
float ConeMaxHeight
 
vector ConeLeftPoint
 
vector ConeRightPoint
 
vector RayStart
 
vector RayEnd
 
vector Dir
 
vector XZDir
 
float MaxDist
 
EntityAI Attacker
 
class ComponentResult MELEE_TARGET_OBSTRUCTION_LAYERS = PhxInteractionLayers.BUILDING|PhxInteractionLayers.DOOR|PhxInteractionLayers.VEHICLE|PhxInteractionLayers.ROADWAY|PhxInteractionLayers.TERRAIN|PhxInteractionLayers.ITEM_SMALL|PhxInteractionLayers.ITEM_LARGE|PhxInteractionLayers.FENCE
 

Function Documentation

◆ EvaluateComponent()

bool EvaluateComponent ( Object  obj,
ComponentInfo  cInfo,
MeleeTargetSettings  settings,
out ComponentResult  result 
)

References EvaluateComponentEx().

◆ EvaluateComponentEx()

bool EvaluateComponentEx ( Object  obj,
ComponentInfo  cInfo,
MeleeTargetSettings  settings,
out ComponentResult  result,
array< string blacklistedDamageZones 
)

◆ FindMostSuitableComponent()

bool FindMostSuitableComponent ( Object  obj,
BoxCollidingResult  bResult,
MeleeTargetSettings  settings,
out float  sum,
out ComponentResult  result 
)

◆ FindMostSuitableComponentEx()

bool FindMostSuitableComponentEx ( Object  obj,
BoxCollidingResult  bResult,
MeleeTargetSettings  settings,
out float  sum,
out ComponentResult  result,
array< string blacklistedDamageZones 
)

◆ GetMeleeTarget()

MeleeTargetData GetMeleeTarget ( MeleeTargetSettings  settings,
out array< Object allTargets = null 
)

References GetMeleeTargetEx().

◆ GetMeleeTargetEx()

◆ IsMeleeTargetObstructed()

bool IsMeleeTargetObstructed ( vector  rayStart,
vector  rayEnd 
)

◆ MeleeTargetSettings()

ref array< typename > TargetableObjects void MeleeTargetSettings ( vector  coneOrigin,
float  coneLength,
float  coneHalfAngle,
float  coneMinHeight,
float  coneMaxHeight,
vector  rayStart,
vector  dir,
float  maxDist,
EntityAI  pToIgnore,
array< typename targetableObjects 
)

Variable Documentation

◆ Attacker

EntityAI Attacker

Referenced by MeleeTargetSettings().

◆ ConeHalfAngle

float ConeHalfAngle

Referenced by MeleeTargetSettings().

◆ ConeHalfAngleRad

float ConeHalfAngleRad

Referenced by MeleeTargetSettings().

◆ ConeLeftPoint

vector ConeLeftPoint

Referenced by MeleeTargetSettings().

◆ ConeLength

float ConeLength

Referenced by MeleeTargetSettings().

◆ ConeMaxHeight

float ConeMaxHeight

Referenced by MeleeTargetSettings().

◆ ConeMinHeight

float ConeMinHeight

Referenced by MeleeTargetSettings().

◆ ConeOrigin

class MeleeTargetData ConeOrigin

Referenced by MeleeTargetSettings().

◆ ConeRightPoint

vector ConeRightPoint

Referenced by MeleeTargetSettings().

◆ Dir

vector Dir

Referenced by MeleeTargetSettings().

◆ MaxDist

float MaxDist

Referenced by MeleeTargetSettings().

◆ MELEE_TARGET_OBSTRUCTION_LAYERS

◆ RayEnd

vector RayEnd

Referenced by MeleeTargetSettings().

◆ RayStart

vector RayStart

Referenced by MeleeTargetSettings().

◆ XZDir

vector XZDir

Referenced by MeleeTargetSettings().