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InjuryHandler.c File Reference

Data Structures

class  InjuryHandlerThresholds
 
class  InjuryAnimValues
 

Enumerations

enum  eInjuryHandlerLevels {
  PRISTINE , WORN , DAMAGED , BADLY_DAMAGED ,
  RUINED
}
 

Functions

void InjuryAnimationHandler (PlayerBase player)
 
bool IsInjuryAnimEnabled ()
 
float GetInjuryAnimValue ()
 
ScriptInvoker GetInvoker ()
 
void Update (float deltaT)
 
eInjuryHandlerLevels GetOverrideLevel (eInjuryHandlerLevels unchanged_level)
 
void CheckValue (bool forceUpdate=false)
 
void Synchronize (eInjuryHandlerLevels level)
 
void SendValue (eInjuryHandlerLevels level)
 
void SetInjuryCommandParams (bool enable, eInjuryHandlerLevels level)
 
eInjuryHandlerLevels GetInjuryLevel (float health)
 
float GetInjuryValue (eInjuryHandlerLevels level)
 

Variables

enum eInjuryHandlerLevels NONE = 0
 MUST BE POW2.
 
enum eInjuryHandlerLevels MORPHINE = 1
 
enum eInjuryHandlerLevels PAIN_KILLERS_LVL0 = 2
 
enum eInjuryHandlerLevels PAIN_KILLERS_LVL1 = 4
 
enum eInjuryHandlerLevels BROKEN_LEGS = 8
 
enum eInjuryHandlerLevels BROKEN_LEGS_SPLINT = 16
 
enum eInjuryHandlerLevels PRONE_ANIM_OVERRIDE = 32
 
enum eInjuryHandlerLevels VALUE_CHECK_INTERVAL = 5
 
const float SENSITIVTY_PERCENTAGE = 1
 
ref ScriptInvoker m_ChangedStateInvoker = new ScriptInvoker()
 
float m_TimeSinceLastTick = VALUE_CHECK_INTERVAL + 1
 
float m_LastUpdate
 
eInjuryHandlerLevels m_LastHealthUpdate
 
float m_HealthMaxValue
 
private PlayerBase m_Player
 
private bool m_AnimationChange = false
 owner
 
private bool m_InjuryAnimEnabled = false
 
private float m_InjuryAnimDamageValue = 0
 
int m_ForceInjuryAnimMask
 

Enumeration Type Documentation

◆ eInjuryHandlerLevels

Enumerator
PRISTINE 
WORN 
DAMAGED 
BADLY_DAMAGED 
RUINED 

Function Documentation

◆ CheckValue()

◆ GetInjuryAnimValue()

float GetInjuryAnimValue ( )

◆ GetInjuryLevel()

◆ GetInjuryValue()

◆ GetInvoker()

ScriptInvoker GetInvoker ( )

References m_ChangedStateInvoker.

◆ GetOverrideLevel()

◆ InjuryAnimationHandler()

void InjuryAnimationHandler ( PlayerBase  player)

References m_HealthMaxValue, and m_Player.

Referenced by ManBase::Init().

◆ IsInjuryAnimEnabled()

bool IsInjuryAnimEnabled ( )

References m_InjuryAnimEnabled.

◆ SendValue()

void SendValue ( eInjuryHandlerLevels  level)

◆ SetInjuryCommandParams()

void SetInjuryCommandParams ( bool  enable,
eInjuryHandlerLevels  level 
)

◆ Synchronize()

void Synchronize ( eInjuryHandlerLevels  level)

References m_Player.

◆ Update()

Variable Documentation

◆ BROKEN_LEGS

enum eInjuryHandlerLevels BROKEN_LEGS = 8

◆ BROKEN_LEGS_SPLINT

enum eInjuryHandlerLevels BROKEN_LEGS_SPLINT = 16

◆ m_AnimationChange

private bool m_AnimationChange = false

owner

Referenced by SetInjuryCommandParams(), and Update().

◆ m_ChangedStateInvoker

ref ScriptInvoker m_ChangedStateInvoker = new ScriptInvoker()

Referenced by CheckValue(), and GetInvoker().

◆ m_ForceInjuryAnimMask

int m_ForceInjuryAnimMask

Referenced by CheckValue(), and GetOverrideLevel().

◆ m_HealthMaxValue

float m_HealthMaxValue

◆ m_InjuryAnimDamageValue

private float m_InjuryAnimDamageValue = 0

◆ m_InjuryAnimEnabled

private bool m_InjuryAnimEnabled = false

◆ m_LastHealthUpdate

◆ m_LastUpdate

float m_LastUpdate

◆ m_Player

private PlayerBase m_Player

◆ m_TimeSinceLastTick

float m_TimeSinceLastTick = VALUE_CHECK_INTERVAL + 1

Referenced by Managed::OnScheduledTick(), and Update().

◆ MORPHINE

enum eInjuryHandlerLevels MORPHINE = 1

◆ NONE

enum eInjuryHandlerLevels NONE = 0

MUST BE POW2.

◆ PAIN_KILLERS_LVL0

enum eInjuryHandlerLevels PAIN_KILLERS_LVL0 = 2

◆ PAIN_KILLERS_LVL1

enum eInjuryHandlerLevels PAIN_KILLERS_LVL1 = 4

◆ PRONE_ANIM_OVERRIDE

enum eInjuryHandlerLevels PRONE_ANIM_OVERRIDE = 32

◆ SENSITIVTY_PERCENTAGE

const float SENSITIVTY_PERCENTAGE = 1

◆ VALUE_CHECK_INTERVAL

enum eInjuryHandlerLevels VALUE_CHECK_INTERVAL = 5

Referenced by Managed::OnScheduledTick(), and Update().