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AreaDamageLooped Class Reference

Private Member Functions

void AreaDamageLooped (EntityAI parent, bool loopByObject=true)
 
override void OnTriggerCreated ()
 Gets called when the trigger is spawned, so is the start and also a reset.
 
override void SetLoopInterval (float time)
 
override void OnEnterServerEvent (TriggerInsider insider)
 
override void OnStayStartServerEvent (int nrOfInsiders)
 
override void OnStayServerEvent (TriggerInsider insider, float deltaTime)
 
override void OnStayFinishServerEvent ()
 
override protected float CalculateDamageScale (TriggerInsider insider, float deltaTime)
 

Private Attributes

protected float m_CurrentTime = 0.0
 Current start time in seconds.
 
protected float m_PreviousTime = 0.0
 Previous start time in seconds.
 
protected float m_AccumulatedTime = 0.0
 How much time has accumulated.
 
protected float m_LoopInterval = 1.0
 Loop interval in seconds.
 
protected int m_AmountOfLoops = 0
 Caching of the amount of loops that will be performed in this frame.
 
protected bool m_LoopByObject = true
 Decides if the looping will be using the Object as reference or the time since last update loop.
 

Constructor & Destructor Documentation

◆ AreaDamageLooped()

void AreaDamageLooped ( EntityAI  parent,
bool  loopByObject = true 
)
inlineprivate

References m_LoopByObject.

Member Function Documentation

◆ CalculateDamageScale()

override protected float CalculateDamageScale ( TriggerInsider  insider,
float  deltaTime 
)
inlineprivate

◆ OnEnterServerEvent()

override void OnEnterServerEvent ( TriggerInsider  insider)
inlineprivate

◆ OnStayFinishServerEvent()

override void OnStayFinishServerEvent ( )
inlineprivate

◆ OnStayServerEvent()

override void OnStayServerEvent ( TriggerInsider  insider,
float  deltaTime 
)
inlineprivate

References OnEvaluateDamageEx().

◆ OnStayStartServerEvent()

override void OnStayStartServerEvent ( int  nrOfInsiders)
inlineprivate

◆ OnTriggerCreated()

override void OnTriggerCreated ( )
inlineprivate

Gets called when the trigger is spawned, so is the start and also a reset.

References g_Game, m_AccumulatedTime, and m_PreviousTime.

◆ SetLoopInterval()

override void SetLoopInterval ( float  time)
inlineprivate

References m_LoopInterval.

Referenced by ItemBase::CreateAreaDamage().

Field Documentation

◆ m_AccumulatedTime

protected float m_AccumulatedTime = 0.0
private

How much time has accumulated.

Referenced by OnStayFinishServerEvent(), OnStayStartServerEvent(), and OnTriggerCreated().

◆ m_AmountOfLoops

protected int m_AmountOfLoops = 0
private

Caching of the amount of loops that will be performed in this frame.

Referenced by CalculateDamageScale(), OnStayFinishServerEvent(), and OnStayStartServerEvent().

◆ m_CurrentTime

protected float m_CurrentTime = 0.0
private

Current start time in seconds.

Referenced by CalculateDamageScale(), and OnStayStartServerEvent().

◆ m_LoopByObject

protected bool m_LoopByObject = true
private

Decides if the looping will be using the Object as reference or the time since last update loop.

Referenced by AreaDamageLooped(), CalculateDamageScale(), and OnEnterServerEvent().

◆ m_LoopInterval

protected float m_LoopInterval = 1.0
private

◆ m_PreviousTime

protected float m_PreviousTime = 0.0
private

Previous start time in seconds.

Referenced by OnStayStartServerEvent(), and OnTriggerCreated().


The documentation for this class was generated from the following file: