Dayz Build 1.29.163047, Scripts Rev. 123548
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damagesystem.c File Reference

Go to the source code of this file.

Data Structures

class  TotalDamageResult

Typedefs

typedef map< string, ref array< string > > DamageZoneMap

Enumerations

enum  DamageType
 exposed from C++ (do not change) More...

Functions

enum DamageType CloseCombatDamage (EntityAI source, Object targetObject, int targetComponentIndex, string ammoTypeName, vector worldPos, int directDamageFlags=ProcessDirectDamageFlags.ALL_TRANSFER)
static proto native void CloseCombatDamageName (EntityAI source, Object targetObject, string targetComponentName, string ammoTypeName, vector worldPos, int directDamageFlags=ProcessDirectDamageFlags.ALL_TRANSFER)
static proto native void ExplosionDamage (EntityAI source, Object directHitObject, string ammoTypeName, vector worldPos, int damageType)
static bool GetComponentNamesFromDamageZone (notnull EntityAI entity, string damageZone, out array< string > componentNames)
static string GetDamageDisplayName (EntityAI entity, string zone)
static bool GetDamageZoneFromComponentName (notnull EntityAI entity, string component, out string damageZone)
 Returns damage zone to which the named component belongs.
static bool GetDamageZoneMap (EntityAI entity, out DamageZoneMap zoneMap)
static void ResetAllZones (EntityAI entity)

Variables

 CLOSE_COMBAT
 CUSTOM
 EXPLOSION
 FIRE_ARM
 STUN

Typedef Documentation

◆ DamageZoneMap

Definition at line 157 of file damagesystem.c.

Enumeration Type Documentation

◆ DamageType

enum DamageType

exposed from C++ (do not change)

Definition at line 10 of file damagesystem.c.

Function Documentation

◆ CloseCombatDamage()

enum DamageType CloseCombatDamage ( EntityAI source,
Object targetObject,
int targetComponentIndex,
string ammoTypeName,
vector worldPos,
int directDamageFlags = ProcessDirectDamageFlags.ALL_TRANSFER )

◆ CloseCombatDamageName()

proto native void CloseCombatDamageName ( EntityAI source,
Object targetObject,
string targetComponentName,
string ammoTypeName,
vector worldPos,
int directDamageFlags = ProcessDirectDamageFlags.ALL_TRANSFER )
static

◆ ExplosionDamage()

proto native void ExplosionDamage ( EntityAI source,
Object directHitObject,
string ammoTypeName,
vector worldPos,
int damageType )
static

◆ GetComponentNamesFromDamageZone()

bool GetComponentNamesFromDamageZone ( notnull EntityAI entity,
string damageZone,
out array< string > componentNames )
static

Definition at line 104 of file damagesystem.c.

References CFG_MAGAZINESPATH, CFG_VEHICLESPATH, CFG_WEAPONSPATH, g_Game, and path.

◆ GetDamageDisplayName()

string GetDamageDisplayName ( EntityAI entity,
string zone )
static

Definition at line 131 of file damagesystem.c.

References string::Hash().

◆ GetDamageZoneFromComponentName()

bool GetDamageZoneFromComponentName ( notnull EntityAI entity,
string component,
out string damageZone )
static

Returns damage zone to which the named component belongs.

Definition at line 76 of file damagesystem.c.

References component, and string::ToLower().

◆ GetDamageZoneMap()

bool GetDamageZoneMap ( EntityAI entity,
out DamageZoneMap zoneMap )
static

◆ ResetAllZones()

void ResetAllZones ( EntityAI entity)
static

Definition at line 139 of file damagesystem.c.

Variable Documentation

◆ CLOSE_COMBAT

CLOSE_COMBAT

Definition at line 0 of file damagesystem.c.

◆ CUSTOM

CUSTOM

Definition at line 4 of file damagesystem.c.

◆ EXPLOSION

EXPLOSION

Definition at line 2 of file damagesystem.c.

◆ FIRE_ARM

FIRE_ARM

Definition at line 1 of file damagesystem.c.

◆ STUN

STUN

Definition at line 3 of file damagesystem.c.