DamageSystem
Documents the DamageSystem class and its functions.
Invoking DamageSystem
ds = Game.GetDamageSystem()Sub-functions
ApplyStatusEffectByApplicationRate
ApplyStatusEffectByApplicationRate(hitEvent : ref:gameHitEvent, statType : gamedataStatType, effect : TweakDBID);CacheLocalVars
CacheLocalVars(hitEvent : ref:gameHitEvent, cache : ref:CacheData);CalculateDamageVariants
CalculateDamageVariants(hitEvent : ref:gameHitEvent);CalculateGlobalModifiers
CalculateSourceModifiers
CalculateSourceVsTargetModifiers
CalculateTargetModifiers
CanTriggerMeleeLeapFinisher
CheckForQuickExit
CheckProjectionPipelineTargetConditions
ClearPreviewTargetStruct
ConvertDPSToHitDamage
ConvertHitDataToDamageInfo
DealDamages
DeathCheck
FillInDamageBlackboard
GatherDebugData
GatherServerData
GetDamageModFromCurve
GetEffectiveRangeModifierForWeapon
GetFinisherNameBasedOnWeapon
GetHitReactionZone
ImmortalityCheck
InvulnerabilityCheck
IsImmune
IsPowerLevelDifferentialAcceptable
IsTargetImmortal
IsTargetInvulnerable
ModifyHitData
ModifyHitFlagsForPlayer
PlayFinisherGameEffect
PostProcess
PreProcess
Process
ProcessArmor
ProcessBlockAndDeflect
ProcessChargeAttack
ProcessClientHit
ProcessClientKill
ProcessCriticalHit
ProcessCrowdTarget
ProcessDamageReduction
ProcessDeviceTarget
ProcessDodge
ProcessEffectiveRange
ProcessFinisher
ProcessHitReaction
ProcessInstantKill
ProcessLevelDifference
ProcessLocalizedDamage
ProcessOneShotProtection
ProcessPipeline
ProcessPlayerIncomingDamageMultiplier
ProcessProjectionPipeline
ProcessQuickHackModifiers
ProcessRagdollHit
ProcessResistances
ProcessReturnedDamage
ProcessRicochetBonus
ProcessStatusEffectApplicationStats
ProcessStatusEffects
ProcessStealthAttack
ProcessSyncStageCallbacks
ProcessTurretAttack
ProcessVehicleHit
ProcessVehicleTarget
RegisterListener
RegisterSyncListener
ScalePlayerDamage
SendDamageEvents
SetPreviewLock
SetPreviewTargetStruct
SetTutorialFact
StartPipeline
StartProjectionPipeline
TutorialAddIllegalActionFact
UnregisterListener
UnregisterSyncListener
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