class AreaDamageLoopedSource
AreaDamageLoopedDeferred_NoVehicle › AreaDamageLoopedDeferred › AreaDamageLooped › AreaDamageManager › AreaDamageEvents
All members, including inherited
Constructors 1
References m_LoopByObject
Members 6
protected float m_CurrentTime = 0.0Current start time in seconds
protected float m_PreviousTime = 0.0Previous start time in seconds
protected float m_AccumulatedTime = 0.0How much time has accumulated
protected float m_LoopInterval = 1.0Loop interval in seconds
Referenced by CalculateDamageScale(), OnStayFinishServerEvent(), OnStayStartServerEvent()
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, SetLoopInterval()protected int m_AmountOfLoops = 0Caching of the amount of loops that will be performed in this frame
protected bool m_LoopByObject = trueDecides if the looping will be using the Object as reference or the time since last update loop
Methods 7
override void OnTriggerCreated()Gets called when the trigger is spawned, so is the start and also a reset
References CGame.GetTickTime(), AreaDamageManager.OnTriggerCreated(), m_AccumulatedTime
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, m_PreviousTimeoverride void SetLoopInterval(float time)References m_LoopInterval
Referenced by BaseBuildingBase.CreateAreaDamage()
override void OnEnterServerEvent(TriggerInsider insider)override void OnStayStartServerEvent(int nrOfInsiders)References CGame.GetTickTime(), AreaDamageManager.OnStayStartServerEvent(), m_AccumulatedTime
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, m_AmountOfLoops, m_CurrentTime, m_LoopInterval, and m_PreviousTimeoverride void OnStayServerEvent(TriggerInsider insider, float deltaTime)override void OnStayFinishServerEvent()References AreaDamageManager.OnStayFinishServerEvent(), m_AccumulatedTime, m_AmountOfLoops
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, m_LoopIntervaloverride protected float CalculateDamageScale(TriggerInsider insider, float deltaTime)References Class.CastTo(), AreaDamageTriggerInsider.lastDamaged, m_AmountOfLoops
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, m_CurrentTime, m_LoopByObject, and m_LoopIntervalReferenced by AreaDamageLoopedDeferred.CalculateDamageScale()