class BleedingSourceSource
Constructors 2
void BleedingSource(PlayerBase player, int bit, string bone, vector orientation, vector offset, int max_time, float flow_modifier, string particle_name)References CreateParticle(), CGame.IsDedicatedServer(), StartSourceBleedingIndication()
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, m_Bit, m_Bone, m_FlowModifier, m_MaxTime, m_Offset, m_Orientation, m_ParticleName, and m_PlayerReferenced by BleedingSourcesManagerBase.AddBleedingSource()
void ~BleedingSource()References Object.IsAlive(), RemoveDebugShape(), RemoveParticle()
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, StopSourceBleedingIndication(), m_BloodParticle, and m_PlayerMembers 18
vector m_PositionParticle m_BloodParticlePlayerBase m_PlayerReferenced by ~BleedingSource(), BleedingSource(), CreateParticle()
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, OnUpdateServer(), StartSourceBleedingIndication(), and StopSourceBleedingIndication()int m_BitReferenced by BleedingSource(), GetBit(), StartSourceBleedingIndication()
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, StopSourceBleedingIndication()string m_Boneref EffectParticle m_BleedingEffectvector m_OrientationShape m_DebugShapeShape m_DebugShape1ref Timer m_DebugTickvector m_Offsetfloat m_FlowModifierfloat m_ActiveTimefloat m_MaxTimestring m_ParticleNamebool m_DeleteRequestedReferenced by OnUpdateServer()
eBleedingSourceType m_Type = eBleedingSourceType.NORMALfloat m_DiagTimeStartDIAG_DEVELOPERfor debug purposes only
Referenced by BleedingSourcesManagerRemote.DisplayDebug()
Methods 12
void SetType(eBleedingSourceType type)References m_Type
eBleedingSourceType GetType()References m_Type
int GetActiveTime()References m_ActiveTime
Referenced by BleedingSourcesManagerBase.GetBleedingSourceActiveTime()
void SetActiveTime(int time)References m_ActiveTime
Referenced by BleedingSourcesManagerBase.SetBleedingSourceActiveTime()
void CreateParticle()References IEntity.AddChild(), Class.Cast(), Error()
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, Human.GetBoneIndexByName(), EffectParticle.GetParticle(), SEffectManager.PlayInWorld(), Math.RandomFloat01(), Object.SetOrientation(), Particle.SetParameter(), Object.SetPosition(), typename.Spawn(), string.ToType(), m_BleedingEffect, m_BloodParticle, m_Bone, m_Offset, m_Orientation, m_ParticleName, and m_PlayerReferenced by BleedingSource()
void RemoveParticle()Referenced by ~BleedingSource()
void StartSourceBleedingIndication()References GameplayEffectWidgets_base.AddActiveEffects(), Mission.GetEffectWidgets(), CGame.GetMission()
Referenced by BleedingSource()
void StopSourceBleedingIndication(bool instant = false)References Mission.GetEffectWidgets(), CGame.GetMission(), ManBase.IsControlledPlayer()
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, CGame.IsDedicatedServer(), GameplayEffectWidgets_base.UpdateWidgets(), m_Bit, and m_PlayerReferenced by ~BleedingSource()
void DrawDebugShape()void RemoveDebugShape()Referenced by ~BleedingSource(), DrawDebugShape(), and BleedingSourcesManagerRemote.CleanVisualDebug()