DIFF

class GameplayEffectsDataBleedingSource

GameplayEffectsDataBleeding GameplayEffectsData Managed

All members, including inherited

Manages all bleeding indicators and their updates

Constructors 1

void GameplayEffectsDataBleeding(array<ref Widget> input, int type, int user_override = -1)

Members 11

protected bool m_Initialized

tied to initialization of 'BleedingSourcesManagerBase' on player object, skips updates until ready, even when formally active

protected bool m_Visible

overall visibility

Referenced by Init(), Update(), and UpdateVisibility()
protected int m_LastDropIdx
Referenced by GetNextDropImage(), and Init()
protected int m_ImageWidgetCount

number of available blood drop image widgets

Referenced by GetNextDropImage(), and Init()
protected ref map<int,ref array<float>> m_ProbabilityMap
protected ref array<Widget> m_PositioningFramesArray
protected Widget m_BloodDropsFrame
Referenced by Init(), Update(), and UpdateVisibility()
protected int m_LastPositionFrameUsed

Methods 18

override bool HasDefinedHandle()
override bool DataInitialized()
References m_Initialized
override void RegisterData(Param p)
void RegisterBleedingIndicatorInstance(int bit, float flow_modifier)
Referenced by RegisterData()
void SpawnBleedingIndicator(int source_ID, vector position)
Referenced by Update()
void StopBleedingIndicator(int source_ID, bool instant = false)
Referenced by Update()
void UpdateBleedingIndicators(float timeSlice)
Referenced by Update()
void CleanupBleedingIndicators()
Referenced by Update()
override void ForceStop()

stops and re-sets indicators and images even out of sequence. Should still be tied to the 'player' update, though!

void BuildProbabilityData(int severity, float frequency)
Referenced by Init()
array<float> GetProbabilities(int severity)