class InjuryAnimationHandlerSource
Constructors 1
void InjuryAnimationHandler(PlayerBase player)Referenced by PlayerBase.Init()
Constants 2
const float SENSITIVTY_PERCENTAGE = 1how much the value needs to change up/down from previous update to trigger a new update(in percent)
Members 10
ref ScriptInvoker m_ChangedStateInvoker = new ScriptInvoker()float m_LastUpdateeInjuryHandlerLevels m_LastHealthUpdateReferenced by CheckValue()
float m_HealthMaxValueprivate PlayerBase m_Playerowner
Referenced by CheckValue(), GetOverrideLevel(), InjuryAnimationHandler()
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, SendValue(), Synchronize(), and Update()private bool m_AnimationChange = falseprivate bool m_InjuryAnimEnabled = falseprivate float m_InjuryAnimDamageValue = 0int m_ForceInjuryAnimMaskReferenced by CheckValue(), GetOverrideLevel(), PlayerBase.OnCommandMoveStart()
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, PlayerBase.SetBrokenLegs(), and PlayerBase.UpdateBrokenLegs()Methods 11
bool IsInjuryAnimEnabled()References m_InjuryAnimEnabled
Referenced by PlayerPreview.UpdateInterval()
float GetInjuryAnimValue()References m_InjuryAnimDamageValue
Referenced by PlayerBase.CanClimb(), PlayerBase.CanJump(), PlayerBase.CanSprint()
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, PlayerPreview.UpdateInterval()ScriptInvoker GetInvoker()References m_ChangedStateInvoker
void Update(float deltaT)Referenced by PlayerBase.CommandHandler()
eInjuryHandlerLevels GetOverrideLevel(eInjuryHandlerLevels unchanged_level)References Object.GetHealth(), PlayerConstants.BROKEN_LEGS_HIGH_HEALTH_THRESHOLD, PlayerConstants.BROKEN_LEGS_LOW_HEALTH_THRESHOLD
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, m_ForceInjuryAnimMask, and m_PlayerReferenced by CheckValue()
void CheckValue(bool forceUpdate = false)void Synchronize(eInjuryHandlerLevels level)Referenced by CheckValue()
void SendValue(eInjuryHandlerLevels level)Referenced by CheckValue()
void SetInjuryCommandParams(bool enable, eInjuryHandlerLevels level)References GetInjuryValue(), m_AnimationChange, m_InjuryAnimDamageValue
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, m_InjuryAnimEnabledReferenced by PlayerBase.OnSyncJuncture()
eInjuryHandlerLevels GetInjuryLevel(float health)References InjuryHandlerThresholds.BADLY_DAMAGED, InjuryHandlerThresholds.DAMAGED, InjuryHandlerThresholds.RUINED
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, InjuryHandlerThresholds.WORNReferenced by CheckValue()
float GetInjuryValue(eInjuryHandlerLevels level)References Error(), InjuryAnimValues.LVL0, InjuryAnimValues.LVL1
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, InjuryAnimValues.LVL2, InjuryAnimValues.LVL3, and InjuryAnimValues.LVL4Referenced by SetInjuryCommandParams()