UGameplayRules¶
#include <GameplayRules.h>
Inherits from UActorComponent
Public Functions¶
| Name | |
|---|---|
| bool | ApplyDamageConditions(AActor * HitActor, const FDamageTakenEvent & DamageEvent) |
| [[EAttackerBlockedPolicy]] | GetAttackerBlockedPolicy([[EAttackerBlockedPolicy]] InAttackerBlockedPolicy, ATBLCharacter * AttackingCharacter, ATBLCharacter * DefendingCharacter, AInventoryItem * AttackingItem, AInventoryItem * DefendingItem, bool bSameAttackClash) |
| [[EComboTimingPolicy]] | GetComboTimingPolicy([[EComboTimingPolicy]] InComboTimingPolicy, ATBLCharacter * Character, FName CombatState, const FAttackInfo & PrevAttack, const FAttackInfo & NextAttack) |
| [[ECrowdControlVariant]] | GetCrowdControlVariant([[ECrowdControlVariant]] InCrowdControlVariant, AActor * HitActor, FName CombatState, TSubclassOf< AInventoryItem > InventoryItemClass, FName AbilityName, UAttackType * AttackType, bool IsOnHorse) |
| [[EDefenderBlockedPolicy]] | GetDefenderBlockedPolicy(bool & bShouldDisarm, [[EDefenderBlockedPolicy]] InDefenderBlockedPolicy, ATBLCharacter * AttackingCharacter, ATBLCharacter * DefendingCharacter, AInventoryItem * AttackingItem, AInventoryItem * DefendingItem, bool bProjectileAttack, bool bSameAttackClash, bool bWasBlockedWithParryForgivenessWindow) |
| FVector | GetDisarmImpulse(const AInventoryItem * AttackerItem, const FVector HitDirection) const |
| FGoreEvent | GetGoreEventOnDamage(const FDamageTakenEvent & DamageTakenEvent, bool bIsRagdollHit, bool bShouldApplyConditions) |
| float | GetRangedInaccuracy(AInventoryItem * Projectile) |
| bool | IsBlocking(const ATBLCharacter * Character, FName AttackName, FName CombatState, ATBLCharacter * AttackingCharacter) const |
| bool | IsValidSelfInflictedDamageSource(UDamageSource * DamageSource) |
| void | OnDamageTaken([[EOnHitEffect]] & OutHitEffect, [[ECrowdControlVariant]] & OutCrowdControlVariant, [[EOnHitEffect]] InHitEffect, [[ECrowdControlVariant]] InCrowdControlVariant, AActor * HitActor, const FDamageTakenEvent & DamageEvent, FName AttackName, AInventoryItem * AttackingItem, UAttackType * AttackType) |
| bool | OnParryBreak(ATBLCharacter * AttackingCharacter, ATBLCharacter * DefendingCharacter, AInventoryItem * AttackingItem, AInventoryItem * DefendingItem) |
| void | OnProjectileHit([[EOnProjectileHitEffect]] & OutHitEffect, float & OutBounceVelocityModifier, AInventoryItem * Projectile, [[EOnProjectileHitEffect]] InHitEffect, const [[FHitResult]] & InHitResult, float InBounceVelocityModifier) |
| bool | ShouldAttackBeCountered(const ATBLCharacter * HitCharacter, ATBLCharacter * AttackingCharacter, AInventoryItem * AttackingItem, AInventoryItem * DefenderItem) const |
| bool | ShouldBlockSameAttack(ATBLCharacter * AttackingCharacter, ATBLCharacter * DefendingCharacter) const |
| bool | ShouldComboCancelQueue(FName CombatState, const FAttackInfo & Attack) |
| bool | ShouldGotoDowned(AActor * Target, AActor * Initiator, FName AbilityName, AInventoryItem * InventoryItem, UDamageSource * DamageType, const FDamageTakenEvent & DamageTakenEvent) |
| bool | ShouldPlayDamageTaken(const FDamageTakenEvent & DamageTakenEvent) |
| bool | ShouldScoreKill(AController * Killer, AController * Killed, const FDeathDamageTakenEvent & DamageEvent) |
| bool | ShouldStartActiveRiposteWindow(ATBLCharacter * Character) |
| bool | ShouldStartCounterWindow(ATBLCharacter * Character) |
| bool | ShouldStartProjectileCounterWindow(ATBLCharacter * Character) |
| bool | TutorialCanDamage(ATBLCharacter * InitiatorCharacter, AActor * TargetActor) |
| UGameplayRules() | |
| float | UpdateAimPenalty(float DeltaSeconds, const TArray< FAimPenalty > & AimPenalties) |
Protected Attributes¶
| Name | |
|---|---|
| float | AimPenalty |
Updated on 2025-01-21 at 09:02:24 +0100