UGameplayRules¶
#include <GameplayRules.h>
Inherits from UActorComponent
Public Functions¶
Name | |
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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