#include <Damage.h>
Inherits Snapshot.
Damage into outputs
Definition at line 311 of file Damage.h.
◆ DamageInfoOutput()
| DamageInfoOutput::DamageInfoOutput |
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void | | ) |
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inline |
◆ crc()
| virtual void DamageInfoOutput::crc |
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Xfer * | xfer | ) |
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inlineprotectedvirtual |
run the "light" crc check on this data structure
Implements Snapshot.
Definition at line 343 of file Damage.h.
◆ loadPostProcess()
| virtual void DamageInfoOutput::loadPostProcess |
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void | | ) |
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inlineprotectedvirtual |
post process phase for loading save games. All save systems have their xfer run using XferLoad mode, and then all systems each have their post process run
Implements Snapshot.
Definition at line 345 of file Damage.h.
◆ xfer()
| void DamageInfoOutput::xfer |
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Xfer * | xfer | ) |
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protectedvirtual |
◆ m_actualDamageClipped
| Real DamageInfoOutput::m_actualDamageClipped |
(see comment for m_actualDamageDealt)
Definition at line 337 of file Damage.h.
◆ m_actualDamageDealt
| Real DamageInfoOutput::m_actualDamageDealt |
m_actualDamageDealt is the damage we tried to apply to object (after multipliers and such). m_actualDamageClipped is the value of m_actualDamageDealt, but clipped to the max health remaining of the obj. example: a mammoth tank fires a round at a small tank, attempting 100 damage. the small tank has a damage multiplier of 50%, meaning that only 50 damage is applied. furthermore, the small tank has only 30 health remaining. so: m_actualDamageDealt = 50, m_actualDamageClipped = 30.
this distinction is useful, since visual fx really wants to do the fx for "50 damage", even though it was more than necessary to kill this object; game logic, on the other hand, may want to know the "clipped" damage for ai purposes.
Definition at line 336 of file Damage.h.
◆ m_noEffect
| Bool DamageInfoOutput::m_noEffect |
The documentation for this class was generated from the following files:
- Code/GameEngine/Include/GameLogic/Damage.h
- Code/GameEngine/Source/GameLogic/System/Damage.cpp