Table of Contents

Struct AttackCollisionData

Namespace
TaleWorlds.MountAndBlade
Assembly
TaleWorlds.MountAndBlade.dll
[EngineStruct("Attack_collision_data", false)]
public struct AttackCollisionData
Inherited Members
Extension Methods

Fields

AbsorbedByArmor

[CustomEngineStructMemberData(true)]
public int AbsorbedByArmor

Field Value

int

BaseMagnitude

[CustomEngineStructMemberData(true)]
public float BaseMagnitude

Field Value

float

InflictedDamage

[CustomEngineStructMemberData(true)]
public int InflictedDamage

Field Value

int

IsShieldBroken

[CustomEngineStructMemberData(true)]
public bool IsShieldBroken

Field Value

bool

MovementSpeedDamageModifier

[CustomEngineStructMemberData(true)]
public float MovementSpeedDamageModifier

Field Value

float

SelfInflictedDamage

[CustomEngineStructMemberData(true)]
public int SelfInflictedDamage

Field Value

int

Properties

AffectorWeaponSlotOrMissileIndex

public int AffectorWeaponSlotOrMissileIndex { get; }

Property Value

int

AttackBlockedWithShield

public bool AttackBlockedWithShield { get; }

Property Value

bool

AttackBoneIndex

public sbyte AttackBoneIndex { get; }

Property Value

sbyte

AttackDirection

public Agent.UsageDirection AttackDirection { get; }

Property Value

Agent.UsageDirection

AttackProgress

public float AttackProgress { get; }

Property Value

float

AttackerStunPeriod

public float AttackerStunPeriod { get; set; }

Property Value

float

ChargeVelocity

public float ChargeVelocity { get; }

Property Value

float

CollidedWithShieldOnBack

public bool CollidedWithShieldOnBack { get; }

Property Value

bool

CollisionBoneIndex

public sbyte CollisionBoneIndex { get; }

Property Value

sbyte

CollisionDistanceOnWeapon

public float CollisionDistanceOnWeapon { get; }

Property Value

float

CollisionGlobalNormal

public Vec3 CollisionGlobalNormal { get; }

Property Value

Vec3

CollisionGlobalPosition

public Vec3 CollisionGlobalPosition { get; }

Property Value

Vec3

CollisionHitResultFlags

public CombatHitResultFlags CollisionHitResultFlags { get; }

Property Value

CombatHitResultFlags

CollisionResult

public CombatCollisionResult CollisionResult { get; }

Property Value

CombatCollisionResult

CorrectSideShieldBlock

public bool CorrectSideShieldBlock { get; }

Property Value

bool

DamageType

public int DamageType { get; }

Property Value

int

DefenderStunPeriod

public float DefenderStunPeriod { get; set; }

Property Value

float

EntityExists

public bool EntityExists { get; }

Property Value

bool

FallSpeed

public float FallSpeed { get; }

Property Value

float

IsAlternativeAttack

public bool IsAlternativeAttack { get; }

Property Value

bool

IsColliderAgent

public bool IsColliderAgent { get; }

Property Value

bool

IsFallDamage

public bool IsFallDamage { get; }

Property Value

bool

IsHorseCharge

public bool IsHorseCharge { get; }

Property Value

bool

IsMissile

public bool IsMissile { get; }

Property Value

bool

MissileBlockedWithWeapon

public bool MissileBlockedWithWeapon { get; }

Property Value

bool

MissileGoneOutOfBorder

public bool MissileGoneOutOfBorder { get; }

Property Value

bool

MissileGoneUnderWater

public bool MissileGoneUnderWater { get; }

Property Value

bool

MissileHasPhysics

public bool MissileHasPhysics { get; }

Property Value

bool

MissileStartingBaseSpeed

public float MissileStartingBaseSpeed { get; }

Property Value

float

MissileStartingPosition

public Vec3 MissileStartingPosition { get; }

Property Value

Vec3

MissileTotalDamage

public float MissileTotalDamage { get; }

Property Value

float

MissileVelocity

public Vec3 MissileVelocity { get; }

Property Value

Vec3

PhysicsMaterialIndex

public int PhysicsMaterialIndex { get; }

Property Value

int

StrikeType

public int StrikeType { get; }

Property Value

int

ThrustTipHit

public bool ThrustTipHit { get; }

Property Value

bool

VictimAgentCurVelocity

public Vec3 VictimAgentCurVelocity { get; }

Property Value

Vec3

VictimHitBodyPart

public BoneBodyPartType VictimHitBodyPart { get; }

Property Value

BoneBodyPartType

WeaponBlowDir

public Vec3 WeaponBlowDir { get; }

Property Value

Vec3

WeaponRotUp

public Vec3 WeaponRotUp { get; }

Property Value

Vec3

Methods

GetAttackCollisionDataForDebugPurpose(bool, bool, bool, bool, bool, bool, bool, bool, bool, bool, bool, bool, CombatCollisionResult, int, int, int, sbyte, BoneBodyPartType, sbyte, UsageDirection, int, CombatHitResultFlags, float, float, float, float, float, float, float, float, Vec3, Vec3, Vec3, Vec3, Vec3, Vec3, Vec3)

public static AttackCollisionData GetAttackCollisionDataForDebugPurpose(bool _attackBlockedWithShield, bool _correctSideShieldBlock, bool _isAlternativeAttack, bool _isColliderAgent, bool _collidedWithShieldOnBack, bool _isMissile, bool _isMissileBlockedWithWeapon, bool _missileHasPhysics, bool _entityExists, bool _thrustTipHit, bool _missileGoneUnderWater, bool _missileGoneOutOfBorder, CombatCollisionResult collisionResult, int affectorWeaponSlotOrMissileIndex, int StrikeType, int DamageType, sbyte CollisionBoneIndex, BoneBodyPartType VictimHitBodyPart, sbyte AttackBoneIndex, Agent.UsageDirection AttackDirection, int PhysicsMaterialIndex, CombatHitResultFlags CollisionHitResultFlags, float AttackProgress, float CollisionDistanceOnWeapon, float AttackerStunPeriod, float DefenderStunPeriod, float MissileTotalDamage, float MissileInitialSpeed, float ChargeVelocity, float FallSpeed, Vec3 WeaponRotUp, Vec3 _weaponBlowDir, Vec3 CollisionGlobalPosition, Vec3 MissileVelocity, Vec3 MissileStartingPosition, Vec3 VictimAgentCurVelocity, Vec3 GroundNormal)

Parameters

_attackBlockedWithShield bool
_correctSideShieldBlock bool
_isAlternativeAttack bool
_isColliderAgent bool
_collidedWithShieldOnBack bool
_isMissile bool
_isMissileBlockedWithWeapon bool
_missileHasPhysics bool
_entityExists bool
_thrustTipHit bool
_missileGoneUnderWater bool
_missileGoneOutOfBorder bool
collisionResult CombatCollisionResult
affectorWeaponSlotOrMissileIndex int
StrikeType int
DamageType int
CollisionBoneIndex sbyte
VictimHitBodyPart BoneBodyPartType
AttackBoneIndex sbyte
AttackDirection Agent.UsageDirection
PhysicsMaterialIndex int
CollisionHitResultFlags CombatHitResultFlags
AttackProgress float
CollisionDistanceOnWeapon float
AttackerStunPeriod float
DefenderStunPeriod float
MissileTotalDamage float
MissileInitialSpeed float
ChargeVelocity float
FallSpeed float
WeaponRotUp Vec3
_weaponBlowDir Vec3
CollisionGlobalPosition Vec3
MissileVelocity Vec3
MissileStartingPosition Vec3
VictimAgentCurVelocity Vec3
GroundNormal Vec3

Returns

AttackCollisionData

SetCollisionBoneIndexForAreaDamage(sbyte)

public void SetCollisionBoneIndexForAreaDamage(sbyte boneIndex)

Parameters

boneIndex sbyte

UpdateCollisionPositionAndBoneForReflect(int, Vec3, sbyte)

public void UpdateCollisionPositionAndBoneForReflect(int inflictedDamage, Vec3 position, sbyte boneIndex)

Parameters

inflictedDamage int
position Vec3
boneIndex sbyte

This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).