rott/kf_sources/AcediaCore/Classes/HealthGameplayAPI.uc
2026-07-14 20:27:09 +07:00

63 lines
2.4 KiB
Ucode

/**
* Author: dkanus
* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
* License: GPL
* Copyright 2022-2024 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class HealthGameplayAPI extends AcediaObject
abstract;
var protected Health_OnDamage_Signal onDamageSignal;
protected function Constructor() {
onDamageSignal = Health_OnDamage_Signal(_.memory.Allocate(class'Health_OnDamage_Signal'));
}
protected function Finalizer() {
_.memory.Free(onDamageSignal);
onDamageSignal = none;
}
/// Signal that will be emitted whenever a pawn takes damage.
///
/// # Signal signature
///
/// void <slot>(EPawn target, EPawn instigator, HashTable damageData)
///
/// Parameter [`target`] refers to the pawn that took damage and
/// [`instigator`] to the pawn responsible for dealing damage.
/// [`damageData`] parameter stores arbitrary data that describes the damage
/// dealt in detail.
/// Exact stored values can differ based on the implementation, but any
/// implementation must support at least 4 values:
///
/// * *damage* - [`int`] value representing amount of damage [`target`]
/// will be dealt;
/// * *originalDamage* - originally intended damage for [`target`], before other
/// event handlers altered *damage* value (you shouldn't modify this value);
/// * *hitLocation* - [`Vector`] that describes the point of contact with
/// whatever dealt this damage;
/// * *momentum* - [`Vector`] value describing momentum transferred to
/// [`target`] as a result of the damage dealt.
/* SIGNAL */
public function Health_OnDamage_Slot OnDamage(AcediaObject receiver) {
return Health_OnDamage_Slot(onDamageSignal.NewSlot(receiver));
}
defaultproperties {
}