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AreaDamageLoopedDeferred_NoVehicle.c
Go to the documentation of this file.
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class
AreaDamageLoopedDeferred_NoVehicle
:
AreaDamageLoopedDeferred
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{
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override
bool
OnEvaluateDamageEx
(
TriggerInsider
insider,
float
deltaTime
)
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{
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// For case where player is inside vehicle
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if
(insider.
GetObject
().IsMan())
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{
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PlayerBase
playerInsider
=
PlayerBase
.Cast(insider.
GetObject
());
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if
(
playerInsider
.GetCommand_Vehicle())
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return
false
;
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}
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return
super
.OnEvaluateDamageEx(insider,
deltaTime
);
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}
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}
AreaDamageLoopedDeferred_NoVehicle
A particular version of the deferred loop used to not damage players inside vehicles.
Definition
AreaDamageLoopedDeferred_NoVehicle.c:3
AreaDamageLoopedDeferred_NoVehicle::OnEvaluateDamageEx
override bool OnEvaluateDamageEx(TriggerInsider insider, float deltaTime)
Definition
AreaDamageLoopedDeferred_NoVehicle.c:4
AreaDamageLoopedDeferred
Deferred version of AreaDamageLooped.
Definition
AreaDamageLoopedDeferred.c:3
Param3
Definition
EntityAI.c:95
PlayerBase
Definition
PlayerBaseClient.c:2
TriggerInsider
The object which is in a trigger and its metadata.
Definition
Trigger.c:3
TriggerInsider::GetObject
Object GetObject()
Definition
Trigger.c:28
scripts
4_World
Classes
AreaDamage
AreaDamageNew
AreaDamageLoopedDeferred_NoVehicle.c
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1.10.0