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void | Damage (entity targetEnt, entity inflictingEnt, entity attackingEnt, string damageDef, vector damageOrigin, vector damageDir, vector hitLocation) |
| Applies damage to a given entity. More...
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void | RadiusDamage (vector damageCenter, float damageRange, int damageMin, int damageMax, entity attackingEnt, string damageDef) |
| Does damage to all entities within a specified radius with a linear falloff. More...
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void | Obituary (string targetName, string attackerName, string weaponDef, string meansOfDeath) |
| Lets everyone in the game know that something, or something, has passed. More...
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◆ Damage()
void combatAPI_t::Damage |
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entity |
targetEnt, |
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entity |
inflictingEnt, |
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entity |
attackingEnt, |
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string |
damageDef, |
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vector |
damageOrigin, |
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vector |
damageDir, |
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vector |
hitLocation |
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Applies damage to a given entity.
Requires the use of damageDef/entityDef since we're run out of parameters in QuakeC.
- Parameters
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targetEnt | is the entity receiving the damage. |
inflictingEnt | is the entity causing the damage (e.g. a projectile, rocket) |
attackingEnt | is the entity owning up to the damage. |
damageDef | is the damageDef containing all the info, including damage points |
damageOrigin | is the location where the damage comes from. |
damageDir | is the direction the damage is coming from. |
hitLocation | is the final hit location, where the damage is applied. |
◆ Obituary()
void combatAPI_t::Obituary |
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string |
targetName, |
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string |
attackerName, |
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string |
weaponDef, |
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string |
meansOfDeath |
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) |
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Lets everyone in the game know that something, or something, has passed.
- Parameters
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targetName | is the entity that has passed away. |
attackerName | is responsible. Can be empty. |
weaponDef | is the weapon used. Can be empty. |
meansOfDeath | is the additional means. Could mean something extra. |
◆ RadiusDamage()
void combatAPI_t::RadiusDamage |
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vector |
damageCenter, |
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float |
damageRange, |
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int |
damageMin, |
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int |
damageMax, |
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entity |
attackingEnt, |
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string |
damageDef |
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) |
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Does damage to all entities within a specified radius with a linear falloff.
If a negative damageMax value is supplied, then no collision checks will be performed. So radiusDamage calls will not be obstructed by level or entity geometry.
- Parameters
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damageCenter | is the location of the center, at which the wave originates. |
damageRange | is the radius (in game units) of the wave. |
damageMax | is the maximum damage that can be done by this wave. |
damageMin | is the minimum amount of damage done, at the very edge. |
attackingEnt | is the entity owning up to the damage. |
attackingEnt | is the entity owning up to the damage. |
The documentation for this struct was generated from the following file: