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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Data structure that stores an instigator and related data, such as positions and targets Games can subclass this structure and add game-specific information It is passed throughout effect execution so it is a great place to track transient information about an execution. More...
Public Member Functions | |
Functions | |
| FGameplayEffectContext_HitResponse & | opAssign (FGameplayEffectContext_HitResponse Other) |
Public Attributes | |
GameplayEffectContext_HitResponse | |
| TSubclassOf< UWeaponDefinition > | WeaponUsed |
| bool | CanBeParried |
| bool | CanBeDeflected |
| FVector | AttackLinearVelocity |
| FGameplayTag | SourceDirection |
| FGameplayTag | SourceAttackDirection |
| FGameplayTag | Impact |
| TMap< FGameplayTag, float32 > | MultiplierDamages |
| float32 | MultiplierSuperArmor |
| float32 | BowStretch |
| TSubclassOf< UKnockbackData > | CustomKnockbackData |
| TSubclassOf< UAttackMeleeConfig > | AttackConfig |
Data structure that stores an instigator and related data, such as positions and targets Games can subclass this structure and add game-specific information It is passed throughout effect execution so it is a great place to track transient information about an execution.
| FGameplayEffectContext_HitResponse & opAssign | ( | FGameplayEffectContext_HitResponse | Other | ) |
| TSubclassOf<UAttackMeleeConfig> AttackConfig |
| FVector AttackLinearVelocity |
| float32 BowStretch |
| bool CanBeDeflected |
| bool CanBeParried |
| TSubclassOf<UKnockbackData> CustomKnockbackData |
| FGameplayTag Impact |
| TMap<FGameplayTag,float32> MultiplierDamages |
| float32 MultiplierSuperArmor |
| FGameplayTag SourceAttackDirection |
| FGameplayTag SourceDirection |
| TSubclassOf<UWeaponDefinition> WeaponUsed |