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override bool | CheckGuardBreak (IDamageSender damageSender) |
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override void | StartGuardBreak () |
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override bool | PreDamageReceive (IDamageSender sender, IDamageReceiver receiver) |
| called before any real damage handling to check if the handling is valid and should continue
for example if a character is currently dodging damage handling can be cancelled here
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override void | OnDamageReceive (DamageEvent e) |
| this is where the main damage handling should take place and damage vectors are assigned
OnDamage is called in the order Sender > Receiver > Damage
for example if a character is wearing protective gear it may reduce the damage value here
this method is called for every damage parameter see DamageEvent for more details
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override void | PostDamageReceive (IDamageSender sender, IDamageReceiver receiver, List< DamageEvent > events) |
| called after alle the damages have been applied
this is a good spot to react to the change of state that has been done by the damages
for example death or destruction if health was reduced to 0 by the damages
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void | StartCritical (SoulsCrittedAction action) |
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void | StartStagger () |
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virtual bool | CheckGuardBreak (IDamageSender damageSender) |
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