#include <AbilityState.hpp>
◆ accumDamage
| float AbilityState::accumDamage = 0 |
◆ level
| int AbilityState::level = 0 |
◆ pendingLevel1
| bool AbilityState::pendingLevel1 = false |
◆ pendingLevel2
| bool AbilityState::pendingLevel2 = false |
◆ primary
◆ primaryActive
| bool AbilityState::primaryActive = false |
◆ primaryChoices
◆ primaryCooldown
| float AbilityState::primaryCooldown = 0.0f |
◆ recallMarkerGravityFlipped
| bool AbilityState::recallMarkerGravityFlipped = false |
◆ recallMarkerPosition
| glm::vec3 AbilityState::recallMarkerPosition {0.0f} |
◆ recallMarkerSet
| bool AbilityState::recallMarkerSet = false |
◆ secondary
◆ secondaryActive
| bool AbilityState::secondaryActive = false |
◆ secondaryChoices
◆ secondaryCooldown
| float AbilityState::secondaryCooldown = 0.0f |
◆ wallhackTimer
| float AbilityState::wallhackTimer = 0.0f |
Wallhack reveal: seconds remaining of the see-through-walls effect.
Set by WallhackAbility, ticked down by the ability system, replicated to the client (which flags enemies for the red chams pass while > 0).
The documentation for this struct was generated from the following file: