◆ alive
| bool EnemyWorldHealthBar::EnemyState::alive = true |
◆ displayHp
| int EnemyWorldHealthBar::EnemyState::displayHp = 100 |
◆ displaySh
| int EnemyWorldHealthBar::EnemyState::displaySh = 0 |
◆ hp
| int EnemyWorldHealthBar::EnemyState::hp = 100 |
◆ initialized
| bool EnemyWorldHealthBar::EnemyState::initialized = false |
Distinguishes "first time we've seen this enemy" from "took damage".
◆ liveHp
| float EnemyWorldHealthBar::EnemyState::liveHp = 1.f |
◆ liveSh
| float EnemyWorldHealthBar::EnemyState::liveSh = 0.f |
◆ maxHp
| int EnemyWorldHealthBar::EnemyState::maxHp = 100 |
◆ maxSh
| int EnemyWorldHealthBar::EnemyState::maxSh = 100 |
◆ name
| std::string EnemyWorldHealthBar::EnemyState::name |
◆ sh
| int EnemyWorldHealthBar::EnemyState::sh = 0 |
◆ showTimer
| float EnemyWorldHealthBar::EnemyState::showTimer = 0.f |
Seconds remaining to display this enemy's bar before it fades to transparent.
Refreshed each time the enemy takes damage or the local player damages them; counts down every frame otherwise. Bars only render while > 0.
◆ trailHp
| float EnemyWorldHealthBar::EnemyState::trailHp = 1.f |
◆ trailHpHold
| float EnemyWorldHealthBar::EnemyState::trailHpHold = 0.f |
◆ trailSh
| float EnemyWorldHealthBar::EnemyState::trailSh = 0.f |
◆ trailShHold
| float EnemyWorldHealthBar::EnemyState::trailShHold = 0.f |
◆ worldX
| float EnemyWorldHealthBar::EnemyState::worldX = 0.f |
◆ worldY
| float EnemyWorldHealthBar::EnemyState::worldY = 0.f |
◆ worldZ
| float EnemyWorldHealthBar::EnemyState::worldZ = 0.f |
The documentation for this struct was generated from the following file: