A summation of weapon (Tool
) discharge.
An encapsulation of a projectile event that records sufficient historical information about the interaction of weapons discharge and a target to the point that the original event might be reconstructed.
An encapsulation of a projectile event that records sufficient historical information about the interaction of weapons discharge and a target to the point that the original event might be reconstructed. Reenacting the calculations of this entry should always produce the same values.
how the projectile hit was executed
the original projectile
what the projectile hit
the kind of damage model to which the target
is/was subject
where the projectile hit
the sequence timing when the projectile hit the target
An Enumeration
of outcomes regarding what actually happened to the projectile.
An Enumeration
of all the projectile types in the game, paired with their object id as the Value
.
A summation of weapon (
Tool
) discharge.an explanation of the damage that can be performed by this discharge
the weapon that caused this discharge
the current fire mode of the tool used
the agency that caused the weapon to produce this projectile; most often a player (
PlayerSource
)an object ID that refers to the method of death that would be reported; usually the same as
tool_def.ObjectId
; if not, then it is a type of vehicle (and owner should have a positiveseated
field)where the projectile started
in which direction the projectile was aimed when it was discharged
when the weapon discharged was recorded; defaults to
System.nanoTime
ProjectileDefinition
ToolDefinition
FireModeDefinition
SourceEntry
PlayerSource