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- TECHNICAL LEGEND
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Events and Inputs (API)
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This section details the system's full API: how controls are managed via the health context and how replicated event logic flows.
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1. Inputs (IMC_Health)
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The system uses its own Input Mapping Context called 🟦 IMC_Health. This context manages survival and cooperation actions.
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🟥 IA_Interact: Held interaction action.
- Logic: Holding the button over a downed ally fills an Interaction Bar in the UI.
- Completion: The input does NOT stop bleeding on its own. Only when the bar is 100% full does it trigger the server event 🟪 CES_Reanimation, executing the logic to lift and recover the ally.
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🟥 IA_Heal: Self-healing action.
- Functionality: Calls the client event 🟪 CEOC_Heal.
- Effect: Does not play a complex Montage. It simply generates the visual healing effect and restores the health amount defined in the variable 🟩 Heal.
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2. Damage Reception (Unification)
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To optimize bandwidth and centralize logic, the 🟦 BPC_Health_System discards specific events (PointDamage, RadialDamage) and uses a single entry path.
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🟥 Event AnyDamage: The Damage "Funnel".
- Function: Acts as the sole entry point for any damage source (Shots, Explosions, Falls).
- Advantage: Unifies state validation (Shields, Immunity) and replication into a single logical flow, avoiding code duplication.
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3. System Events (State Machine)
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These events manage critical state changes and their replication.
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- 🟪 CEOC_Downed: Entry point to the "Downed" state.
- Executes on the owning client to manage UI and local movement restrictions before notifying the server.
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- 🟪 CES_Reanimation: Server Event.
- Triggered only when IA_Interact has completed the charge.
- Restores the downed player and returns them to combat state.
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- 🟪 CE_Death: Logical death execution.
- Manages state variables and UI.
- Ragdoll: Physical activation is NOT done via code here. It is delegated to the Anim Notify 🟥 AN_Character_Death included in the Death Montage. This ensures perfect synchronization between animation and physical collapse.
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- 🟪 CES_Respawn: Server Event for respawning.
- Resets vital variables.
- Teleport: Updating the actor's position to the PlayerStart is executed via the Anim Notify 🟥 AN_Character_Respawn within the Respawn Montage, avoiding visual "popping" before the animation ends.
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4. Macros Internas
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🟪 MCR_Update_Actor_Status:
- Macro responsible for temporal state management.
- Defines how long the actor remains in special states (like Immunity after respawn or interactions) before returning to the Standard state.
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Previous Page
PROJECT REQUIREMENTS
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Next Page
DAMAGE AND VISUALS
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