Contents
Package com.hypixel.hytale.server.core.modules.entity.damage
package com.hypixel.hytale.server.core.modules.entity.damage
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ClassDescriptionA wrapper around a damage event.Camera EffectA damage source that represents a command senderA damage source that contains an affiliated entityA damage source that is caused by the environment, such as block explosions.ParticlesAn entity damage source that also includes the affiliated projectile entity.Sound EffectInformation about the source of a damage event.Systems to support
DamageCalculatorA damage sequence tracker for damage calculation.A sequence of hits for damage calculation.A system that modifies damage based on the damage sequence.Represents a cause of damage in the game.An event system that is called to process a damage event.Deprecated.Classifies aDamage.Source: a direct hit from an attacking entity, a tick from an entity effect or other recurring source, or neither.Systems for handling and processing damage to entities.An entity ticking system that handles the final step of damage processing.An entity ticking system that plays any effects for damage withDamage.IMPACT_PARTICLES.An entity ticking system that plays any effects for damage withDamage.IMPACT_SOUND_EFFECT.Deprecated.Move to modifiersDeprecated.Move to modifiersA delayed entity system that tracks the block material and fluid at each entity's breathing height.A system that handles applying damage to an entity if the entity has run out of oxygen.An entity ticking system that handles applying fall damage to NPC entities.We have both FallDamagePlayers and FallDamageNPCs because player movement is client authoritative so we need to handle things differently and use the input queue.A DamageEventSystem that cancels damage for NPCs when the GameplayConfig dictates soA DamageEventSystem that cancels damage for players when the GameplayConfig dictates soAn entity ticking system that cancels damage events on unkillable entities.Deprecated.This is a hack to modify knockback on NPCs/players before the physics rework unifies bothAn entity ticking system that handles displaying the hit animations to damaged entities.A ref change system that reprocesses an entity's breathing state when anInvulnerablecomponent is added, set, or removed.A delayed entity system that handles applying out of world damage to entities that are below the world.A damage event system that handles damage filtering for player entities.An entity ticking system that handles displaying hit indicators upon damage dealt to a player entity.An entity ticking system that updatesDamageDataComponentwith the last combat time for any entities involved in combat.Deprecated.Move to modifiersAn entity ticking system that keeps track of the last time that damage was received.Deprecated.Move to modifiersA component that is added to entities when they have died.A class that contains all death-related systems, for handling death logic, item drops, etc.Removes all entity effects from dead entities.An on-death system that ensures the health of the killed entity has depleted.An on-death death system that clears interactions running on now dead entities.Remove entity corpses once the corpse removal timer has finished ticking, or instantly if there isn't a timer.Plays the death animation on entities that die.An on-death system that handles dropping items for players.An on-death system that displays a message in the kill feed when an entity dies.A ref change system used by death-related systems to reduce boilerplateAn on-death system that displays a death marker on map when the player dies.An on-death system that resolves a dying player's death flow: when the world resolves a death gamemode type (itsDeathConfigor the server-wide default), the player respawns in place and enters it, with the death screen shown first when the type setsDeathScreenMessage.An on-death system that configures whether players drop items based on aGameplayConfigsetting.An on-death system that is called upon the death if a player.An on-death system that runs interactions, if configured, for entities that die.Plays the death animation for entities that spawn dead.An on-death system that stops voice transmission when a player dies.Ticks the corpse removal timer on entities that are dead.When present on an entity with theDeathComponent, this will delay the removal of the corpse by the amount of time specified during its creation.Respawn SystemsClear Entity Effects Respawn SystemClear Interactions Respawn SystemOn Respawn SystemRe-enable Voice On Respawn SystemReset Player Respawn SystemReset Stats Respawn System