22 using DifficultyRandomization =
23 ::SharedTypes::v1_26_50::ImpactDamageSubcomponentDefinition::DifficultyRandomization;
28 ::ll::TypedStorage<4, 8, ::FloatRange> mProjectileDamage;
29 ::ll::TypedStorage<4, 4, ::ActorType> mFilter;
30 ::ll::TypedStorage<1, 1, bool> mCatchFire;
31 ::ll::TypedStorage<1, 1, bool> mSpreadFire;
32 ::ll::TypedStorage<1, 1, bool> mChanneling;
33 ::ll::TypedStorage<1, 1, bool> mKnockback;
34 ::ll::TypedStorage<1, 1, ::SharedTypes::v1_26_50::ImpactDamageSubcomponentDefinition::DifficultyRandomization>
35 mDifficultyRandomization;
36 ::ll::TypedStorage<1, 1, bool> mCeilPreCriticalDamage;
37 ::ll::TypedStorage<1, 1, bool> mDestroyOnHit;
38 ::ll::TypedStorage<1, 1, bool> mRegisterLastHurtRequiresDamage;
39 ::ll::TypedStorage<1, 1, bool> mDestroyOnHitRequiresDamage;
40 ::ll::TypedStorage<1, 1, bool> mApplyKnockbackToBlockingTargets;
41 ::ll::TypedStorage<4, 4, int> mMaxCriticalDamage;
42 ::ll::TypedStorage<4, 4, int> mMinCriticalDamage;
43 ::ll::TypedStorage<4, 4, float> mPowerMultiplier;
55 virtual char const* getName()
const ;