# PSF-LoginServer - master - net.psforever.objects.ballistics
PSF - LoginServer - master - net.psforever.objects.ballistics
Keywords: PSF LoginServer master net.psforever.objects.ballistics

PSF-LoginServer - master < Back
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# Packages

-  package root
  Definition Classes
    root
-  package net
  Definition Classes
    root
-  package psforever
  Definition Classes
    net
-  package objects
  Definition Classes
    psforever
-  package avatar
  Definition Classes
    objects
-  package ballistics
  Definition Classes
    objects
- AggravatedDamage
- AggravatedInfo
- AggravatedTiming
- ChargeDamage
- DeployableSource
- NonvitalDefinition
- ObjectSource
- PlayerSource
- Projectile
- ProjectileQuality
- Projectiles
- SameAsQuality
- SourceEntry
- VehicleSource
-  package ce
  Definition Classes
    objects
-  package definition
  Definition Classes
    objects
-  package entity
  Definition Classes
    objects
-  package equipment
  Definition Classes
    objects
-  package geometry
  Definition Classes
    objects
-  package guid
  Definition Classes
    objects
-  package inventory
  Definition Classes
    objects
-  package loadouts
  Definition Classes
    objects
-  package locker
  Definition Classes
    objects
-  package serverobject
  Definition Classes
    objects
-  package teamwork
  Definition Classes
    objects
-  package vehicles
  Definition Classes
    objects
-  package vital
  Definition Classes
    objects
-  package zones
  Definition Classes
    objects

p

net.psforever.objects

# ballistics

#### package ballistics


Ordering

1. Alphabetic

Visibility

1. Public
2. Protected

### Type Members

1.  final case class AggravatedDamage (info: List[AggravatedInfo], effect_type: Aura, timing: AggravatedTiming, max_factor: Float, cumulative_damage_degrade: Boolean, vanu_aggravated: Boolean, targets: List[TargetValidation]) extends Product with Serializable

   Information related to the aggravated damage.

   Information related to the aggravated damage.

   info

     the specific kinds of aggravation damage available

   effect_type

     what effect is exhibited by this aggravated damage

   timing

     the timing for the damage application

   max_factor

     na (if the target is a mechanized assault exo-suit?)

   cumulative_damage_degrade

     na (can multiple instances of this type of aggravated damage apply to the same target at once?)

   vanu_aggravated

     na (search me)

   targets

     validation information indicating whether a certain entity is applicable for aggravation

2.  final case class AggravatedInfo (damage_type: vital.base.DamageType.Value, degradation_percentage: Float, infliction_rate: Long) extends Product with Serializable

   Aggravation damage has components that are mainly divided by the `DamageType` they inflict.

   Aggravation damage has components that are mainly divided by the `DamageType` they inflict. Only `Direct` and `Splash` are valid damage types, however.

   damage_type

     the type of damage

   degradation_percentage

     by how much the damage is degraded

   infliction_rate

     how often the damage is inflicted (ms)

3.  final case class AggravatedTiming (duration: Long, ticks: Option[Int]) extends Product with Serializable

   In what manner of pacing the aggravated damage ticks are applied.

   In what manner of pacing the aggravated damage ticks are applied.

   duration

     for how long the over-all effect is applied

   ticks

     a custom number of damage applications, as opposed to whatever calculations normally estimate the number of applications

4.  final case class ChargeDamage (effect_count: Int, min: StandardDamageProfile) extends Product with Serializable
5.  final case class DeployableSource (obj_def: ObjectDefinition with DeployableDefinition, faction: types.PlanetSideEmpire.Value, health: Int, shields: Int, ownerName: String, position: Vector3, orientation: Vector3) extends SourceEntry with Product with Serializable
6.  class NonvitalDefinition extends ObjectDefinition with ResistanceProfileMutators with VitalityDefinition

   A wrapper for a definition that does not represent a `Vitality` object.

7.  final case class ObjectSource (obj: PlanetSideGameObject, faction: types.PlanetSideEmpire.Value, position: Vector3, orientation: Vector3, velocity: Option[Vector3]) extends SourceEntry with Product with Serializable
8.  final case class PlayerSource (name: String, char_id: Long, obj_def: AvatarDefinition, faction: types.PlanetSideEmpire.Value, exosuit: types.ExoSuitType.Value, seated: Boolean, health: Int, armor: Int, position: Vector3, orientation: Vector3, velocity: Option[Vector3], crouching: Boolean, jumping: Boolean, modifiers: ResistanceProfile) extends SourceEntry with Product with Serializable
9.  final case class Projectile (profile: ProjectileDefinition, tool_def: ToolDefinition, fire_mode: FireModeDefinition, owner: SourceEntry, attribute_to: Int, shot_origin: Vector3, shot_angle: Vector3, shot_velocity: Option[Vector3], quality: ProjectileQuality = ProjectileQuality.Normal, id: Long = Projectile.idGenerator.getAndIncrement(), fire_time: Long = System.currentTimeMillis()) extends PlanetSideGameObject with Product with Serializable

   A summation of weapon discharge.

   A summation of weapon discharge.

   profile

     an explanation of the damage that can be performed by this discharge

   tool_def

     the weapon that caused this discharge

   fire_mode

     the current fire mode of the tool used

   owner

     the agency that caused the weapon to produce this projectile; most often a player (`PlayerSource`)

   attribute_to

     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 positive `seated` field)

   shot_origin

     where the projectile started

   shot_angle

     in which direction the projectile was aimed when it was discharged

   shot_velocity

     the initial velocity coordinates of the projectile according to its world directions

   quality

     na

   id

     an exclusive identifier for this projectile; normally generated internally, but can be manually set (for modifying a continuous projectile reference)

   fire_time

     when the weapon discharged was recorded; defaults to `System.currentTimeMillis()`

   See also

     `ProjectileDefinition`

     `ToolDefinition`

     `FireModeDefinition`

     `SourceEntry`

     `PlayerSource`

10.  sealed trait ProjectileQuality extends AnyRef

    Projectile quality is an external aspect of projectiles that is not dependent on hard-coded definitions of the entities used to compose the projectile such as the knowlegde of the emitting `Tool` (weapon).

    Projectile quality is an external aspect of projectiles that is not dependent on hard-coded definitions of the entities used to compose the projectile such as the knowlegde of the emitting `Tool` (weapon). A flag or a damage modifier, depending on use. To the extent that it can be used as a numeric modifier, insists on defining a numeric modifier component rather to what it is trying to express. That numeric modifier does not have to be used for anything.

11.  sealed trait SameAsQuality extends ProjectileQuality

    Implement the numeric modifier with the value as one.

12.  trait SourceEntry extends WorldEntity
13.  final case class VehicleSource (obj_def: VehicleDefinition, faction: types.PlanetSideEmpire.Value, health: Int, shields: Int, position: Vector3, orientation: Vector3, velocity: Option[Vector3], modifiers: ResistanceProfile) extends SourceEntry with Product with Serializable

### Value Members

1.  object AggravatedDamage extends Serializable
2.  object AggravatedTiming extends Serializable
3.  object DeployableSource extends Serializable
4.  object NonvitalDefinition
5.  object ObjectSource extends Serializable
6.  object PlayerSource extends Serializable
7.  object Projectile extends Serializable
8.  object ProjectileQuality
9.  object Projectiles extends Enumeration

   An `Enumeration` of all the projectile types in the game, paired with their object id as the `Value`.

10.  object SourceEntry
11.  object VehicleSource extends Serializable

### Ungrouped