PC Stable Documentation
 
All Data Structures Files Functions Variables Typedefs Enumerations Enumerator Macros Modules Pages
Loading...
Searching...
No Matches
ExplosivesBase.c File Reference

Data Structures

class  ExplosiveLight
 

Functions

void ExplosivesBase ()
 
override bool IsExplosive ()
 
override void OnExplosionEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
 
override void EEDelete (EntityAI parent)
 
override void EEKilled (Object killer)
 
override void OnCEUpdate ()
 
override void UnpairRemote ()
 
override void OnPlacementComplete (Man player, vector position="0 0 0", vector orientation="0 0 0")
 
string GetArmSoundset ()
 
string GetDisarmSoundset ()
 
override void InitItemSounds ()
 
protected void CreateLight ()
 
protected void DestroyParticle (Particle p)
 
protected void InitiateExplosion ()
 
protected void OnExplode ()
 
override void SetActions ()
 
override bool IsInventoryVisible ()
 
override bool IsTakeable ()
 
bool IsTimerDetonable ()
 
void Arm ()
 
void OnArmed ()
 
bool CanBeArmed ()
 
void Disarm (bool pWithTool=false)
 
void OnBeforeDisarm ()
 
void OnDisarmed (bool pWithTool)
 
bool CanBeDisarmed ()
 
bool GetArmed ()
 
protected void SetArmed (bool state)
 
override bool CanPutInCargo (EntityAI parent)
 
override bool CanPutIntoHands (EntityAI parent)
 
override bool CanRemoveFromHands (EntityAI parent)
 
bool GetDefused ()
 
protected void SetDefused (bool state)
 
void SetAmmoType (string pAmmoType)
 
void SetAmmoTypes (array< string > pAmmoTypes)
 
void SetParticleExplosion (int particle)
 
void SetParticlePosition (vector local_pos)
 set position for smoke particle - needs to be in Local Space
 
void SetParticleOrientation (vector local_ori)
 
override void OnStoreSave (ParamsWriteContext ctx)
 
override bool OnStoreLoad (ParamsReadContext ctx, int version)
 
void UpdateLED (int pState)
 HELPERS.
 
bool HasLockedTriggerSlots ()
 
void LockTriggerSlots ()
 
void UnlockTriggerSlots ()
 
void LockExplosivesSlots ()
 
void UnlockExplosivesSlots ()
 
void Init ()
 Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
 
static void Cleanup ()
 
void InitSpecificsExplosionEffectForSurface ()
 
void AddExplosionEffectForSurface (string surface, int effectID)
 
int GetParticleExplosionID (string surface)
 

Variables

ExplosiveLight DEFAULT_AMMO_TYPE = "Explosion_NonLethal"
 
protected const string ANIM_PHASE_VISIBILITY = "Visibility"
 
protected bool m_Armed
 
protected bool m_Defused
 
protected ref array< stringm_AmmoTypes
 
protected ref Timer m_DeleteTimer
 
protected ExplosiveLight m_Light
 light

 
protected Particle m_ParticleExplosion
 particle
 
protected ref array< ParticleSourcem_ParticleExplosionArr = {}
 
protected int m_ParticleExplosionId
 
protected vector m_ParticlePosition
 
protected vector m_ParticleOrientation
 
static protected ref map< string, ref map< string, int > > m_TypeToSurfaceParticleIDMap
 

Function Documentation

◆ AddExplosionEffectForSurface()

void AddExplosionEffectForSurface ( string  surface,
int  effectID 
)

◆ Arm()

◆ CanBeArmed()

bool CanBeArmed ( )

◆ CanBeDisarmed()

bool CanBeDisarmed ( )

◆ CanPutInCargo()

override bool CanPutInCargo ( EntityAI  parent)

◆ CanPutIntoHands()

override bool CanPutIntoHands ( EntityAI  parent)

◆ CanRemoveFromHands()

override bool CanRemoveFromHands ( EntityAI  parent)

◆ Cleanup()

static void Cleanup ( )
static

◆ CreateLight()

protected void CreateLight ( )

◆ DestroyParticle()

protected void DestroyParticle ( Particle  p)

References Particle::Stop().

Referenced by EEDelete(), and RefreshParticlesAndSounds().

◆ Disarm()

void Disarm ( bool  pWithTool = false)

References OnDisarmed(), and SetArmed().

◆ EEDelete()

override void EEDelete ( EntityAI  parent)

◆ EEKilled()

override void EEKilled ( Object  killer)

should be called only here to avoid multiple explosion calculations, call SetHealth("","",0.0) instead

References InitiateExplosion(), and UnpairRemote().

◆ ExplosivesBase()

◆ GetArmed()

◆ GetArmSoundset()

string GetArmSoundset ( )

References string::Empty.

Referenced by InitItemSounds().

◆ GetDefused()

bool GetDefused ( )

◆ GetDisarmSoundset()

string GetDisarmSoundset ( )

References string::Empty.

Referenced by InitItemSounds().

◆ GetParticleExplosionID()

int GetParticleExplosionID ( string  surface)

◆ HasLockedTriggerSlots()

bool HasLockedTriggerSlots ( )

◆ Init()

void Init ( )

Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)

pre-init arrays

References GetName(), InitSpecificsExplosionEffectForSurface(), and m_TypeToSurfaceParticleIDMap.

◆ InitiateExplosion()

protected void InitiateExplosion ( )

◆ InitItemSounds()

override void InitItemSounds ( )

◆ InitSpecificsExplosionEffectForSurface()

void InitSpecificsExplosionEffectForSurface ( )

Referenced by Init().

◆ IsExplosive()

override bool IsExplosive ( )

◆ IsInventoryVisible()

override bool IsInventoryVisible ( )

◆ IsTakeable()

override bool IsTakeable ( )

◆ IsTimerDetonable()

bool IsTimerDetonable ( )

◆ LockExplosivesSlots()

void LockExplosivesSlots ( )

◆ LockTriggerSlots()

void LockTriggerSlots ( )

◆ OnArmed()

void OnArmed ( )

Referenced by Arm().

◆ OnBeforeDisarm()

void OnBeforeDisarm ( )

◆ OnCEUpdate()

◆ OnDisarmed()

void OnDisarmed ( bool  pWithTool)

Referenced by Disarm().

◆ OnExplode()

protected void OnExplode ( )

◆ OnExplosionEffects()

override void OnExplosionEffects ( Object  source,
Object  directHit,
int  componentIndex,
string  surface,
vector  pos,
vector  surfNormal,
float  energyFactor,
float  explosionFactor,
bool  isWater,
string  ammoType 
)

◆ OnPlacementComplete()

override void OnPlacementComplete ( Man  player,
vector  position = "0 0 0",
vector  orientation = "0 0 0" 
)

References GetGame(), and SetPosition().

◆ OnStoreLoad()

override bool OnStoreLoad ( ParamsReadContext  ctx,
int  version 
)

References Serializer::Read(), and SetArmed().

◆ OnStoreSave()

override void OnStoreSave ( ParamsWriteContext  ctx)

References m_Armed, and Serializer::Write().

◆ SetActions()

override void SetActions ( )

◆ SetAmmoType()

◆ SetAmmoTypes()

void SetAmmoTypes ( array< string pAmmoTypes)

References m_AmmoTypes.

Referenced by ClaymoreMine::ClaymoreMine(), and SetAmmoType().

◆ SetArmed()

◆ SetDefused()

protected void SetDefused ( bool  state)

References m_Defused.

Referenced by ClaymoreMine::OnDisarmed().

◆ SetParticleExplosion()

◆ SetParticleOrientation()

void SetParticleOrientation ( vector  local_ori)

◆ SetParticlePosition()

void SetParticlePosition ( vector  local_pos)

set position for smoke particle - needs to be in Local Space

References GetPosition, and m_ParticlePosition.

Referenced by ExplosivesBase(), and SmokeGrenadeBase::RDG2SmokeGrenade_ColorBase().

◆ UnlockExplosivesSlots()

void UnlockExplosivesSlots ( )

◆ UnlockTriggerSlots()

void UnlockTriggerSlots ( )

◆ UnpairRemote()

◆ UpdateLED()

void UpdateLED ( int  pState)

HELPERS.

Variable Documentation

◆ ANIM_PHASE_VISIBILITY

protected const string ANIM_PHASE_VISIBILITY = "Visibility"

◆ DEFAULT_AMMO_TYPE

ExplosiveLight DEFAULT_AMMO_TYPE = "Explosion_NonLethal"

Referenced by ExplosivesBase().

◆ m_AmmoTypes

◆ m_Armed

protected bool m_Armed

Referenced by GetArmed(), OnStoreSave(), and SetArmed().

◆ m_Defused

protected bool m_Defused

Referenced by GetDefused(), and SetDefused().

◆ m_DeleteTimer

◆ m_Light

protected ExplosiveLight m_Light

light

◆ m_ParticleExplosion

protected Particle m_ParticleExplosion

particle

Referenced by EEDelete(), OnExplode(), and OnExplosionEffects().

◆ m_ParticleExplosionArr

protected ref array<ParticleSource> m_ParticleExplosionArr = {}

Referenced by EEDelete(), and OnExplosionEffects().

◆ m_ParticleExplosionId

protected int m_ParticleExplosionId

◆ m_ParticleOrientation

protected vector m_ParticleOrientation

◆ m_ParticlePosition

protected vector m_ParticlePosition

◆ m_TypeToSurfaceParticleIDMap

protected ref map<string, ref map<string, int> > m_TypeToSurfaceParticleIDMap
static