8 SetVisibleDuringDaylight(
false);
11 SetFlareVisible(
false);
12 SetAmbientColor(1.0, 1.0, 0.3);
13 SetDiffuseColor(1.0, 1.0, 0.3);
15 SetDisableShadowsWithinRadius(-1);
47 super.OnExplosionEffects(source, directHit, componentIndex, surface, pos, surfNormal, energyFactor, explosionFactor, isWater, ammoType);
52 if (GetHierarchyParent())
54 parent = GetHierarchyParent();
67 super.EEDelete(parent);
80 super.EEKilled(killer);
92 if (!IsRuined() &&
GetArmed() && GetPairDevice())
111 GetPairDevice().UnpairRemote();
137 for (
int i = 0; i < count; i++)
163 if (!super.IsInventoryVisible())
168 return GetAnimationPhase(
"Visibility") == 0;
173 return super.IsTakeable() && GetAnimationPhase(
"Visibility") == 0;
252 if (GetHierarchyParent())
262 if (GetHierarchyParent())
270 super.OnStoreSave(ctx);
277 if (!super.OnStoreLoad(ctx, version))
283 if (!ctx.
Read(armed))
314 RegisterNetSyncVariableBool(
"m_Armed");
315 RegisterNetSyncVariableBool(
"m_Defused");
AttachActionData ActionData ActionAttach()
void AddAction(typename actionName)
DamageType
exposed from C++ (do not change)
override void OnExplosionEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
ExplosiveLight DEFAULT_AMMO_TYPE
override void OnCEUpdate()
protected vector m_ParticlePosition
protected ExplosiveLight m_Light
light
protected ref Timer m_DeleteTimer
void SetAmmoTypes(array< string > pAmmoTypes)
override bool IsExplosive()
protected Particle m_ParticleExplosion
particle
protected void InitiateExplosion()
void SetParticleExplosion(int particle)
protected const string ANIM_PHASE_VISIBILITY
void SetParticlePosition(vector local_pos)
set position for smoke particle - needs to be in Local Space
void UnlockTriggerSlots()
protected void OnExplode()
void OnDisarmed(bool pWithTool)
protected int m_ParticleExplosionId
override void UnpairRemote()
protected void DestroyParticle(Particle p)
protected void SetArmed(bool state)
protected ref array< ParticleSource > m_ParticleExplosionArr
protected void CreateLight()
void SetAmmoType(string pAmmoType)
bool HasLockedTriggerSlots()
void SetParticleOrientation(vector local_ori)
protected void SetDefused(bool state)
protected vector m_ParticleOrientation
protected ref array< string > m_AmmoTypes
protected void UpdateLED(string selection, string color)
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
override RemotelyActivatedItemBehaviour GetRemotelyActivatedItemBehaviour()
override void Explode(int damageType, string ammoType="")
class JsonUndergroundAreaTriggerData GetPosition
static protected float m_DefaultBrightness
static protected float m_DefaultRadius
override bool IsInventoryVisible()
protected BlowtorchLight m_Light
override void OnStoreSave(ParamsWriteContext ctx)
override void EEKilled(Object killer)
override void EEDelete(EntityAI parent)
override bool OnStoreLoad(ParamsReadContext ctx, int version)
override bool IsTakeable()
override void SetActions()
Legacy way of using particles in the game.
void Stop()
Legacy function for backwards compatibility with 1.14 and below.
Entity which has the particle instance as an ObjectComponent.
Serialization general interface. Serializer API works with:
proto bool Write(void value_out)
proto bool Read(void value_in)
const float EXPLOSIVE_REMOTE_ACTIVATION
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
proto native CGame GetGame()
static proto float SqrFloat(float f)
Returns squared value.