45 super.StartActivate(player);
47 if (!
GetGame().IsDedicatedServer())
57 SetHealth(
"",
"", 0.0);
63 if (!
GetGame().IsDedicatedServer())
85 if (victim && victim.IsInherited(
CarScript))
99 if (
GetGame().IsServer() && victim)
101 if (!victim.GetAllowDamage())
109 Param1<EntityAI> params =
new Param1<EntityAI>(victim);
118 if (victim_PB && victim_PB.IsAlive())
124 float damage = victim_PB.GetMaxHealth(
"RightLeg",
"");
125 victim_PB.DamageAllLegs( damage );
136 victim_PB.m_BleedingManagerServer.AttemptAddBleedingSourceBySelection(
PlayerBase.m_BleedingSourcesLow[randNum]);
157 super.OnSteppedOn(victim);
175 obj.ProcessDirectDamage(DT_CLOSE_COMBAT,
this,
"",
"LandMineExplosion_CarWheel",
"0 0 0", 1);
196 super.OnItemLocationChanged(old_owner, new_owner);
201 super.EEKilled(killer);
208 if (!
GetGame().IsDedicatedServer())
215 override void Explode(
int damageType,
string ammoType =
"")
219 ammoType = ConfigGetString(
"ammoType");
224 ammoType =
"Dummy_Heavy";
231 DamageSystem.ExplosionDamage(
this, NULL, ammoType,
GetPosition() + offset, damageType);
243 super.OnRPC(sender, rpc_type, ctx);
245 Param1<bool> p =
new Param1<bool>(
false);
252 bool play = p.param1;
288 super.OnPlacementComplete(player, position, orientation);
304 return "landmine_deploy_SoundSet";
329 override void GetDebugButtonNames(out
string button1, out
string button2, out
string button3, out
string button4)
331 button1 =
"Activate";
332 button2 =
"Deactivate";
337 switch (button_index)
AttachActionData ActionData ActionAttach()
PlaceObjectActionReciveData ActionReciveData ActionDeployObject()
void AddAction(typename actionName)
DamageType
exposed from C++ (do not change)
override void EEKilled(Object killer)
protected ref Timer m_DeleteTimer
override void OnDebugButtonPressServer(int button_index)
override void GetDebugButtonNames(out string button1, out string button2, out string button3, out string button4)
class Hatchback_02_Blue extends Hatchback_02 OnDebugSpawn
override void OnItemLocationChanged(EntityAI old_owner, EntityAI new_owner)
override void OnActivatedByItem(notnull ItemBase item)
Called when this item is activated by other.
void OnRPC(float stamina, float stamina_cap, bool cooldown)
deprecated use, StaminaHandler uses SyncJunctures now
override void Explode(int damageType, string ammoType="")
void PlayDisarmingLoopSound()
private const int BROKEN_LEG_PROB
protected ref EffectSound m_DisarmingLoopSound
private const int MAX_BLEED_SOURCE
private const int BLEED_SOURCE_PROB
void StopDisarmingLoopSound()
enum SoundTypeMine m_TimerLoopSound
protected const float UPDATE_TIMER_INTERVAL
protected void Synch(EntityAI victim)
keeping "step" here for consistency only
protected void DamageClothing(PlayerBase player)
protected EntityAI GetClosestCarWheel(EntityAI victim)
string m_InfoActivationTime
void SetInactive(bool stop_timer=true)
protected ref array< int > m_ClothingDmg
protected const int DAMAGE_TRIGGER_MINE
void StartActivate(PlayerBase player)
bool m_AddDeactivationDefect
class JsonUndergroundAreaTriggerData GetPosition
Wrapper class for managing sound through SEffectManager.
bool IsSoundPlaying()
Get whether EffectSound is currently playing.
void SoundStop()
Stops sound.
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
The class that will be instanced (moddable)
Manager class for managing Effect (EffectParticle, EffectSound)
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
Serialization general interface. Serializer API works with:
proto bool Read(void value_in)
protected void OnServerSteppedOn(Object obj, string damageZone)
override void OnSteppedOut(EntityAI victim)
override bool CanBeDisarmed()
override string GetLoopDeploySoundset()
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
override void OnSteppedOn(EntityAI victim)
override bool IsDeployable()
override void OnActivate()
override void SetActions()
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
static proto string Format(string fmt, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
Gets n-th character from string.