19 SetVisibleDuringDaylight(
true);
22 SetFlareVisible(
false);
23 SetAmbientColor(1.0, 1.0, 1.0);
24 SetDiffuseColor(1.0, 1.0, 1.0);
26 SetDisableShadowsWithinRadius(-1);
181 ForceFarBubble(
false);
193 ForceFarBubble(
true);
205 SetHealth(
"",
"", 0.0);
214 SetHealth(
"",
"", 0.0);
223 super.OnStoreSave(ctx);
225 if (
GetGame().SaveVersion() >= 107)
233 if (!super.OnStoreLoad(ctx, version))
239 if (!ctx.
Read(pinned))
275 super.EEItemLocationChanged(oldLoc, newLoc);
286 super.OnWasAttached(parent, slot_id);
288 if (parent.IsAnyInherited({TrapBase,ImprovisedExplosive}))
304 RegisterNetSyncVariableBool(
"m_Pinned");
void AddAction(typename actionName)
enum eAreaDecayStage m_DefaultBrightness
protected float m_DefaultRadius
DamageType
exposed from C++ (do not change)
protected void OnExplode()
protected ref array< string > m_AmmoTypes
InventoryLocationType
types of Inventory Location
override void SetTakeable(bool pState)
override void Explode(int damageType, string ammoType="")
override ScriptCallQueue GetCallQueue(int call_category)
protected float m_RemainingFuseTime
void SetGrenadeType(EGrenadeType type)
override void OnStoreSave(ParamsWriteContext ctx)
override bool CanBeDisarmed()
protected ref Timer m_FuseTimer
void ActivateRandomTime()
void SetFuseDelay(float delay)
void SetPinnable(bool state)
override bool CanExplodeInFire()
protected override void InitiateExplosion()
protected void Deactivate()
protected void OnDeactivate()
override void OnActivatedByTripWire()
DEPRECATED use OnActivatedByItem.
protected float m_FuseDelay
protected void Activate()
override void EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
protected void OnActivateStarted()
override bool OnStoreLoad(ParamsReadContext ctx, int version)
protected const float DEFAULT_FUSE_DELAY
override void OnActivatedByItem(notnull ItemBase item)
protected void OnActivateImmediate()
override void OnWasAttached(EntityAI parent, int slot_id)
protected void OnActivateFinished()
protected bool m_Pinnable
protected void ExplodeGrenade(EGrenadeType grenade_type)
DEPRECATED - for backward compatibility only.
override bool CanBeArmed()
protected EGrenadeType m_GrenadeType
EGrenadeType GetGrenadeType()
override void SetActions()
proto void CallLater(func fn, int delay=0, bool repeat=false, 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)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
Serialization general interface. Serializer API works with:
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native CGame GetGame()
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].