64 if (oldLevel != -1 || entity.m_Initialized)
80 if (oldLevel != -1 || entity.m_Initialized)
113 dead_entity.SetOrientation(
m_Entity.GetOrientation());
116 dead_entity.SetHealth(
m_Entity.GetHealth());
125 ErrorEx(
"Missing entity - something went wrong");
const int ECE_OBJECT_SWAP
DamageType
exposed from C++ (do not change)
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
override ScriptCallQueue GetCallQueue(int call_category)
bool m_HasExplosionDamage
ParticleSource m_POneTime
string m_ReplaceWithEntity
bool HasExplosionDamage()
void OnExplosionEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
ParticleSource m_PPersistent
string m_SoundSetPersistent
private void DealExplosionDamage()
void OnEntityDestroyedOneTimeServer(EntityAI entity, int oldLevel, string zone)
void OnEntityDestroyedPersistentClient(EntityAI entity, string zone)
void OnEntityDestroyedPersistentServer(EntityAI entity, string zone)
void ~DestructionEffectBase()
private ParticleSource PlayParticle(int particleType, bool attach=false)
void OnEntityDestroyedOneTimeClient(EntityAI entity, int oldLevel, string zone)
void OnHealthLevelChanged(notnull EntityAI entity, int oldLevel, int newLevel, string zone)
private void ReplaceEntityServer()
EffectSound m_SPersistent
bool m_KeepHealthOnReplace
Wrapper class for managing sound through SEffectManager.
void Stop()
Legacy function for backwards compatibility with 1.14 and below.
Entity which has the particle instance as an ObjectComponent.
override void AddAsChild(Object parent, vector local_pos="0 0 0", vector local_ori="0 0 0", bool force_rotation_to_world=false)
Attaches this particle onto some object. If null value is provided then the particle will be detached...
proto native void SetOwner(Class owner)
Set the owner of this ParticleSource.
Manager class for managing Effect (EffectParticle, EffectSound)
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
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 ...
proto native CGame GetGame()