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);
52 RegisterNetSyncVariableBool(
"m_Armed");
53 RegisterNetSyncVariableBool(
"m_Defused");
66 super.OnExplosionEffects(source, directHit, componentIndex, surface, pos, surfNormal, energyFactor, explosionFactor, isWater, ammoType);
71 if (GetHierarchyParent())
73 parent = GetHierarchyParent();
89 super.EEDelete(parent);
102 super.EEKilled(killer);
114 if (!IsRuined() &&
GetArmed() && GetPairDevice())
133 GetPairDevice().UnpairRemote();
142 super.OnPlacementComplete(player, position, orientation);
146 SetOrientation(orientation);
169 super.InitItemSounds();
174 handler.AddSound(SoundConstants.ITEM_EXPLOSIVE_ARM,
GetArmSoundset());
201 for (
int i = 0; i < count; i++)
227 if (!super.IsInventoryVisible())
232 return GetAnimationPhase(
"Visibility") == 0;
237 return super.IsTakeable() && GetAnimationPhase(
"Visibility") == 0;
287 if (!super.CanPutInCargo(parent))
297 if (!super.CanPutIntoHands(parent))
342 if (GetHierarchyParent())
352 if (GetHierarchyParent())
360 super.OnStoreSave(ctx);
367 if (!super.OnStoreLoad(ctx, version))
373 if (!ctx.
Read(armed))
431 extraSurfaceeffect.Insert(surface, effectID);
440 if (extraSurfaceeffect.Find(surface, particleID))
AttachActionData ActionData ActionAttach()
void AddAction(typename actionName)
class PASBroadcaster extends AdvancedCommunication IsInventoryVisible
override void EEDelete(EntityAI parent)
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)
void UnlockExplosivesSlots()
string GetDisarmSoundset()
ExplosiveLight DEFAULT_AMMO_TYPE
override void OnCEUpdate()
void AddExplosionEffectForSurface(string surface, int effectID)
void SetArmed(bool state)
void InitSpecificsExplosionEffectForSurface()
void DestroyParticle(Particle p)
ref array< string > m_AmmoTypes
override void EEKilled(Object killer)
override bool CanPutInCargo(EntityAI parent)
Particle m_ParticleExplosion
particle
void SetDefused(bool state)
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
void SetAmmoTypes(array< string > pAmmoTypes)
override bool IsExplosive()
void SetParticleExplosion(int particle)
ref map< string, ref map< string, int > > m_TypeToSurfaceParticleIDMap
void SetParticlePosition(vector local_pos)
set position for smoke particle - needs to be in Local Space
void UnlockTriggerSlots()
void OnDisarmed(bool pWithTool)
void LockExplosivesSlots()
override bool CanPutIntoHands(EntityAI parent)
ref array< ParticleSource > m_ParticleExplosionArr
const string ANIM_PHASE_VISIBILITY
override void UnpairRemote()
override bool IsTakeable()
int m_ParticleExplosionId
vector m_ParticleOrientation
void SetAmmoType(string pAmmoType)
bool HasLockedTriggerSlots()
string GetDisarmSoundsetUnpaired()
void SetParticleOrientation(vector local_ori)
override bool CanRemoveFromHands(EntityAI parent)
override void InitItemSounds()
vector m_ParticlePosition
int GetParticleExplosionID(string surface)
ItemSoundHandler GetItemSoundHandler()
void ItemSoundHandler(ItemBase parent)
class Land_Buoy extends House m_Light
void UpdateLED(string selection, string color)
void OnStoreSave(ParamsWriteContext ctx)
bool OnStoreLoad(ParamsReadContext ctx, int version)
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
override RemotelyActivatedItemBehaviour GetRemotelyActivatedItemBehaviour()
override void Explode(int damageType, string ammoType="")
static float m_DefaultBrightness
static float m_DefaultRadius
void Stop()
Legacy function for backwards compatibility with 1.14 and below.
Legacy way of using particles in the game.
Entity which has the particle instance as an ObjectComponent.
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.
Serializer ParamsReadContext
Serializer ParamsWriteContext
proto native void SetPosition(vector position)
Set the world position of the Effect.
static proto float SqrFloat(float f)
Returns squared value.
vector GetPosition()
Get the world position of the Effect.
static const string Empty