73 {
74 if (!victim)
75 {
76 return;
77 }
78
79 if (!victim.GetAllowDamage())
80 {
81 return;
82 }
83
84
86 {
87 victim.ProcessDirectDamage(
DamageType.CLOSE_COMBAT,
this,
"",
"TripWireHit",
"0 0 0", 1);
90 }
91
92
93 #ifndef SERVER
96 #endif
97 }
DamageType
exposed from C++ (do not change)
static const int TRIGGERED
override void SetInactive(bool stop_timer=true)
void SetState(int state_ID)
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
Wrapper class for managing sound through SEffectManager.
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.
Manager class for managing Effect (EffectParticle, EffectSound)
proto native CGame GetGame()
class JsonUndergroundAreaTriggerData GetPosition