33 RegisterNetSyncVariableInt(
"m_GeyserState", 0, 32);
45 if (!
GetGame().IsDedicatedServer())
58 super.EEDelete(parent);
63 super.OnEnterServerEvent(insider);
69 entity.ProcessDirectDamage(
DamageType.CUSTOM,
this,
"",
"HeatDamage",
"0 0 0", 1000);
75 super.OnLeaveServerEvent(insider);
80 super.OnEnterClientEvent(insider);
85 super.OnLeaveClientEvent(insider);
90 super.OnVariablesSynchronized();
override bool IsInitialized()
DamageType
exposed from C++ (do not change)
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
proto native float SurfaceRoadY(float x, float z, RoadSurfaceDetection rsd=RoadSurfaceDetection.LEGACY)
Wrapper class for managing sound through SEffectManager.
override void OnVariablesSynchronized()
const string SOUND_ERUPTION_TALL
EffectSound m_SoundEruptionSecondary
ParticleSource m_GeyserParticle
ParticleSource m_GeyserTallParticle
const string SOUND_ERUPTION_START
override void OnLeaveServerEvent(TriggerInsider insider)
void RemoveGeyserState(EGeyserState state)
EffectSound m_SoundBubbling
override void OnLeaveClientEvent(TriggerInsider insider)
EGeyserState GetGeyserState()
vector GetAdjustedPosition(float height=0)
bool CheckGeyserState(EGeyserState state)
EffectSound m_SoundEruptionSecondaryStart
const string SOUND_ERUPTION_TALL_START
override void OnEnterClientEvent(TriggerInsider insider)
override void EEDelete(EntityAI parent)
const float MOUTH_ADJUST_RADIUS
const string SOUND_ERUPTION
ParticleSource m_GeyserSplashParticle
EffectSound m_SoundEruption
const string SOUND_BUBBLING
const string SOUND_ERUPTION_TALL_END
void AddGeyserState(EGeyserState state)
override void DeferredInit()
override void OnEnterServerEvent(TriggerInsider insider)
EffectSound m_SoundEruptionStart
ParticleSource m_GeyserBubblesParticle
EffectSound m_SoundEruptionSecondaryEnd
EGeyserState m_GeyserState
override string GetDisplayName()
static const int GEYSER_STRONG
static const int GEYSER_SPLASH
static const int GEYSER_BUBBLES
static const int GEYSER_NORMAL
Entity which has the particle instance as an ObjectComponent.
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)
The object which is in a trigger and its metadata.
proto native CGame GetGame()
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].
class JsonUndergroundAreaTriggerData GetPosition