Перечисления | |
enum | EFireworksState { DEFAULT , PLACED , IGNITED , FIRING , FINISHED } |
Функции | |
void | FireworksBase () |
override void | EEOnCECreate () |
void | Init () |
Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system) | |
void | SetActions () |
override bool | HasFlammableMaterial () |
float | GetMaxAllowedWetness () |
EFireworksState | GetState () |
returns one of STATE_... | |
void | SetState (EFireworksState state) |
void | OnStateChangedServer (EFireworksState currentState) |
void | OnStateChangedClient (EFireworksState currentState) |
void | OnInventoryEnter (Man player) |
void | OnInventoryExit (Man player) |
void | StandUp () |
override void | OnIgnitedThis (EntityAI fire_source) |
Executed on Server when some item ignited this one. | |
bool | CanBeIgnitedBy (EntityAI igniter=NULL) |
void | OnEventServer (int type) |
Called periodically after the entity gets ignited. | |
float | GetEventDelay () |
void | OnVariablesSynchronized () |
Переменные | |
enum EFireworksState | m_State |
EFireworksState | m_StatePrev |
ref Timer | m_TimerEvent |
int | m_RandomSeed |