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 |