46 super.StartActivate(player);
48 if (!
g_Game.IsHeadlessOrDedicatedServer())
63 SetHealth(
"",
"", 0.0);
69 if (!
g_Game.IsHeadlessOrDedicatedServer())
91 if (victim && victim.IsInherited(
CarScript))
105 if (
g_Game.IsServer() && victim)
107 if (!victim.GetAllowDamage())
115 Param1<EntityAI> params =
new Param1<EntityAI>(victim);
124 if (victim_PB && victim_PB.IsAlive())
130 float damage = victim_PB.GetMaxHealth(
"RightLeg",
"");
131 victim_PB.DamageAllLegs( damage );
142 victim_PB.m_BleedingManagerServer.AttemptAddBleedingSourceBySelection(
PlayerBase.m_BleedingSourcesLow[randNum]);
163 super.OnSteppedOn(victim);
181 obj.ProcessDirectDamage(
DamageType.CLOSE_COMBAT,
this,
"",
"LandMineExplosion_CarWheel",
"0 0 0", 1);
201 super.OnItemLocationChanged(old_owner, new_owner);
206 super.EEKilled(killer);
213 if (!
g_Game.IsHeadlessOrDedicatedServer())
224 ammoType = ConfigGetString(
"ammoType");
247 super.OnRPC(sender, rpc_type, ctx);
249 Param1<bool> p =
new Param1<bool>(
false);
254 bool play = p.param1;
302 return "landmine_deploy_SoundSet";
332 override void GetDebugActions(out TSelectableActionInfoArrayEx outputList)
338 super.GetDebugActions(outputList);
343 if (super.OnAction(action_id, player, ctx))
347 if (action_id ==
EActions.ACTIVATE_ENTITY)
351 else if (action_id ==
EActions.DEACTIVATE_ENTITY)
Param4< int, int, string, int > TSelectableActionInfoWithColor
AttachActionData ActionData ActionAttach()
void OnItemLocationChanged(ItemBase item)
PlaceObjectActionReciveData ActionReciveData ActionDeployObject()
void AddAction(typename actionName)
void OnRPC(PlayerIdentity sender, int rpcType, ParamsReadContext ctx)
override void OnDebugSpawn()
DamageType
exposed from C++ (do not change)
override bool OnAction(int action_id, Man player, ParamsReadContext ctx)
override void GetDebugActions(out TSelectableActionInfoArrayEx outputList)
override void EEKilled(Object killer)
override void OnActivatedByItem(notnull ItemBase item)
Called when this item is activated by other.
ref EffectSound m_DisarmingLoopSound
override void Explode(int damageType, string ammoType="")
void PlayDisarmingLoopSound()
ref EffectSound m_SafetyPinSound
const int BROKEN_LEG_PROB
const int MAX_BLEED_SOURCE
const int BLEED_SOURCE_PROB
void StopDisarmingLoopSound()
enum SoundTypeMine m_TimerLoopSound
ref array< int > m_ClothingDmg
void Synch(EntityAI victim)
keeping "step" here for consistency only
const float UPDATE_TIMER_INTERVAL
const int DAMAGE_TRIGGER_MINE
EntityAI GetClosestCarWheel(EntityAI victim)
string m_InfoActivationTime
void SetInactive(bool stop_timer=true)
void DamageClothing(PlayerBase player)
void StartActivate(PlayerBase player)
bool m_AddDeactivationDefect
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
Wrapper class for managing sound through SEffectManager.
The class that will be instanced (moddable)
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.
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Manager class for managing Effect (EffectParticle, EffectSound)
proto bool Read(void value_in)
void OnServerSteppedOn(Object obj, string damageZone)
override void OnSteppedOn(EntityAI victim)
override string GetLoopDeploySoundset()
override void OnActivate()
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
override bool CanBeDisarmed()
override bool IsDeployable()
override void SetActions()
override void OnSteppedOut(EntityAI victim)
override void OnTriggeredByFall(Contact extra)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Serializer ParamsReadContext
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
const int SAT_DEBUG_ACTION
vector GetPosition()
Get the world position of the Effect.