19 SetVisibleDuringDaylight(
true);
22 SetFlareVisible(
false);
23 SetAmbientColor(1.0, 1.0, 1.0);
24 SetDiffuseColor(1.0, 1.0, 1.0);
26 SetDisableShadowsWithinRadius(-1);
181 ForceFarBubble(
false);
193 ForceFarBubble(
true);
205 SetHealth(
"",
"", 0.0);
214 SetHealth(
"",
"", 0.0);
223 super.OnStoreSave(ctx);
225 if (
GetGame().SaveVersion() >= 107)
233 if (!super.OnStoreLoad(ctx, version))
239 if (!ctx.
Read(pinned))
275 super.EEItemLocationChanged(oldLoc, newLoc);
286 super.OnWasAttached(parent, slot_id);
288 if (parent.IsAnyInherited({TrapBase,ImprovisedExplosive}))
304 RegisterNetSyncVariableBool(
"m_Pinned");
void AddAction(typename actionName)
enum eAreaDecayStage m_DefaultBrightness
DamageType
exposed from C++ (do not change)
void AddExplosionEffectForSurface(string surface, int effectID)
ref array< string > m_AmmoTypes
InventoryLocationType
types of Inventory Location
override void SetTakeable(bool pState)
override void Explode(int damageType, string ammoType="")
override ScriptCallQueue GetCallQueue(int call_category)
override bool OnStoreLoad(ParamsReadContext ctx, int version)
void OnActivateFinished()
const float DEFAULT_FUSE_DELAY
void ActivateRandomTime()
override void InitSpecificsExplosionEffectForSurface()
override void SetActions()
override bool CanExplodeInFire()
override bool CanBeDisarmed()
void SetFuseDelay(float delay)
void OnActivateImmediate()
override bool CanBeArmed()
override void EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
float m_RemainingFuseTime
void SetGrenadeType(EGrenadeType type)
void SetPinnable(bool state)
override void OnActivatedByItem(notnull ItemBase item)
override void OnStoreSave(ParamsWriteContext ctx)
EGrenadeType m_GrenadeType
EGrenadeType GetGrenadeType()
override void InitiateExplosion()
void ExplodeGrenade(EGrenadeType grenade_type)
DEPRECATED - for backward compatibility only.
override void OnActivatedByTripWire()
DEPRECATED use OnActivatedByItem.
override void OnWasAttached(EntityAI parent, int slot_id)
static const int EXPLOSION_GRENADE_ICE
static const int EXPLOSION_GRENADE_SNOW
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
Serializer ParamsReadContext
proto native CGame GetGame()
Serializer ParamsWriteContext
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].