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 (
g_Game.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)
DamageType
exposed from C++ (do not change)
ref array< string > m_AmmoTypes
static float m_DefaultRadius
enum EGrenadeType m_DefaultBrightness
For backward compatibility.
InventoryLocationType
types of Inventory Location
override void SetTakeable(bool pState)
override void Explode(int damageType, string ammoType="")
override bool OnStoreLoad(ParamsReadContext ctx, int version)
void OnActivateFinished()
const float DEFAULT_FUSE_DELAY
void ActivateRandomTime()
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)
proto bool Write(void value_out)
proto bool Read(void value_in)
Serializer ParamsReadContext
Serializer ParamsWriteContext
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].