31 return "Grenade_detonation_SoundSet";
47 super.EEKilled(killer);
void SetParticleExplosion(int particle)
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
override ScriptCallQueue GetCallQueue(int call_category)
proto native Object CreateObject(string type, vector pos, bool create_local=false, bool init_ai=false, bool create_physics=true)
Creates object of certain type.
Wrapper class for managing sound through SEffectManager.
void OnActivateFinished()
void SetGrenadeType(EGrenadeType type)
void SetPinnable(bool state)
override void EEKilled(Object killer)
EffectSound m_ExplosionSound
override void EOnContact(IEntity other, Contact extra)
ParticleSource m_ParticleExploded
override void OnDamageDestroyed(int oldLevel)
string GetExplosionSoundSet()
static const int GRENADE_CHEM_BREAK
Entity which has the particle instance as an ObjectComponent.
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 native CGame GetGame()
class JsonUndergroundAreaTriggerData GetPosition