Go to the source code of this file.
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| void | ExplosivesBase () |
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| override bool | IsExplosive () |
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| override void | OnExplosionEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType) |
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| override void | EEDelete (EntityAI parent) |
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| override void | EEKilled (Object killer) |
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| override void | OnCEUpdate () |
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| override void | UnpairRemote () |
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| override void | OnPlacementComplete (Man player, vector position="0 0 0", vector orientation="0 0 0") |
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| string | GetArmSoundset () |
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| string | GetDisarmSoundset () |
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| override void | InitItemSounds () |
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| void | CreateLight () |
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| void | DestroyParticle (Particle p) |
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| void | InitiateExplosion () |
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| void | OnExplode () |
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| override void | SetActions () |
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| override bool | IsInventoryVisible () |
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| override bool | IsTakeable () |
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| bool | IsTimerDetonable () |
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| void | Arm () |
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| void | OnArmed () |
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| bool | CanBeArmed () |
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| void | Disarm (bool pWithTool=false) |
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| void | OnBeforeDisarm () |
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| void | OnDisarmed (bool pWithTool) |
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| bool | CanBeDisarmed () |
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| bool | GetArmed () |
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| void | SetArmed (bool state) |
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| override bool | CanPutInCargo (EntityAI parent) |
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| override bool | CanPutIntoHands (EntityAI parent) |
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| override bool | CanRemoveFromHands (EntityAI parent) |
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| bool | GetDefused () |
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| void | SetDefused (bool state) |
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| void | SetAmmoType (string pAmmoType) |
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| void | SetAmmoTypes (array< string > pAmmoTypes) |
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| void | SetParticleExplosion (int particle) |
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| void | SetParticlePosition (vector local_pos) |
| | set position for smoke particle - needs to be in Local Space
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| void | SetParticleOrientation (vector local_ori) |
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| override void | OnStoreSave (ParamsWriteContext ctx) |
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| override bool | OnStoreLoad (ParamsReadContext ctx, int version) |
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| void | UpdateLED (int pState) |
| | HELPERS.
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| bool | HasLockedTriggerSlots () |
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| void | LockTriggerSlots () |
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| void | UnlockTriggerSlots () |
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| void | LockExplosivesSlots () |
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| void | UnlockExplosivesSlots () |
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| void | Init () |
| | Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
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| void | InitSpecificsExplosionEffectForSurface () |
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| void | AddExplosionEffectForSurface (string surface, int effectID) |
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| int | GetParticleExplosionID (string surface) |
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◆ AddExplosionEffectForSurface()
| void AddExplosionEffectForSurface |
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string | surface, |
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int | effectID ) |
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◆ Arm()
◆ CanBeArmed()
◆ CanBeDisarmed()
◆ CanPutInCargo()
◆ CanPutIntoHands()
◆ CanRemoveFromHands()
◆ CreateLight()
◆ DestroyParticle()
◆ Disarm()
◆ EEDelete()
| override void EEDelete |
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EntityAI | parent | ) |
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◆ EEKilled()
| override void EEKilled |
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Object | killer | ) |
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should be called only here to avoid multiple explosion calculations, call SetHealth("","",0.0) instead
Definition at line 100 of file explosivesbase.c.
◆ ExplosivesBase()
◆ GetArmed()
◆ GetArmSoundset()
◆ GetDefused()
◆ GetDisarmSoundset()
◆ GetParticleExplosionID()
◆ HasLockedTriggerSlots()
| bool HasLockedTriggerSlots |
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◆ Init()
Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
whole body slots
upper body part slots
bottom body part slots
lower body part slots
heat comfort related slots
pre-init arrays
Definition at line 389 of file explosivesbase.c.
◆ InitiateExplosion()
| void InitiateExplosion |
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◆ InitItemSounds()
| override void InitItemSounds |
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◆ InitSpecificsExplosionEffectForSurface()
| void InitSpecificsExplosionEffectForSurface |
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◆ IsExplosive()
| override bool IsExplosive |
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◆ IsInventoryVisible()
| override bool IsInventoryVisible |
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◆ IsTakeable()
| override bool IsTakeable |
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◆ IsTimerDetonable()
| bool IsTimerDetonable |
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◆ LockExplosivesSlots()
| void LockExplosivesSlots |
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◆ LockTriggerSlots()
| void LockTriggerSlots |
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◆ OnArmed()
◆ OnBeforeDisarm()
◆ OnCEUpdate()
| override void OnCEUpdate |
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◆ OnDisarmed()
| void OnDisarmed |
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bool | pWithTool | ) |
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◆ OnExplode()
◆ OnExplosionEffects()
◆ OnPlacementComplete()
| override void OnPlacementComplete |
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Man | player, |
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vector | position = "0 0 0", |
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vector | orientation = "0 0 0" ) |
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◆ OnStoreLoad()
◆ OnStoreSave()
◆ SetActions()
| override void SetActions |
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◆ SetAmmoType()
| void SetAmmoType |
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string | pAmmoType | ) |
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◆ SetAmmoTypes()
◆ SetArmed()
| void SetArmed |
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bool | state | ) |
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◆ SetDefused()
| void SetDefused |
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bool | state | ) |
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◆ SetParticleExplosion()
| void SetParticleExplosion |
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int | particle | ) |
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◆ SetParticleOrientation()
| void SetParticleOrientation |
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vector | local_ori | ) |
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◆ SetParticlePosition()
| void SetParticlePosition |
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vector | local_pos | ) |
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set position for smoke particle - needs to be in Local Space
Definition at line 330 of file explosivesbase.c.
◆ UnlockExplosivesSlots()
| void UnlockExplosivesSlots |
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◆ UnlockTriggerSlots()
| void UnlockTriggerSlots |
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◆ UnpairRemote()
| override void UnpairRemote |
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◆ UpdateLED()
| void UpdateLED |
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int | pState | ) |
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◆ ANIM_PHASE_VISIBILITY
| const string ANIM_PHASE_VISIBILITY = "Visibility" |
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◆ DEFAULT_AMMO_TYPE
◆ m_AmmoTypes
◆ m_Armed
◆ m_Defused
◆ m_DeleteTimer
◆ m_Light
◆ m_ParticleExplosion
◆ m_ParticleExplosionArr
◆ m_ParticleExplosionId
| int m_ParticleExplosionId |
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◆ m_ParticleOrientation
◆ m_ParticlePosition