8 SetVisibleDuringDaylight(
false);
11 SetFlareVisible(
false);
12 SetAmbientColor(1.0, 1.0, 0.3);
13 SetDiffuseColor(1.0, 1.0, 0.3);
15 SetDisableShadowsWithinRadius(-1);
52 RegisterNetSyncVariableBool(
"m_Armed");
53 RegisterNetSyncVariableBool(
"m_Defused");
66 super.OnExplosionEffects(source, directHit, componentIndex, surface, pos, surfNormal, energyFactor, explosionFactor, isWater, ammoType);
71 if (GetHierarchyParent())
73 parent = GetHierarchyParent();
89 super.EEDelete(parent);
102 super.EEKilled(killer);
114 if (!IsRuined() &&
GetArmed() && GetPairDevice())
133 GetPairDevice().UnpairRemote();
142 super.OnPlacementComplete(player, position, orientation);
146 SetOrientation(orientation);
164 super.InitItemSounds();
169 handler.AddSound(SoundConstants.ITEM_EXPLOSIVE_ARM,
GetArmSoundset());
193 for (
int i = 0; i < count; i++)
219 if (!super.IsInventoryVisible())
224 return GetAnimationPhase(
"Visibility") == 0;
229 return super.IsTakeable() && GetAnimationPhase(
"Visibility") == 0;
279 if (!super.CanPutInCargo(parent))
289 if (!super.CanPutIntoHands(parent))
334 if (GetHierarchyParent())
344 if (GetHierarchyParent())
352 super.OnStoreSave(ctx);
359 if (!super.OnStoreLoad(ctx, version))
365 if (!ctx.Read(armed))
392 if (!m_TypeToSurfaceParticleIDMap)
397 if(!m_TypeToSurfaceParticleIDMap.Contains(GetName()))
400 m_TypeToSurfaceParticleIDMap.Insert(GetName(), extraSurfaceeffect);
408 if (m_TypeToSurfaceParticleIDMap)
410 m_TypeToSurfaceParticleIDMap.Clear();
422 m_TypeToSurfaceParticleIDMap.Find(GetName(), extraSurfaceeffect);
423 extraSurfaceeffect.Insert(surface, effectID);
429 m_TypeToSurfaceParticleIDMap.Find(GetName(), extraSurfaceeffect);
432 if (extraSurfaceeffect.Find(surface, particleID))
void AddAction(typename actionName)
class PASBroadcaster extends AdvancedCommunication IsInventoryVisible
static float m_DefaultBrightness
static float m_DefaultRadius
Legacy way of using particles in the game.
void Stop()
Legacy function for backwards compatibility with 1.14 and below.
Entity which has the particle instance as an ObjectComponent.
static override Particle PlayOnObject(int particle_id, Object parent_obj, vector local_pos="0 0 0", vector local_ori="0 0 0", bool force_world_rotation=false)
Creates a particle emitter, attaches it on the given object and activates it.
Serialization general interface. Serializer API works with:
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
override void EEDelete(EntityAI parent)
DamageType
exposed from C++ (do not change)
override void OnExplosionEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
void UnlockExplosivesSlots()
string GetDisarmSoundset()
ExplosiveLight DEFAULT_AMMO_TYPE
override void OnCEUpdate()
void AddExplosionEffectForSurface(string surface, int effectID)
void SetArmed(bool state)
void InitSpecificsExplosionEffectForSurface()
void DestroyParticle(Particle p)
ref array< string > m_AmmoTypes
override void EEKilled(Object killer)
override bool CanPutInCargo(EntityAI parent)
Particle m_ParticleExplosion
particle
void SetDefused(bool state)
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
void SetAmmoTypes(array< string > pAmmoTypes)
override bool IsExplosive()
void SetParticleExplosion(int particle)
void SetParticlePosition(vector local_pos)
set position for smoke particle - needs to be in Local Space
void UnlockTriggerSlots()
void OnDisarmed(bool pWithTool)
void LockExplosivesSlots()
override bool CanPutIntoHands(EntityAI parent)
ref array< ParticleSource > m_ParticleExplosionArr
const string ANIM_PHASE_VISIBILITY
override void UnpairRemote()
override bool IsTakeable()
int m_ParticleExplosionId
vector m_ParticleOrientation
void SetAmmoType(string pAmmoType)
bool HasLockedTriggerSlots()
void SetParticleOrientation(vector local_ori)
override bool CanRemoveFromHands(EntityAI parent)
override void InitItemSounds()
vector m_ParticlePosition
int GetParticleExplosionID(string surface)
proto native CGame GetGame()
proto native void SetPosition(vector position)
Set the world position of the Effect.
class JsonUndergroundAreaTriggerData GetPosition
ItemSoundHandler GetItemSoundHandler()
void ItemSoundHandler(ItemBase parent)
class Land_Buoy extends House m_Light
void UpdateLED(string selection, string color)
void OnStoreSave(ParamsWriteContext ctx)
bool OnStoreLoad(ParamsReadContext ctx, int version)
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
override RemotelyActivatedItemBehaviour GetRemotelyActivatedItemBehaviour()
override void Explode(int damageType, string ammoType="")