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◆ EFireworksState
| Enumerator |
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| DEFAULT | |
| PLACED | |
| IGNITED | |
| FIRING | |
| FINISHED | |
Definition at line 2 of file fireworksbase.c.
◆ CanBeIgnitedBy()
◆ EEOnCECreate()
| override void EEOnCECreate |
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◆ FireworksBase()
◆ GetEventDelay()
◆ GetMaxAllowedWetness()
| float GetMaxAllowedWetness |
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◆ GetState()
returns one of STATE_...
returns the state of climb (enum value of ClimbStates);
Definition at line 51 of file fireworksbase.c.
◆ HasFlammableMaterial()
| override bool HasFlammableMaterial |
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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
Temporary hotfix for EOnPostSimulate/EOnFrame methods not beeing called on static objects
whole body slots
upper body part slots
bottom body part slots
lower body part slots
heat comfort related slots
pre-init arrays
Temporary hotfix for EOnPostSimulate/EOnFrame methods not beeing called on static objects
Definition at line 127 of file dayzgame.c.
◆ OnEventServer()
| void OnEventServer |
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int | type | ) |
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Called periodically after the entity gets ignited.
◆ OnIgnitedThis()
| override void OnIgnitedThis |
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EntityAI | fire_source | ) |
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Executed on Server when some item ignited this one.
Definition at line 96 of file fireworksbase.c.
◆ OnInventoryEnter()
| void OnInventoryEnter |
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Man | player | ) |
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◆ OnInventoryExit()
| void OnInventoryExit |
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Man | player | ) |
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◆ OnStateChangedClient()
◆ OnStateChangedServer()
◆ OnVariablesSynchronized()
| void OnVariablesSynchronized |
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◆ SetActions()
◆ SetState()
◆ StandUp()
◆ m_RandomSeed
◆ m_State
◆ m_StatePrev
◆ m_TimerEvent