Go to the source code of this file.
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| void | TrapBase () |
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| void | OnUpdate (EntityAI victim) |
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| TrapTrigger | GetTrapTrigger () |
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| override void | OnVariablesSynchronized () |
| | this event is called all variables are synchronized on client
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| override void | EEDelete (EntityAI parent) |
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| override void | OnStoreSave (ParamsWriteContext ctx) |
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| override bool | OnStoreLoad (ParamsReadContext ctx, int version) |
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| bool | IsActive () |
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| bool | IsInactive () |
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| override bool | IsTakeable () |
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| bool | IsActivable () |
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| bool | IsPlaceable () |
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| bool | IsPlaceableAtPosition (vector position) |
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| void | Disarm () |
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| void | OnDisarm () |
| | also called from RPC on client
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| void | SnapOnObject (EntityAI victim) |
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| void | RemoveFromObject (EntityAI victim) |
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| void | OnSteppedOn (EntityAI victim) |
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| void | OnSteppedOut (EntityAI victim) |
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| void | Synch (EntityAI victim) |
| | keeping "step" here for consistency only
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| override void | OnRPC (PlayerIdentity sender, int rpc_type, ParamsReadContext ctx) |
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| void | RefreshState () |
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| void | SetupTrap () |
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| void | SetupTrapPlayer (PlayerBase player, bool set_position=true) |
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| void | AddDefect () |
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| void | SetActive () |
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| void | OnActivate () |
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| void | StartActivate (PlayerBase player) |
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| void | StartDeactivate (PlayerBase player) |
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| void | SetInactive (bool stop_timer=true) |
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| void | CreateTrigger () |
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| void | DeleteTrigger () |
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| void | DeferredEnableTrigger () |
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| override void | OnItemLocationChanged (EntityAI old_owner, EntityAI new_owner) |
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| override void | EEItemAttached (EntityAI item, string slot_name) |
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| override void | EEItemDetached (EntityAI item, string slot_name) |
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| override void | OnPlacementComplete (Man player, vector position="0 0 0", vector orientation="0 0 0") |
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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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| override bool | CanBePlaced (Man player, vector position) |
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| bool | CanBeClapped () |
| | DEPRECATED Set if trap can be disarmed using ActionClapBearTrapWithThisItem.
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| bool | CanBeDisarmed () |
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| void | SetDisarmed (bool disarmed) |
| | DEPRECATED.
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| bool | GetDisarmed () |
| | DEPRECATED.
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| override void | SetActions () |
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| EntityAI | GetClosestCarWheel (EntityAI victim) |
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| void | DamageClothing (PlayerBase player) |
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| void | PlayDeployLoopSound () |
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| void | StopDeployLoopSound () |
| | DEPRECATED.
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◆ SoundTypeTrap
◆ AddDefect()
◆ CanBeClapped()
◆ CanBeDisarmed()
◆ CanBePlaced()
| override bool CanBePlaced |
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Man | player, |
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vector | position ) |
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◆ CanPutInCargo()
◆ CanPutIntoHands()
◆ CanRemoveFromHands()
◆ CreateTrigger()
◆ DamageClothing()
◆ DeferredEnableTrigger()
| void DeferredEnableTrigger |
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◆ DeleteTrigger()
◆ Disarm()
◆ EEDelete()
| override void EEDelete |
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EntityAI | parent | ) |
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◆ EEItemAttached()
◆ EEItemDetached()
◆ GetClosestCarWheel()
carscript specific handling (not all traps are uses this)
ruined wheel, bail out
ignore all spare wheel
actual, healthy wheel, let it pass
Definition at line 623 of file trapbase.c.
◆ GetDisarmed()
◆ GetTrapTrigger()
◆ IsActivable()
◆ IsActive()
◆ IsInactive()
◆ IsPlaceable()
◆ IsPlaceableAtPosition()
◆ IsTakeable()
| override bool IsTakeable |
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◆ OnActivate()
◆ OnDisarm()
also called from RPC on client
◆ OnItemLocationChanged()
◆ 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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◆ OnRPC()
◆ OnSteppedOn()
◆ OnSteppedOut()
◆ OnStoreLoad()
◆ OnStoreSave()
◆ OnUpdate()
◆ OnVariablesSynchronized()
| override void OnVariablesSynchronized |
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this event is called all variables are synchronized on client
Definition at line 86 of file trapbase.c.
◆ PlayDeployLoopSound()
| void PlayDeployLoopSound |
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◆ RefreshState()
◆ RemoveFromObject()
| void RemoveFromObject |
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EntityAI | victim | ) |
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◆ SetActions()
| override void SetActions |
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◆ SetActive()
◆ SetDisarmed()
| void SetDisarmed |
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bool | disarmed | ) |
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◆ SetInactive()
| void SetInactive |
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bool | stop_timer = true | ) |
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◆ SetupTrap()
◆ SetupTrapPlayer()
◆ SnapOnObject()
◆ StartActivate()
◆ StartDeactivate()
◆ StopDeployLoopSound()
| void StopDeployLoopSound |
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◆ Synch()
keeping "step" here for consistency only
Definition at line 281 of file trapbase.c.
◆ TrapBase()
timer calling OnUpdate in configured interval
Definition at line 48 of file trapbase.c.
◆ DAMAGE_TRIGGER_MINE
| const int DAMAGE_TRIGGER_MINE = 75 |
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◆ m_AddActivationDefect
| bool m_AddActivationDefect |
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◆ m_AddDeactivationDefect
| bool m_AddDeactivationDefect |
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◆ m_AnimationPhaseGrounded
| string m_AnimationPhaseGrounded |
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◆ m_AnimationPhaseSet
◆ m_AnimationPhaseTriggered
| string m_AnimationPhaseTriggered |
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◆ m_ClothingDmg
◆ m_DamageOthers
◆ m_DamagePlayers
◆ m_DefectRate
◆ m_DeployLoopSound
◆ m_Disarmed
◆ m_InfoActivationTime
◆ m_InfoDamage
◆ m_InfoDamageManipulation
| string m_InfoDamageManipulation |
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◆ m_InfoDeactivated
◆ m_InfoSetup
◆ m_InitWaitTime
◆ m_IsActive
◆ m_IsInProgress
◆ m_NeedActivation
◆ m_Timer
◆ m_TrapTrigger
◆ m_UpdateTimer
◆ m_WasActivatedOrDeactivated
| bool m_WasActivatedOrDeactivated |
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DEPRECATED Used for explosive traps to prevent detonation after destroying through disarm action.
Definition at line 30 of file trapbase.c.
◆ SPAWN_FLAGS
◆ UPDATE_TIMER_INTERVAL
| const float UPDATE_TIMER_INTERVAL = 0.05 |
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