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);
50 RegisterNetSyncVariableBool(
"m_Armed");
51 RegisterNetSyncVariableBool(
"m_Defused");
67 if (GetHierarchyParent())
68 parent = GetHierarchyParent();
80 super.EEDelete(parent);
103 if (!IsRuined() &&
GetArmed() && GetPairDevice())
121 GetPairDevice().UnpairRemote();
177 if (!
super.IsInventoryVisible())
180 return GetAnimationPhase(
"Visibility") == 0;
185 return super.IsTakeable() && GetAnimationPhase(
"Visibility") == 0;
235 if (!
super.CanPutInCargo(parent))
243 if (!
super.CanPutIntoHands(parent))
286 if (GetHierarchyParent())
294 if (GetHierarchyParent())
307 if (!
super.OnStoreLoad(
ctx, version))
void AddAction(typename actionName)
class PASBroadcaster extends AdvancedCommunication IsInventoryVisible
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()
ExplosiveLight DEFAULT_AMMO_TYPE
override void OnCEUpdate()
ExplosiveLight m_Light
light
void SetArmed(bool state)
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)
vector m_ParticlePosition
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="")
class JsonUndergroundAreaTriggerData GetPosition
static float m_DefaultBrightness
static float m_DefaultRadius
Legacy way of using particles in the game.
Entity which has the particle instance as an ObjectComponent.
Serialization general interface. Serializer API works with:
const float EXPLOSIVE_REMOTE_ACTIVATION
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
proto native CGame GetGame()
proto native void SetPosition(vector position)
Set the world position of the Effect.
static proto float SqrFloat(float f)
Returns squared value.