28 protected void Init();
121 super.OnVariablesSynchronized();
Param4< int, int, string, int > TSelectableActionInfoWithColor
ActionLightItemOnFireCB ActionContinuousBaseCB ActionLightItemOnFire()
void AddAction(typename actionName)
override void OnVariablesSynchronized()
void OnStateChangedClient(EFireworksState currentState)
void OnStateChangedServer(EFireworksState currentState)
override void OnIgnitedThis(EntityAI fire_source)
Executed on Server when some item ignited this one.
float GetMaxAllowedWetness()
override bool HasFlammableMaterial()
void OnEventServer(int type)
Called periodically after the entity gets ignited.
bool CanBeIgnitedBy(EntityAI igniter=NULL)
override bool OnAction(int action_id, Man player, ParamsReadContext ctx)
void OnInventoryEnter(Man player)
Event called on item when it is placed in the player(Man) inventory, passes the owner as a parameter.
void OnInventoryExit(Man player)
Event called on item when it is removed from the player(Man) inventory, passes the old owner as a par...
override void GetDebugActions(out TSelectableActionInfoArrayEx outputList)
override bool IsBeingPlaced()
override void EEOnCECreate()
Called when entity is being created as new by CE/ Debug.
void SetState(bool state)
Serialization general interface. Serializer API works with:
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
proto native CGame GetGame()
const int SAT_DEBUG_ACTION
proto native int GetState()
returns one of STATE_...