48 if (!
GetGame().IsDedicatedServer())
63 SetHealth(
"",
"", 0.0);
69 if (!
GetGame().IsDedicatedServer())
103 if (!
victim.GetAllowDamage())
171 obj.ProcessDirectDamage(
DT_CLOSE_COMBAT,
this,
"",
"LandMineExplosion_CarWheel",
"0 0 0", 1);
203 if (!
GetGame().IsDedicatedServer())
206 sound.SetAutodestroy(
true);
213 ammoType = ConfigGetString(
"ammoType");
241 bool play =
p.param1;
287 return "landmine_deploy_SoundSet";
Param4< int, int, string, int > TSelectableActionInfoWithColor
void AddAction(typename actionName)
DamageType
exposed from C++ (do not change)
void OnRPC(ParamsReadContext ctx)
override void EEKilled(Object killer)
class Hatchback_02_Blue extends Hatchback_02 OnDebugSpawn
override bool OnAction(int action_id, Man player, ParamsReadContext ctx)
override void OnItemLocationChanged(EntityAI old_owner, EntityAI new_owner)
override void GetDebugActions(out TSelectableActionInfoArrayEx outputList)
override void OnActivatedByItem(notnull ItemBase item)
Called when this item is activated by other.
ref EffectSound m_DisarmingLoopSound
override void Explode(int damageType, string ammoType="")
void PlayDisarmingLoopSound()
ref EffectSound m_SafetyPinSound
const int BROKEN_LEG_PROB
const int MAX_BLEED_SOURCE
const int BLEED_SOURCE_PROB
void StopDisarmingLoopSound()
enum SoundTypeMine m_TimerLoopSound
ref array< int > m_ClothingDmg
void Synch(EntityAI victim)
keeping "step" here for consistency only
const float UPDATE_TIMER_INTERVAL
const int DAMAGE_TRIGGER_MINE
EntityAI GetClosestCarWheel(EntityAI victim)
string m_InfoActivationTime
void SetInactive(bool stop_timer=true)
void DamageClothing(PlayerBase player)
void StartActivate(PlayerBase player)
bool m_AddDeactivationDefect
class JsonUndergroundAreaTriggerData GetPosition
Wrapper class for managing sound through SEffectManager.
The class that will be instanced (moddable)
Manager class for managing Effect (EffectParticle, EffectSound)
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Serialization general interface. Serializer API works with:
void OnServerSteppedOn(Object obj, string damageZone)
override void OnSteppedOn(EntityAI victim)
override string GetLoopDeploySoundset()
override void OnActivate()
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
override bool CanBeDisarmed()
override bool IsDeployable()
override void SetActions()
override void OnSteppedOut(EntityAI victim)
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
const int SAT_DEBUG_ACTION
static proto string Format(string fmt, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
Gets n-th character from string.