19 SetVisibleDuringDaylight(
true);
22 SetFlareVisible(
false);
23 SetAmbientColor(1.0, 1.0, 1.0);
24 SetDiffuseColor(1.0, 1.0, 1.0);
26 SetDisableShadowsWithinRadius(-1);
173 ForceFarBubble(
false);
185 ForceFarBubble(
true);
197 SetHealth(
"",
"", 0.0);
206 SetHealth(
"",
"", 0.0);
217 if (
GetGame().SaveVersion() >= 107)
223 if (!
super.OnStoreLoad(
ctx, version))
274 if (parent.IsAnyInherited({TrapBase, ImprovisedExplosive}))
290 RegisterNetSyncVariableBool(
"m_Pinned");
void AddAction(typename actionName)
enum eAreaDecayStage m_DefaultBrightness
DamageType
exposed from C++ (do not change)
ref array< string > m_AmmoTypes
InventoryLocationType
types of Inventory Location
override void SetTakeable(bool pState)
override void Explode(int damageType, string ammoType="")
override bool OnStoreLoad(ParamsReadContext ctx, int version)
void OnActivateFinished()
const float DEFAULT_FUSE_DELAY
void ActivateRandomTime()
override void SetActions()
override bool CanExplodeInFire()
override bool CanBeDisarmed()
void SetFuseDelay(float delay)
void OnActivateImmediate()
override bool CanBeArmed()
override void EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
float m_RemainingFuseTime
void SetGrenadeType(EGrenadeType type)
void SetPinnable(bool state)
override void OnActivatedByItem(notnull ItemBase item)
override void OnStoreSave(ParamsWriteContext ctx)
EGrenadeType m_GrenadeType
EGrenadeType GetGrenadeType()
override void InitiateExplosion()
void ExplodeGrenade(EGrenadeType grenade_type)
DEPRECATED - for backward compatibility only.
override void OnActivatedByTripWire()
DEPRECATED use OnActivatedByItem.
override void OnWasAttached(EntityAI parent, int slot_id)
Serialization general interface. Serializer API works with:
proto native CGame GetGame()
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].