3 protected const string SLOT_TRIGGER =
"TriggerRemoteDetonator_Receiver";
17 RegisterNetSyncVariableInt(
"m_RAIB.m_PairDeviceNetIdLow");
18 RegisterNetSyncVariableInt(
"m_RAIB.m_PairDeviceNetIdHigh");
23 if (!
g_Game.IsMultiplayer())
51 if (!
super.OnStoreLoad(
ctx, version))
60 GetInventory().SetSlotLock(
slotId,
false);
77 super.OnVariablesSynchronized();
80 m_RAIB.OnVariableSynchronized();
97 GetInventory().GetCurrentInventoryLocation(
il);
146 if (parent && parent.IsInherited(ExplosivesBase))
154 if (parent && !parent.IsInherited(ExplosivesBase))
204 return m_RAIB.GetPairDevice();
209 if (!
super.CanBeArmed())
229 SetHealth(
"",
"", 0.0);
238 SetHealth(
"",
"", 0.0);
252 for (
int att = 0;
att < GetInventory().AttachmentCount();
att++)
304 for (
int att = 0;
att < GetInventory().AttachmentCount();
att++)
329 return "placeImprovisedExplosive_SoundSet";
334 return "improvisedexplosive_deploy_SoundSet";
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
void AddAction(typename actionName)
PlayerSpawnPreset slotName
DamageType
exposed from C++ (do not change)
void SetArmed(bool state)
void SetParticleExplosion(int particle)
override void UnpairRemote()
void SetAmmoType(string pAmmoType)
InventoryLocationType
types of Inventory Location
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
override void SetTakeable(bool pState)
RemoteDetonatorTrigger RemoteDetonator RemoteDetonatorReceiver()
provides access to slot configuration
static proto native owned string GetSlotName(int id)
converts slot_id to string
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static const int PLASTIC_EXPLOSION
override bool EEOnDamageCalculated(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
override void OnStoreSave(ParamsWriteContext ctx)
override void EEItemAttached(EntityAI item, string slot_name)
override void UpdateLED(int pState)
void OnTriggerDetached(EntityAI entity)
override EntityAI GetPairDevice()
override bool CanBeArmed()
override void OnActivatedByItem(notnull ItemBase item)
override void OnDisarmed(bool pWithTool)
override void LockTriggerSlots()
override bool CanBeDisarmed()
void OnTriggerAttached(EntityAI entity)
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
override void PairRemote(notnull EntityAI trigger)
override void EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
override bool IsTakeable()
override void EOnInit(IEntity other, int extra)
override void OnVariablesSynchronized()
void UpdateVisuals(EntityAI entity)
override void EEKilled(Object killer)
special behaviour - do not call super from ExplosivesBase
const string ANIM_PHASE_TRIGGER_REMOTE
override bool OnStoreLoad(ParamsReadContext ctx, int version)
override void OnWasDetached(EntityAI parent, int slot_id)
override bool CanDisplayAttachmentSlot(int slot_id)
override void EEItemDetached(EntityAI item, string slot_name)
override bool IsDeployable()
override string GetDeploySoundset()
override string GetLoopDeploySoundset()
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
override void OnWasAttached(EntityAI parent, int slot_id)
override RemotelyActivatedItemBehaviour GetRemotelyActivatedItemBehaviour()
override void UnlockTriggerSlots()
const string SLOT_TRIGGER
override void SetActions()
ref RemotelyActivatedItemBehaviour m_RAIB
override bool HasLockedTriggerSlots()
Serialization general interface. Serializer API works with:
proto native CGame GetGame()