BaseGrenade
classscriptedClass
extends WeaponGrenade › ItemObject › TimeDilatable › GameObject › GameEntity › Entity › IScriptable › ISerializable
Properties 62
| Name | Type | Flags |
|---|---|---|
additionalAttackOnCollision | Bool | scriptedprotected |
additionalAttackOnDetonate | Bool | scriptedprotected |
additionalEffect | FxResource | scriptedprivate |
attacksSpawned | array<ref<EffectInstance>> | scriptedprotected |
canBeShot | Bool | scriptedprotected |
collidedWithNPC | Bool | scriptedprotected |
cpoTimeBeforeRelease | Float | scriptedprotected |
cuttingGrenadePotentialTargets | array<CuttingGrenadePotentialTarget> | scriptedprotected |
decalsStickyComponent | ref<IComponent> | scriptedprotected |
delayToDetonate | Float | scriptedprotected |
detonateOnImpact | Bool | scriptedprotected |
detonateRequestDelayID | DelayID | scriptedprotected |
detonationTimer | Float | scriptedprotected |
detonationTimerActive | Bool | scriptedprotected |
drillTargetPosition | Vector4 | scriptedprotected |
forceExplosion | Bool | scriptedprotected |
hasClearedIgnoredObject | Bool | scriptedprotected |
hasExploded | Bool | scriptedprotected |
hasHitWater | Bool | scriptedprotected |
homingGrenadeTarget | GrenadePotentialHomingTarget | scriptedprotected |
homingMeshComponent | ref<IComponent> | scriptedprotected |
isAlive | Bool | scriptedprotected |
isBroadcastingStim | Bool | scriptedprotected |
isContinuousEffect | Bool | scriptedprotected |
isLockedOn | Bool | scriptedprotected |
isLockingOn | Bool | scriptedprotected |
isSinking | Bool | scriptedprotected |
isSmokeEffectActive | Bool | scriptedprivate |
isStuck | Bool | scriptedprotected |
isTracking | Bool | scriptedprotected |
landedCooldownActive | Bool | scriptedprotected |
landedCooldownTimer | Float | scriptedprotected |
landedOnGround | Bool | scriptedprotected |
lockOnFailed | Bool | scriptedprotected |
mappinID | NewMappinID | scriptedprotected |
playingFastBeep | Bool | scriptedprotected |
potentialHomingTargets | array<GrenadePotentialHomingTarget> | scriptedprotected |
projectileComponent | ref<ProjectileComponent> | scriptedprotected |
projectileSpawnPoint | Vector4 | scriptedprotected |
readyToTrack | Bool | scriptedprotected |
releaseRequestDelayID | DelayID | scriptedprotected |
resourceLibraryComponent | ref<ResourceLibraryComponent> | scriptedprotected |
setStickyTracker | Bool | scriptedprotected |
shootCollision | ref<SimpleColliderComponent> | scriptedprotected |
shotDownByThePlayer | Bool | scriptedprotected |
smokeEffectDuration | Float | scriptedprotected |
smokeEffectRadius | Float | scriptedprotected |
smokeVFXDeescalationOffset | Float | scriptedprivate |
smokeVisionBlockerId | Uint32 | scriptedprotected |
spawnBlinkEffectDelayID | DelayID | scriptedprotected |
stickyMeshComponent | ref<IComponent> | scriptedprotected |
stickyTrackerTimeout | Float | scriptedprotected |
targetAcquired | Bool | scriptedprotected |
targetingComponent | ref<TargetingComponent> | scriptedprotected |
targetTracker | ref<EffectInstance> | scriptedprotected |
timeOfFreezing | Float | scriptedprotected |
timeSinceExplosion | Float | scriptedprotected |
timeSinceLaunch | Float | scriptedprotected |
tweakRecord | ref<Grenade_Record> | scriptedprotected |
user | wref<GameObject> | scriptedprotected |
visualComponent | ref<IComponent> | scriptedprotected |
waterHeight | Float | scriptedprotected |
Methods 97
protected final func ActivateSmartTrajectory()scripted
protected final func AddWaterImpulsesOnDetonation(position: Vector4, attackRadius: Float, numImpulses: Int32)scripted
protected final func CheckForGunslingerAchievement(attackData: ref<AttackData>)scripted
protected final func CheckRegularDeliveryMethodConditions() -> Boolscripted
protected final func CheckStickyDeliveryMethodConditions() -> Boolscripted
protected final func ChooseSmartTrajectoryTarget() -> GrenadePotentialHomingTargetscripted
protected final func DelayTargetTrackingStateChange(newState: Bool, delay: Float)scripted
protected final func DetermineLandedStimType() -> gamedataStimTypescripted
protected func Detonate(opt hitNormal: Vector4)scripted
protected final func DrillThrough(collisionEventData: script_ref<gameprojectileHitInstance>)scripted
protected final func DropToFloor()scripted
protected final func FloatCuttingGrenadeUp()scripted
protected final func FloatToLockOnAltitude()scripted
protected final func Freeze()scripted
public final func GetAccelerationZ() -> Floatscripted
public final func GetAttackDuration() -> Floatscripted
public final func GetAttackRadius() -> Floatscripted
public final func GetDefaultAttack() -> wref<Attack_Record>scripted
public final func GetDeliveryMethod() -> gamedataGrenadeDeliveryMethodTypescripted
protected final func GetDistanceFromFloor() -> Floatscripted
protected final func GetDistanceToFloat() -> Floatscripted
protected final func GetDrillTargetPosition(currentPosition: Vector4, hitNormal: Vector4) -> Vector4scripted
public final func GetGrenadeAttackStatusEffectDuration() -> Floatscripted
private final func GetGrenadeType() -> EGrenadeTypescripted
public final func GetInitialVelocity(isQuickThrow: Bool) -> Floatscripted
public final func GetLastHitNormal() -> Vector4scripted
private final func GetMappinIconIDForGrenadeType(grenadeType: EGrenadeType) -> TweakDBIDscripted
protected func GetShootCollisionSize() -> Vector4scripted
public final func GetUser() -> wref<GameObject>scripted
private final func InitializeRotation()scripted
public final func IsEMP() -> Boolscripted
protected func IsGrenadeOfType(compareType: EGrenadeType) -> Boolscripted
protected final func IsUnderwater() -> Boolscripted
protected final func MultiplayerCanRelease() -> Boolscripted
protected cb func OnAddAxisRotationEvent(evt: ref<CuttingGrenadeAddAxisRotationEvent>) -> Boolscripted
protected cb func OnCollision(eventData: ref<gameprojectileHitEvent>) -> Boolscripted
protected cb func OnCuttingGrenadeDespawnEffectsEvent(evt: ref<CuttingGrenadeDespawnEffectsEvent>) -> Boolscripted
protected cb func OnCuttingGrenadeSpawnBlinkEffectEvent(evt: ref<CuttingGrenadeSpawnBlinkEffectEvent>) -> Boolscripted
protected cb func OnCuttingGrenadeStopAttackEvent(evt: ref<CuttingGrenadeStopAttackEvent>) -> Boolscripted
protected cb func OnDespawnRequest(evt: ref<GrenadeDespawnRequestEvent>) -> Boolscripted
protected cb func OnDetonateRequest(evt: ref<GrenadeDetonateRequestEvent>) -> Boolscripted
protected cb func OnFollowSuccess(eventData: ref<gameprojectileFollowEvent>) -> Boolscripted
protected cb func OnForceActivation(evt: ref<gameprojectileForceActivationEvent>) -> Boolscripted
protected cb func OnGrenadeAnimFeatureChange(evt: ref<GrenadeAnimFeatureChangeEvent>) -> Boolscripted
protected cb func OnHit(evt: ref<gameHitEvent>) -> Boolscripted
protected cb func OnProjectileInitialize(eventData: ref<gameprojectileSetUpEvent>) -> Boolscripted
protected cb func OnReleaseRequestEvent(evt: ref<GrenadeReleaseRequestEvent>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected final func OnServerTick(eventData: ref<gameprojectileTickEvent>)scripted
protected cb func OnShoot(eventData: ref<gameprojectileShootEvent>) -> Boolscripted
protected cb func OnShootTarget(eventData: ref<gameprojectileShootTargetEvent>) -> Boolscripted
protected cb func OnSpawnLaserAttackEvent(evt: ref<SpawnLaserAttackEvent>) -> Boolscripted
protected cb func OnStopDrillingRequest(evt: ref<GrenadeStopDrillingRequestEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnTargetAcquired(evt: ref<GrenadeTrackerTargetAcquiredEvent>) -> Boolscripted
protected cb func OnTargetLost(evt: ref<GrenadeTrackerTargetLostEvent>) -> Boolscripted
protected cb func OnTargetTrackerStateSet(evt: ref<GrenadeSetTargetTrackerStateEvent>) -> Boolscripted
protected cb func OnTick(eventData: ref<gameprojectileTickEvent>) -> Boolscripted
protected cb func OnTriggerSmartTrajectory(evt: ref<GrenadeTriggerSmartTrajectoryEvent>) -> Boolscripted
protected cb func OnVisualSpawnAttached() -> Boolscripted
protected final func PlayLaserSlotAnimation(index: Int32)scripted
protected final func PlayNPCGrenadeBeepSound()scripted
protected final func PlayStickyGrenadeLongBeepSound()scripted
protected final func PlayStickyGrenadeShortBeepSound()scripted
protected final func PreloadAttackResources()scripted
protected final func ProcessProximityTargets() -> Boolscripted
protected final func QueueSmartTrajectory(delay: Float)scripted
private final func RegisterSmokeExplosion(position: Vector4)scripted
protected final func Release(opt isInstant: Bool)scripted
protected final func ReleaseAttackResources()scripted
protected final func ReleaseMappin()scripted
protected final func RemoveGrenadeLandedStimuli()scripted
protected final func RequestGrenadeDetonation(delay: Float)scripted
protected final func RequestGrenadeRelease(delay: Float)scripted
protected func Reset()scripted
protected final func SendCombatGadgetIsAliveFeature()scripted
public final func SetCanBeShot(canBeShot: Bool)scripted
protected final func SetThrowableAnimFeatureOnGrenade(newState: Int32, target: wref<GameObject>)scripted
protected final func SetTracking(state: Bool)scripted
protected final func SetupDeliveryMethodMesh()scripted
protected final func ShouldUsePlayerAttack() -> Boolscripted
protected final func SpawnAttack(attackRecord: ref<Attack_Record>, opt range: Float, opt duration: Float, opt hitNormal: Vector4, opt position: Vector4, opt vfxOffset: Vector4) -> ref<EffectInstance>scripted
protected final func SpawnEffectFromLibrary(key: CName)scripted
protected func SpawnEffectOnGround(groundEffect: FxResource)scripted
protected final func SpawnLaserAttack(attackRecord: ref<Attack_Record>, numberOfLasers: Int32, opt range: Float, opt duration: Float, playSlotAnimation: Bool, opt delayPerLaser: Float)scripted
protected final func SpawnLaserAttackSingle(attackRecord: ref<Attack_Record>, range: Float, duration: Float, index: Int32, playSlotAnimation: Bool)scripted
protected final func SpawnOnPuppetCollisionAttack(attackRecord: ref<Attack_Record>, opt targetEntity: ref<ScriptedPuppet>) -> ref<EffectInstance>scripted
protected func SpawnPiercingExplosion()scripted
protected func SpawnVisualEffectsOnDetonation()scripted
protected final func StopCuttingGrenadeAttack()scripted
protected final func StopNPCGrenadeBeepSound()scripted
protected final func StopStickyGrenadeSounds()scripted
protected final func TerminateCuttingGrenadeAttack()scripted
protected final func TriggerGrenadeLandedStimuli(hasLifeTime: Bool)scripted
protected final func TriggerStimuli(radius: Float)scripted
protected final func TryToSinkAndRequestDetonation()scripted
private final func UnregisterSmokeExplosion()scripted