REDNODE / GAME API

BaseGrenade

classscriptedClass

extends WeaponGrenade › ItemObject › TimeDilatable › GameObject › GameEntity › Entity › IScriptable › ISerializable

Properties 62

NameTypeFlags
additionalAttackOnCollisionBoolscriptedprotected
additionalAttackOnDetonateBoolscriptedprotected
additionalEffectFxResourcescriptedprivate
attacksSpawnedarray<ref<EffectInstance>>scriptedprotected
canBeShotBoolscriptedprotected
collidedWithNPCBoolscriptedprotected
cpoTimeBeforeReleaseFloatscriptedprotected
cuttingGrenadePotentialTargetsarray<CuttingGrenadePotentialTarget>scriptedprotected
decalsStickyComponentref<IComponent>scriptedprotected
delayToDetonateFloatscriptedprotected
detonateOnImpactBoolscriptedprotected
detonateRequestDelayIDDelayIDscriptedprotected
detonationTimerFloatscriptedprotected
detonationTimerActiveBoolscriptedprotected
drillTargetPositionVector4scriptedprotected
forceExplosionBoolscriptedprotected
hasClearedIgnoredObjectBoolscriptedprotected
hasExplodedBoolscriptedprotected
hasHitWaterBoolscriptedprotected
homingGrenadeTargetGrenadePotentialHomingTargetscriptedprotected
homingMeshComponentref<IComponent>scriptedprotected
isAliveBoolscriptedprotected
isBroadcastingStimBoolscriptedprotected
isContinuousEffectBoolscriptedprotected
isLockedOnBoolscriptedprotected
isLockingOnBoolscriptedprotected
isSinkingBoolscriptedprotected
isSmokeEffectActiveBoolscriptedprivate
isStuckBoolscriptedprotected
isTrackingBoolscriptedprotected
landedCooldownActiveBoolscriptedprotected
landedCooldownTimerFloatscriptedprotected
landedOnGroundBoolscriptedprotected
lockOnFailedBoolscriptedprotected
mappinIDNewMappinIDscriptedprotected
playingFastBeepBoolscriptedprotected
potentialHomingTargetsarray<GrenadePotentialHomingTarget>scriptedprotected
projectileComponentref<ProjectileComponent>scriptedprotected
projectileSpawnPointVector4scriptedprotected
readyToTrackBoolscriptedprotected
releaseRequestDelayIDDelayIDscriptedprotected
resourceLibraryComponentref<ResourceLibraryComponent>scriptedprotected
setStickyTrackerBoolscriptedprotected
shootCollisionref<SimpleColliderComponent>scriptedprotected
shotDownByThePlayerBoolscriptedprotected
smokeEffectDurationFloatscriptedprotected
smokeEffectRadiusFloatscriptedprotected
smokeVFXDeescalationOffsetFloatscriptedprivate
smokeVisionBlockerIdUint32scriptedprotected
spawnBlinkEffectDelayIDDelayIDscriptedprotected
stickyMeshComponentref<IComponent>scriptedprotected
stickyTrackerTimeoutFloatscriptedprotected
targetAcquiredBoolscriptedprotected
targetingComponentref<TargetingComponent>scriptedprotected
targetTrackerref<EffectInstance>scriptedprotected
timeOfFreezingFloatscriptedprotected
timeSinceExplosionFloatscriptedprotected
timeSinceLaunchFloatscriptedprotected
tweakRecordref<Grenade_Record>scriptedprotected
userwref<GameObject>scriptedprotected
visualComponentref<IComponent>scriptedprotected
waterHeightFloatscriptedprotected

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