REDNODE / GAME API

ExplosiveDevice

classscriptedClass

extends BasicDistractionDevice › InteractiveDevice › Device › DeviceBase › GameObject › GameEntity › Entity › IScriptable › ISerializable

Extended by 3 types

C4 ExplosiveTriggerDevice SensorDevice

Properties 20

NameTypeFlags
colliderref<IPlacedComponent>scriptedpublic
componentsOFFarray<ref<IPlacedComponent>>scriptedprivate
componentsONarray<ref<IPlacedComponent>>scriptedprivate
devicePenetrationHealthFloatscriptedprivate
distractionColliderref<IPlacedComponent>scriptedpublic
distractionTimeStartFloatscriptedprivate
explodedAppearanceNameCNamescriptedprivate
explodedByQuickhackBoolscriptedprivate
indexesOfComponentsToOFFarray<Int32>scriptedprotected
isBroadcastingEnvironmentalHazardStimBoolscriptedprivate
killedByExplosionBoolscriptedprivate
loopAudioEventCNamescriptedprotected
meshref<MeshComponent>scriptedpublic
numberOfComponentsToOFFInt32scriptedprotected
numberOfComponentsToONInt32scriptedprotected
numberOfReceivedHitsInt32scriptedprivate
shouldDistractionEnableColliderBoolscriptedprotected
shouldDistractionVFXstayBoolscriptedprotected
spawnedFxInstancesToKillarray<ref<FxInstance>>scriptedprotected
switchAppearanceOnExplosionBoolscriptedprivate

Methods 51

private final func BroadcastEnvironmentalHazardStimuli()scripted
public const func CanOverrideNetworkContext() -> Boolscripted
protected func DamagePipelineFinalized(evt: ref<gameHitEvent>)scripted
public const func DeterminGameplayRole() -> EGameplayRolescripted
public const func DeterminGameplayRoleMappinRange(data: script_ref<SDeviceMappinData>) -> Floatscripted
private final func DoAdditionalGameEffect(additionalGameEffect: EExplosiveAdditionalGameEffectType)scripted
private final func DoAttack(damageType: TweakDBID, opt instigator: wref<GameObject>)scripted
private final func DoPhysicsPulse(damageType: TweakDBID)scripted
private final func Explode(index: Int32, instigator: wref<GameObject>)scripted
private final func Explosion(index: Int32)scripted
protected final const func GetAttackRange(attackTDBID: TweakDBID) -> Floatscripted
private const func GetController() -> ref<ExplosiveDeviceController>scripted
public const func GetCurrentOutline() -> EFocusOutlineTypescripted
public const func GetDefaultHighlight() -> ref<FocusForcedHighlightData>scripted
public const func GetDevicePS() -> ref<ExplosiveDeviceControllerPS>scripted
protected func HandleDeath(instigator: wref<GameObject>)scripted
protected const func HasAnyDirectInteractionActive() -> Boolscripted
public const func HasImportantInteraction() -> Boolscripted
private final func InitializeHealthDecay(health: Float, delay: Float)scripted
public const func IsExplosive() -> Boolscripted
protected final func KillAllFxInstances()scripted
protected cb func OnDamageReceived(evt: ref<gameDamageReceivedEvent>) -> Boolscripted
protected cb func OnDeath(evt: ref<gameDeathEvent>) -> Boolscripted
protected cb func OnExplosiveDeviceDelayedEvent(evt: ref<ExplosiveDeviceDelayedEvent>) -> Boolscripted
protected cb func OnExplosiveDeviceHideDeviceEvent(evt: ref<ExplosiveDeviceHideDeviceEvent>) -> Boolscripted
protected cb func OnForceDetonate(evt: ref<ForceDetonate>) -> Boolscripted
protected cb func OnHit(evt: ref<gameHitEvent>) -> Boolscripted
protected cb func OnPostInitialize(evt: ref<entPostInitializeEvent>) -> Boolscripted
protected cb func OnPreUninitialize(evt: ref<entPreUninitializeEvent>) -> Boolscripted
protected cb func OnQuestForceDetonate(evt: ref<QuestForceDetonate>) -> Boolscripted
protected cb func OnQuickHackDistractExplosive(evt: ref<QuickHackDistractExplosive>) -> Boolscripted
protected cb func OnQuickHackExplodeExplosive(evt: ref<QuickHackExplodeExplosive>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnSpiderbotDistractExplosiveDevicePerformed(evt: ref<SpiderbotDistractExplosiveDevicePerformed>) -> Boolscripted
protected cb func OnSpiderbotExplodeExplosiveDevicePerformed(evt: ref<SpiderbotExplodeExplosiveDevicePerformed>) -> Boolscripted
protected cb func OnSwapMeshDelayedEvent(evt: ref<SwapMeshDelayedEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
private final func RemoveEnvironmentalHazardStimuli()scripted
protected func ResolveGameplayState()scripted
protected final func SendSwapMeshDelayedEvent(delay: Float)scripted
private final func SpawnVFXs(fx: FxResource, opt newPosition: Vector4, opt hitDirection: Vector4)scripted
private final func SpawnVFXs(fxEventName: script_ref<array<CName>>) -> Boolscripted
protected func StartDistraction(opt loopAnimation: Bool)scripted
protected final func StartExplosionPipeline(instigator: wref<GameObject>, opt additionalDelays: Float)scripted
protected func StopDistraction()scripted
protected final func ToggleComponentsON_OFF(visible: Bool)scripted
protected final func ToggleLightsON_OFF(on: Bool)scripted
protected func ToggleVisibility(visible: Bool)scripted
protected func TurnOffDevice()scripted
protected func TurnOnDevice()scripted
private final func ValidateRelicCWAttack(attackData: ref<AttackData>) -> Boolscripted