MeleeProjectile
classscriptedClass
extends BaseProjectile › ItemObject › TimeDilatable › GameObject › GameEntity › Entity › IScriptable › ISerializable
Properties 16
| Name | Type | Flags |
|---|---|---|
collided | Bool | scriptedprotected |
deactivationDepth | Float | scriptedprotected |
gravitySimulationMult | Float | scriptedprotected |
hasHitWater | Bool | scriptedprotected |
isActive | Bool | scriptedprotected |
isCollidedWithEnemy | Bool | scriptedprotected |
projectileCollisionEvaluator | ref<ThrowingMeleeCollisionEvaluator> | scriptedprotected |
projectileStopped | Bool | scriptedprotected |
resourceLibraryComponent | ref<ResourceLibraryComponent> | scriptedprotected |
throwCooldownSE | TweakDBID | scriptedprotected |
throwingMeleeResourcePoolListener | ref<ThrowingMeleeReloadListener> | scriptedprivate |
wasPicked | Bool | scriptedprotected |
waterHeight | Float | scriptedprotected |
waterImpulseRadius | Float | scriptedprotected |
waterImpulseStrength | Float | scriptedprotected |
weapon | wref<GameObject> | scriptedprotected |
Methods 15
protected final func DeactivateAndSink()scripted
protected final func ExecuteParabolicLaunch(eventData: ref<gameprojectileShootEvent>)scripted
public const func GetCurrentOutline() -> EFocusOutlineTypescripted
public const func GetDefaultHighlight() -> ref<FocusForcedHighlightData>scripted
protected cb func OnCollision(eventData: ref<gameprojectileHitEvent>) -> Boolscripted
protected cb func OnInteractionActivationEvent(evt: ref<InteractionActivationEvent>) -> Boolscripted
protected cb func OnMaxLifetimeReached(evt: ref<ProjectileDelayEvent>) -> Boolscripted
protected cb func OnProjectileInitialize(eventData: ref<gameprojectileSetUpEvent>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnShoot(eventData: ref<gameprojectileShootEvent>) -> Boolscripted
protected cb func OnShootTarget(eventData: ref<gameprojectileShootTargetEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnTick(eventData: ref<gameprojectileTickEvent>) -> Boolscripted
protected final func SetMeshAppearance(appearance: CName, opt component: CName)scripted
public final func TryToReleaseProjectile()scripted