REDNODE / GAME API

ThrowableKnifeNPC

classscriptedClass

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

Properties 16

NameTypeFlags
attack_recordref<Attack_Record>scriptedprivate
dbgCurrentLifetimeFloatscriptedprivate
deactivationDepthFloatscriptedprivate
desiredLifetimeFloatscriptedprivate
explosionRadiusFloatscriptedprivate
hasHitWaterBoolscriptedprivate
isActiveBoolscriptedprivate
projectileCollisionEvaluatorref<ThrowingMeleeCollisionEvaluator>scriptedprotected
projectileStoppedBoolscriptedprivate
resourceLibraryComponentref<ResourceLibraryComponent>scriptedprivate
tweakRecordref<Grenade_Record>scriptedprivate
visualComponentref<IComponent>scriptedprivate
waterHeightFloatscriptedprivate
waterImpulseRadiusFloatscriptedprivate
waterImpulseStrengthFloatscriptedprivate
weaponwref<WeaponObject>scriptedprivate

Methods 18

protected final func DeactivateAndSink()scripted
public final func GetAccelerationZ() -> Floatscripted
public final func GetInitialVelocity(isQuickThrow: Bool) -> Floatscripted
private final func InitializeRotation()scripted
public final func isFollowingKnife() -> Boolscripted
protected cb func OnCollision(eventData: ref<gameprojectileHitEvent>) -> Boolscripted
protected cb func OnDespawnRequest(evt: ref<GrenadeDespawnRequestEvent>) -> 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 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 ReleaseKnife()scripted
protected final func ReleaseKnifeWithDelay(delay: Float)scripted
private final func Reset()scripted
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