REDNODE / GAME API

sampleSmartBullet

classscriptedClass

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

Properties 44

NameTypeFlags
aliveBoolscriptedprivate
attackref<IAttack>scriptedprivate
bendFactorFloatscriptedprivate
bendTimeRatioFloatscriptedprivate
BulletCollisionEvaluatorref<BulletCollisionEvaluator>scriptedprivate
countTimeFloatscriptedprivate
effectEffectRefscriptedprivate
followPhaseParamsref<FollowCurveTrajectoryParams>scriptedpublic
hasExplodedBoolscriptedprivate
hitBoolscriptedprivate
ignoredTargetIDEntityIDscriptedprivate
lifetimeFloatscriptedprivate
linearPhaseParamsref<LinearTrajectoryParams>scriptedpublic
meshComponentref<IComponent>scriptedprivate
ownerwref<GameObject>scriptedprivate
parabolicDurationFloatscriptedprivate
parabolicGravityVector4scriptedprivate
parabolicPhaseParamsref<ParabolicTrajectoryParams>scriptedpublic
parabolicVelocityMaxFloatscriptedprivate
parabolicVelocityMinFloatscriptedprivate
phaseESmartBulletPhasescriptedpublic
randomTargetMissChanceFloatscriptedprivate
randomWeaponMissChanceFloatscriptedprivate
randStartVelocityFloatscriptedprivate
readyToMissBoolscriptedprivate
shouldStopAndDropBoolscriptedprivate
smartGunHitProbabilityFloatscriptedprivate
smartGunMissDelayFloatscriptedprivate
smartGunMissRadiusFloatscriptedprivate
spiralParamsref<SpiralControllerParams>scriptedprivate
startPositionVector4scriptedprivate
startVelocityFloatscriptedprivate
statsSystemref<StatsSystem>scriptedpublic
stopAndDropOnTargetingDisruptionBoolscriptedprivate
targetedBoolscriptedpublic
targetIDEntityIDscriptedprivate
timeInPhaseFloatscriptedpublic
trackedTargetComponentwref<TargetingComponent>scriptedprivate
trailNameCNamescriptedprivate
trailStartedBoolscriptedpublic
useParabolicPhaseBoolscriptedprivate
useSpiralParamsBoolscriptedprivate
weaponwref<GameObject>scriptedprivate
weaponIDEntityIDscriptedpublic

Methods 22

private final func BulletRelease()scripted
private final func DealDamage(eventData: ref<gameprojectileHitEvent>)scripted
private final func DisableTargetCollisions(targetID: EntityID)scripted
private final func EnableTargetCollisions(targetID: EntityID)scripted
private final func GetInitialDistanceToTarget() -> Floatscripted
protected cb func OnAcceleratedMovement(eventData: ref<gameprojectileAcceleratedMovementEvent>) -> Boolscripted
protected cb func OnCollision(projectileHitEvent: ref<gameprojectileHitEvent>) -> Boolscripted
protected cb func OnFollowSuccess(eventData: ref<gameprojectileFollowEvent>) -> Boolscripted
protected cb func OnLinearMovement(eventData: ref<gameprojectileLinearMovementEvent>) -> 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
private final func Reset()scripted
private final func SetCurrentDamageTrailName()scripted
private final func SetupCommonParams(weaponVel: Vector4)scripted
private final func StartNextPhase()scripted
private final func StartPhase(phase: ESmartBulletPhase)scripted
private final func StartTrailEffect()scripted
private final func UpdateReadyToMiss()scripted