BaseGrenade
Base: game.weapon.Grenade
None.
| Property | Type | |
|---|---|---|
projectileComponent | game.projectile.Component? | scripted |
user | WeakHandle<game.Object> | scripted |
projectileSpawnPoint | Vector4 | scripted |
shootCollision | ent.SimpleColliderComponent? | scripted |
visualComponent | ent.IComponent? | scripted |
stickyMeshComponent | ent.IComponent? | scripted |
decalsStickyComponent | ent.IComponent? | scripted |
homingMeshComponent | ent.IComponent? | scripted |
targetingComponent | game.TargetingComponent? | scripted |
resourceLibraryComponent | ResourceLibraryComponent? | scripted |
mappinID | game.NewMappinID | scripted |
timeSinceLaunch | float | scripted |
timeSinceExplosion | float | scripted |
detonationTimer | float | scripted |
stickyTrackerTimeout | float | scripted |
timeOfFreezing | float | scripted |
spawnBlinkEffectDelayID | game.DelayID | scripted |
detonateRequestDelayID | game.DelayID | scripted |
releaseRequestDelayID | game.DelayID | scripted |
delayToDetonate | float | scripted |
detonationTimerActive | bool | scripted |
isAlive | bool | scripted |
isSinking | bool | scripted |
landedOnGround | bool | scripted |
isStuck | bool | scripted |
isTracking | bool | scripted |
isLockingOn | bool | scripted |
isLockedOn | bool | scripted |
readyToTrack | bool | scripted |
lockOnFailed | bool | scripted |
canBeShot | bool | scripted |
shotDownByThePlayer | bool | scripted |
forceExplosion | bool | scripted |
hasClearedIgnoredObject | bool | scripted |
detonateOnImpact | bool | scripted |
setStickyTracker | bool | scripted |
isContinuousEffect | bool | scripted |
additionalAttackOnDetonate | bool | scripted |
additionalAttackOnCollision | bool | scripted |
targetAcquired | bool | scripted |
collidedWithNPC | bool | scripted |
isBroadcastingStim | bool | scripted |
playingFastBeep | bool | scripted |
hasExploded | bool | scripted |
targetTracker | game.EffectInstance? | scripted |
potentialHomingTargets | GrenadePotentialHomingTarget[] | scripted |
homingGrenadeTarget | GrenadePotentialHomingTarget | scripted |
cuttingGrenadePotentialTargets | CuttingGrenadePotentialTarget[] | scripted |
drillTargetPosition | Vector4 | scripted |
attacksSpawned | game.EffectInstance?[] | scripted |
tweakRecord | game.data.Grenade_Record? | scripted |
additionalEffect | game.FxResource | scripted |
landedCooldownActive | bool | scripted |
landedCooldownTimer | float | scripted |
hasHitWater | bool | scripted |
waterHeight | float | scripted |
smokeEffectRadius | float | scripted |
smokeEffectDuration | float | scripted |
smokeVisionBlockerId | uint | scripted |
isSmokeEffectActive | bool | scripted |
smokeVFXDeescalationOffset | float | scripted |
cpoTimeBeforeRelease | float | scripted |
bool OnRequestComponents(ent.EntityRequestComponentsInterface ri) overrideRTTIbool OnTakeControl(ent.EntityResolveComponentsInterface ri) overrideRTTIvoid PreloadAttackResources() RTTIvoid ReleaseAttackResources() RTTIbool OnVisualSpawnAttached() overrideRTTIbool OnProjectileInitialize(game.projectile.SetUpEvent eventData) RTTIvoid Reset() RTTIvoid SetupDeliveryMethodMesh() RTTIfloat GetAttackRadius() RTTIfloat GetAttackDuration() RTTIWeakHandle<game.data.Attack_Record> GetDefaultAttack() RTTIfloat GetInitialVelocity(bool isQuickThrow) RTTIfloat GetAccelerationZ() RTTIvoid SetCanBeShot(bool canBeShot) RTTIbool OnShoot(game.projectile.ShootEvent eventData) RTTIbool OnShootTarget(game.projectile.ShootTargetEvent eventData) RTTIbool OnCollision(game.projectile.HitEvent eventData) RTTIbool OnForceActivation(game.projectile.ForceActivationEvent evt) RTTIbool OnHit(game.events.HitEvent evt) overrideRTTIvoid CheckForGunslingerAchievement(game.damage.AttackData attackData) RTTIbool OnTick(game.projectile.TickEvent eventData) RTTIvoid OnServerTick(game.projectile.TickEvent eventData) RTTIvoid Detonate(Vector4? hitNormal) RTTIvoid SendCombatGadgetIsAliveFeature() RTTIvoid SetThrowableAnimFeatureOnGrenade(int newState, WeakHandle<game.Object> target) RTTIvoid SpawnVisualEffectsOnDetonation() RTTIvoid AddWaterImpulsesOnDetonation(Vector4 position, float attackRadius, int numImpulses) RTTIbool OnCuttingGrenadeSpawnBlinkEffectEvent(CuttingGrenadeSpawnBlinkEffectEvent evt) RTTIbool OnCuttingGrenadeDespawnEffectsEvent(CuttingGrenadeDespawnEffectsEvent evt) RTTIbool OnGrenadeAnimFeatureChange(GrenadeAnimFeatureChangeEvent evt) RTTIvoid SpawnEffectFromLibrary(CName key) RTTIvoid SpawnEffectOnGround(game.FxResource groundEffect) RTTIvoid SpawnPiercingExplosion() RTTIvoid RegisterSmokeExplosion(Vector4 position) RTTIvoid UnregisterSmokeExplosion() RTTIbool IsGrenadeOfType(EGrenadeType compareType) RTTIEGrenadeType GetGrenadeType() RTTITDBID GetMappinIconIDForGrenadeType(EGrenadeType grenadeType) RTTIbool ShouldUsePlayerAttack() RTTIbool OnFollowSuccess(game.projectile.FollowEvent eventData) RTTIvoid TriggerStimuli(float radius) RTTIvoid TriggerGrenadeLandedStimuli(bool hasLifeTime) RTTIvoid RemoveGrenadeLandedStimuli() RTTIgame.data.StimType DetermineLandedStimType() RTTIgame.EffectInstance? SpawnAttack(game.data.Attack_Record attackRecord, float? range, float? duration, Vector4? hitNormal, Vector4? position, Vector4? vfxOffset) RTTIvoid SpawnLaserAttack(game.data.Attack_Record attackRecord, int numberOfLasers, float? range, float? duration, bool playSlotAnimation, float? delayPerLaser) RTTIbool OnSpawnLaserAttackEvent(SpawnLaserAttackEvent evt) RTTIvoid SpawnLaserAttackSingle(game.data.Attack_Record attackRecord, float range, float duration, int index, bool playSlotAnimation) RTTIvoid TerminateCuttingGrenadeAttack() RTTIvoid PlayLaserSlotAnimation(int index) RTTIVector4 GetShootCollisionSize() RTTIvoid ReleaseMappin() RTTIvoid RequestGrenadeRelease(float delay) RTTIbool OnReleaseRequestEvent(GrenadeReleaseRequestEvent evt) RTTIvoid Release(bool? isInstant) RTTIbool MultiplayerCanRelease() RTTIbool OnDespawnRequest(GrenadeDespawnRequestEvent evt) RTTIvoid InitializeRotation() RTTIvoid Freeze() RTTIvoid DrillThrough(game.projectile.HitInstance collisionEventData) RTTIgame.EffectInstance? SpawnOnPuppetCollisionAttack(game.data.Attack_Record attackRecord, ScriptedPuppet? targetEntity) RTTIVector4 GetDrillTargetPosition(Vector4 currentPosition, Vector4 hitNormal) RTTIvoid RequestGrenadeDetonation(float delay) RTTIbool OnDetonateRequest(GrenadeDetonateRequestEvent evt) RTTIbool OnStopDrillingRequest(GrenadeStopDrillingRequestEvent evt) RTTIvoid FloatCuttingGrenadeUp() RTTIbool OnAddAxisRotationEvent(CuttingGrenadeAddAxisRotationEvent evt) RTTIvoid FloatToLockOnAltitude() RTTIfloat GetDistanceFromFloor() RTTIfloat GetDistanceToFloat() RTTIvoid QueueSmartTrajectory(float delay) RTTIGrenadePotentialHomingTarget ChooseSmartTrajectoryTarget() RTTIbool OnTriggerSmartTrajectory(GrenadeTriggerSmartTrajectoryEvent evt) RTTIvoid StopCuttingGrenadeAttack() RTTIbool OnCuttingGrenadeStopAttackEvent(CuttingGrenadeStopAttackEvent evt) RTTIvoid DropToFloor() RTTIbool IsEMP() RTTIfloat GetGrenadeAttackStatusEffectDuration() RTTIbool IsUnderwater() RTTIvoid TryToSinkAndRequestDetonation() RTTIvoid ActivateSmartTrajectory() RTTIvoid SetTracking(bool state) RTTIbool ProcessProximityTargets() RTTIbool CheckRegularDeliveryMethodConditions() RTTIbool CheckStickyDeliveryMethodConditions() RTTIvoid PlayNPCGrenadeBeepSound() RTTIvoid StopNPCGrenadeBeepSound() RTTIvoid PlayStickyGrenadeLongBeepSound() RTTIvoid PlayStickyGrenadeShortBeepSound() RTTIvoid StopStickyGrenadeSounds() RTTIbool OnTargetAcquired(GrenadeTrackerTargetAcquiredEvent evt) RTTIbool OnTargetLost(GrenadeTrackerTargetLostEvent evt) RTTIvoid DelayTargetTrackingStateChange(bool newState, float delay) RTTIbool OnTargetTrackerStateSet(GrenadeSetTargetTrackerStateEvent evt) RTTIWeakHandle<game.Object> GetUser() RTTIVector4 GetLastHitNormal() RTTIgame.data.GrenadeDeliveryMethodType GetDeliveryMethod() RTTIstatic void SendGrenadeAnimFeatureChangeEvent(WeakHandle<game.Object> owner, game.ItemID itemID) staticRTTI global