BaseProjectile
Base: game.ItemObject
BaseBullet, MeleeProjectile, MineBarrageProjectile, MonoDisc, NanoWireProjectile, RainMissileProjectile, SpiderbotHeavyProjectile, ThrowableKnifeNPC, mini.boss.PlasmaProjectile, nanowire.Grenade
piercing.Grenade, sample.Bullet, sample.BulletGeneric, sample.Granade, sample.SmartBullet
| Property | Type | |
|---|---|---|
projectileComponent | game.projectile.Component? | scripted |
user | WeakHandle<game.Object> | scripted |
projectile | WeakHandle<game.Object> | scripted |
projectileSpawnPoint | Vector4 | scripted |
projectilePosition | Vector4 | scripted |
initialLaunchVelocity | float | scripted |
lifeTime | float | scripted |
tweakDBPath | string | scripted |
bool OnRequestComponents(ent.EntityRequestComponentsInterface ri) overrideRTTIbool OnTakeControl(ent.EntityResolveComponentsInterface ri) overrideRTTIbool OnProjectileInitialize(game.projectile.SetUpEvent eventData) RTTIbool OnShoot(game.projectile.ShootEvent eventData) RTTIvoid CurvedLaunchToTarget(game.projectile.ShootEvent eventData, WeakHandle<game.Object>? targetObject, ent.IPlacedComponent? targetComponent) RTTIbool OnShootTarget(game.projectile.ShootTargetEvent eventData) RTTIvoid GeneralLaunchSetup(game.projectile.ShootEvent eventData) RTTIvoid SetProjectileLifetime() RTTIvoid ProjectileBreachDevice(game.projectile.HitInstance hitInstance, float value) RTTIbool OnCollision(game.projectile.HitEvent eventData) RTTIvoid CreateCustomTickEventWithDuration(float value) RTTIvoid CreateDelayEvent(float value) RTTIvoid CreateProjectileDeviceBreachEvent(game.projectile.HitInstance hitInstance, float value) RTTIbool OnMaxLifetimeReached(ProjectileDelayEvent evt) RTTIbool OnUpdate(ProjectileTickEvent evt) RTTIvoid SetMeshVisible(bool value) RTTIvoid Release() RTTIbool HasTrajectory() RTTIvoid StopProjectile() RTTIvoid CanBounceAfterCollision(bool value) RTTIvoid SpawnVisualEffect(CName effectName, CName? eventTag) RTTIvoid BreakVisualEffectLoop(CName effectName) RTTIvoid KillVisualEffect(CName effectName) RTTIgame.FxInstance? SpawnLandVFXs(game.FxResource fx, Vector4 fxposition) RTTIWeakHandle<game.Object> GetObject(game.projectile.HitInstance hitInstance) RTTIVector4 GetObjectWorldPosition(WeakHandle<game.Object> objectt) RTTIEActionType GetLeftHandCyberwareAction(WeakHandle<game.Object> user) RTTIfloat GetProjectileTweakDBFloatParameter(string param) RTTIWeakHandle<game.Object> GetInstigator() RTTIvoid SetInitialVelocityBasedOnActionType(WeakHandle<game.Object> user) RTTIvoid TriggerSingleStimuli(game.projectile.HitInstance hitInstance, game.data.StimType stimToSend) RTTIvoid TriggerActiveStimuliWithLifetime(game.projectile.HitInstance hitInstance, game.data.StimType stimToSend, float lifetime, float radius) RTTIvoid ProjectileHitAoE(game.projectile.HitInstance hitInstance, float attackRadius, game.data.Attack_Record? attackRecord) RTTIvoid ProjectileHit(game.projectile.HitEvent eventData) RTTIvoid LinearLaunch(game.projectile.ShootEvent eventData, float startVelocity) RTTIvoid ParabolicLaunch(game.projectile.ShootEvent eventData, float gravitySimulation, float startVelocity, float energyLossFactorAfterCollision) RTTIvoid CurvedLaunch(game.projectile.ShootEvent eventData, WeakHandle<game.Object>? targetObject, ent.IPlacedComponent? targetComponent, float startVelocity, float linearTimeRatio, float interpolationTimeRatio, float returnTimeMargin, float bendTimeRatio, float bendFactor, float halfLeanAngle, float endLeanAngle, float angleInterpolationDuration) RTTI