EffectExecutor_GrenadeTargetTracker
Base: game.EffectExecutor_Scripted
None.
| Property | Type | |
|---|---|---|
potentialTargetSlots | CName[] | scripted |
bool Process(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx) RTTIvoid TargetAcquired(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx) RTTIvoid TargetLost(game.EffectScriptContext ctx, game.EffectExecutionScriptContext applierCtx) RTTIfloat GetAngleBetweenSourceUpAndTarget(Vector4 sourcePosition, Vector4 targetPosition) RTTIbool IsPointReachable(game.EffectScriptContext ctx, Vector4 startPoint, Vector4 endPoint) RTTI