ExplosiveDevice
Base: BasicDistractionDevice
C4, ExplosiveTriggerDevice, SensorDevice
| Property | Type | |
|---|---|---|
numberOfComponentsToON | int | scripted |
numberOfComponentsToOFF | int | scripted |
indexesOfComponentsToOFF | int[] | scripted |
shouldDistractionEnableCollider | bool | scripted |
shouldDistractionVFXstay | bool | scripted |
loopAudioEvent | CName | scripted |
spawnedFxInstancesToKill | game.FxInstance?[] | scripted |
mesh | ent.MeshComponent? | scripted |
collider | ent.IPlacedComponent? | scripted |
distractionCollider | ent.IPlacedComponent? | scripted |
numberOfReceivedHits | int | scripted |
devicePenetrationHealth | float | scripted |
killedByExplosion | bool | scripted |
distractionTimeStart | float | scripted |
isBroadcastingEnvironmentalHazardStim | bool | scripted |
explodedByQuickhack | bool | scripted |
switchAppearanceOnExplosion | bool | scripted |
explodedAppearanceName | CName | scripted |
componentsON | ent.IPlacedComponent?[] | scripted |
componentsOFF | ent.IPlacedComponent?[] | scripted |
bool OnPostInitialize(ent.PostInitializeEvent evt) overrideRTTIbool OnPreUninitialize(ent.PreUninitializeEvent evt) overrideRTTIbool OnRequestComponents(ent.EntityRequestComponentsInterface ri) overrideRTTIbool OnTakeControl(ent.EntityResolveComponentsInterface ri) overrideRTTIvoid ResolveGameplayState() overrideRTTIExplosiveDeviceController? GetController() overrideRTTIExplosiveDeviceControllerPS? GetDevicePS() overrideRTTIbool OnDeath(game.events.DeathEvent evt) overrideRTTIvoid HandleDeath(WeakHandle<game.Object> instigator) overrideRTTIfloat GetAttackRange(TDBID attackTDBID) RTTIvoid StartExplosionPipeline(WeakHandle<game.Object> instigator, float? additionalDelays) RTTIbool OnExplosiveDeviceDelayedEvent(ExplosiveDeviceDelayedEvent evt) RTTIvoid Explode(int index, WeakHandle<game.Object> instigator) RTTIvoid DoPhysicsPulse(TDBID damageType) RTTIvoid Explosion(int index) RTTIbool OnExplosiveDeviceHideDeviceEvent(ExplosiveDeviceHideDeviceEvent evt) RTTIvoid DoAttack(TDBID damageType, WeakHandle<game.Object>? instigator) RTTIvoid DoAdditionalGameEffect(EExplosiveAdditionalGameEffectType additionalGameEffect) RTTIvoid ToggleVisibility(bool visible) RTTIvoid SendSwapMeshDelayedEvent(float delay) RTTIbool OnSwapMeshDelayedEvent(SwapMeshDelayedEvent evt) RTTIvoid KillAllFxInstances() RTTIbool SpawnVFXs(CName[] fxEventName) RTTIvoid SpawnVFXs(game.FxResource fx, Vector4? newPosition, Vector4? hitDirection) RTTIbool OnSpiderbotExplodeExplosiveDevicePerformed(SpiderbotExplodeExplosiveDevicePerformed evt) RTTIbool OnSpiderbotDistractExplosiveDevicePerformed(SpiderbotDistractExplosiveDevicePerformed evt) RTTIbool OnQuestForceDetonate(QuestForceDetonate evt) RTTIbool OnForceDetonate(ForceDetonate evt) RTTIbool OnQuickHackExplodeExplosive(QuickHackExplodeExplosive evt) RTTIbool OnQuickHackDistractExplosive(QuickHackDistractExplosive evt) RTTIvoid TurnOffDevice() overrideRTTIvoid TurnOnDevice() overrideRTTIvoid ToggleComponentsON_OFF(bool visible) RTTIvoid ToggleLightsON_OFF(bool on) RTTIvoid StartDistraction(bool? loopAnimation) overrideRTTIvoid StopDistraction() overrideRTTIEGameplayRole DeterminGameplayRole() overrideRTTIfloat DeterminGameplayRoleMappinRange(SDeviceMappinData data) overrideRTTIbool OnHit(game.events.HitEvent evt) overrideRTTIvoid DamagePipelineFinalized(game.events.HitEvent evt) overrideRTTIbool OnDamageReceived(game.events.DamageReceivedEvent evt) overrideRTTIvoid InitializeHealthDecay(float health, float delay) RTTIvoid BroadcastEnvironmentalHazardStimuli() RTTIvoid RemoveEnvironmentalHazardStimuli() RTTIbool ValidateRelicCWAttack(game.damage.AttackData attackData) RTTIbool IsExplosive() overrideRTTIbool CanOverrideNetworkContext() overrideRTTIbool HasImportantInteraction() overrideRTTIbool HasAnyDirectInteractionActive() overrideRTTIEFocusOutlineType GetCurrentOutline() overrideRTTIFocusForcedHighlightData? GetDefaultHighlight() overrideRTTI