BlackICE Scripting

class

BaseGrenade

  • 62 properties
  • 98 functions

Extends game.weapon.Grenade game.ItemObject game.TimeDilatable game.Object ent.GameEntity ent.Entity IScriptable ISerializable

Properties

PropertyTypeOffset
projectileComponentgame.projectile.Component?0x100 scripted
userWeakHandle<game.Object>0x110 scripted
projectileSpawnPointVector40x120 scripted
shootCollisionent.SimpleColliderComponent?0x130 scripted
visualComponentent.IComponent?0x140 scripted
stickyMeshComponentent.IComponent?0x150 scripted
decalsStickyComponentent.IComponent?0x160 scripted
homingMeshComponentent.IComponent?0x170 scripted
targetingComponentgame.TargetingComponent?0x180 scripted
resourceLibraryComponentResourceLibraryComponent?0x190 scripted
mappinIDgame.NewMappinID0x1A0 scripted
timeSinceLaunchfloat0x1A8 scripted
timeSinceExplosionfloat0x1AC scripted
detonationTimerfloat0x1B0 scripted
stickyTrackerTimeoutfloat0x1B4 scripted
timeOfFreezingfloat0x1B8 scripted
spawnBlinkEffectDelayIDgame.DelayID0x1BC scripted
detonateRequestDelayIDgame.DelayID0x1C4 scripted
releaseRequestDelayIDgame.DelayID0x1CC scripted
delayToDetonatefloat0x1D4 scripted
detonationTimerActivebool0x1D8 scripted
isAlivebool0x1D9 scripted
isSinkingbool0x1DA scripted
landedOnGroundbool0x1DB scripted
isStuckbool0x1DC scripted
isTrackingbool0x1DD scripted
isLockingOnbool0x1DE scripted
isLockedOnbool0x1DF scripted
readyToTrackbool0x1E0 scripted
lockOnFailedbool0x1E1 scripted
canBeShotbool0x1E2 scripted
shotDownByThePlayerbool0x1E3 scripted
forceExplosionbool0x1E4 scripted
hasClearedIgnoredObjectbool0x1E5 scripted
detonateOnImpactbool0x1E6 scripted
setStickyTrackerbool0x1E7 scripted
isContinuousEffectbool0x1E8 scripted
additionalAttackOnDetonatebool0x1E9 scripted
additionalAttackOnCollisionbool0x1EA scripted
targetAcquiredbool0x1EB scripted
collidedWithNPCbool0x1EC scripted
isBroadcastingStimbool0x1ED scripted
playingFastBeepbool0x1EE scripted
hasExplodedbool0x1EF scripted
targetTrackergame.EffectInstance?0x1F0 scripted
potentialHomingTargetsGrenadePotentialHomingTarget[]0x200 scripted
homingGrenadeTargetGrenadePotentialHomingTarget0x210 scripted
cuttingGrenadePotentialTargetsCuttingGrenadePotentialTarget[]0x228 scripted
drillTargetPositionVector40x240 scripted
attacksSpawnedgame.EffectInstance?[]0x250 scripted
tweakRecordgame.data.Grenade_Record?0x260 scripted
additionalEffectgame.FxResource0x270 scripted
landedCooldownActivebool0x278 scripted
landedCooldownTimerfloat0x27C scripted
hasHitWaterbool0x280 scripted
waterHeightfloat0x284 scripted
smokeEffectRadiusfloat0x288 scripted
smokeEffectDurationfloat0x28C scripted
smokeVisionBlockerIduint0x290 scripted
isSmokeEffectActivebool0x294 scripted
smokeVFXDeescalationOffsetfloat0x298 scripted
cpoTimeBeforeReleasefloat0x29C scripted

Functions

  • bool OnRequestComponents(ent.EntityRequestComponentsInterface ri) overrideRTTI
  • bool OnTakeControl(ent.EntityResolveComponentsInterface ri) overrideRTTI
  • void PreloadAttackResources() RTTI
  • void ReleaseAttackResources() RTTI
  • bool OnVisualSpawnAttached() overrideRTTI
  • bool OnProjectileInitialize(game.projectile.SetUpEvent eventData) RTTI
  • void Reset() RTTI
  • void SetupDeliveryMethodMesh() RTTI
  • float GetAttackRadius() RTTI
  • float GetAttackDuration() RTTI
  • WeakHandle<game.data.Attack_Record> GetDefaultAttack() RTTI
  • float GetInitialVelocity(bool isQuickThrow) RTTI
  • float GetAccelerationZ() RTTI
  • void SetCanBeShot(bool canBeShot) RTTI
  • bool OnShoot(game.projectile.ShootEvent eventData) RTTI
  • bool OnShootTarget(game.projectile.ShootTargetEvent eventData) RTTI
  • bool OnCollision(game.projectile.HitEvent eventData) RTTI
  • bool OnForceActivation(game.projectile.ForceActivationEvent evt) RTTI
  • bool OnHit(game.events.HitEvent evt) overrideRTTI
  • void CheckForGunslingerAchievement(game.damage.AttackData attackData) RTTI
  • bool OnTick(game.projectile.TickEvent eventData) RTTI
  • void OnServerTick(game.projectile.TickEvent eventData) RTTI
  • void Detonate(Vector4? hitNormal) RTTI
  • void SendCombatGadgetIsAliveFeature() RTTI
  • void SetThrowableAnimFeatureOnGrenade(int newState, WeakHandle<game.Object> target) RTTI
  • void SpawnVisualEffectsOnDetonation() RTTI
  • void AddWaterImpulsesOnDetonation(Vector4 position, float attackRadius, int numImpulses) RTTI
  • bool OnCuttingGrenadeSpawnBlinkEffectEvent(CuttingGrenadeSpawnBlinkEffectEvent evt) RTTI
  • bool OnCuttingGrenadeDespawnEffectsEvent(CuttingGrenadeDespawnEffectsEvent evt) RTTI
  • bool OnGrenadeAnimFeatureChange(GrenadeAnimFeatureChangeEvent evt) RTTI
  • void SpawnEffectFromLibrary(CName key) RTTI
  • void SpawnEffectOnGround(game.FxResource groundEffect) RTTI
  • void SpawnPiercingExplosion() RTTI
  • void RegisterSmokeExplosion(Vector4 position) RTTI
  • void UnregisterSmokeExplosion() RTTI
  • bool IsGrenadeOfType(EGrenadeType compareType) RTTI
  • EGrenadeType GetGrenadeType() RTTI
  • TDBID GetMappinIconIDForGrenadeType(EGrenadeType grenadeType) RTTI
  • bool ShouldUsePlayerAttack() RTTI
  • bool OnFollowSuccess(game.projectile.FollowEvent eventData) RTTI
  • void TriggerStimuli(float radius) RTTI
  • void TriggerGrenadeLandedStimuli(bool hasLifeTime) RTTI
  • void RemoveGrenadeLandedStimuli() RTTI
  • game.data.StimType DetermineLandedStimType() RTTI
  • game.EffectInstance? SpawnAttack(game.data.Attack_Record attackRecord, float? range, float? duration, Vector4? hitNormal, Vector4? position, Vector4? vfxOffset) RTTI
  • void SpawnLaserAttack(game.data.Attack_Record attackRecord, int numberOfLasers, float? range, float? duration, bool playSlotAnimation, float? delayPerLaser) RTTI
  • bool OnSpawnLaserAttackEvent(SpawnLaserAttackEvent evt) RTTI
  • void SpawnLaserAttackSingle(game.data.Attack_Record attackRecord, float range, float duration, int index, bool playSlotAnimation) RTTI
  • void TerminateCuttingGrenadeAttack() RTTI
  • void PlayLaserSlotAnimation(int index) RTTI
  • Vector4 GetShootCollisionSize() RTTI
  • void ReleaseMappin() RTTI
  • void RequestGrenadeRelease(float delay) RTTI
  • bool OnReleaseRequestEvent(GrenadeReleaseRequestEvent evt) RTTI
  • void Release(bool? isInstant) RTTI
  • bool MultiplayerCanRelease() RTTI
  • bool OnDespawnRequest(GrenadeDespawnRequestEvent evt) RTTI
  • void InitializeRotation() RTTI
  • void Freeze() RTTI
  • void DrillThrough(game.projectile.HitInstance collisionEventData) RTTI
  • game.EffectInstance? SpawnOnPuppetCollisionAttack(game.data.Attack_Record attackRecord, ScriptedPuppet? targetEntity) RTTI
  • Vector4 GetDrillTargetPosition(Vector4 currentPosition, Vector4 hitNormal) RTTI
  • void RequestGrenadeDetonation(float delay) RTTI
  • bool OnDetonateRequest(GrenadeDetonateRequestEvent evt) RTTI
  • bool OnStopDrillingRequest(GrenadeStopDrillingRequestEvent evt) RTTI
  • void FloatCuttingGrenadeUp() RTTI
  • bool OnAddAxisRotationEvent(CuttingGrenadeAddAxisRotationEvent evt) RTTI
  • void FloatToLockOnAltitude() RTTI
  • float GetDistanceFromFloor() RTTI
  • float GetDistanceToFloat() RTTI
  • void QueueSmartTrajectory(float delay) RTTI
  • GrenadePotentialHomingTarget ChooseSmartTrajectoryTarget() RTTI
  • bool OnTriggerSmartTrajectory(GrenadeTriggerSmartTrajectoryEvent evt) RTTI
  • void StopCuttingGrenadeAttack() RTTI
  • bool OnCuttingGrenadeStopAttackEvent(CuttingGrenadeStopAttackEvent evt) RTTI
  • void DropToFloor() RTTI
  • bool IsEMP() RTTI
  • float GetGrenadeAttackStatusEffectDuration() RTTI
  • bool IsUnderwater() RTTI
  • void TryToSinkAndRequestDetonation() RTTI
  • void ActivateSmartTrajectory() RTTI
  • void SetTracking(bool state) RTTI
  • bool ProcessProximityTargets() RTTI
  • bool CheckRegularDeliveryMethodConditions() RTTI
  • bool CheckStickyDeliveryMethodConditions() RTTI
  • void PlayNPCGrenadeBeepSound() RTTI
  • void StopNPCGrenadeBeepSound() RTTI
  • void PlayStickyGrenadeLongBeepSound() RTTI
  • void PlayStickyGrenadeShortBeepSound() RTTI
  • void StopStickyGrenadeSounds() RTTI
  • bool OnTargetAcquired(GrenadeTrackerTargetAcquiredEvent evt) RTTI
  • bool OnTargetLost(GrenadeTrackerTargetLostEvent evt) RTTI
  • void DelayTargetTrackingStateChange(bool newState, float delay) RTTI
  • bool OnTargetTrackerStateSet(GrenadeSetTargetTrackerStateEvent evt) RTTI
  • WeakHandle<game.Object> GetUser() RTTI
  • Vector4 GetLastHitNormal() RTTI
  • game.data.GrenadeDeliveryMethodType GetDeliveryMethod() RTTI
  • static void SendGrenadeAnimFeatureChangeEvent(WeakHandle<game.Object> owner, game.ItemID itemID) staticRTTI global