BaseGrenade class
BaseGrenade
Inheritance
Base: game.weapon.Grenade
Derived
None.
Properties
| 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 |
Functions
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