BlackICE Scripting

class

BaseProjectile

  • 8 properties
  • 37 functions
  • 15 derived classes

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

Properties

PropertyTypeOffset
projectileComponentgame.projectile.Component?0x100 scripted
userWeakHandle<game.Object>0x110 scripted
projectileWeakHandle<game.Object>0x120 scripted
projectileSpawnPointVector40x130 scripted
projectilePositionVector40x140 scripted
initialLaunchVelocityfloat0x150 scripted
lifeTimefloat0x154 scripted
tweakDBPathstring0x158 scripted

Functions

  • bool OnRequestComponents(ent.EntityRequestComponentsInterface ri) overrideRTTI
  • bool OnTakeControl(ent.EntityResolveComponentsInterface ri) overrideRTTI
  • bool OnProjectileInitialize(game.projectile.SetUpEvent eventData) RTTI
  • bool OnShoot(game.projectile.ShootEvent eventData) RTTI
  • void CurvedLaunchToTarget(game.projectile.ShootEvent eventData, WeakHandle<game.Object>? targetObject, ent.IPlacedComponent? targetComponent) RTTI
  • bool OnShootTarget(game.projectile.ShootTargetEvent eventData) RTTI
  • void GeneralLaunchSetup(game.projectile.ShootEvent eventData) RTTI
  • void SetProjectileLifetime() RTTI
  • void ProjectileBreachDevice(game.projectile.HitInstance hitInstance, float value) RTTI
  • bool OnCollision(game.projectile.HitEvent eventData) RTTI
  • void CreateCustomTickEventWithDuration(float value) RTTI
  • void CreateDelayEvent(float value) RTTI
  • void CreateProjectileDeviceBreachEvent(game.projectile.HitInstance hitInstance, float value) RTTI
  • bool OnMaxLifetimeReached(ProjectileDelayEvent evt) RTTI
  • bool OnUpdate(ProjectileTickEvent evt) RTTI
  • void SetMeshVisible(bool value) RTTI
  • void Release() RTTI
  • bool HasTrajectory() RTTI
  • void StopProjectile() RTTI
  • void CanBounceAfterCollision(bool value) RTTI
  • void SpawnVisualEffect(CName effectName, CName? eventTag) RTTI
  • void BreakVisualEffectLoop(CName effectName) RTTI
  • void KillVisualEffect(CName effectName) RTTI
  • game.FxInstance? SpawnLandVFXs(game.FxResource fx, Vector4 fxposition) RTTI
  • WeakHandle<game.Object> GetObject(game.projectile.HitInstance hitInstance) RTTI
  • Vector4 GetObjectWorldPosition(WeakHandle<game.Object> objectt) RTTI
  • EActionType GetLeftHandCyberwareAction(WeakHandle<game.Object> user) RTTI
  • float GetProjectileTweakDBFloatParameter(string param) RTTI
  • WeakHandle<game.Object> GetInstigator() RTTI
  • void SetInitialVelocityBasedOnActionType(WeakHandle<game.Object> user) RTTI
  • void TriggerSingleStimuli(game.projectile.HitInstance hitInstance, game.data.StimType stimToSend) RTTI
  • void TriggerActiveStimuliWithLifetime(game.projectile.HitInstance hitInstance, game.data.StimType stimToSend, float lifetime, float radius) RTTI
  • void ProjectileHitAoE(game.projectile.HitInstance hitInstance, float attackRadius, game.data.Attack_Record? attackRecord) RTTI
  • void ProjectileHit(game.projectile.HitEvent eventData) RTTI
  • void LinearLaunch(game.projectile.ShootEvent eventData, float startVelocity) RTTI
  • void ParabolicLaunch(game.projectile.ShootEvent eventData, float gravitySimulation, float startVelocity, float energyLossFactorAfterCollision) RTTI
  • void 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