BaseProjectile class
BaseProjectile
Inheritance
Base: game.ItemObject
Derived
BaseBullet, MeleeProjectile, MineBarrageProjectile, MonoDisc, NanoWireProjectile, RainMissileProjectile, SpiderbotHeavyProjectile, ThrowableKnifeNPC, mini.boss.PlasmaProjectile, nanowire.Grenade
Show 5 more of 15 derived classes
piercing.Grenade, sample.Bullet, sample.BulletGeneric, sample.Granade, sample.SmartBullet
Properties
| Property | Type | |
|---|---|---|
projectileComponent | game.projectile.Component? | scripted |
user | WeakHandle<game.Object> | scripted |
projectile | WeakHandle<game.Object> | scripted |
projectileSpawnPoint | Vector4 | scripted |
projectilePosition | Vector4 | scripted |
initialLaunchVelocity | float | scripted |
lifeTime | float | scripted |
tweakDBPath | string | scripted |
Functions
bool OnRequestComponents(ent.EntityRequestComponentsInterface ri)overrideRTTIbool OnTakeControl(ent.EntityResolveComponentsInterface ri)overrideRTTIbool OnProjectileInitialize(game.projectile.SetUpEvent eventData)RTTIbool OnShoot(game.projectile.ShootEvent eventData)RTTIvoid CurvedLaunchToTarget(game.projectile.ShootEvent eventData, WeakHandle<game.Object>? targetObject, ent.IPlacedComponent? targetComponent)RTTIbool OnShootTarget(game.projectile.ShootTargetEvent eventData)RTTIvoid GeneralLaunchSetup(game.projectile.ShootEvent eventData)RTTIvoid SetProjectileLifetime()RTTIvoid ProjectileBreachDevice(game.projectile.HitInstance hitInstance, float value)RTTIbool OnCollision(game.projectile.HitEvent eventData)RTTIvoid CreateCustomTickEventWithDuration(float value)RTTIvoid CreateDelayEvent(float value)RTTIvoid CreateProjectileDeviceBreachEvent(game.projectile.HitInstance hitInstance, float value)RTTIbool OnMaxLifetimeReached(ProjectileDelayEvent evt)RTTIbool OnUpdate(ProjectileTickEvent evt)RTTIvoid SetMeshVisible(bool value)RTTIvoid Release()RTTIbool HasTrajectory()RTTIvoid StopProjectile()RTTIvoid CanBounceAfterCollision(bool value)RTTIvoid SpawnVisualEffect(CName effectName, CName? eventTag)RTTIvoid BreakVisualEffectLoop(CName effectName)RTTIvoid KillVisualEffect(CName effectName)RTTIgame.FxInstance? SpawnLandVFXs(game.FxResource fx, Vector4 fxposition)RTTIWeakHandle<game.Object> GetObject(game.projectile.HitInstance hitInstance)RTTIVector4 GetObjectWorldPosition(WeakHandle<game.Object> objectt)RTTIEActionType GetLeftHandCyberwareAction(WeakHandle<game.Object> user)RTTIfloat GetProjectileTweakDBFloatParameter(string param)RTTIWeakHandle<game.Object> GetInstigator()RTTIvoid SetInitialVelocityBasedOnActionType(WeakHandle<game.Object> user)RTTIvoid TriggerSingleStimuli(game.projectile.HitInstance hitInstance, game.data.StimType stimToSend)RTTIvoid TriggerActiveStimuliWithLifetime(game.projectile.HitInstance hitInstance, game.data.StimType stimToSend, float lifetime, float radius)RTTIvoid ProjectileHitAoE(game.projectile.HitInstance hitInstance, float attackRadius, game.data.Attack_Record? attackRecord)RTTIvoid ProjectileHit(game.projectile.HitEvent eventData)RTTIvoid LinearLaunch(game.projectile.ShootEvent eventData, float startVelocity)RTTIvoid ParabolicLaunch(game.projectile.ShootEvent eventData, float gravitySimulation, float startVelocity, float energyLossFactorAfterCollision)RTTIvoid 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