BlackICE Scripting

class

ProjectileLauncherRound

  • 24 properties
  • 49 functions

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

Properties

PropertyTypeOffset
projectileComponentgame.projectile.Component?0x100 scripted
resourceLibraryComponentResourceLibraryComponent?0x110 scripted
userWeakHandle<game.Object>0x120 scripted
projectileWeakHandle<game.Object>0x130 scripted
weaponWeakHandle<game.weapon.Object>0x140 scripted
projectileSpawnPointVector40x150 scripted
launchModegame.data.ProjectileLaunchMode0x160 scripted
initialLaunchVelocityfloat0x164 scripted
installedProjectilegame.ItemID0x168 scripted
actionTypeELauncherActionType0x178 scripted
attackRecordgame.data.Attack_Record?0x180 scripted
releaseRequestDelayIDgame.DelayID0x190 scripted
detonateRequestDelayIDgame.DelayID0x198 scripted
projectileTrailNameCName0x1A0 scripted
projectileCollisionEvaluatorProjectileLauncherRoundCollisionEvaluator?0x1A8 scripted
isAlivebool0x1B8 scripted
isSinkingbool0x1B9 scripted
waterHeightfloat0x1BC scripted
deepWaterDepthfloat0x1C0 scripted
sinkingDetonationDelayfloat0x1C4 scripted
waterSurfaceImpactImpulseRadiusfloat0x1C8 scripted
waterSurfaceImpactImpulseStrengthfloat0x1CC scripted
waterDetonationImpulseRadiusfloat0x1D0 scripted
waterDetonationImpulseStrengthfloat0x1D4 scripted

Functions

  • bool OnRequestComponents(ent.EntityRequestComponentsInterface ri) overrideRTTI
  • bool OnTakeControl(ent.EntityResolveComponentsInterface ri) overrideRTTI
  • bool OnProjectileInitialize(game.projectile.SetUpEvent eventData) RTTI
  • void SetCollisionAction() RTTI
  • bool SetCurrentlyInstalledRound() RTTI
  • bool OnShoot(game.projectile.ShootEvent eventData) RTTI
  • bool OnShootTarget(game.projectile.ShootTargetEvent eventData) RTTI
  • void GeneralLaunchSetup(game.projectile.ShootEvent eventData) RTTI
  • bool WeaponIsCharged() RTTI
  • void CurvedLaunchToTarget(game.projectile.ShootEvent eventData, WeakHandle<game.Object>? targetObject, ent.IPlacedComponent? targetComponent) RTTI
  • float GetFloat(string param) RTTI
  • int GetInt(string param) RTTI
  • bool GetBool(string param) RTTI
  • CName GetCName(string param) RTTI
  • string GetString(string param) RTTI
  • Vector3 GetVector3(string param) RTTI
  • bool OnCollision(game.projectile.HitEvent eventData) RTTI
  • void ExecuteGameEffect(Vector4 projectilePosition) RTTI
  • void AddWaterImpulsesOnDetonation(Vector4 position, int numImpulses) RTTI
  • void EvaluateStimBroadcasting(game.data.StimType stimToSend) RTTI
  • void CreateCustomTickEventWithDuration(float value) RTTI
  • void CreateDelayEvent(float value) RTTI
  • void CreateDetonationDelayEvent(float value) RTTI
  • bool OnMaxLifetimeReached(ProjectileDelayEvent evt) RTTI
  • bool OnMaxDetonationTimeReached(ProjectileLauncherRoundDetonationDelayEvent evt) RTTI
  • bool OnTick(game.projectile.TickEvent eventData) RTTI
  • void Release() RTTI
  • void SetProjectileTrailEffect() RTTI
  • void SetProjectileLifetime() RTTI
  • void SetProjectileDetonationTime() RTTI
  • bool HasTrajectory() RTTI
  • void StopProjectile() RTTI
  • void SpawnVisualEffect(CName effectName, CName? eventTag) RTTI
  • void BreakVisualEffectLoop(CName effectName) RTTI
  • void KillVisualEffect(CName effectName) RTTI
  • WeakHandle<game.Object> GetObject(game.projectile.HitInstance hitInstance) RTTI
  • Vector4 GetObjectWorldPosition(WeakHandle<game.Object> objectt) RTTI
  • ELauncherActionType SetProjectileLauncherAction() RTTI
  • void SetAttackRecordBasedOnAction() RTTI
  • void SetLaunchVelocityBasedOnAction() RTTI
  • game.data.ProjectileOnCollisionAction CollisionActionNameToEnum(CName collisionAction) RTTI
  • game.data.StimType CollisionStimTypeNameToEnum(CName onCollisionStimType) RTTI
  • void SetLaunchModeBasedOnAction() RTTI
  • game.data.ProjectileLaunchMode LaunchModeNameToEnum(CName launchModeName) RTTI
  • void TriggerSingleStimuli(float radius, game.data.StimType stimToSend) RTTI
  • void TriggerActiveStimuliWithLifetime(game.data.StimType stimToSend, float lifetime, float radius) 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