SmartBullet class
sample.SmartBullet
Inheritance
Base: BaseProjectile
Derived
None.
Properties
| Property | Type | |
|---|---|---|
meshComponent | ent.IComponent? | scripted |
effect | game.EffectRef | scripted |
countTime | float | scripted |
startVelocity | float | scripted |
lifetime | float | scripted |
bendTimeRatio | float | scripted |
bendFactor | float | scripted |
useParabolicPhase | bool | scripted |
parabolicVelocityMin | float | scripted |
parabolicVelocityMax | float | scripted |
parabolicDuration | float | scripted |
parabolicGravity | Vector4 | scripted |
spiralParams | game.projectile.SpiralParams? | scripted |
useSpiralParams | bool | scripted |
alive | bool | scripted |
hit | bool | scripted |
trailName | CName | scripted |
statsSystem | game.StatsSystem? | scripted |
weaponID | ent.EntityID | scripted |
parabolicPhaseParams | game.projectile.ParabolicTrajectoryParams? | scripted |
followPhaseParams | game.projectile.FollowCurveTrajectoryParams? | scripted |
linearPhaseParams | game.projectile.LinearTrajectoryParams? | scripted |
targeted | bool | scripted |
trailStarted | bool | scripted |
phase | ESmartBulletPhase | scripted |
timeInPhase | float | scripted |
randStartVelocity | float | scripted |
smartGunMissDelay | float | scripted |
smartGunHitProbability | float | scripted |
smartGunMissRadius | float | scripted |
randomWeaponMissChance | float | scripted |
randomTargetMissChance | float | scripted |
readyToMiss | bool | scripted |
stopAndDropOnTargetingDisruption | bool | scripted |
shouldStopAndDrop | bool | scripted |
targetID | ent.EntityID | scripted |
ignoredTargetID | ent.EntityID | scripted |
owner | WeakHandle<game.Object> | scripted |
weapon | WeakHandle<game.Object> | scripted |
startPosition | Vector4 | scripted |
hasExploded | bool | scripted |
attack | game.IAttack? | scripted |
BulletCollisionEvaluator | BulletCollisionEvaluator? | scripted |
trackedTargetComponent | WeakHandle<game.TargetingComponent> | scripted |
Functions
bool OnRequestComponents(ent.EntityRequestComponentsInterface ri)overrideRTTIbool OnTakeControl(ent.EntityResolveComponentsInterface ri)overrideRTTIbool OnProjectileInitialize(game.projectile.SetUpEvent eventData)overrideRTTIvoid StartTrailEffect()RTTIvoid Reset()RTTIbool OnShoot(game.projectile.ShootEvent eventData)overrideRTTIvoid SetCurrentDamageTrailName()RTTIbool OnShootTarget(game.projectile.ShootTargetEvent eventData)overrideRTTIvoid SetupCommonParams(Vector4 weaponVel)RTTIvoid StartPhase(ESmartBulletPhase phase)RTTIvoid StartNextPhase()RTTIbool OnTick(game.projectile.TickEvent eventData)RTTIbool OnCollision(game.projectile.HitEvent projectileHitEvent)overrideRTTIbool OnAcceleratedMovement(game.projectile.AcceleratedMovementEvent eventData)RTTIbool OnLinearMovement(game.projectile.LinearMovementEvent eventData)RTTIvoid DealDamage(game.projectile.HitEvent eventData)RTTIbool OnFollowSuccess(game.projectile.FollowEvent eventData)RTTIvoid BulletRelease()RTTIvoid UpdateReadyToMiss()RTTIvoid EnableTargetCollisions(ent.EntityID targetID)RTTIvoid DisableTargetCollisions(ent.EntityID targetID)RTTIfloat GetInitialDistanceToTarget()RTTI