◆ ArmWithTimedFuze()
void SCR_ExplosiveChargeComponent.ArmWithTimedFuze |
( |
bool |
silent = false | ) |
|
Arms the charge and starts the timer for the detonation.
◆ ChangeLockState()
void SCR_ExplosiveChargeComponent.ChangeLockState |
( |
bool |
locked = false | ) |
|
|
protected |
When item is locked then players wont be able to pick it up.
◆ CheckRplId()
bool SCR_ExplosiveChargeComponent.CheckRplId |
( |
| ) |
|
|
protected |
Checks validaty of RplId and if that fails then tries to find correct RplId for that trigger.
◆ ConnectDetonator()
void SCR_ExplosiveChargeComponent.ConnectDetonator |
( |
SCR_EFuzeType |
fuzeType, |
|
|
RplId |
detonatorId = RplId::Invalid() , |
|
|
bool |
shouldReplicate = true , |
|
|
bool |
silent = false |
|
) |
| |
Arms the charge with remotely detonated fuze.
Adds provided detonator RplId unless its already on the list
◆ DisarmCharge()
void SCR_ExplosiveChargeComponent.DisarmCharge |
( |
bool |
playSound = true | ) |
|
Will clear the array of connected detonators, change fuze visibility and update their previously connected detonators with false info to not give players on the other end information that someone is tampering with their charges.
◆ DisarmChargeSilent()
void SCR_ExplosiveChargeComponent.DisarmChargeSilent |
( |
| ) |
|
Callback method to ensure that charge is disarmed when transferred but with no sound.
◆ EOnFrame()
override void SCR_ExplosiveChargeComponent.EOnFrame |
( |
IEntity |
owner, |
|
|
float |
timeSlice |
|
) |
| |
◆ EOnInit()
override void SCR_ExplosiveChargeComponent.EOnInit |
( |
IEntity |
owner | ) |
|
◆ GetConnectedDetonators()
array< RplId > SCR_ExplosiveChargeComponent.GetConnectedDetonators |
( |
| ) |
|
◆ GetFuzeTime()
float SCR_ExplosiveChargeComponent.GetFuzeTime |
( |
| ) |
|
◆ GetNumberOfConnectedDetonators()
int SCR_ExplosiveChargeComponent.GetNumberOfConnectedDetonators |
( |
| ) |
|
◆ GetRplId()
RplId SCR_ExplosiveChargeComponent.GetRplId |
( |
| ) |
|
Checks validity and returns RplId of this component.
◆ GetTimeOfDetonation()
float SCR_ExplosiveChargeComponent.GetTimeOfDetonation |
( |
| ) |
|
◆ GetTrigger()
◆ GetUsedFuzeType()
SCR_EFuzeType SCR_ExplosiveChargeComponent.GetUsedFuzeType |
( |
| ) |
|
◆ IsDetonatorConnected()
bool SCR_ExplosiveChargeComponent.IsDetonatorConnected |
( |
RplId |
detonatorId | ) |
|
◆ OnArrayOfConnectedDetonatorsChanged()
void SCR_ExplosiveChargeComponent.OnArrayOfConnectedDetonatorsChanged |
( |
| ) |
|
◆ OnDelete()
override void SCR_ExplosiveChargeComponent.OnDelete |
( |
IEntity |
owner | ) |
|
◆ OnFuzeTypeChanged()
void SCR_ExplosiveChargeComponent.OnFuzeTypeChanged |
( |
| ) |
|
◆ OnPostInit()
override void SCR_ExplosiveChargeComponent.OnPostInit |
( |
IEntity |
owner | ) |
|
◆ PlaySound()
void SCR_ExplosiveChargeComponent.PlaySound |
( |
string |
soundName | ) |
|
|
protected |
◆ RemoveDetonatorFromTheList()
void SCR_ExplosiveChargeComponent.RemoveDetonatorFromTheList |
( |
RplId |
detonatorId, |
|
|
bool |
shouldReplicate = true |
|
) |
| |
Removes provided detonator RplId unless its not there in the first place.
◆ ReplaceDetonatorFromTheList()
void SCR_ExplosiveChargeComponent.ReplaceDetonatorFromTheList |
( |
RplId |
detonatorIdToReplace, |
|
|
RplId |
replaceWith = RplId::Invalid() |
|
) |
| |
Replaces connected detonator RplId with provided id which by default will be invalid.
◆ RplLoad()
override bool SCR_ExplosiveChargeComponent.RplLoad |
( |
ScriptBitReader |
reader | ) |
|
◆ RplSave()
override bool SCR_ExplosiveChargeComponent.RplSave |
( |
ScriptBitWriter |
writer | ) |
|
◆ SetFuzeTime()
void SCR_ExplosiveChargeComponent.SetFuzeTime |
( |
float |
fuzeDelay, |
|
|
bool |
silent = false |
|
) |
| |
Change the time which will be used for timed fuze.
◆ SetGarbageCollectable()
void SCR_ExplosiveChargeComponent.SetGarbageCollectable |
( |
bool |
garbageCollectable | ) |
|
|
protected |
Changes if garbage system should manage this entity.
- Parameters
-
[in] | garbageCollectable | true if this entity should be inserted into garbage system |
◆ UpdateFuzeVisibility()
void SCR_ExplosiveChargeComponent.UpdateFuzeVisibility |
( |
| ) |
|
|
protected |
Change visibility of sloted fuze.
◆ m_aConnectedDetonators
ref array<RplId> SCR_ExplosiveChargeComponent.m_aConnectedDetonators = {} |
|
protected |
◆ m_eUsedFuzeType
SCR_EFuzeType SCR_ExplosiveChargeComponent.m_eUsedFuzeType = SCR_EFuzeType.NONE |
|
protected |
◆ m_fFuzeTime
float SCR_ExplosiveChargeComponent.m_fFuzeTime = 20 |
|
protected |
◆ m_fTimer
float SCR_ExplosiveChargeComponent.m_fTimer |
|
protected |
◆ m_RplComp
◆ m_RplID
RplId SCR_ExplosiveChargeComponent.m_RplID |
|
protected |
◆ m_Trigger
The documentation for this interface was generated from the following file:
- Game/Components/SCR_ExplosiveChargeComponent.c