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| void | OnImpact (notnull IEntity other, float impulse, vector impactPosition, vector impactNormal, GameMaterial mat, vector velocityBefore=vector.Zero, vector velocityAfter=vector.Zero) |
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| SCR_EImpactSoundEvent | GetImpactSoundEventIndex (vector normal) |
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| override void | EOnInit (IEntity owner) |
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| override void | OnPostInit (IEntity owner) |
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| array< ResourceName > | GetDefaultParticles () |
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| array< ResourceName > | GetWaterParticles () |
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| int | GetEffectMagnitude () |
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| void | OnWaterEnter () |
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| void | UpdateParticlesMagnitude (notnull IEntity other, float impulse) |
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| void | EmitParticles (vector transform[4], ResourceName particleResource) |
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| void | PlaySound (string soundEvent) |
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| void | ScheduleImpactEffect () |
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| void | HandleImpactEffect () |
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| void | PlayImpactParticle (vector position, int magnitude, GameMaterial material) |
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| void | PlayImpactSound (SCR_EImpactSoundEvent eventIndex, vector position, int surface, float collisionDM) |
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| float | GetAproximatedMass (IEntity entity) |
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| void | ResetContactLastPosition () |
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| void | RPC_OnImpactParticlesBroadcast (vector contactPos, vector contactNormal, int magnitude) |
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| void | RPC_OnImpactSoundBroadcast (SCR_EImpactSoundEvent eventIndex, vector impactPosition, int impactSurface, float collisionDM) |
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| void | RPC_OnImpactSoundAndParticlesBroadcast (vector impactPosition, float collisionDM, vector contactNormal, int magnitude) |
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| void | RPC_OnWaterEnterBroadcast (vector transform[4], int magnitude) |
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| bool | IsPhysicActive () |
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| bool | TraceFilter (notnull IEntity e) |
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◆ EmitParticles()
| void SCR_ImpactEffectComponent.EmitParticles |
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vector | transform[4], |
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ResourceName | particleResource ) |
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◆ EOnInit()
| override void SCR_ImpactEffectComponent.EOnInit |
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IEntity | owner | ) |
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◆ GetAproximatedMass()
| float SCR_ImpactEffectComponent.GetAproximatedMass |
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IEntity | entity | ) |
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◆ GetDefaultParticles()
| array< ResourceName > SCR_ImpactEffectComponent.GetDefaultParticles |
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◆ GetEffectMagnitude()
| int SCR_ImpactEffectComponent.GetEffectMagnitude |
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◆ GetImpactSoundEventIndex()
| SCR_EImpactSoundEvent SCR_ImpactEffectComponent.GetImpactSoundEventIndex |
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vector | normal | ) |
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◆ GetWaterParticles()
| array< ResourceName > SCR_ImpactEffectComponent.GetWaterParticles |
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◆ HandleImpactEffect()
| void SCR_ImpactEffectComponent.HandleImpactEffect |
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◆ IsPhysicActive()
| bool SCR_ImpactEffectComponent.IsPhysicActive |
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◆ OnImpact()
| void SCR_ImpactEffectComponent.OnImpact |
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notnull IEntity | other, |
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float | impulse, |
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vector | impactPosition, |
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vector | impactNormal, |
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GameMaterial | mat, |
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vector | velocityBefore = vector::Zero, |
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vector | velocityAfter = vector::Zero ) |
◆ OnPostInit()
| override void SCR_ImpactEffectComponent.OnPostInit |
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IEntity | owner | ) |
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◆ OnWaterEnter()
| void SCR_ImpactEffectComponent.OnWaterEnter |
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| ) |
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◆ PlayImpactParticle()
| void SCR_ImpactEffectComponent.PlayImpactParticle |
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vector | position, |
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int | magnitude, |
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GameMaterial | material ) |
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◆ PlayImpactSound()
| void SCR_ImpactEffectComponent.PlayImpactSound |
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SCR_EImpactSoundEvent | eventIndex, |
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vector | position, |
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int | surface, |
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float | collisionDM ) |
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◆ PlaySound()
| void SCR_ImpactEffectComponent.PlaySound |
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string | soundEvent | ) |
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◆ ResetContactLastPosition()
| void SCR_ImpactEffectComponent.ResetContactLastPosition |
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◆ RPC_OnImpactParticlesBroadcast()
| void SCR_ImpactEffectComponent.RPC_OnImpactParticlesBroadcast |
( |
vector | contactPos, |
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vector | contactNormal, |
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int | magnitude ) |
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◆ RPC_OnImpactSoundAndParticlesBroadcast()
| void SCR_ImpactEffectComponent.RPC_OnImpactSoundAndParticlesBroadcast |
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vector | impactPosition, |
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float | collisionDM, |
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vector | contactNormal, |
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int | magnitude ) |
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◆ RPC_OnImpactSoundBroadcast()
| void SCR_ImpactEffectComponent.RPC_OnImpactSoundBroadcast |
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SCR_EImpactSoundEvent | eventIndex, |
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vector | impactPosition, |
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int | impactSurface, |
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float | collisionDM ) |
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◆ RPC_OnWaterEnterBroadcast()
| void SCR_ImpactEffectComponent.RPC_OnWaterEnterBroadcast |
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vector | transform[4], |
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int | magnitude ) |
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◆ ScheduleImpactEffect()
| void SCR_ImpactEffectComponent.ScheduleImpactEffect |
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◆ TraceFilter()
| bool SCR_ImpactEffectComponent.TraceFilter |
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notnull IEntity | e | ) |
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◆ UpdateParticlesMagnitude()
| void SCR_ImpactEffectComponent.UpdateParticlesMagnitude |
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notnull IEntity | other, |
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float | impulse ) |
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◆ CHARACTER_IMPULSE_MINIMUM
| const float SCR_ImpactEffectComponent.CHARACTER_IMPULSE_MINIMUM = 20 |
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◆ COLLISION_D_M_SIGNAL_NAME
| const string SCR_ImpactEffectComponent.COLLISION_D_M_SIGNAL_NAME = "CollisionDM" |
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◆ COLLISION_LAST_POSITION_REST_TIME
| const float SCR_ImpactEffectComponent.COLLISION_LAST_POSITION_REST_TIME = 500 |
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◆ DEFAULT_DENSITY
| const float SCR_ImpactEffectComponent.DEFAULT_DENSITY = 100 |
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◆ IMPACT_DIST_SQ_THRESHOLD
| const float SCR_ImpactEffectComponent.IMPACT_DIST_SQ_THRESHOLD = 2 |
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◆ IMPACT_SURFACE_SIGNAL_NAME
| const string SCR_ImpactEffectComponent.IMPACT_SURFACE_SIGNAL_NAME = "ImpactSurface" |
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staticprotected |
◆ m_aAproximatedMasses
| const int SCR_ImpactEffectComponent.m_aAproximatedMasses[5] = { 250, 400, 1500, 3500, 10000 } |
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staticprotected |
◆ m_bIsImpactEffectScheduled
| bool SCR_ImpactEffectComponent.m_bIsImpactEffectScheduled |
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◆ m_eImpactType
| SCR_EImpactSoundType SCR_ImpactEffectComponent.m_eImpactType |
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◆ m_fdM
| float SCR_ImpactEffectComponent.m_fdM |
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◆ m_fMass
| float SCR_ImpactEffectComponent.m_fMass = 2000 |
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◆ m_GameMaterial
◆ m_iMagnitude
| int SCR_ImpactEffectComponent.m_iMagnitude = -1 |
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◆ m_iSurface
| int SCR_ImpactEffectComponent.m_iSurface |
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◆ m_ParticleSpawnParams
| ref ParticleEffectEntitySpawnParams SCR_ImpactEffectComponent.m_ParticleSpawnParams |
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◆ m_SignalsManagerComponent
◆ m_SoundComponent
◆ m_vNormal
| vector SCR_ImpactEffectComponent.m_vNormal |
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◆ m_vPosition
| vector SCR_ImpactEffectComponent.m_vPosition |
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◆ m_vPositionLast
| vector SCR_ImpactEffectComponent.m_vPositionLast |
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◆ MIN_BIG_IMPULSE
| const float SCR_ImpactEffectComponent.MIN_BIG_IMPULSE = 20000 |
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◆ MIN_HUGE_IMPULSE
| const float SCR_ImpactEffectComponent.MIN_HUGE_IMPULSE = 40000 |
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◆ MIN_MEDIUM_IMPULSE
| const float SCR_ImpactEffectComponent.MIN_MEDIUM_IMPULSE = 10000 |
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◆ MIN_SMALL_IMPULSE
| const float SCR_ImpactEffectComponent.MIN_SMALL_IMPULSE = 5000 |
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◆ MIN_TINY_IMPULSE
| const float SCR_ImpactEffectComponent.MIN_TINY_IMPULSE = 2500 |
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◆ SMALL_OBJECT_IMPULSE_MINIMUM
| const float SCR_ImpactEffectComponent.SMALL_OBJECT_IMPULSE_MINIMUM = 10000 |
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◆ SMALL_OBJECT_VOLUME_MAXIMUM
| const float SCR_ImpactEffectComponent.SMALL_OBJECT_VOLUME_MAXIMUM = 90 |
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◆ VEHICLE_VELOCITY_MINIMUM
| const float SCR_ImpactEffectComponent.VEHICLE_VELOCITY_MINIMUM = 3 |
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◆ VELOCITY_IMPACT_THRESHOLD
| const float SCR_ImpactEffectComponent.VELOCITY_IMPACT_THRESHOLD = 0.8 |
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staticprotected |
◆ WATER_SOUNDS
The documentation for this interface was generated from the following file:
- Game/Vehicle/SCR_ImpactEffectComponent.c