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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 |
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) |
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◆ 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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◆ 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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) |
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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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) |
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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 |
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vector |
contactPos, |
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vector |
contactNormal, |
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int |
magnitude |
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) |
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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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) |
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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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) |
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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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) |
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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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) |
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◆ CHARACTER_IMPULSE_MINIMUM
const float SCR_ImpactEffectComponent.CHARACTER_IMPULSE_MINIMUM = 20 |
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staticprotected |
◆ COLLISION_D_M_SIGNAL_NAME
const string SCR_ImpactEffectComponent.COLLISION_D_M_SIGNAL_NAME = "CollisionDM" |
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staticprotected |
◆ COLLISION_LAST_POSITION_REST_TIME
const float SCR_ImpactEffectComponent.COLLISION_LAST_POSITION_REST_TIME = 500 |
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staticprotected |
◆ DEFAULT_DENSITY
const float SCR_ImpactEffectComponent.DEFAULT_DENSITY = 100 |
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staticprotected |
◆ IMPACT_DIST_SQ_THRESHOLD
const float SCR_ImpactEffectComponent.IMPACT_DIST_SQ_THRESHOLD = 2 |
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staticprotected |
◆ 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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staticprotected |
◆ MIN_HUGE_IMPULSE
const float SCR_ImpactEffectComponent.MIN_HUGE_IMPULSE = 40000 |
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staticprotected |
◆ MIN_MEDIUM_IMPULSE
const float SCR_ImpactEffectComponent.MIN_MEDIUM_IMPULSE = 10000 |
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staticprotected |
◆ MIN_SMALL_IMPULSE
const float SCR_ImpactEffectComponent.MIN_SMALL_IMPULSE = 5000 |
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staticprotected |
◆ MIN_TINY_IMPULSE
const float SCR_ImpactEffectComponent.MIN_TINY_IMPULSE = 2500 |
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staticprotected |
◆ SMALL_OBJECT_IMPULSE_MINIMUM
const float SCR_ImpactEffectComponent.SMALL_OBJECT_IMPULSE_MINIMUM = 10000 |
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staticprotected |
◆ SMALL_OBJECT_VOLUME_MAXIMUM
const float SCR_ImpactEffectComponent.SMALL_OBJECT_VOLUME_MAXIMUM = 90 |
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staticprotected |
◆ VEHICLE_VELOCITY_MINIMUM
const float SCR_ImpactEffectComponent.VEHICLE_VELOCITY_MINIMUM = 3 |
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staticprotected |
◆ 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