class ActionAttachExplosivesTrigger
ActionAttachExplosivesTrigger › ActionContinuousBase › AnimatedActionBase › ActionBase › ActionBase_Basic
Full hierarchyFull members 165
- ActionBase_Basic
- ActionBase
- AnimatedActionBase
- ActionContinuousBase
- ActionAttachExplosivesTrigger
- ActionContinuousBase
- AnimatedActionBase
- ActionBase
Methods 10
override void CreateConditionComponents()References new CCINonRuined(), new CCTNonRuined(), UAMaxDistances.DEFAULT
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, ActionBase.m_ConditionItem, and ActionBase.m_ConditionTargetoverride bool ActionConditionContinue(ActionData action_data)override bool CanBeSetFromInventory()override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)override void OnStartServer(ActionData action_data)override void OnEndServer(ActionData action_data)override void OnFinishProgressServer(ActionData action_data)References AttachItem(), Class.Cast(), ActionBase.ClearActionJuncture()
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, ActionBase.ClearInventoryReservationEx(), CreateRemoteDetonatorReceiverAsAttachment(), ActionTarget.GetObject(), Object.GetOrientation(), Object.GetPosition(), Class.IsInherited(), CGame.IsMultiplayer(), ExplosivesBase.OnPlacementComplete(), ExplosivesBase.UnlockTriggerSlots(), ActionData.m_MainItem, ActionData.m_Player, and ActionData.m_Targetoverride void OnFinishProgressClient(ActionData action_data)protected void CreateRemoteDetonatorReceiverAsAttachment(ActionData action_data)Referenced by OnFinishProgressServer()
protected void AttachItem(ActionData action_data)