class BoatScript
BoatScript › Boat › Transport › Pawn › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
Base script class for boats
Constructors 1
void BoatScript()Show 24 more
, new EffectBoatWaterSide(), Object.GetMemoryPointPos(), CGame.IsHeadlessOrDedicatedServer(), CGame.IsServer(), Object.MemoryPointExists(), EntityAI.RegisterNetSyncVariableBool(), EntityAI.RegisterNetSyncVariableBoolSignal(), Timer.Run(), IEntity.SetEventMask(), new Timer(), DECAY_TICK_FREQUENCY, m_DecayTimer, m_HeatComfortOverride, m_PlaySoundImpactHeavy, m_PlaySoundImpactLight, m_SoundEngineStart, m_SoundEngineStartNoFuel, m_SoundEngineStop, m_SoundEngineStopNoFuel, m_SoundImpactHeavy, m_SoundImpactLight, m_SoundPushBoat, m_SoundWaterSplash, and m_WaterEffectsConstants 8
protected const int DECAY_PLAYER_RANGE = 300when a player is found within this range, decay is deactivated
protected const int DECAY_FLAG_RANGE = 100when a boat is parked around a territoryflag, decay is deactivated
protected const float DECAY_DAMAGE = 0.017protected const float DECAY_FLIPPED_MULT = 4protected const float SOUND_ENGINE_FADE = 0.2protected const float SPLASH_THRESHOLD_CONDITION = 0.08diff between sea surface and propeller pos which determines if the splash should happen
protected const float SPLASH_THRESHOLD = 0.18diff between sea surface and propeller pos which determines when the splash happens
Members 27
private static ref map<typename, ref TInputActionMap> m_BoatTypeActionsMap = new map<typename, ref TInputActionMap>()private TInputActionMap m_InputActionMapprivate bool m_ActionsInitializedprotected ref Timer m_DecayTimerprotected bool m_UpdateParticlesprotected ref EffectBoatWaterBase m_WaterEffects[4]protected bool m_SplashIncomingboat is high enough for the splash to trigger when it falls back down to sea level
protected bool m_PlaySoundEngineStopNoFuelprotected bool m_PlaySoundImpactLightprotected bool m_PlaySoundImpactHeavyprotected bool m_PlaySoundPushBoatprotected bool m_IsEngineSoundFadingprotected bool m_EngineFadeDirectiontrue>in | false>out
protected float m_EngineFadeTimeprotected string m_SoundImpactLightprotected string m_SoundImpactHeavyprotected string m_SoundPushBoatprotected string m_SoundWaterSplashprotected string m_SoundEngineStartprotected string m_SoundEngineStopprotected string m_SoundEngineStartNoFuelprotected string m_SoundEngineStopNoFuelprotected ref EffectSound m_SoundPushBoatEffectprotected ref EffectSound m_SoundWaterSplashEffectprotected ref EffectSound m_SoundEngineEffectprotected ref EffectSound m_SoundEngineEffectDeletionhold engine sound which is being stopped & deleted while another is starting
protected float m_HeatComfortOverrideMethods 61
void InitializeActions()Show 4 more
, new TInputActionMap(), Class.Type(), m_BoatTypeActionsMap, and m_InputActionMapoverride void GetActions(typename action_input_type, out array<ActionBase_Basic> actions)override bool DisableVicinityIcon()override string GetVehicleType()override bool IsInventoryVisible()override float GetTransportCameraDistance()override vector GetTransportCameraOffset()override int GetAnimInstance()override int Get3rdPersonCameraType()override int GetFluidCapacityScript(ETransportFluid fluidType)override float GetFluidFractionScript(ETransportFluid fluidType)override void FillScript(ETransportFluid fluidType, float amount)override bool IsAreaAtDoorFree(int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4])override bool OnBeforeEngineStart()Gets called everytime the game wants to start the engine.
Returns: true if the engine can start, false otherwise.
float GetHeatComfortOverride()int CheckOperationalRequirements()void OnIgnition()override void OnEngineStart()Show 2 more
, CGame.IsHeadlessOrDedicatedServer(), and Boat.OnEngineStart()override void OnEngineStop()override void EEOnCECreate()override void OnInput(float dt)Show 12 more
, Boat.GetFluidFraction(), Transport.GetMomentum(), GetVelocity(), HandleBoatSplashSound(), CGame.IsHeadlessOrDedicatedServer(), Pawn.IsProxy(), CGame.IsServer(), EntityAI.SetSynchDirty(), Transport.m_MomentumPrevTick, m_PlaySoundEngineStopNoFuel, m_UpdateParticles, and Transport.m_VelocityPrevTickShow 4 more
, CGame.GetWaterDepth(), Pawn.IsProxy(), Boat.PropellerGetPosition(), and IEntity.VectorToParent()Show 2 more
, m_IsEngineSoundFading, and m_UpdateParticlesWARNING: Can be called very frequently in one frame, use with caution
override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)Show 2 more
, Boat.EngineStop(), and Pawn.IsProxy()override void OnVariablesSynchronized()protected override bool DetectFlipped(VehicleFlippedContext ctx)override float OnSound(BoatSoundCtrl ctrl, float oldValue)Show 3 more
, m_EngineFadeTime, m_IsEngineSoundFading, and SOUND_ENGINE_FADEoverride void MarkCrewMemberUnconscious(int crewMemberIndex)override void MarkCrewMemberDead(int crewMemberIndex)protected void DecayHealthTick()protected bool IsInFlagRange()bool CheckOperationalState()Show 2 more
, Transport.IsVitalSparkPlug(), and GameConstants.STATE_RUINEDoverride void OnDriverExit(Human player)Show 1 more
, Transport.OnDriverExit()void OnVehicleJumpOutServer(GetOutTransportActionData data)protected void HandleEngineSound(EBoatEngineSoundState state)protected void PlaySound(string soundset, inout EffectSound sound, vector position = vector.Zero)protected void HandleBoatSplashSound()Show 15 more
, Object.GetPosition(), Math.InverseLerp(), vector.Normalize(), Boat.PropellerGetPosition(), Effect.SetAttachmentParent(), EffectSound.SetAutodestroy(), Effect.SetLocalPosition(), EffectSound.SetSoundVolume(), EffectSound.Start(), CGame.SurfaceGetSeaLevel(), m_SoundWaterSplash, m_SoundWaterSplashEffect, m_SplashIncoming, SPLASH_THRESHOLD, and SPLASH_THRESHOLD_CONDITIONprotected void SyncSoundImpactLight()protected void SyncSoundImpactHeavy()void SyncSoundPushBoat(bool play)protected void FadeEngineSound(bool fadeIn)Show 1 more
, SOUND_ENGINE_FADEprotected void FlipVehicle()Show 1 more
, Object.SetPosition()protected void CheckContactCache()void AddAction(typename actionName)void RemoveAction(typename actionName)protected void UpdateParticles(float timeSlice = 0)protected void StopParticleUpdate()protected void ClearWaterEffects()Show 4 more
, ScriptCallQueue.Remove(), Particle.SetParticleParam(), EffectParticle.Stop(), and m_WaterEffectsoverride void CleanupEffects()override void GetDebugActions(out TSelectableActionInfoArrayEx outputList)Show 1 more
, FadeColors.LIGHT_GREYoverride bool OnAction(int action_id, Man player, ParamsReadContext ctx)protected override event typename GetOwnerStateType()protected override event typename GetMoveType()override void FixEntity()DIAG_DEVELOPER