class BoatScriptSource
BoatScript › Boat › Transport › Pawn › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
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All members, including inherited
Base script class for boats
Constructors 2
void BoatScript()Show 23 more
, new EffectBoatWaterSide(), Object.GetMemoryPointPos(), CGame.IsDedicatedServer(), CGame.IsServer(), Object.MemoryPointExists(), EntityAI.RegisterNetSyncVariableBool(), EntityAI.RegisterNetSyncVariableBoolSignal(), Timer.Run(), IEntity.SetEventMask(), new Timer(), DECAY_TICK_FREQUENCY, m_DecayTimer, m_PlaySoundImpactHeavy, m_PlaySoundImpactLight, m_SoundEngineStart, m_SoundEngineStartNoFuel, m_SoundEngineStop, m_SoundEngineStopNoFuel, m_SoundImpactHeavy, m_SoundImpactLight, m_SoundPushBoat, m_SoundWaterSplash, and m_WaterEffectsvoid ~BoatScript()Constants 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 29
private static ref map<typename, ref TInputActionMap> m_BoatTypeActionsMap = new map<typename, ref TInputActionMap>()private TInputActionMap m_InputActionMapprivate bool m_ActionsInitializedprotected vector m_VelocityPrevTickprotected float m_MomentumPrevTickprotected ref VehicleContactData m_ContactDataprotected 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
Methods 58
override void EEDelete(EntityAI parent)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 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.
int CheckOperationalRequirements()void OnIgnition()override void OnEngineStart()Show 2 more
, CGame.IsDedicatedServer(), and Boat.OnEngineStart()override void OnEngineStop()override void EEOnCECreate()override void OnInput(float dt)Show 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_WaterEffectsprotected 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