class CatchingContextTrapsBaseSource
CatchingContextTrapsBase › CatchingContextBase
All members, including inherited
Members 3
protected float m_CumulativeTrappingSuccessafter N attempts, the chance to catch should be this. Only highest one applies. @NOTE: Take care, only way to achieve guaranteed 1.0 chance at the end is to have EVERY chance at 1.0.
@var m_CumulativeTrappingSuccess
protected int m_AttemptsCountprotected ItemBase m_BaitMethods 16
override protected void DeserializeData(Param par)override protected void CreateResultDataStructure()override protected void ClearCatchingItemData()override protected void InitItemValues(EntityAI item)References AdjustBaitItemChance(), new BaitData(), array.Clear()
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, array.Clear(), CGame.ConfigGetFloat(), CGame.ConfigGetFloatArray(), CGame.ConfigGetIntArray(), CGame.ConfigIsExisting(), map.Contains(), array.Count(), array.Count(), ErrorEx(), map.Get(), Object.GetType(), Object.IsRuined(), EntityAI.IsSetForDeletion(), map.Set(), CachedObjectsArrays.ARRAY_FLOAT, CachedObjectsArrays.ARRAY_INT, CatchingContextBase.m_BaitCompatibilityMap, CatchingContextBase.m_QualityBaseMod, CatchingContextBase.m_QualityDispersionMaxMod, and CatchingContextBase.m_QualityDispersionMinModAllows for adjustment of all catch probabilities from item qualities (damage, qty...)
References Class.CastTo()
Referenced by InitItemValues()
override protected void InitCatchEnviroMask()Referenced by UpdateTrapEnviroMask()
override protected void Init(Param par)override protected void SetupInitialTypes()Referenced by UpdateDataAndMasks()
void UpdateDataAndMasks()int UpdateTrapEnviroMask()Referenced by TrapSpawnBase.UpdateTrapEnviroMask()
void SetTrapEnviroMask(int value)References CatchingContextBase.m_EnviroMask
Referenced by TrapSpawnBase.SetTrapEnviroMask()
void UpdateUsedBait(ECatchingBaitCategories type)if non-empty bait type is used, some 'Bait' attachment is picked as an active bait (currently no direct link between item and sensitivity-weighted target probability)
Referenced by UpdateBaseProbability()
override void UpdateBaseProbability(YieldItemBase yItem)Referenced by UpdateBaseProbability()
void RemoveBait()Referenced by TrapSpawnBase.HandleBaitLoss()
void ReduceBaitQty(float qtyNorm)References EntityAI.DeleteSafe(), ItemBase.GetQuantityNormalized(), ItemBase.HasQuantity()
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, ItemBase.IsSplitable(), ItemBase.SetQuantityNormalized(), and m_BaitReferenced by TrapSpawnBase.HandleBaitLoss()