class FireworksBaseSource
Anniversary_FireworksLauncher › FireworksLauncher › FireworksBase › Inventory_Base › ItemBase › InventoryItem › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
All members, including inherited
Constructors 1
void FireworksBase()References Init()
Members 4
protected EFireworksState m_Stateprotected EFireworksState m_StatePrevprotected ref Timer m_TimerEventprotected int m_RandomSeedReferenced by FireworksLauncher.FireworksLauncher(), and FireworksLauncher.OnVariablesSynchronized()
Methods 19
override void EEOnCECreate()References StandUp()
protected void Init()Referenced by FireworksBase()
override protected void SetActions()override bool HasFlammableMaterial()protected float GetMaxAllowedWetness()Referenced by CanBeIgnitedBy()
protected EFireworksState GetState()References m_State
protected void SetState(EFireworksState state)References CGame.IsServer(), OnStateChangedServer(), EntityAI.SetSynchDirty()
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, m_State, and m_StatePrevprotected void OnStateChangedServer(EFireworksState currentState)Referenced by SetState()
protected void OnStateChangedClient(EFireworksState currentState)Referenced by OnVariablesSynchronized()
override protected void OnInventoryEnter(Man player)override protected void OnInventoryExit(Man player)protected void StandUp()override void OnIgnitedThis(EntityAI fire_source)Executed on Server when some item ignited this one
References SetState()
References vector.Dot(), Object.GetDirectionUp(), GetMaxAllowedWetness()
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, GetState(), ItemBase.GetWet(), MiscGameplayFunctions.IsUnderRoofEx(), and vector.Upprotected void OnEventServer(int type)Called periodically after the entity gets ignited
protected float GetEventDelay()override protected void OnVariablesSynchronized()References OnStateChangedClient(), ItemBase.OnVariablesSynchronized(), m_State
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, m_StatePrevReferenced by FireworksLauncher.OnVariablesSynchronized()
override void GetDebugActions(out TSelectableActionInfoArrayEx outputList)DEVELOPERReferences ItemBase.GetDebugActions(), array.Insert(), new TSelectableActionInfoWithColor()
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, FadeColors.LIGHT_GREY, and FadeColors.REDoverride bool OnAction(int action_id, Man player, ParamsReadContext ctx)DEVELOPERReferences CGame.IsMultiplayer(), CGame.IsServer(), ItemBase.OnAction()