DIFF

class Grenade_BaseSource

Grenade_Base ExplosivesBase ItemBase InventoryItem EntityAI Entity ObjectTyped Object IEntity Managed

All members, including inherited

Constructors 1

Constants 1

protected const float DEFAULT_FUSE_DELAY = 10
Referenced by Grenade_Base()

Members 6

protected ref Timer m_FuseTimer
Referenced by Activate(), Deactivate(), Grenade_Base()
Show 1 more, IsPinnable()
protected float m_FuseDelay
Referenced by Activate(), and SetFuseDelay()
protected float m_RemainingFuseTime
protected bool m_Pinned
protected bool m_Pinnable
Referenced by IsPinnable(), Pin(), and SetPinnable()
protected EGrenadeType m_GrenadeType

Methods 31

void Pin()
References OnPin(), m_Pinnable, and m_Pinned
Referenced by ActionPin.OnExecute()
override void OnActivatedByTripWire()

DEPRECATED use OnActivatedByItem

override void OnActivatedByItem(notnull ItemBase item)
void ActivateImmediate()

cannot be pinned once the fuse has started

void ActivateRandomTime()
void SetPinnable(bool state)

to millis

References m_Pinnable
EGrenadeType GetGrenadeType()
References m_GrenadeType
Referenced by InitiateExplosion()
protected void Activate()
protected void Deactivate()

run only the remaining part (already unpinned and pinned)

Referenced by OnPin(), and OnWasAttached()
protected override void InitiateExplosion()
Referenced by ExplodeGrenade()
protected void ExplodeGrenade(EGrenadeType grenade_type)

DEPRECATED - for backward compatibility only

protected void OnPin()
Referenced by Pin()
protected void OnUnpin()
Referenced by Unpin()
protected void OnActivateStarted()
Referenced by OnUnpin()
protected void OnActivateFinished()
protected void OnActivateImmediate()
Referenced by ActivateImmediate()
protected void OnDeactivate()
Referenced by Deactivate()
override void OnStoreSave(ParamsWriteContext ctx)
override bool OnStoreLoad(ParamsReadContext ctx, int version)
override bool CanBeArmed()
override bool CanBeDisarmed()
override bool CanExplodeInFire()
override void SetActions()
override void EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
override void OnWasAttached(EntityAI parent, int slot_id)

activate grenade when it leaves player hands (safety handle released)