class TrapBaseSource
TrapBase › ItemBase › InventoryItem › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
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Constructors 1
void TrapBase()Show 18 more
, m_AddActivationDefect, m_AddDeactivationDefect, m_AnimationPhaseGrounded, m_AnimationPhaseSet, m_AnimationPhaseTriggered, m_DamageOthers, m_DamagePlayers, m_DefectRate, m_InfoActivationTime, m_InfoDamage, m_InfoDamageManipulation, m_InfoDeactivated, m_InfoSetup, m_InitWaitTime, m_IsInProgress, m_NeedActivation, m_UpdateTimer, and m_WasActivatedOrDeactivatedConstants 3
protected const int SPAWN_FLAGS = ECE_CREATEPHYSICSprotected const int DAMAGE_TRIGGER_MINE = 75protected const float UPDATE_TIMER_INTERVAL = 0.05Members 24
float m_InitWaitTimeAfter this time after deployment, the trap is activated
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, TrapBase(), and TripwireTrap.TripwireTrap()bool m_NeedActivationIf activation of trap is needed
float m_DefectRateAdded damage after trap activation
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, TrapBase(), and TripwireTrap.TripwireTrap()float m_DamagePlayersHow much damage player gets when caught
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, TrapBase(), and TripwireTrap.TripwireTrap()float m_DamageOthersHow much damage player gets when caught
bool m_AddDeactivationDefectDamage trap after deactivation
protected bool m_IsActiveTrue means that the trap is ready to detonate
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, SetActive(), and SetInactive()protected bool m_IsInProgressShow 6 more
, IsTakeable(), OnStoreSave(), OnVariablesSynchronized(), SetActive(), StartActivate(), and TrapBase()protected bool m_Disarmed = falseDEPRECATED Used for explosive traps to prevent detonation after destroying through disarm action
bool m_WasActivatedOrDeactivatedstring m_AnimationPhaseGroundedShow 2 more
, TripwireTrap.FoldTripWire(), and TripwireTrap.TripwireTrap()string m_AnimationPhaseSetShow 2 more
, TripwireTrap.FoldTripWire(), and TripwireTrap.TripwireTrap()string m_AnimationPhaseTriggeredShow 2 more
, TripwireTrap.FoldTripWire(), and TripwireTrap.TripwireTrap()string m_InfoSetupstring m_InfoDeactivatedstring m_InfoDamageManipulationstring m_InfoDamagestring m_InfoActivationTimeprotected ref Timer m_Timerprotected ref Timer m_UpdateTimerprotected TrapTrigger m_TrapTriggerprotected ref EffectSound m_DeployLoopSoundDEPRECATED
Methods 49
void OnUpdate(EntityAI victim)timer calling OnUpdate in configured interval
TrapTrigger GetTrapTrigger()override void OnVariablesSynchronized()this event is called all variables are synchronized on client
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, StartActivate(), m_IsActive, and m_IsInProgressoverride void EEDelete(EntityAI parent)override void OnStoreSave(ParamsWriteContext ctx)override bool OnStoreLoad(ParamsReadContext ctx, int version)bool IsActive()bool IsInactive()override bool IsTakeable()bool IsActivable()Show 3 more
, Object.IsRuined(), m_IsInProgress, and m_NeedActivationbool IsPlaceable()Show 1 more
, IsPlaceable()void Disarm()void SnapOnObject(EntityAI victim)void RemoveFromObject(EntityAI victim)void OnSteppedOn(EntityAI victim)void OnSteppedOut(EntityAI victim)keeping "step" here for consistency only
protected void Synch(EntityAI victim)override void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)Show 3 more
, Serializer.Read(), SnapOnObject(), and Param1.param1void RefreshState()Show 5 more
, OnItemLocationChanged(), SetActive(), SetInactive(), SnapOnObject(), and TripwireTrap.RefreshState()void SetupTrap()Show 2 more
, CGame.IsServer(), and SetupTrapPlayer()void SetupTrapPlayer(PlayerBase player, bool set_position = true)Show 4 more
, Man.LocalDropEntity(), SetActive(), Object.SetPosition(), and m_NeedActivationvoid AddDefect()void SetActive()Show 2 more
, StartActivate(), and TripwireTrap.EEItemLocationChanged()void OnActivate()void StartActivate(PlayerBase player)Show 6 more
, SetActive(), EntityAI.SetSynchDirty(), new Timer(), m_InitWaitTime, m_IsInProgress, and m_Timervoid StartDeactivate(PlayerBase player)void SetInactive(bool stop_timer = true)Show 6 more
, EntityAI.SetSynchDirty(), Timer.Stop(), m_AddDeactivationDefect, m_IsActive, m_Timer, and m_WasActivatedOrDeactivatedvoid CreateTrigger()void DeleteTrigger()void DeferredEnableTrigger()Show 4 more
, CGame.IsServer(), ItemBase.OnItemLocationChanged(), RefreshState(), and SnapOnObject()override void OnPlacementComplete(Man player, vector position = "0 0 0", vector orientation = "0 0 0")Show 3 more
, Object.SetOrientation(), Object.SetPosition(), and EntityAI.SetSynchDirty()bool CanBeClapped()DEPRECATED Set if trap can be disarmed using ActionClapBearTrapWithThisItem
bool CanBeDisarmed()override void SetActions()protected void DamageClothing(PlayerBase player)actual, healthy wheel, let it pass
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, PlayerBase.GetItemOnSlot(), array.Insert(), and m_ClothingDmgvoid PlayDeployLoopSound()DEPRECATED
void StopDeployLoopSound()DEPRECATED