class TripwireTrapSource
TripwireTrapDeployed › TripwireTrap › TrapBase › ItemBase › InventoryItem › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
All members, including inherited
Constructors 1
void TripwireTrap()Constants 3
static const int FOLDED = 3Referenced by EEItemLocationChanged(), OnInventoryEnter(), OnPlacementCancelled()
Show 3 more
, OnStoreLoad(), RefreshState(), and StartDeactivate()static const int DEPLOYED = 2Referenced by CanDisplayAttachmentSlot(), CanReceiveAttachment(), GetViewIndex()
Show 4 more
, IsTakeable(), OnDebugSpawn(), OnPlacementComplete(), and SetupTrapPlayer()static const int TRIGGERED = 1Members 5
int m_State = FOLDEDprivate int m_WireMaterialprotected bool m_ResultOfAdvancedPlacingprotected vector m_TriggerPositionprotected vector m_TriggerOrientationMethods 34
override void OnStoreSave(ParamsWriteContext ctx)override bool OnStoreLoad(ParamsReadContext ctx, int version)References TrapBase.OnStoreLoad(), Serializer.Read(), RefreshState()
Show 2 more
, SetState(), and FOLDEDoverride void CreateTrigger()override void OnSteppedOn(EntityAI victim)override void EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)References ItemBase.EEHealthLevelChanged(), CGame.IsServer(), RefreshState()
Show 3 more
, SetState(), GameConstants.STATE_RUINED, and TRIGGEREDoverride void SetInactive(bool stop_timer = true)void SetState(int state_ID)References m_State
int GetState()References m_State
Referenced by CanDisplayAttachmentSlot(), CanReceiveAttachment(), GetViewIndex()
Show 3 more
, IsTakeable(), RefreshState(), and UpdateProxySelections()int GetWireType()References m_WireMaterial
override void RefreshState()override void SetupTrapPlayer(PlayerBase player, bool set_position = true)override void StartDeactivate(PlayerBase player)override void EEKilled(Object killer)void FoldTripWire()References Entity.SetAnimationPhase(), TrapBase.m_AnimationPhaseGrounded, TrapBase.m_AnimationPhaseSet
Show 1 more
, TrapBase.m_AnimationPhaseTriggeredReferenced by RefreshState()
override void OnInventoryEnter(Man player)override int GetViewIndex()PLATFORM_WINDOWSReferences GameInventory.GetCurrentInventoryLocation(), EntityAI.GetInventory(), GetState()
Show 4 more
, InventoryLocation.GetType(), Object.MemoryPointExists(), DEPLOYED, and TRIGGEREDoverride void OnPlacementComplete(Man player, vector position = "0 0 0", vector orientation = "0 0 0")References CGame.IsServer(), TrapBase.OnPlacementComplete(), SetState()
Show 4 more
, DEPLOYED, m_ResultOfAdvancedPlacing, m_TriggerOrientation, and m_TriggerPositionoverride void OnPlacementCancelled(Man player)References EntityAI.OnPlacementCancelled(), SetState(), FOLDED
Show 1 more
, m_ResultOfAdvancedPlacingoverride bool IsDeployable()override bool IsTakeable()References GameInventory.AttachmentCount(), EntityAI.GetInventory(), GetState()
Show 1 more
, DEPLOYEDoverride string GetDeploySoundset()override string GetLoopDeploySoundset()override void SetActions()void UpdateProxySelections()override void OnDebugSpawn()DEVELOPERoverride void GetDebugActions(out TSelectableActionInfoArrayEx outputList)DEVELOPERReferences ItemBase.GetDebugActions(), array.Insert(), new TSelectableActionInfoWithColor()
Show 2 more
, FadeColors.LIGHT_GREY, and FadeColors.REDoverride bool OnAction(int action_id, Man player, ParamsReadContext ctx)DEVELOPERReferences CGame.IsMultiplayer(), CGame.IsServer(), ItemBase.OnAction()