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ThrowGrenadeAction.c
Go to the documentation of this file.
1
// Script File
2
class
ThrowGrenadeAction
:
ScriptedUserAction
3
{
4
override
void
PerformAction
(
IEntity
pOwnerEntity,
IEntity
pUserEntity)
5
{
6
GenericEntity
user =
GenericEntity
.Cast(pUserEntity);
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CharacterControllerComponent characterController = CharacterControllerComponent.Cast(user.
FindComponent
(CharacterControllerComponent));
8
BaseWeaponManagerComponent weaponMgr = BaseWeaponManagerComponent.Cast(user.
FindComponent
(BaseWeaponManagerComponent));
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if
(characterController && weaponMgr)
11
{
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// grenade
13
GrenadeSlotComponent grenadeSlot = GrenadeSlotComponent.Cast(weaponMgr.GetCurrent());
14
if
(grenadeSlot)
15
{
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Print
(
"### GRENADE"
);
17
vector
groundWeaponMat[4];
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pOwnerEntity.
GetTransform
(groundWeaponMat);
19
IEntity
weaponToDrop = weaponMgr.SetSlotWeapon(grenadeSlot, pOwnerEntity);
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Print
(weaponToDrop);
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22
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if
(weaponToDrop)
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{
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weaponToDrop.
SetTransform
(groundWeaponMat);
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// Wake me up inside
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// Wake me up inside
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// Call my name and save me from the dark
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// (wake rigidbody up, bring it to life!)
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Physics
weaponPhysics = weaponToDrop.
GetPhysics
();
32
if
(weaponPhysics)
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{
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weaponPhysics.SetActive(1);
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}
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}
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}
38
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}
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}
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};
GenericEntity
Definition
GenericEntity.c:16
IEntity
Definition
IEntity.c:13
IEntity::FindComponent
proto external Managed FindComponent(typename typeName)
IEntity::GetPhysics
proto external Physics GetPhysics()
IEntity::SetTransform
proto external bool SetTransform(vector mat[4])
IEntity::GetTransform
proto external void GetTransform(out vector mat[])
Physics
Definition
Physics.c:22
ScriptedUserAction
Definition
ScriptedUserAction.c:13
ThrowGrenadeAction
Definition
ThrowGrenadeAction.c:3
vector
Definition
vector.c:13
Print
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
PerformAction
@ PerformAction
Definition
EUserActionEvent.c:15
scripts
Game
UserActions
ThrowGrenadeAction.c
Generated by
1.17.0