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BaseItem

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Chaos Theorydiffers

Properties (6)

NameType
OnPickupOutput
ChaosOutput
Mesh
ReadOnly
Collider
ReadOnly
Physics
ReadOnly
MotionEnabled
bool
Enable physics and movement for this object?
LastOwner
Who was the last one to touch it
ReadOnly

Fields & Events (1)

NameType
PickUp
bool
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Methods (16)

NameType
GetModel()
string
protected · virtual
IsStatic()
bool
protected · virtual
AllowTouchPickup()
bool
virtual
GetEditorVis()
string
protected · override
GetPickupSound()
string
protected · virtual
SoundStealChannel()
int
protected · virtual
OnEnabled()
void
protected · override
AddEffects()
void
Used to add additional effects so we don't need to use prefabs for it
protected · virtual
OwnerChanged()
void
protected · virtual
OnFixedUpdate()
void
protected · override
OnPickup(BasePlayer Activator = null)
void
When picked up (succefully)
virtual
PickupCheck()
bool
Used to know if OnPickup() should even be fired, per entity
protected · virtual
OnRemove(BasePlayer Activator = null)
void
When item is forcefully removed (not when killed or spent)
virtual
DestroyItem()
void
Properly destroy the item with extra stuff we want (instead of just calling GameObject.Destroy())
Broadcast
StartPickingUp(BasePlayer Activator)
void
We started the pickup FixedUpdate, because we cant just trigger it once, it has to be occasionally checked
StopPickingUp(BasePlayer Activator)
void