Jazz2::Actors::Explosion class

Explosion effects.

A transient visual effect actor spawned when something is destroyed, such as a projectile impact, an enemy death or a smoke/debris puff. It plays a single animation and then disappears. Covers several explosion and smoke variants (see Type).

Base classes

class ActorBase
Base class of an object.

Public types

enum class Type { Tiny, TinyBlue, TinyDark, Small, SmallDark, Large, SmokeBrown, SmokeGray, SmokeWhite, SmokePoof, WaterSplash, Pepper, RF, RFUpgraded, Generator, IceShrapnel }
Explosion effect type.

Public static functions

static void Create(ILevelHandler* levelHandler, const Vector3i& pos, Type type, float scale = 1.0f)
Spawns an explosion effect of a given type at a given position.

Constructors, destructors, conversion operators

Explosion()
Creates a new instance.

Protected functions

auto OnActivatedAsync(const ActorActivationDetails& details) -> Task<bool> override
Called when the object is created and activated.
void OnUpdate(float timeMult) override
Called every frame to update the object state.
void OnUpdateHitbox() override
Called when the hitbox needs to be updated.
void OnEmitLights(SmallVectorImpl<LightEmitter>& lights) override
Called when emitting lights.
void OnAnimationFinished() override
Called when an animation finished.

Enum documentation

enum class Jazz2::Actors::Explosion::Type

Explosion effect type.

Enumerators
Tiny

Tiny explosion

TinyBlue

Tiny blue explosion

TinyDark

Tiny dark explosion

Small

Small explosion

SmallDark

Small dark explosion

Large

Large explosion

SmokeBrown

Brown smoke

SmokeGray

Gray smoke

SmokeWhite

White smoke

SmokePoof

Smoke poof

WaterSplash

Water splash

Pepper

Pepper spray impact

RF

RF missile explosion

RFUpgraded

Upgraded RF missile explosion

Generator

Generator (de)activation effect

IceShrapnel

Ice shrapnel