Abstract interface class to the detonation service. This service provides information about detonation events, and allows the creation of detonation events. While it is possible to do this through the DtEventManager, the DtDetonationServiceInterface is built on top of that class and provides an API designed specifically for detonation events. This includes registering for detonations that are filtered for specific areas or that impact specific entities.
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| | DtDetonationServiceInterface () |
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| virtual DtDetonationResult | detonationResult (const DtSimMunition &munition, DtDetonatorFuze fuze, const DtEntityType &targetEntityType, const DtVector &localPosition) const =0 |
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| virtual DtDetonationResult | detonationResult (const DtSimMunition &munition, DtDetonatorFuze fuze, const DtSurface &terrainSurface, const DtVector &localPosition) const =0 |
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| virtual DtDetonationResult | detonationResultMidAir (const DtSimMunition &munition, const DtVector &localPosition) const =0 |
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| virtual void | sendDetonationInteraction (const makVrfEvents::DtDetonationEvent &detonation)=0 |
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| virtual bool | registerDirectDetonation (const DtUUID &entityId, void *callbackObject, DtDamageAdjudicationFunction func)=0 |
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| virtual bool | registerCollateralDetonation (const DtUUID &entityId, DtSimMunition munition, double maxDamageRadius, void *callbackObject, DtDamageAdjudicationFunction func)=0 |
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| virtual bool | registerCollateralDetonationByPower (const DtUUID &entityId, const DtString &powerType, double minDamagePower, void *callbackObject, DtDamageAdjudicationFunction func)=0 |
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| virtual bool | unRegisterDirectDetonationTarget (const DtUUID &entity)=0 |
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| virtual bool | unRegisterCollateralDetonationTarget (const DtUUID &entity)=0 |
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| virtual bool | unRegisterCollateralDetonationCallback (const DtUUID &entity, void *callbackObject, DtDamageAdjudicationFunction func)=0 |
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| virtual bool | reinitialize ()=0 |
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| virtual void | tick ()=0 |
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| virtual const DtDetonationParams * | parameters () const =0 |
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virtual const
DtTerrainDeformationParams * | terrainDeformationParameters () const =0 |
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Use this function to register interest in collateral detonations ie ground detonations from indirect fire, missile detonations or direct fire detonations that would cause collateral damage to nearby entities. Supplies the entity, the entity ID, the munition being used, it's maximum radius that it can cause damage to the entity, a callback function, and a pointer to the actuator (void *). The munition and maximum damage radius are stored in the collateralDetonationTargetInfoPtr's damageMap keyed by munition.
Implemented in DtDetonationManager.
Use this function to register interest in collateral detonations ie ground detonations from indirect fire, missile detonations or direct fire detonations that would cause collateral damage to nearby entities. Supplies the entity, the entity ID, the type of detonation power (e.g. "explosive"), the minimum power that can cause damage to the entity, a callback function, and a pointer to the actuator (void *).
Implemented in DtDetonationManager.