A sender component is always present with dangerous objects (e.g. armed explosives, flying bullets) as it tracks which entity (e.g. a character) is “guilty” of their coming to existence.

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Fields:

  • direct_sender
    • In case of a flying bullet, the gun with which it was shot.
      • e.g. to know what was the item with which one was killed.
  • capability_of_sender
    • The character who held direct_sender.
      • e.g. to know who has kiled who.
  • faction_of_sender
    • The faction of capability_of_sender.
      • e.g. to disallow Resistance from defusing its own bombs.
  • vehicle_driven_by_capability
    • The vehicle which was driven by capability_of_sender.
      • We are only interested in the vehicle driven by capability at the time of sending.
      • e.g. to disable collision between the vehicle and the bullets shot by the driver.

In case of a released explosive (e.g. a planted bomb or a thrown grenade), both the direct sender and its capability
point to the character who has thrown it.

In case of explosion bodies generated from a bomb, they all get their sender components copied from the bomb.

An explosion, on detonation, sends damage messages.