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.
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.
- In case of a flying bullet, the gun with which it was shot.
capability_of_sender
- The character who held
direct_sender
.- e.g. to know who has kiled who.
- The character who held
faction_of_sender
- The faction of
capability_of_sender
.- e.g. to disallow Resistance from defusing its own bombs.
- The faction of
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.
- The vehicle which was driven by
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.