3 const string TEXTURE_FLAME =
"dz\\gear\\cooking\\data\\flame_butane_ca.paa";
4 const string ANIM_PHASE_FLAME =
"FlameHide";
5 const string SOUND_BURNING =
"Blowtorch_Loop_SoundSet";
17 m_Light.AttachOnMemoryPoint(
this,
"light");
41 SetObjectTexture(0, TEXTURE_FLAME);
42 SetAnimationPhase(ANIM_PHASE_FLAME, 0.0);
46 SetObjectTexture(0,
"");
47 SetAnimationPhase(ANIM_PHASE_FLAME, 1.0);
53 PlaySoundSetLoop(m_SoundBurningLoop, SOUND_BURNING, 0.1, 0.0);
58 StopSoundSet(m_SoundBurningLoop);
63 if (!super.CanPutInCargo(parent))
68 return !GetCompEM().IsSwitchedOn();
78 return GetCompEM().IsWorking();
96 return ignite_target.CanBeIgnitedBy(
this);
113 if (GetInventory().AttachmentCount() != 0)
115 return GetInventory().GetAttachmentFromIndex(0);
128 return canisterEM.
GetEnergy() > GetCompEM().GetEnergyUsage() * pTime;
137 GetInventory().CreateInInventory(
"LargeGasCanister");
ActionLightItemOnFireWithBlowtorchCB ActionLightItemOnFireCB ActionLightItemOnFireWithBlowtorch()
ActionRepairBoatEngineCB ActionRepairVehiclePartCB ActionRepairBoatEngine()
ActionRepairCarChassisWithBlowtorchCB ActionRepairCarChassisCB ActionRepairCarChassisWithBlowtorch()
ActionRepairCarEngineWithBlowtorchCB ActionRepairCarEngineCB ActionRepairCarEngineWithBlowtorch()
ActionRepairCarPartWithBlowtorchCB ActionRepairCarPartCB ActionRepairCarPartWithBlowtorch()
ActionRepairItemWithBlowtorchCB ActionContinuousBaseCB ActionRepairItemWithBlowtorch()
void AddAction(typename actionName)
float AddEnergy(float added_energy)
Energy manager: Adds energy to this device and clamps it within its min/max storage limits....
float GetEnergy()
Energy manager: Returns the amount of stored energy this device has.
Wrapper class for managing sound through SEffectManager.
override void OnWorkStart()
EntityAI GetGasCanister()
override void SetActions()
void RefreshFlameVisual(bool working=false)
EffectSound m_SoundBurningLoop
override bool IsIgnited()
override void OnWorkStop()
override void OnIgnitedTarget(EntityAI target_item)
override bool CanRemoveFromCargo(EntityAI parent)
bool HasEnoughEnergyForRepair(float pTime)
override bool CanPutInCargo(EntityAI parent)
override void OnDebugSpawn()
override bool CanIgniteItem(EntityAI ignite_target=NULL)
proto native CGame GetGame()
class Land_Buoy extends House m_Light