5 static int REFLECTOR_ID = 1;
6 static int GLASS_ID = 2;
8 static string LIGHT_OFF_GLASS =
"dz\\gear\\tools\\data\\flashlight_glass.rvmat";
9 static string LIGHT_OFF_REFLECTOR =
"dz\\gear\\tools\\data\\flashlight.rvmat";
10 static string LIGHT_ON_GLASS =
"dz\\gear\\tools\\data\\flashlight_glass_on.rvmat";
11 static string LIGHT_ON_REFLECTOR =
"dz\\gear\\tools\\data\\flashlight_glass_on.rvmat";
18 m_Light.AttachOnMemoryPoint(
this,
"beamStart",
"beamEnd");
21 SetObjectMaterial(GLASS_ID, LIGHT_ON_GLASS);
22 SetObjectMaterial(REFLECTOR_ID, LIGHT_ON_REFLECTOR);
25 override void OnWork(
float consumed_energy )
33 float efficiency = battery.GetEfficiency0To1();
37 m_Light.SetIntensity( efficiency, GetCompEM().GetUpdateInterval() );
57 SetObjectMaterial(GLASS_ID, LIGHT_OFF_GLASS);
58 SetObjectMaterial(REFLECTOR_ID, LIGHT_OFF_REFLECTOR);
64 super.OnInventoryExit(player);
66 if ( GetCompEM().IsWorking() )
70 vector ori_rotate = player.GetOrientation();
71 ori_rotate = ori_rotate +
Vector(270,0,0);
72 SetOrientation(ori_rotate);
87 Battery9V.Cast(GetInventory().CreateInInventory(
"Battery9V"));
void AddAction(typename actionName)
override void OnWork(float consumed_energy)
override void OnWorkStart()
override void OnWorkStop()
override void OnDebugSpawn()
override void OnInventoryExit(Man player)
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
class Land_Buoy extends House m_Light