3 const int SWITCH_COUNT = 6;
4 const int LOW_ENERGY_PERCENT = 5;
6 protected static ref set<PowerGeneratorStatic>
m_PowerGenerators =
new set<PowerGeneratorStatic>();
44 float toleranceSq = tolerance * tolerance;
45 float smallestDist =
float.MAX;
50 float distSq =
vector.DistanceSq(position,obj.GetPosition());
51 if (distSq < toleranceSq)
87 for (
int i = 1; i <= SWITCH_COUNT; i++)
89 SetAnimationPhase(
"Switch" + i.ToString(), 1);
105 for (
int i = 1; i <= SWITCH_COUNT; i++)
107 SetAnimationPhase(
"Switch" + i.ToString(), 0);
113 super.SetLowEnergyState(state);
125 return "1.1 1.1 -1.1";
137 EntityAI ent = GetInventory().FindAttachment(slot);
139 return ent && !ent.IsRuined();
156 super.OnStoreSave(ctx);
171 if ( !super.OnStoreLoad( ctx, version ) )
206 otherGenerator.SetFuel(GetFuel());
214 if (!super.CanReleaseAttachment(attachment))
216 return !GetCompEM().IsWorking();
provides access to slot configuration
void SetLowEnergyStateServer(bool state)
PowerGeneratorStatic GetPowerGenerator()
Land_WarheadStorage_Main GetClosestBunker()
Land_WarheadStorage_PowerStation m_Parent
void SetLowEnergyStateServer(bool state)
override bool CanPutIntoHands(EntityAI parent)
override bool DisableVicinityIcon()
static void RegisterPersistentObject(PowerGeneratorStatic obj)
void SetParent(Land_WarheadStorage_PowerStation parent)
static void UnregisterPersistentObject(PowerGeneratorStatic obj)
override bool HasSparkplug()
void ~PowerGeneratorStatic()
override void EEOnAfterLoad()
override vector GetSmokeParticleOrientation()
void PowerGeneratorStatic()
override void OnStoreSave(ParamsWriteContext ctx)
override void OnWorkStart()
static ref set< PowerGeneratorStatic > m_PowerGenerators
override bool CanPutInCargo(EntityAI parent)
override bool IsTakeable()
static PowerGeneratorStatic GetClosestGenerator(vector position, float tolerance)
void StoreLeverStates(int leverStateBits)
override bool IsActionTargetVisible()
override bool OnStoreLoad(ParamsReadContext ctx, int version)
override bool CanReleaseAttachment(EntityAI attachment)
override vector GetSmokeParticlePosition()
override void OnWorkStop()
override void SetLowEnergyState(bool state)
Serialization general interface. Serializer API works with:
proto native CGame GetGame()