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);
112 if (GetInventory().AttachmentCount() != 0)
114 return GetInventory().GetAttachmentFromIndex(0);
127 return canisterEM.
GetEnergy() > GetCompEM().GetEnergyUsage() * pTime;
136 GetInventory().CreateInInventory(
"LargeGasCanister");
ActionLightItemOnFireWithBlowtorchCB ActionLightItemOnFireCB ActionLightItemOnFireWithBlowtorch()
ActionRepairCarChassisWithBlowtorchCB ActionRepairCarChassisCB ActionRepairCarChassisWithBlowtorch()
ActionRepairCarEngineWithBlowtorchCB ActionRepairCarEngineCB ActionRepairCarEngineWithBlowtorch()
ActionRepairCarPartWithBlowtorchCB ActionRepairCarPartCB ActionRepairCarPartWithBlowtorch()
ActionRepairItemWithBlowtorchCB ActionContinuousBaseCB ActionRepairItemWithBlowtorch()
void AddAction(typename actionName)
protected ExplosiveLight m_Light
light
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 OnDebugSpawn()
override void OnIgnitedTarget(EntityAI ignited_item)
protected void SoundBurningStop()
protected BlowtorchLight m_Light
override bool CanPutInCargo(EntityAI parent)
override void OnWorkStop()
override bool IsIgnited()
protected void RefreshFlameVisual(bool working=false)
override bool CanIgniteItem(EntityAI ignite_target=NULL)
override bool CanRemoveFromCargo(EntityAI parent)
override void OnWorkStart()
protected EffectSound m_SoundBurningLoop
protected void SoundBurningStart()
bool HasEnoughEnergyForRepair(float pTime)
override void SetActions()
protected EntityAI GetGasCanister()
const float FIREPLACE_IGNITE
proto native CGame GetGame()