13 m_ToggleAnimations.Insert(
new ToggleAnimations(
"EntranceO",
"EntranceC", OPENING_0), 0 );
14 m_ToggleAnimations.Insert(
new ToggleAnimations(
"Window1O",
"Window1C", OPENING_1), 0 );
15 m_ToggleAnimations.Insert(
new ToggleAnimations(
"Window2O",
"Window2C", OPENING_2), 0 );
16 m_ToggleAnimations.Insert(
new ToggleAnimations(
"Window3O",
"Window3C", OPENING_3), 0 );
17 m_ToggleAnimations.Insert(
new ToggleAnimations(
"Window4O",
"Window4C", OPENING_4), 0 );
18 m_ToggleAnimations.Insert(
new ToggleAnimations(
"Window5O",
"Window5C", OPENING_5), 0 );
19 m_ToggleAnimations.Insert(
new ToggleAnimations(
"Window6O",
"Window6C", OPENING_6), 0 );
20 m_ToggleAnimations.Insert(
new ToggleAnimations(
"Window7O",
"Window7C", OPENING_7), 0 );
22 m_ShowAnimationsWhenPitched.Insert(
"Body" );
31 m_ShowAnimationsWhenPitched.Insert(
"Pack" );
33 m_ShowAnimationsWhenPacked.Insert(
"Inventory" );
45 super.OnRPC(sender, rpc_type, ctx);
47 Param1<bool> p =
new Param1<bool>(
false);
93 super.OnItemLocationChanged(old_owner, new_owner);
98 return "LargeTent_Door_Open_SoundSet";
103 return "LargeTent_Door_Close_SoundSet";
108 return "LargeTent_Window_Open_SoundSet";
113 return "LargeTent_Window_Close_SoundSet";
123 return "LargeTentClutterCutter";
132 super.OnPlacementComplete( player, position, orientation );
148 return "placeLargeTent_SoundSet";
153 return "largetent_deploy_SoundSet";
const int ECE_PLACE_ON_SURFACE
Container_Base m_HalfExtents
protected Object m_ClutterCutter
void StopRepackingLoopSound()
enum SoundTypeTent m_RepackingLoopSound
void PlayRepackingLoopSound()
void OnRPC(float stamina, float stamina_cap, bool cooldown)
deprecated use, StaminaHandler uses SyncJunctures now
class JsonUndergroundAreaTriggerData GetPosition
proto native Object CreateObjectEx(string type, vector pos, int iFlags, int iRotation=RF_DEFAULT)
Creates object of certain type.
Wrapper class for managing sound through SEffectManager.
The class that will be instanced (moddable)
Manager class for managing Effect (EffectParticle, EffectSound)
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
Serialization general interface. Serializer API works with:
proto bool Read(void value_in)
override void OnItemLocationChanged(EntityAI old_owner, EntityAI new_owner)
override string GetDeploySoundset()
override bool HasClutterCutter()
override string GetLoopDeploySoundset()
override string GetSoundClose()
override string GetClutterCutter()
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
override string GetSoundOpen()
override string GetSoundCloseWindow()
override void SetActions()
override string GetSoundOpenWindow()
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.