PC Stable Documentation
 
All Data Structures Files Functions Variables Typedefs Enumerations Enumerator Macros Modules Pages
Loading...
Searching...
No Matches
Chemlight_ColorBase Class Reference

Private Member Functions

float GetEfficiency0To1 ()
 Returns efficiency. The value is synchronized from server to all clients and is accurate down to 0.1 units.
 
float GetEfficiencyDecayStart ()
 Returns efficiency. The value is synchronized from server to all clients and is accurate down to 0.1 units.
 
override void OnEnergyConsumed ()
 
override void EEHealthLevelChanged (int oldLevel, int newLevel, string zone)
 
void Chemlight_ColorBase ()
 
void CreateLight ()
 
override void OnWorkStart ()
 
override void OnInventoryExit (Man player)
 
void StandUp ()
 
override void OnWorkStop ()
 
override void OnWork (float consumed_energy)
 
override void SetActions ()
 
string GetMaterialForDamageState (bool glowing, int healthLevel=-1)
 

Private Attributes

string m_DefaultMaterial
 
string m_GlowMaterial
 
ChemlightLight m_Light
 
private int m_Efficiency0To10
 

Static Private Attributes

static private float m_EfficiencyDecayStart = 0.05
 

Constructor & Destructor Documentation

◆ Chemlight_ColorBase()

Member Function Documentation

◆ CreateLight()

void CreateLight ( )
inlineprivate

References GetGame(), GetMaterialForDamageState(), GetType(), and m_Light.

Referenced by OnWork().

◆ EEHealthLevelChanged()

override void EEHealthLevelChanged ( int  oldLevel,
int  newLevel,
string  zone 
)
inlineprivate

◆ GetEfficiency0To1()

float GetEfficiency0To1 ( )
inlineprivate

Returns efficiency. The value is synchronized from server to all clients and is accurate down to 0.1 units.

References m_Efficiency0To10.

Referenced by OnWork().

◆ GetEfficiencyDecayStart()

float GetEfficiencyDecayStart ( )
inlineprivate

Returns efficiency. The value is synchronized from server to all clients and is accurate down to 0.1 units.

References m_EfficiencyDecayStart.

◆ GetMaterialForDamageState()

◆ OnEnergyConsumed()

override void OnEnergyConsumed ( )
inlineprivate

◆ OnInventoryExit()

override void OnInventoryExit ( Man  player)
inlineprivate

References StandUp().

◆ OnWork()

override void OnWork ( float  consumed_energy)
inlineprivate

◆ OnWorkStart()

override void OnWorkStart ( )
inlineprivate

◆ OnWorkStop()

override void OnWorkStop ( )
inlineprivate

◆ SetActions()

override void SetActions ( )
inlineprivate

References AddAction().

◆ StandUp()

void StandUp ( )
inlineprivate

References GetGame().

Referenced by OnInventoryExit().

Field Documentation

◆ m_DefaultMaterial

string m_DefaultMaterial
private

◆ m_Efficiency0To10

private int m_Efficiency0To10
private

◆ m_EfficiencyDecayStart

private float m_EfficiencyDecayStart = 0.05
staticprivate

◆ m_GlowMaterial

string m_GlowMaterial
private

◆ m_Light

ChemlightLight m_Light
private

Referenced by CreateLight(), OnWork(), and OnWorkStop().


The documentation for this class was generated from the following file: