DayZ 1.26
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Файл CombinationLock.c

См. исходные тексты.

Перечисления

enum  LockAction {
  NONE , DIAL_NUMBER_CHANED , DIAL_INDEX_CHANGED , LOCKED ,
  UNLOCKED , COUNT
}
 

Функции

void CombinationLock ()
 
void SetBaseLockValues ()
 
override void EEInit ()
 
void SetInitialized ()
 
override bool IsInitialized ()
 
override void OnItemLocationChanged (EntityAI old_owner, EntityAI new_owner)
 
override void OnStoreSave (ParamsWriteContext ctx)
 
override bool OnStoreLoad (ParamsReadContext ctx, int version)
 
override void AfterStoreLoad ()
 
void Synchronize ()
 
void ResetActionVar ()
 
override void OnVariablesSynchronized ()
 
void SetCombination (int combination)
 
void SetCombinationLocked (int combination)
 
int GetCombination ()
 
int GetLockDigits ()
 
void DialNextNumber ()
 
int GetDialIndex ()
 
void SetNextDial ()
 
void LockServer (EntityAI parent, bool ignore_combination=false)
 
void UnlockServer (EntityAI player, EntityAI parent)
 
void ShuffleLock ()
 
bool IsLocked ()
 
void CheckLockedStateServer ()
 
bool IsLockedOnGate ()
 
bool IsLockAttached ()
 
void DestroyLock ()
 
void UpdateVisuals ()
 
void UpdateSound ()
 
void ShowItem ()
 
void HideItem ()
 
void ShowAttached ()
 
void HideAttached ()
 
void SoundLockOpen ()
 
void SoundLockClose ()
 
void SoundLockChangeNumber ()
 
void SoundLockChangeDial ()
 
override void SetActions ()
 

Переменные

enum LockAction m_LockDigits
 
int m_Combination
 
int m_CombinationLocked
 
int m_DialIndex
 
bool m_IsLocked
 
LockAction m_LockActionPerformed = LockAction.NONE
 
bool m_IsInitialized
 
const string SOUND_LOCK_OPEN = "combinationlock_open_SoundSet"
 
const string SOUND_LOCK_CLOSE = "combinationlock_close_SoundSet"
 
const string SOUND_LOCK_CHANGE_NUMBER = "combinationlock_changenumber_SoundSet"
 
const string SOUND_LOCK_CHANGE_DIAL = "combinationlock_changedial_SoundSet"
 
EffectSound m_Sound
 

Перечисления

◆ LockAction

Элементы перечислений
NONE 
DIAL_NUMBER_CHANED 
DIAL_INDEX_CHANGED 
LOCKED 
UNLOCKED 
COUNT 
2{
3 NONE,
6 LOCKED,
8
10}
@ COUNT
Definition CombinationLock.c:9
@ DIAL_INDEX_CHANGED
Definition CombinationLock.c:5
@ UNLOCKED
Definition CombinationLock.c:7
@ LOCKED
Definition CombinationLock.c:6
@ DIAL_NUMBER_CHANED
Definition CombinationLock.c:4
@ NONE
Definition CombinationLock.c:3

Функции

◆ AfterStoreLoad()

override void AfterStoreLoad ( )
protected
133 {
134 super.AfterStoreLoad();
135
136 //Check combination lock
137 if ( GetGame().IsServer() )
138 {
139 EntityAI parent = GetHierarchyParent();
140 if ( parent && parent.IsInherited( BaseBuildingBase ) )
141 {
142 LockServer( parent, true );
143 }
144 }
145
146 //synchronize
147 Synchronize();
148 }
void LockServer(EntityAI parent, bool ignore_combination=false)
Definition CombinationLock.c:272
void Synchronize()
Definition CombinationLock.c:151
Definition Fence.c:2
Definition Building.c:6
Definition EntityAI.c:95
proto native CGame GetGame()

Перекрестные ссылки GetGame(), LockServer() и Synchronize().

◆ CheckLockedStateServer()

void CheckLockedStateServer ( )
protected
371 {
373 }
bool m_IsLocked
Definition CombinationLock.c:18
int m_Combination
Definition CombinationLock.c:15
int m_CombinationLocked
Definition CombinationLock.c:16

Перекрестные ссылки m_Combination, m_CombinationLocked и m_IsLocked.

Используется в DialNextNumber(), LockServer() и UnlockServer().

◆ CombinationLock()

void CombinationLock ( )
protected
34 {
36
37 //synchronized variables
39 RegisterNetSyncVariableBool( "m_IsLocked" );
40 RegisterNetSyncVariableInt( "m_Combination", 0, combination_length - 1 );
41 RegisterNetSyncVariableInt( "m_DialIndex", 0, m_LockDigits - 1 );
42 RegisterNetSyncVariableInt( "m_LockActionPerformed", 0, LockAction.COUNT );
43 }
enum LockAction m_LockDigits
void SetBaseLockValues()
Definition CombinationLock.c:45
LockAction
Definition CombinationLock.c:2
Definition EnMath.c:7
static proto float Pow(float v, float power)
Return power of v ^ power.

Перекрестные ссылки m_LockDigits, Math::Pow() и CombinationLock::SetBaseLockValues().

◆ DestroyLock()

void DestroyLock ( )
protected
402 {
403 GetGame().ObjectDelete( this );
404 }

Перекрестные ссылки GetGame().

◆ DialNextNumber()

void DialNextNumber ( )
protected
203 {
204 string combination_text = m_Combination.ToString();
205 string dialed_text;
206
207 //insert zeros to dials with 0 value
209 for ( int i = 0; i < length_diff; ++i )
210 {
212 }
213
214 //assemble the whole combination with increased part
215 for ( int j = 0; j < combination_text.Length(); ++j )
216 {
217 if ( j == m_DialIndex )
218 {
219 int next_dialed_number = combination_text.Get( j ).ToInt() + 1;
220 if ( next_dialed_number > 9 )
221 {
223 }
224
225 dialed_text += next_dialed_number.ToString();
226 }
227 else
228 {
230 }
231 }
232
233 //set new number
234 SetCombination( dialed_text.ToInt() );
235 m_LockActionPerformed = LockAction.DIAL_INDEX_CHANGED;
237
238 //synchronize
239 Synchronize();
240 }
void CheckLockedStateServer()
Definition CombinationLock.c:370
void SetCombination(int combination)
Definition CombinationLock.c:181
int m_DialIndex
Definition CombinationLock.c:17
LockAction m_LockActionPerformed
Definition CombinationLock.c:20

Перекрестные ссылки CheckLockedStateServer(), m_Combination, m_DialIndex, m_LockActionPerformed, m_LockDigits, SetCombination() и Synchronize().

◆ EEInit()

override void EEInit ( )
protected
55 {
56 super.EEInit();
57
58 GetGame().GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetInitialized, 1000, false );
59 //SetInitialized();
60
61 //set visual on init
63 }
void SetInitialized()
Definition CombinationLock.c:65
void UpdateVisuals()
Definition CombinationLock.c:407
const int CALL_CATEGORY_GAMEPLAY
Definition tools.c:10

Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, GetGame(), SetInitialized() и UpdateVisuals().

◆ GetCombination()

int GetCombination ( )
protected
192 {
193 return m_Combination;
194 }

Перекрестные ссылки m_Combination.

◆ GetDialIndex()

int GetDialIndex ( )
protected
243 {
244 return m_DialIndex;
245 }

Перекрестные ссылки m_DialIndex.

◆ GetLockDigits()

int GetLockDigits ( )
protected
197 {
198 return m_LockDigits;
199 }

Перекрестные ссылки m_LockDigits.

◆ HideAttached()

void HideAttached ( )
protected
472 {
473 SetAnimationPhase( "Combination_Lock_Attached", 1 );
474 SetAnimationPhase( "Lock_Attached_1", 1 );
475 SetAnimationPhase( "Lock_Attached_2", 1 );
476 }

Используется в UpdateVisuals().

◆ HideItem()

void HideItem ( )
protected
458 {
459 SetAnimationPhase( "Combination_Lock_Item", 1 );
460 SetAnimationPhase( "Lock_Item_1", 1 );
461 SetAnimationPhase( "Lock_Item_2", 1 );
462 }

Используется в UpdateVisuals().

◆ IsInitialized()

override bool IsInitialized ( )
protected
71 {
72 return m_IsInitialized;
73 }
bool m_IsInitialized
Definition CombinationLock.c:22

Перекрестные ссылки m_IsInitialized.

Используется в ItemBase::EEItemAttached(), OnItemLocationChanged(), OnVariablesSynchronized() и ItemBase::OnWorkStart().

◆ IsLockAttached()

bool IsLockAttached ( )
protected
390 {
391 Fence fence = Fence.Cast( GetHierarchyParent() );
392 if ( fence )
393 {
394 return true;
395 }
396
397 return false;
398 }

Используется в LockServer() и UnlockServer().

◆ IsLocked()

bool IsLocked ( )
protected
366 {
367 return m_IsLocked;
368 }

Перекрестные ссылки m_IsLocked.

◆ IsLockedOnGate()

bool IsLockedOnGate ( )
protected
376 {
377 Fence fence = Fence.Cast( GetHierarchyParent() );
378 if ( fence )
379 {
380 if ( IsLocked() )
381 {
382 return true;
383 }
384 }
385
386 return false;
387 }
bool IsLocked()
Definition CombinationLock.c:365

Перекрестные ссылки IsLocked().

Используется в UpdateVisuals().

◆ LockServer()

void LockServer ( EntityAI parent,
bool ignore_combination = false )
protected
273 {
274 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] CombinationLock.LockServer " + " m_Combination=" + m_Combination + " m_CombinationLocked=" + m_CombinationLocked);
275 if ( IsLockAttached() )
276 {
277 if ( !ignore_combination )
278 {
280
281 //set slot lock
283 GetInventory().GetCurrentInventoryLocation( inventory_location );
284 parent.GetInventory().SetSlotLock( inventory_location.GetSlot(), true );
285
287 }
288 ShuffleLock();
289 SetTakeable(false);
291 //synchronize
292 Synchronize();
293 }
294
295 //reset performed action
296 //m_LockActionPerformed = LockAction.NONE;
297 }
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Definition BaseBuildingBase.c:1234
void ShuffleLock()
Definition CombinationLock.c:342
void SetCombinationLocked(int combination)
Definition CombinationLock.c:186
bool IsLockAttached()
Definition CombinationLock.c:389
override void SetTakeable(bool pState)
Definition ItemBase.c:9020
InventoryLocation.
Definition InventoryLocation.c:29
Definition Debug.c:600
static bool IsBaseBuildingLogEnable()
Definition Debug.c:704

Перекрестные ссылки bsbDebugPrint(), CheckLockedStateServer(), LogManager::IsBaseBuildingLogEnable(), IsLockAttached(), m_Combination, m_CombinationLocked, m_LockActionPerformed, SetCombinationLocked(), SetTakeable(), ShuffleLock() и Synchronize().

Используется в AfterStoreLoad() и OnItemLocationChanged().

◆ OnItemLocationChanged()

override void OnItemLocationChanged ( EntityAI old_owner,
EntityAI new_owner )
protected
76 {
77 super.OnItemLocationChanged( old_owner, new_owner );
78
79 //Check combination lock
80 if ( GetGame().IsServer() )
81 {
82 if ( IsInitialized() && new_owner && new_owner.IsInherited( BaseBuildingBase ) )
83 {
85 }
86 }
87 }
override bool IsInitialized()
Definition CombinationLock.c:70

Перекрестные ссылки GetGame(), IsInitialized() и LockServer().

◆ OnStoreLoad()

override bool OnStoreLoad ( ParamsReadContext ctx,
int version )
protected
100 {
101 if ( !super.OnStoreLoad( ctx, version ) )
102 return false;
103
104 //--- Combination Lock data ---
105 //combination
106 if ( !ctx.Read( m_Combination ) )
107 {
108 m_Combination = 0;
109 return false;
110 }
111
112 //combination locked
113 if ( !ctx.Read( m_CombinationLocked ) )
114 {
116 return false;
117 }
118
119 //is lock attached
120 if ( version < 105 ) //removed in 105
121 {
122 bool is_lock_attached;
123 if ( !ctx.Read( is_lock_attached ) )
124 {
125 return false;
126 }
127 }
128
129 return true;
130 }

Перекрестные ссылки m_Combination и m_CombinationLocked.

◆ OnStoreSave()

override void OnStoreSave ( ParamsWriteContext ctx)
protected
91 {
92 super.OnStoreSave( ctx );
93
94 //write data
95 ctx.Write( m_Combination );
96 ctx.Write( m_CombinationLocked );
97 }

Перекрестные ссылки m_Combination и m_CombinationLocked.

◆ OnVariablesSynchronized()

override void OnVariablesSynchronized ( )
protected
169 {
170 super.OnVariablesSynchronized();
171 //update visuals (client)
173
174 //update sound (client)
176 UpdateSound();
177
178 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] CombinationLock.OnVariablesSynchronized " + " m_Combination=" + m_Combination + " m_CombinationLocked=" + m_CombinationLocked);
179 }
void UpdateSound()
Definition CombinationLock.c:422

Перекрестные ссылки bsbDebugPrint(), LogManager::IsBaseBuildingLogEnable(), m_Combination, m_CombinationLocked, m_LockActionPerformed, UpdateSound() и UpdateVisuals().

◆ ResetActionVar()

void ResetActionVar ( )
protected
164 {
166 }

Перекрестные ссылки m_LockActionPerformed.

Используется в Synchronize().

◆ SetActions()

override void SetActions ( )
protected
503 {
504 super.SetActions();
505
511 }
ActionDialCombinationLockCB ActionContinuousBaseCB ActionDialCombinationLock()
Definition ActionDialCombinationLock.c:13
ActionDialCombinationLockOnTargetCB ActionContinuousBaseCB ActionDialCombinationLockOnTarget()
Definition ActionDialCombinationLockOnTarget.c:13
void AddAction(typename actionName)
Definition AdvancedCommunication.c:220
Definition ActionAttachToConstruction.c:2
Definition ActionNextCombinationLockDial.c:2
Definition ActionNextCombinationLockDialOnTarget.c:2

Перекрестные ссылки ActionDialCombinationLock(), ActionDialCombinationLockOnTarget() и AddAction().

◆ SetBaseLockValues()

void SetBaseLockValues ( )
protected
46 {
47 //set lock init values
48 m_LockDigits = 3;
49 m_Combination = 111;
51 m_IsLocked = false;
52 }

Перекрестные ссылки m_Combination, m_CombinationLocked, m_IsLocked и m_LockDigits.

◆ SetCombination()

void SetCombination ( int combination)
protected
182 {
184 }

Перекрестные ссылки m_Combination.

Используется в DialNextNumber() и ShuffleLock().

◆ SetCombinationLocked()

void SetCombinationLocked ( int combination)
protected
187 {
189 }

Перекрестные ссылки m_CombinationLocked.

Используется в LockServer().

◆ SetInitialized()

void SetInitialized ( )
protected
66 {
67 m_IsInitialized = true;
68 }

Перекрестные ссылки m_IsInitialized.

Используется в EEInit().

◆ SetNextDial()

void SetNextDial ( )
protected
248 {
249 if ( m_LockDigits > 1 )
250 {
251 if ( m_DialIndex <= m_LockDigits - 2 )
252 {
253 m_DialIndex++;
254 }
255 else if ( m_DialIndex >= m_LockDigits > - 1 )
256 {
257 m_DialIndex = 0;
258 }
259 }
260 else
261 {
262 m_DialIndex = 0;
263 }
264
265 //performed action
266 m_LockActionPerformed = LockAction.DIAL_NUMBER_CHANED;
267 //synchronize
268 Synchronize();
269 }

Перекрестные ссылки m_DialIndex, m_LockActionPerformed, m_LockDigits и Synchronize().

◆ ShowAttached()

void ShowAttached ( )
protected
465 {
466 SetAnimationPhase( "Combination_Lock_Attached", 0 );
467 SetAnimationPhase( "Lock_Attached_1", 0 );
468 SetAnimationPhase( "Lock_Attached_2", 0 );
469 }

Используется в UpdateVisuals().

◆ ShowItem()

void ShowItem ( )
protected
451 {
452 SetAnimationPhase( "Combination_Lock_Item", 0 );
453 SetAnimationPhase( "Lock_Item_1", 0 );
454 SetAnimationPhase( "Lock_Item_2", 0 );
455 }

Используется в UpdateVisuals().

◆ ShuffleLock()

void ShuffleLock ( )
protected
343 {
344 string combination_text = m_Combination.ToString();
345 string shuffled_text;
346
347 //insert zeros to dials with 0 value
349 for ( int i = 0; i < length_diff; ++i )
350 {
352 }
353
354 //assemble the whole combination with increased part
355 for ( int j = 0; j < combination_text.Length(); ++j )
356 {
357 int dial_number = combination_text.Get( j ).ToInt();
358 dial_number = ( dial_number + Math.RandomInt( 1, 9 ) ) % 10;
360 }
361
362 SetCombination( shuffled_text.ToInt() );
363 }
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].

Перекрестные ссылки m_Combination, m_LockDigits, Math::RandomInt() и SetCombination().

Используется в LockServer().

◆ SoundLockChangeDial()

void SoundLockChangeDial ( )
protected
498 {
499 PlaySoundSet( m_Sound, SOUND_LOCK_CHANGE_DIAL, 0, 0 );
500 }
const string SOUND_LOCK_CHANGE_DIAL
Definition CombinationLock.c:29
EffectSound m_Sound
Definition CombinationLock.c:31

Перекрестные ссылки m_Sound и SOUND_LOCK_CHANGE_DIAL.

Используется в UpdateSound().

◆ SoundLockChangeNumber()

void SoundLockChangeNumber ( )
protected
493 {
494 PlaySoundSet( m_Sound, SOUND_LOCK_CHANGE_NUMBER, 0, 0 );
495 }
const string SOUND_LOCK_CHANGE_NUMBER
Definition CombinationLock.c:28

Перекрестные ссылки m_Sound и SOUND_LOCK_CHANGE_NUMBER.

Используется в UpdateSound().

◆ SoundLockClose()

void SoundLockClose ( )
protected
488 {
489 PlaySoundSet( m_Sound, SOUND_LOCK_CLOSE, 0, 0 );
490 }
const string SOUND_LOCK_CLOSE
Definition CombinationLock.c:27

Перекрестные ссылки m_Sound и SOUND_LOCK_CLOSE.

Используется в UpdateSound().

◆ SoundLockOpen()

void SoundLockOpen ( )
protected
483 {
484 PlaySoundSet( m_Sound, SOUND_LOCK_OPEN, 0, 0 );
485 }
const string SOUND_LOCK_OPEN
Definition CombinationLock.c:26

Перекрестные ссылки m_Sound и SOUND_LOCK_OPEN.

Используется в UpdateSound().

◆ Synchronize()

void Synchronize ( )
protected
152 {
153 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] CombinationLock.Synchronize " + " m_Combination=" + m_Combination + " m_CombinationLocked=" + m_CombinationLocked);
154 if ( GetGame().IsServer() )
155 {
156 SetSynchDirty();
157 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( ResetActionVar, 1000);//synced var used to trigger client sound needs to be reset after triggering the sound
159 }
160 }
void ResetActionVar()
Definition CombinationLock.c:163
const int CALL_CATEGORY_SYSTEM
Definition tools.c:8

Перекрестные ссылки bsbDebugPrint(), CALL_CATEGORY_SYSTEM, GetGame(), LogManager::IsBaseBuildingLogEnable(), m_Combination, m_CombinationLocked, ResetActionVar() и UpdateVisuals().

Используется в AfterStoreLoad(), CheckValue(), DialNextNumber(), EEItemAttached(), EEItemDetached(), Weapon::FillChamber(), Heating(), LockServer(), RefreshAudioVisualsOnClient(), RemoveAudioVisualsOnClient(), SetFireState(), SetNextDial(), SetOvenState(), SetStoneCircleState(), Weapon::SpawnAttachedMagazine(), StartFire(), StopFire() и UnlockServer().

◆ UnlockServer()

void UnlockServer ( EntityAI player,
EntityAI parent )
protected
300 {
301 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] CombinationLock.UnlockServer " + " m_Combination=" + m_Combination + " m_CombinationLocked=" + m_CombinationLocked);
302 if ( IsLockAttached() )
303 {
304 Fence fence = Fence.Cast( parent );
305
306 //set slot unlock
308 GetInventory().GetCurrentInventoryLocation( inventory_location );
309 fence.GetInventory().SetSlotLock( inventory_location.GetSlot(), false );
310
311 //drop entity from attachment slot
312 if (GetGame().IsMultiplayer())
313 {
314 if (player)
315 player.ServerDropEntity(this);
316 else
317 parent.GetInventory().DropEntity(InventoryMode.SERVER, parent, this);
318 }
319 else
320 {
321 if (player)
322 player.LocalDropEntity(this);
323 else
324 parent.GetInventory().DropEntity(InventoryMode.LOCAL, parent, this);
325 }
326
327 SetPosition( fence.GetKitSpawnPosition() );
328 PlaceOnSurface();
329
331 SetTakeable(true);
333 //synchronize
334 Synchronize();
335 }
336
337 //reset performed action
338 //m_LockActionPerformed = LockAction.NONE;
339 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Definition Inventory.c:22
proto native void SetPosition(vector position)
Set the world position of the Effect.
Definition Effect.c:438

Перекрестные ссылки bsbDebugPrint(), CheckLockedStateServer(), GetGame(), LogManager::IsBaseBuildingLogEnable(), IsLockAttached(), m_Combination, m_CombinationLocked, m_LockActionPerformed, SetPosition(), SetTakeable() и Synchronize().

◆ UpdateSound()

void UpdateSound ( )
protected
423 {
424 //was locked
425 if ( m_LockActionPerformed == LockAction.LOCKED )
426 {
428 }
429
430 //was unlocked
431 if ( m_LockActionPerformed == LockAction.UNLOCKED )
432 {
434 }
435
436 //next dial index
437 if ( m_LockActionPerformed == LockAction.DIAL_INDEX_CHANGED )
438 {
440 }
441
442 //dialed new number
443 if ( m_LockActionPerformed == LockAction.DIAL_NUMBER_CHANED )
444 {
446 }
447 }
void SoundLockClose()
Definition CombinationLock.c:487
void SoundLockOpen()
Definition CombinationLock.c:482
void SoundLockChangeNumber()
Definition CombinationLock.c:492
void SoundLockChangeDial()
Definition CombinationLock.c:497

Перекрестные ссылки m_LockActionPerformed, SoundLockChangeDial(), SoundLockChangeNumber(), SoundLockClose() и SoundLockOpen().

Используется в OnVariablesSynchronized().

◆ UpdateVisuals()

void UpdateVisuals ( )
protected
408 {
409 //Client/Server
410 if ( IsLockedOnGate() )
411 {
412 GetGame().GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( HideItem, 0, false );
413 GetGame().GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( ShowAttached, 0, false );
414 }
415 else
416 {
417 GetGame().GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( ShowItem, 0, false );
418 GetGame().GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( HideAttached, 0, false );
419 }
420 }
void HideAttached()
Definition CombinationLock.c:471
bool IsLockedOnGate()
Definition CombinationLock.c:375
void ShowAttached()
Definition CombinationLock.c:464
void ShowItem()
Definition CombinationLock.c:450
void HideItem()
Definition CombinationLock.c:457

Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, GetGame(), HideAttached(), HideItem(), IsLockedOnGate(), ShowAttached() и ShowItem().

Переменные

◆ m_Combination

◆ m_CombinationLocked

◆ m_DialIndex

int m_DialIndex

Используется в DialNextNumber(), GetDialIndex() и SetNextDial().

◆ m_IsInitialized

bool m_IsInitialized
protected

Используется в IsInitialized() и SetInitialized().

◆ m_IsLocked

bool m_IsLocked
protected

◆ m_LockActionPerformed

◆ m_LockDigits

◆ m_Sound

EffectSound m_Sound
protected

◆ SOUND_LOCK_CHANGE_DIAL

const string SOUND_LOCK_CHANGE_DIAL = "combinationlock_changedial_SoundSet"
protected

Используется в SoundLockChangeDial().

◆ SOUND_LOCK_CHANGE_NUMBER

const string SOUND_LOCK_CHANGE_NUMBER = "combinationlock_changenumber_SoundSet"
protected

Используется в SoundLockChangeNumber().

◆ SOUND_LOCK_CLOSE

const string SOUND_LOCK_CLOSE = "combinationlock_close_SoundSet"
protected

Используется в SoundLockClose().

◆ SOUND_LOCK_OPEN

const string SOUND_LOCK_OPEN = "combinationlock_open_SoundSet"
protected

Используется в SoundLockOpen().