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Land_Buoy.c
См. документацию.
1
class
Land_Buoy
extends
House
2
{
3
protected
BuoyLight
m_Light
;
4
5
override
void
DeferredInit
()
6
{
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super.DeferredInit();
8
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if
(!
GetGame
().IsDedicatedServer())
10
{
11
m_Light
= BuoyLight.Cast(
ScriptedLightBase
.CreateLightAtObjMemoryPoint(BuoyLight,
this
,
"light_01"
));
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m_Light
.SetSelectionID(GetHiddenSelectionIndex(
"Glass"
));
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m_Light
.UpdateLightSourceMaterial(BuoyLight.LIGHT_MAT_ON);
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}
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}
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void
~Land_Buoy
()
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{
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if
(
m_Light
)
20
m_Light
.Destroy();
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}
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}
23
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class
Land_MooringBuoy
extends
House
25
{
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protected
MooringBuoyLight
m_Light
;
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override
void
DeferredInit
()
29
{
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super.DeferredInit();
31
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if
(!
GetGame
().IsDedicatedServer())
33
{
34
m_Light
=
MooringBuoyLight
.Cast(
ScriptedLightBase
.CreateLightAtObjMemoryPoint(
MooringBuoyLight
,
this
,
"light_01"
));
35
m_Light
.SetSelectionID(GetHiddenSelectionIndex(
"Glass"
));
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m_Light
.UpdateLightSourceMaterial(
MooringBuoyLight
.LIGHT_MAT_ON);
37
}
38
}
39
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void
~Land_MooringBuoy
()
41
{
42
if
(
m_Light
)
43
m_Light
.Destroy();
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}
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}
MooringBuoyLight
void MooringBuoyLight()
Определения
BuoyLight.c:47
m_Light
class Land_Buoy extends House m_Light
~Land_MooringBuoy
void ~Land_MooringBuoy()
Определения
Land_Buoy.c:40
House::~Land_Buoy
void ~Land_Buoy()
Определения
Land_Buoy.c:17
House::m_Light
BuoyLight m_Light
Определения
Land_Buoy.c:3
House::DeferredInit
override void DeferredInit()
Определения
Land_Buoy.c:5
House
Определения
CrashBase.c:2
ScriptedLightBase
Определения
PointLightBase.c:2
GetGame
proto native CGame GetGame()
Ishodniki
scripts
4_World
Entities
Building
Specific
Land_Buoy.c
Создано системой
1.13.2