DayZ 1.26
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Класс Land_WarheadStorage_Main
+ Граф наследования:Land_WarheadStorage_Main:

Защищенные члены

void Land_WarheadStorage_Main ()
 
void ~Land_WarheadStorage_Main ()
 
void UpdateLamp (string selection, string color)
 
override void DeferredInit ()
 
void SetPowerServer (bool hasPower)
 
void SetLeverStatesServer (int leverBits)
 
void OnPowerOnClient ()
 
void OnPowerOffClient ()
 
override void OnDoorOpenStart (DoorStartParams params)
 
override void OnDoorOpenFinish (DoorFinishParams params)
 
void RemoveDoorTimer (int doorIndex)
 
override void OnDoorCloseStart (DoorStartParams params)
 
override void OnDoorCloseFinish (DoorFinishParams params)
 
void AutoCloseDoor (int doorIndex)
 
void UpdateDoorStateServer ()
 
void UpdateDoorStateClient ()
 
int GetStorageLightIndexByDoor (int doorIndex)
 
int GetDoorIndexByLeverIndex (int LeverIndex)
 
override bool CanDoorBeOpened (int doorIndex, bool checkIfLocked=false)
 
override bool CanDoorBeLocked (int doorIndex)
 
int GetBunkerEffectIndexByDoor (int doorIndex)
 
bool IsBunkerDoor (int doorIndex)
 
bool IsStorageDoor (int doorIndex)
 
override bool CanDoorBeClosed (int doorIndex)
 
array< ref UndergroundBunkerTriggerDataGetTriggersData (int count)
 
void SpawnTriggers (int count)
 
override string GetDebugText ()
 
override void OnVariablesSynchronized ()
 

Защищенные данные

bool m_HasPowerPrev
 
WarheadStorageLight m_StorageDoorLights [4]
 
EffectSound m_SoundDoorLoop [4]
 
ref array< EffectSoundm_PoweredSoundEffects = new array<EffectSound>()
 
ref map< int, ref Timerm_AutoCloseTimers
 
const float DOOR_AUTOCLOSE_TIME = 12
 
const int SOURCES_COUNT = 4
 
const string WARHEAD_BUNKER_TRIGGER = "UndergroundBunkerTrigger"
 
const string ALARM_POS_MEMPOINT = "underground"
 
const string VENT_MAIN_POS_MEMPOINT = "Ventilation_main"
 
const string VENT_POS_MEMPOINT = "Ventilation"
 
const string ALARM_DOOR_OPEN_SOUND = "UndergroundDoor_Alarm_Start_SoundSet"
 
const string ALARM_DOOR_OPEN_LOOP_SOUND = "UndergroundDoor_Alarm_Loop_SoundSet"
 
const string ALARM_DOOR_CLOSE_SOUND = "UndergroundDoor_Alarm_End_SoundSet"
 
const string VENTILATION_SOUND = "Bunker_Ventilation_SoundSet"
 
const string LAMPS_SOUND = "Bunker_Lamp_Hum_SoundSet"
 
const string ELECTRICITY_ON_SOUND = "Bunker_bunker_electricity_on_SoundSet"
 
const string ELECTRICITY_OFF_SOUND = "Bunker_bunker_electricity_off_SoundSet"
 
const string LAMP_SELECTION = "GlassLamp"
 
const string MAIN_DOOR_SELECTION1 = "maindoor1_outer"
 
const string MAIN_DOOR_SELECTION2 = "maindoor2_outer"
 
const string COLOR_LAMP_OFF = "DZ\\structures_sakhal\\military\\storage\\data\\Warhead_Storage_Lamp_Glass_int.rvmat"
 
const string COLOR_LAMP_ON = "DZ\\structures_sakhal\\military\\storage\\data\\Warhead_Storage_Lamp_Glass_e_int.rvmat"
 
bool m_HasPower
 
bool m_LeverStatesBits
 

Подробное описание

Конструктор(ы)

◆ Land_WarheadStorage_Main()

void Land_WarheadStorage_Main ( )
inlineprotected
38 {
39 RegisterNetSyncVariableBool("m_HasPower");
40 RegisterNetSyncVariableInt("m_LeverStatesBits");
41
43 #ifndef SERVER
45 #endif
46 }
void SpawnTriggers(int count)
Definition Land_WarheadStorage_Main.c:390
Definition Land_WarheadStorage_PowerStation.c:2
static void RegisterBunker(Land_WarheadStorage_Main bunker)
Definition Land_WarheadStorage_PowerStation.c:329

Перекрестные ссылки Land_WarheadStorage_PowerStation::RegisterBunker() и SpawnTriggers().

◆ ~Land_WarheadStorage_Main()

void ~Land_WarheadStorage_Main ( )
inlineprotected
49 {
51
52 for (int i; i < 4; i++)
53 {
55 m_StorageDoorLights[i].Destroy();
56 }
57 }
WarheadStorageLight m_StorageDoorLights[4]
Definition Land_WarheadStorage_Main.c:4
static void UnregisterBunker(Land_WarheadStorage_Main bunker)
Definition Land_WarheadStorage_PowerStation.c:338
Definition EntityAI.c:95

Перекрестные ссылки m_StorageDoorLights и Land_WarheadStorage_PowerStation::UnregisterBunker().

Методы

◆ AutoCloseDoor()

void AutoCloseDoor ( int doorIndex)
inlineprotected
221 {
222 CloseDoor(doorIndex);
224 }
void RemoveDoorTimer(int doorIndex)
Definition Land_WarheadStorage_Main.c:174

Перекрестные ссылки RemoveDoorTimer().

Используется в DeferredInit().

◆ CanDoorBeClosed()

override bool CanDoorBeClosed ( int doorIndex)
inlineprotected
344 {
346 return false;
347
349 return IsDoorOpen(doorIndex) && !IsDoorOpening(doorIndex);
350
351 return super.CanDoorBeClosed(doorIndex);
352 }
bool IsStorageDoor(int doorIndex)
Definition Land_WarheadStorage_Main.c:338
bool IsBunkerDoor(int doorIndex)
Definition Land_WarheadStorage_Main.c:333

Перекрестные ссылки IsBunkerDoor() и IsStorageDoor().

◆ CanDoorBeLocked()

override bool CanDoorBeLocked ( int doorIndex)
inlineprotected
322 {
324 return false;
325 return super.CanDoorBeLocked(doorIndex);
326 }

Перекрестные ссылки IsBunkerDoor() и IsStorageDoor().

◆ CanDoorBeOpened()

override bool CanDoorBeOpened ( int doorIndex,
bool checkIfLocked = false )
inlineprotected
298 {
299 if (!super.CanDoorBeOpened(doorIndex, checkIfLocked))
300 return false;
301
302 switch (doorIndex)
303 {
304 case 4:
305 return IsDoorClosed(4) && IsDoorClosed(5);
306 case 5:
307 return IsDoorClosed(4) && IsDoorClosed(5);
308 case 6:
309 return IsDoorClosed(6) && IsDoorClosed(7);
310 case 7:
311 return IsDoorClosed(6) && IsDoorClosed(7);
312 case 8:
313 case 9:
314 case 10:
315 case 11:
316 return false;
317 }
318 return true;
319 }

◆ DeferredInit()

override void DeferredInit ( )
inlineprotected
66 {
67 GetGame().RegisterNetworkStaticObject(this);
68
69 if (GetGame().IsServer())
70 {
71 UpdateDoorStateServer(); // init closed state - code randomization? of opened state messes with doors in general
72 for (int i = 0; i < 12; i++)
73 {
74 if (IsBunkerDoor(i))
76 }
77 }
78 }
void AutoCloseDoor(int doorIndex)
Definition Land_WarheadStorage_Main.c:220
void UpdateDoorStateServer()
Definition Land_WarheadStorage_Main.c:226
proto native CGame GetGame()

Перекрестные ссылки AutoCloseDoor(), GetGame(), IsBunkerDoor() и UpdateDoorStateServer().

◆ GetBunkerEffectIndexByDoor()

int GetBunkerEffectIndexByDoor ( int doorIndex)
inlineprotected
329 {
330 return doorIndex - 4;
331 }

Используется в OnDoorCloseFinish(), OnDoorCloseStart(), OnDoorOpenFinish() и OnDoorOpenStart().

◆ GetDebugText()

override string GetDebugText ( )
inlineprotected
413 {
414 string debug_output;
415
416 if( GetGame().IsServer())
417 {
418 debug_output = "IsDoorOpen(4) " + IsDoorOpen(4)+ "\n";
419 debug_output += "IsDoorOpen(5) " + IsDoorOpen(5)+ "\n";
420 debug_output += "IsDoorOpen(6) " + IsDoorOpen(6)+ "\n";
421 debug_output += "IsDoorOpen(7) " + IsDoorOpen(7)+ "\n";
422 }
423 else
424 {
425 debug_output = "this is client";
426 }
427 return debug_output;
428 }

Перекрестные ссылки GetGame().

◆ GetDoorIndexByLeverIndex()

int GetDoorIndexByLeverIndex ( int LeverIndex)
inlineprotected
279 {
280 switch (LeverIndex)
281 {
282 case 1:
283 return 8;
284
285 case 2:
286 return 9;
287
288 case 3:
289 return 10;
290
291 case 4:
292 return 11;
293 }
294 return -1;
295 }

Используется в UpdateDoorStateClient() и UpdateDoorStateServer().

◆ GetStorageLightIndexByDoor()

int GetStorageLightIndexByDoor ( int doorIndex)
inlineprotected
274 {
275 return doorIndex - 8;
276 }

Используется в UpdateDoorStateClient() и UpdateDoorStateServer().

◆ GetTriggersData()

array< ref UndergroundBunkerTriggerData > GetTriggersData ( int count)
inlineprotected
355 {
357 //memory point naming start at 1
358 for (int i = 1; i < count + 1; i++)
359 {
361 string memoryPointNameMin = "darkness_" +i+"_min";
362 string memoryPointNameMax = "darkness_" +i+"_max";
363 vector memPosMin = GetMemoryPointPos(memoryPointNameMin);
364 vector memPosMax = GetMemoryPointPos(memoryPointNameMax);
368 string linkeDoorSelection = "";
369 if (i == 4)
370 {
371 type = EUndergroundTriggerType.TRANSITIONING;
373 }
374 else if (i == 5)
375 {
376 type = EUndergroundTriggerType.TRANSITIONING;
378 }
379
380 data.m_Position = triggerPosLocal;
381 data.m_Size = triggerSize;
382 data.m_Type = type;
383 data.m_LinkedDoorSelection = linkeDoorSelection;
384
385 dataArr.Insert(data);
386 }
387 return dataArr;
388 }
const string MAIN_DOOR_SELECTION1
Definition Land_WarheadStorage_Main.c:27
const string MAIN_DOOR_SELECTION2
Definition Land_WarheadStorage_Main.c:28
Definition UndergroundBunkerTrigger.c:2
Definition EnConvert.c:106

Перекрестные ссылки MAIN_DOOR_SELECTION1 и MAIN_DOOR_SELECTION2.

Используется в SpawnTriggers().

◆ IsBunkerDoor()

bool IsBunkerDoor ( int doorIndex)
inlineprotected

◆ IsStorageDoor()

bool IsStorageDoor ( int doorIndex)
inlineprotected
339 {
340 return (doorIndex >= 8 && doorIndex <= 11);
341 }

Используется в CanDoorBeClosed() и CanDoorBeLocked().

◆ OnDoorCloseFinish()

override void OnDoorCloseFinish ( DoorFinishParams params)
inlineprotected
202 {
203 #ifndef SERVER
204 if (IsBunkerDoor(params.param1))
205 {
207 PlaySoundSetAtMemoryPoint(sound, ALARM_DOOR_CLOSE_SOUND, ALARM_POS_MEMPOINT, false, 0, 0);
208 sound.SetAutodestroy(true);
209
212 {
214 StopSoundSet(sound);
215 }
216 }
217 #endif
218 }
bool IsPlaying()
Returns true when the Effect is playing, false otherwise.
Definition Effect.c:195
Wrapper class for managing sound through SEffectManager.
Definition EffectSound.c:5
const string ALARM_POS_MEMPOINT
Definition Land_WarheadStorage_Main.c:14
int GetBunkerEffectIndexByDoor(int doorIndex)
Definition Land_WarheadStorage_Main.c:328
const string ALARM_DOOR_CLOSE_SOUND
Definition Land_WarheadStorage_Main.c:20
EffectSound m_SoundDoorLoop[4]
Definition Land_WarheadStorage_Main.c:5

Перекрестные ссылки ALARM_DOOR_CLOSE_SOUND, ALARM_POS_MEMPOINT, GetBunkerEffectIndexByDoor(), IsBunkerDoor(), IsPlaying() и m_SoundDoorLoop.

◆ OnDoorCloseStart()

override void OnDoorCloseStart ( DoorStartParams params)
inlineprotected
186 {
187 #ifndef SERVER
188 if (IsBunkerDoor(params.param1))
189 {
192 PlaySoundSetAtMemoryPoint(sound, ALARM_DOOR_OPEN_LOOP_SOUND, ALARM_POS_MEMPOINT, true, 0, 0);
195 }
196 #endif
197
198 RemoveDoorTimer(params.param1);
199 }
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
Definition EffectSound.c:600
const string ALARM_DOOR_OPEN_LOOP_SOUND
Definition Land_WarheadStorage_Main.c:19

Перекрестные ссылки ALARM_DOOR_OPEN_LOOP_SOUND, ALARM_POS_MEMPOINT, GetBunkerEffectIndexByDoor(), IsBunkerDoor(), m_SoundDoorLoop, RemoveDoorTimer() и EffectSound::SetAutodestroy().

◆ OnDoorOpenFinish()

override void OnDoorOpenFinish ( DoorFinishParams params)
inlineprotected
160 {
161 #ifndef SERVER
162 if (IsBunkerDoor(params.param1))
163 {
166 {
168 StopSoundSet(sound);
169 }
170 }
171 #endif
172 }

Перекрестные ссылки GetBunkerEffectIndexByDoor(), IsBunkerDoor(), IsPlaying() и m_SoundDoorLoop.

◆ OnDoorOpenStart()

override void OnDoorOpenStart ( DoorStartParams params)
inlineprotected
133 {
134 #ifndef SERVER
135 if (IsBunkerDoor(params.param1))
136 {
138 PlaySoundSetAtMemoryPoint(sound, ALARM_DOOR_OPEN_SOUND, ALARM_POS_MEMPOINT, false, 0, 0);
139 sound.SetAutodestroy(true);
140
142 PlaySoundSetAtMemoryPoint(sound, ALARM_DOOR_OPEN_LOOP_SOUND, ALARM_POS_MEMPOINT, true, 0, 0);
145 }
146 #endif
147
148 if (!IsBunkerDoor(params.param1))
149 return;
150
153
154 Timer doorTimer = new Timer();
155 doorTimer.Run(DOOR_AUTOCLOSE_TIME, this, "AutoCloseDoor", new Param1<int>(params.param1));
157 }
ref map< int, ref Timer > m_AutoCloseTimers
Definition Land_WarheadStorage_Main.c:7
const float DOOR_AUTOCLOSE_TIME
Definition Land_WarheadStorage_Main.c:9
const string ALARM_DOOR_OPEN_SOUND
Definition Land_WarheadStorage_Main.c:18
Definition DayZPlayerImplement.c:63

Перекрестные ссылки ALARM_DOOR_OPEN_LOOP_SOUND, ALARM_DOOR_OPEN_SOUND, ALARM_POS_MEMPOINT, DOOR_AUTOCLOSE_TIME, GetBunkerEffectIndexByDoor(), IsBunkerDoor(), m_AutoCloseTimers, m_SoundDoorLoop и EffectSound::SetAutodestroy().

◆ OnPowerOffClient()

void OnPowerOffClient ( )
inlineprotected
118 {
120 {
121 if (soundEff)
122 soundEff.Stop();
123 }
124
125 PlaySoundSetAtMemoryPoint(soundEff, ELECTRICITY_OFF_SOUND, VENT_MAIN_POS_MEMPOINT, false);
126 soundEff.SetAutodestroy(true);
127
128 m_PoweredSoundEffects.Clear();
129 }
const string ELECTRICITY_OFF_SOUND
Definition Land_WarheadStorage_Main.c:24
ref array< EffectSound > m_PoweredSoundEffects
Definition Land_WarheadStorage_Main.c:6
const string VENT_MAIN_POS_MEMPOINT
Definition Land_WarheadStorage_Main.c:15

Перекрестные ссылки ELECTRICITY_OFF_SOUND, m_PoweredSoundEffects и VENT_MAIN_POS_MEMPOINT.

Используется в OnVariablesSynchronized().

◆ OnPowerOnClient()

void OnPowerOnClient ( )
inlineprotected
95 {
97 PlaySoundSetAtMemoryPoint(soundEff, VENTILATION_SOUND, VENT_MAIN_POS_MEMPOINT, true, 0.5, 0.5);
99 soundEff.SetAutodestroy(true);
100
101 PlaySoundSetAtMemoryPoint(soundEff, ELECTRICITY_ON_SOUND, VENT_MAIN_POS_MEMPOINT, false);
102 soundEff.SetAutodestroy(true);
103
104 for (int i; i < SOURCES_COUNT; i++)
105 {
106 m_StorageDoorLights[i] = WarheadStorageLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(WarheadStorageLight, this, "lamp" + (i+1).ToString() + "_pos"));
107
108 PlaySoundSetAtMemoryPoint(soundEff, VENTILATION_SOUND, VENT_POS_MEMPOINT + (i+1).ToString(), true, 0.5, 0.5);
110 soundEff.SetAutodestroy(true);
111 PlaySoundSetAtMemoryPoint(soundEff, LAMPS_SOUND, "lamp" + (i+1).ToString() + "_pos", true, 0.1, 0.1);
113 soundEff.SetAutodestroy(true);
114 }
115 }
proto string ToString()
const string VENTILATION_SOUND
Definition Land_WarheadStorage_Main.c:21
const string LAMPS_SOUND
Definition Land_WarheadStorage_Main.c:22
const string VENT_POS_MEMPOINT
Definition Land_WarheadStorage_Main.c:16
const int SOURCES_COUNT
Definition Land_WarheadStorage_Main.c:10
const string ELECTRICITY_ON_SOUND
Definition Land_WarheadStorage_Main.c:23
Definition PointLightBase.c:2

Перекрестные ссылки ELECTRICITY_ON_SOUND, LAMPS_SOUND, m_PoweredSoundEffects, m_StorageDoorLights, SOURCES_COUNT, ToString(), VENT_MAIN_POS_MEMPOINT, VENT_POS_MEMPOINT и VENTILATION_SOUND.

Используется в OnVariablesSynchronized().

◆ OnVariablesSynchronized()

override void OnVariablesSynchronized ( )
inlineprotected
432 {
433 super.OnVariablesSynchronized();
436 else if(!m_HasPower && m_HasPowerPrev)
438
440
442 }
bool m_HasPowerPrev
Definition Land_WarheadStorage_Main.c:3
void OnPowerOffClient()
Definition Land_WarheadStorage_Main.c:117
void OnPowerOnClient()
Definition Land_WarheadStorage_Main.c:94
bool m_HasPower
Definition Land_WarheadStorage_Main.c:34
void UpdateDoorStateClient()
Definition Land_WarheadStorage_Main.c:252

Перекрестные ссылки m_HasPower, m_HasPowerPrev, OnPowerOffClient(), OnPowerOnClient() и UpdateDoorStateClient().

◆ RemoveDoorTimer()

void RemoveDoorTimer ( int doorIndex)
inlineprotected
175 {
177 return;
178
180 {
182 }
183 }

Перекрестные ссылки IsBunkerDoor() и m_AutoCloseTimers.

Используется в AutoCloseDoor() и OnDoorCloseStart().

◆ SetLeverStatesServer()

void SetLeverStatesServer ( int leverBits)
inlineprotected
87 {
89 SetSynchDirty();
90
92 }
bool m_LeverStatesBits
Definition Land_WarheadStorage_Main.c:35

Перекрестные ссылки m_LeverStatesBits и UpdateDoorStateServer().

◆ SetPowerServer()

void SetPowerServer ( bool hasPower)
inlineprotected
81 {
83 SetSynchDirty();
84 }

Перекрестные ссылки m_HasPower.

◆ SpawnTriggers()

void SpawnTriggers ( int count)
inlineprotected
391 {
393
395 {
396 //Debug.DrawSphere(pos , 0.1,Colors.GREEN, ShapeFlags.NOZBUFFER);
398 if (trigger)
399 {
400 vector extMax = data.m_Size * 0.5;
402 #ifdef DIAG_DEVELOPER
403 trigger.m_Local = true;
404 #endif
405 AddChild(trigger,-1);
406 trigger.SetExtents(extMin, extMax);
407 trigger.Init(data);
408 }
409 }
410 }
const int ECE_LOCAL
Definition CentralEconomy.c:24
const string WARHEAD_BUNKER_TRIGGER
Definition Land_WarheadStorage_Main.c:12
array< ref UndergroundBunkerTriggerData > GetTriggersData(int count)
Definition Land_WarheadStorage_Main.c:354
Definition UndergroundBunkerTrigger.c:10
proto native void AddChild(Widget child, bool immedUpdate=true)

Перекрестные ссылки AddChild(), ECE_LOCAL, GetGame(), GetTriggersData() и WARHEAD_BUNKER_TRIGGER.

Используется в Land_WarheadStorage_Main().

◆ UpdateDoorStateClient()

void UpdateDoorStateClient ( )
inlineprotected
253 {
254 for (int index = 1; index <= 4; index++)
255 {
256 int bit = 1 << (index - 1);
259
260 if ( ((bit & m_LeverStatesBits) != 0) && m_HasPower )
261 {
263 m_StorageDoorLights[lightId] = WarheadStorageLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(WarheadStorageLight, this, "lamp" + (lightId + 1).ToString() + "_pos"));
264 }
265 else
266 {
268 m_StorageDoorLights[lightId].Destroy();
269 }
270 }
271 }
int GetDoorIndexByLeverIndex(int LeverIndex)
Definition Land_WarheadStorage_Main.c:278
int GetStorageLightIndexByDoor(int doorIndex)
Definition Land_WarheadStorage_Main.c:273

Перекрестные ссылки GetDoorIndexByLeverIndex(), GetStorageLightIndexByDoor(), m_HasPower, m_LeverStatesBits и m_StorageDoorLights.

Используется в OnVariablesSynchronized().

◆ UpdateDoorStateServer()

void UpdateDoorStateServer ( )
inlineprotected
227 {
228 for (int index = 1; index <= 4; index++)
229 {
230 int bit = 1 << (index - 1);
232
233 if ( ((bit & m_LeverStatesBits) != 0) && m_HasPower )
234 {
235 if (!IsDoorOpen(doorIndex))
236 {
237 OpenDoor(doorIndex);
239 }
240 }
241 else
242 {
243 if (IsDoorOpen(doorIndex))
244 {
245 CloseDoor(doorIndex);
247 }
248 }
249 }
250 }
void UpdateLamp(string selection, string color)
Definition Land_WarheadStorage_Main.c:59
const string COLOR_LAMP_ON
Definition Land_WarheadStorage_Main.c:31
const string COLOR_LAMP_OFF
Definition Land_WarheadStorage_Main.c:30
const string LAMP_SELECTION
Definition Land_WarheadStorage_Main.c:26

Перекрестные ссылки COLOR_LAMP_OFF, COLOR_LAMP_ON, GetDoorIndexByLeverIndex(), GetStorageLightIndexByDoor(), LAMP_SELECTION, m_HasPower, m_LeverStatesBits, ToString() и UpdateLamp().

Используется в DeferredInit() и SetLeverStatesServer().

◆ UpdateLamp()

void UpdateLamp ( string selection,
string color )
inlineprotected
60 {
61 int selectionIdx = GetHiddenSelectionIndex(selection);
62 SetObjectMaterial(selectionIdx, color);
63 }

Используется в UpdateDoorStateServer().

Поля

◆ ALARM_DOOR_CLOSE_SOUND

const string ALARM_DOOR_CLOSE_SOUND = "UndergroundDoor_Alarm_End_SoundSet"
protected

Используется в OnDoorCloseFinish().

◆ ALARM_DOOR_OPEN_LOOP_SOUND

const string ALARM_DOOR_OPEN_LOOP_SOUND = "UndergroundDoor_Alarm_Loop_SoundSet"
protected

Используется в OnDoorCloseStart() и OnDoorOpenStart().

◆ ALARM_DOOR_OPEN_SOUND

const string ALARM_DOOR_OPEN_SOUND = "UndergroundDoor_Alarm_Start_SoundSet"
protected

Используется в OnDoorOpenStart().

◆ ALARM_POS_MEMPOINT

const string ALARM_POS_MEMPOINT = "underground"
protected

Используется в OnDoorCloseFinish(), OnDoorCloseStart() и OnDoorOpenStart().

◆ COLOR_LAMP_OFF

const string COLOR_LAMP_OFF = "DZ\\structures_sakhal\\military\\storage\\data\\Warhead_Storage_Lamp_Glass_int.rvmat"
protected

Используется в UpdateDoorStateServer().

◆ COLOR_LAMP_ON

const string COLOR_LAMP_ON = "DZ\\structures_sakhal\\military\\storage\\data\\Warhead_Storage_Lamp_Glass_e_int.rvmat"
protected

Используется в UpdateDoorStateServer().

◆ DOOR_AUTOCLOSE_TIME

const float DOOR_AUTOCLOSE_TIME = 12
protected

Используется в OnDoorOpenStart().

◆ ELECTRICITY_OFF_SOUND

const string ELECTRICITY_OFF_SOUND = "Bunker_bunker_electricity_off_SoundSet"
protected

Используется в OnPowerOffClient().

◆ ELECTRICITY_ON_SOUND

const string ELECTRICITY_ON_SOUND = "Bunker_bunker_electricity_on_SoundSet"
protected

Используется в OnPowerOnClient().

◆ LAMP_SELECTION

const string LAMP_SELECTION = "GlassLamp"
protected

Используется в UpdateDoorStateServer().

◆ LAMPS_SOUND

const string LAMPS_SOUND = "Bunker_Lamp_Hum_SoundSet"
protected

Используется в OnPowerOnClient().

◆ m_AutoCloseTimers

ref map<int, ref Timer> m_AutoCloseTimers
protected

Используется в OnDoorOpenStart() и RemoveDoorTimer().

◆ m_HasPower

bool m_HasPower
protected

◆ m_HasPowerPrev

bool m_HasPowerPrev
protected

Используется в OnVariablesSynchronized().

◆ m_LeverStatesBits

bool m_LeverStatesBits
protected

◆ m_PoweredSoundEffects

ref array<EffectSound> m_PoweredSoundEffects = new array<EffectSound>()
protected

Используется в OnPowerOffClient() и OnPowerOnClient().

◆ m_SoundDoorLoop

EffectSound m_SoundDoorLoop[4]
protected

◆ m_StorageDoorLights

WarheadStorageLight m_StorageDoorLights[4]
protected

◆ MAIN_DOOR_SELECTION1

const string MAIN_DOOR_SELECTION1 = "maindoor1_outer"
protected

Используется в GetTriggersData().

◆ MAIN_DOOR_SELECTION2

const string MAIN_DOOR_SELECTION2 = "maindoor2_outer"
protected

Используется в GetTriggersData().

◆ SOURCES_COUNT

const int SOURCES_COUNT = 4
protected

Используется в OnPowerOnClient().

◆ VENT_MAIN_POS_MEMPOINT

const string VENT_MAIN_POS_MEMPOINT = "Ventilation_main"
protected

Используется в OnPowerOffClient() и OnPowerOnClient().

◆ VENT_POS_MEMPOINT

const string VENT_POS_MEMPOINT = "Ventilation"
protected

Используется в OnPowerOnClient().

◆ VENTILATION_SOUND

const string VENTILATION_SOUND = "Bunker_Ventilation_SoundSet"
protected

Используется в OnPowerOnClient().

◆ WARHEAD_BUNKER_TRIGGER

const string WARHEAD_BUNKER_TRIGGER = "UndergroundBunkerTrigger"
protected

Используется в SpawnTriggers().


Объявления и описания членов класса находятся в файле: