DayZ 1.30
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◆ OnDoorCloseFinish()

override void Land_WarheadStorage_Main::OnDoorCloseFinish ( DoorFinishParams params)
inlineprotected

См. определение в файле Land_WarheadStorage_Main.c строка 253

254 {
255 #ifndef SERVER
256 #ifndef NO_GUI
257 if (IsBunkerDoor(params.param1))
258 {
259 EffectSound sound;
260 PlaySoundSetAtMemoryPoint(sound, ALARM_DOOR_CLOSE_SOUND, ALARM_POS_MEMPOINT, false, 0, 0);
261 sound.SetAutodestroy(true);
262
263 int effectID = GetBunkerEffectIndexByDoor(params.param1);
264 if (m_SoundDoorLoop[effectID] && m_SoundDoorLoop[effectID].IsPlaying())
265 {
266 sound = m_SoundDoorLoop[effectID];
267 StopSoundSet(sound);
268 }
269 }
270 #endif
271 #endif
272 }
bool IsPlaying()
Returns true when the Effect is playing, false otherwise.
Определения Effect.c:197
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
Определения EffectSound.c:607
const string ALARM_POS_MEMPOINT
Определения Land_WarheadStorage_Main.c:15
int GetBunkerEffectIndexByDoor(int doorIndex)
Определения Land_WarheadStorage_Main.c:383
EffectSound m_SoundDoorLoop[4]
Определения Land_WarheadStorage_Main.c:6
const string ALARM_DOOR_CLOSE_SOUND
Определения Land_WarheadStorage_Main.c:21
bool IsBunkerDoor(int doorIndex)
Определения Land_WarheadStorage_Main.c:388

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