DayZ 1.26
DayZ Explorer by KGB
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Класс ImprovisedExplosive
+ Граф наследования:ImprovisedExplosive:

Защищенные члены

void ImprovisedExplosive ()
 
override void EOnInit (IEntity other, int extra)
 
override bool HasLockedTriggerSlots ()
 
override void LockTriggerSlots ()
 
override void UnlockTriggerSlots ()
 
override void LockExplosivesSlots ()
 
override void UnlockExplosivesSlots ()
 
override bool OnStoreLoad (ParamsReadContext ctx, int version)
 
override void OnStoreSave (ParamsWriteContext ctx)
 
override void OnVariablesSynchronized ()
 
override void OnPlacementComplete (Man player, vector position="0 0 0", vector orientation="0 0 0")
 
override void EEItemLocationChanged (notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
 
override RemotelyActivatedItemBehaviour GetRemotelyActivatedItemBehaviour ()
 
override void PairRemote (notnull EntityAI trigger)
 
override EntityAI GetPairDevice ()
 
override bool CanBeArmed ()
 
override bool CanBeDisarmed ()
 
override bool CanReceiveAttachment (EntityAI attachment, int slotId)
 
override bool CanDisplayAttachmentSlot (int slot_id)
 
override bool IsTimerDetonable ()
 
override bool IsTakeable ()
 
override bool IsDeployable ()
 
override void SetActions ()
 
override void EEHealthLevelChanged (int oldLevel, int newLevel, string zone)
 
override void OnActivatedByItem (notnull ItemBase item)
 
void InitiateExplosion ()
 not exploding itself, rely on attached explosives

 
override void EEItemAttached (EntityAI item, string slot_name)
 
override void EEItemDetached (EntityAI item, string slot_name)
 
override void OnBeforeDisarm ()
 
override void OnDisarmed (bool pWithTool)
 
override void UpdateLED (int pState)
 
void OnTriggerAttached (EntityAI entity)
 
void OnTriggerDetached (EntityAI entity)
 
void UpdateVisuals (EntityAI entity)
 
override string GetDeploySoundset ()
 
override string GetLoopDeploySoundset ()
 
bool UsesGlobalDeploy ()
 

Защищенные данные

const float TIME_TRIGGER_INITIAL_DELAY_SECS = 0.1
 
const float TIME_TRIGGER_TIMER_BASED_DELAY_SECS = 1.0
 
const float TIME_TRIGGER_DELAY_SECS = 0.3
 
const int SLOT_EXPLOSIVE_COUNT = 2
 
const string SLOT_EXPLOSIVES [SLOT_EXPLOSIVE_COUNT]
 
const int SLOT_TRIGGERS_COUNT = 3
 
const string SLOT_TRIGGERS [SLOT_TRIGGERS_COUNT]
 
const string ANIM_PHASE_TRIGGER_EMPTY = "TriggerEmpty"
 
const string ANIM_PHASE_TRIGGER_TIMER = "TriggerTimer"
 
const string ANIM_PHASE_TRIGGER_CLOCK = "TriggerClock"
 
const string ANIM_PHASE_TRIGGER_REMOTE = "TriggerRemote"
 
ref RemotelyActivatedItemBehaviour m_RAIB
 

Статические защищенные данные

static const string SLOT_TRIGGER_ALARM_CLOCK = "TriggerAlarmClock"
 
static const string SLOT_TRIGGER_KITCHEN_TIMER = "TriggerKitchenTimer"
 
static const string SLOT_TRIGGER_REMOTE = "TriggerRemoteDetonator_Receiver"
 
static const string SLOT_EXPLOSIVE_A = "IEDExplosiveA"
 
static const string SLOT_EXPLOSIVE_B = "IEDExplosiveB"
 

Подробное описание

Конструктор(ы)

◆ ImprovisedExplosive()

void ImprovisedExplosive ( )
inlineprotected
35 {
37
38 RegisterNetSyncVariableInt("m_RAIB.m_PairDeviceNetIdLow");
39 RegisterNetSyncVariableInt("m_RAIB.m_PairDeviceNetIdHigh");
40 }
ref RemotelyActivatedItemBehaviour m_RAIB
Definition ImprovisedExplosive.c:32
Definition RemotelyActivatedItemBehaviour.c:2

Перекрестные ссылки m_RAIB.

Методы

◆ CanBeArmed()

override bool CanBeArmed ( )
inlineprotected
166 {
167 if (GetArmed())
168 return false;
169
171 return false;
172
173 foreach (string slotName : SLOT_EXPLOSIVES)
174 {
175 EntityAI explosive = GetInventory().FindAttachmentByName(slotName);
176 if (explosive)
177 return true;
178 }
179
180 return false;
181 }
PlayerSpawnPreset slotName
bool GetArmed()
Definition ExplosivesBase.c:236
Definition Building.c:6
const string SLOT_EXPLOSIVES[SLOT_EXPLOSIVE_COUNT]
Definition ImprovisedExplosive.c:15
override bool HasLockedTriggerSlots()
Definition ImprovisedExplosive.c:48
Definition EntityAI.c:95

Перекрестные ссылки GetArmed(), HasLockedTriggerSlots(), SLOT_EXPLOSIVES и slotName.

◆ CanBeDisarmed()

override bool CanBeDisarmed ( )
inlineprotected
184 {
185 return true;
186 }

◆ CanDisplayAttachmentSlot()

override bool CanDisplayAttachmentSlot ( int slot_id)
inlineprotected
207 {
209
210 switch (slotName)
211 {
215 return FindAttachmentBySlotName(slotName) != null;
216 break;
217 }
218
219 return true;
220 }
static const string SLOT_TRIGGER_REMOTE
Definition ImprovisedExplosive.c:9
static const string SLOT_TRIGGER_ALARM_CLOCK
Definition ImprovisedExplosive.c:7
static const string SLOT_TRIGGER_KITCHEN_TIMER
Definition ImprovisedExplosive.c:8
provides access to slot configuration
Definition InventorySlots.c:6
static proto native owned string GetSlotName(int id)
converts slot_id to string

Перекрестные ссылки InventorySlots::GetSlotName(), SLOT_TRIGGER_ALARM_CLOCK, SLOT_TRIGGER_KITCHEN_TIMER, SLOT_TRIGGER_REMOTE и slotName.

◆ CanReceiveAttachment()

override bool CanReceiveAttachment ( EntityAI attachment,
int slotId )
inlineprotected
190 {
192 GetInventory().GetCurrentInventoryLocation(il);
193
194 foreach (string slotName : SLOT_TRIGGERS)
195 {
197 {
198 if (il.GetType() == InventoryLocationType.HANDS)
199 return false;
200 }
201 }
202
203 return !GetArmed();
204 }
InventoryLocationType
types of Inventory Location
Definition InventoryLocation.c:4
const string SLOT_TRIGGERS[SLOT_TRIGGERS_COUNT]
Definition ImprovisedExplosive.c:21
InventoryLocation.
Definition InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id

Перекрестные ссылки GetArmed(), InventorySlots::GetSlotIdFromString(), SLOT_TRIGGERS и slotName.

◆ EEHealthLevelChanged()

override void EEHealthLevelChanged ( int oldLevel,
int newLevel,
string zone )
inlineprotected
246 {
247 super.EEHealthLevelChanged(oldLevel, newLevel, zone);
248
249 if (GetGame().IsServer())
250 {
252 {
253 for (int attachmentIdx = 0; attachmentIdx < GetInventory().AttachmentCount(); attachmentIdx++)
254 {
255 ItemBase attachment = ItemBase.Cast(GetInventory().GetAttachmentFromIndex(attachmentIdx));
256 if (attachment)
257 {
258 attachment.UnlockFromParent();
259 attachment.SetHealth("", "", 0.0);
260 }
261 }
262
263 SetArmed(false);
264 SetTakeable(true);
265 }
266 }
267 }
void SetArmed(bool state)
Definition ExplosivesBase.c:241
override void SetTakeable(bool pState)
Definition ItemBase.c:9020
Definition constants.c:638
Definition InventoryItem.c:731
proto native CGame GetGame()
const int STATE_RUINED
Definition constants.c:807

Перекрестные ссылки GetGame(), SetArmed(), SetTakeable() и GameConstants::STATE_RUINED.

◆ EEItemAttached()

override void EEItemAttached ( EntityAI item,
string slot_name )
inlineprotected
346 {
347 super.EEItemAttached(item, slot_name);
348
349 switch (slot_name)
350 {
354 OnTriggerAttached(FindAttachmentBySlotName(slot_name));
355 break;
356 }
357 }
void OnTriggerAttached(EntityAI entity)
Definition ImprovisedExplosive.c:431

Перекрестные ссылки OnTriggerAttached(), SLOT_TRIGGER_ALARM_CLOCK, SLOT_TRIGGER_KITCHEN_TIMER и SLOT_TRIGGER_REMOTE.

◆ EEItemDetached()

override void EEItemDetached ( EntityAI item,
string slot_name )
inlineprotected
360 {
361 super.EEItemDetached(item, slot_name);
362
363 switch (slot_name)
364 {
368 OnTriggerDetached(FindAttachmentBySlotName(slot_name));
369 break;
370 }
371 }
void OnTriggerDetached(EntityAI entity)
Definition ImprovisedExplosive.c:443

Перекрестные ссылки OnTriggerDetached(), SLOT_TRIGGER_ALARM_CLOCK, SLOT_TRIGGER_KITCHEN_TIMER и SLOT_TRIGGER_REMOTE.

◆ EEItemLocationChanged()

override void EEItemLocationChanged ( notnull InventoryLocation oldLoc,
notnull InventoryLocation newLoc )
inlineprotected
141 {
142 super.EEItemLocationChanged(oldLoc, newLoc);
143
144 if (m_RAIB)
145 {
146 m_RAIB.Pair();
147 }
148 }

Перекрестные ссылки m_RAIB.

◆ EOnInit()

override void EOnInit ( IEntity other,
int extra )
inlineprotected
43 {
44 if (!g_Game.IsMultiplayer())
46 }
DayZGame g_Game
Definition DayZGame.c:3815
override void LockTriggerSlots()
Definition ImprovisedExplosive.c:56

Перекрестные ссылки g_Game и LockTriggerSlots().

◆ GetDeploySoundset()

override string GetDeploySoundset ( )
inlineprotected
485 {
486 return "placeImprovisedExplosive_SoundSet";
487 }

◆ GetLoopDeploySoundset()

override string GetLoopDeploySoundset ( )
inlineprotected
490 {
491 return "improvisedexplosive_deploy_SoundSet";
492 }

◆ GetPairDevice()

override EntityAI GetPairDevice ( )
inlineprotected
161 {
162 return m_RAIB.GetPairDevice();
163 }

Перекрестные ссылки m_RAIB.

◆ GetRemotelyActivatedItemBehaviour()

override RemotelyActivatedItemBehaviour GetRemotelyActivatedItemBehaviour ( )
inlineprotected
151 {
152 return m_RAIB;
153 }

Перекрестные ссылки m_RAIB.

◆ HasLockedTriggerSlots()

override bool HasLockedTriggerSlots ( )
inlineprotected
49 {
50 foreach (string triggerSlot : SLOT_TRIGGERS)
51 return GetInventory().GetSlotLock(InventorySlots.GetSlotIdFromString(triggerSlot));
52
53 return false;
54 }

Перекрестные ссылки InventorySlots::GetSlotIdFromString() и SLOT_TRIGGERS.

Используется в CanBeArmed().

◆ InitiateExplosion()

void InitiateExplosion ( )
protected

not exploding itself, rely on attached explosives

◆ IsDeployable()

override bool IsDeployable ( )
inlineprotected
233 {
234 return !GetArmed();
235 }

Перекрестные ссылки GetArmed().

◆ IsTakeable()

override bool IsTakeable ( )
inlineprotected
228 {
229 return !GetArmed() && super.IsTakeable();
230 }

Перекрестные ссылки GetArmed().

◆ IsTimerDetonable()

override bool IsTimerDetonable ( )
inlineprotected
223 {
224 return true;
225 }

◆ LockExplosivesSlots()

override void LockExplosivesSlots ( )
inlineprotected
69 {
70 foreach (string explosiveSlotName : SLOT_EXPLOSIVES)
71 GetInventory().SetSlotLock(InventorySlots.GetSlotIdFromString(explosiveSlotName), true);
72 }

Перекрестные ссылки InventorySlots::GetSlotIdFromString() и SLOT_EXPLOSIVES.

Используется в OnTriggerAttached().

◆ LockTriggerSlots()

override void LockTriggerSlots ( )
inlineprotected
57 {
58 foreach (string triggerSlotName : SLOT_TRIGGERS)
59 GetInventory().SetSlotLock(InventorySlots.GetSlotIdFromString(triggerSlotName), true);
60 }

Перекрестные ссылки InventorySlots::GetSlotIdFromString() и SLOT_TRIGGERS.

Используется в EOnInit(), OnDisarmed(), OnStoreSave() и OnTriggerAttached().

◆ OnActivatedByItem()

override void OnActivatedByItem ( notnull ItemBase item)
inlineprotected

attachment special handling on disarm

go through attached explosives

hard-case blocks shells (result of deferred delete)

defer delete to allow ringing

final traverse - attached explosives activation

defer damage to trigger attachments to allow ringing

270 {
271 if (GetGame().IsServer() && GetArmed())
272 {
273 bool isTimeTriggered = false;
274
276 for (int attachmentIdx = 0; attachmentIdx < GetInventory().AttachmentCount(); attachmentIdx++)
277 {
278 ItemBase attachment = ItemBase.Cast(GetInventory().GetAttachmentFromIndex(attachmentIdx));
279 if (attachment)
281 }
282
285
288 {
289 if (attachment2.IsInherited(ClockBase))
290 {
291 isTimeTriggered = true;
292 break;
293 }
294 }
295
298 {
299 if (attachment3)
300 {
301 vector dropExtents = "0.5 0.0 0.5";
302 if (isTimeTriggered)
303 dropExtents[1] = 0.15;
304
305 GetInventory().DropEntityInBounds(InventoryMode.SERVER, this, attachment3, dropExtents, 0, 0, 0);
306 attachment3.SetAnimationPhase(ANIM_PHASE_VISIBILITY, 1.0);
307 attachment3.SetTakeable(false);
308 }
309 }
310
312 if (isTimeTriggered)
313 {
316 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(DeleteSafe, delayFor * 1000, false);
317 }
318 else
319 {
320 DeleteSafe();
321 }
322
325 {
326 if (attachment4.IsAnyInherited({RemoteDetonator, ClockBase}))
327 {
329 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(attachment4.DeleteSafe, delayFor * 1000, false);
330 }
331
332 if (attachment4 && !attachment4.IsAnyInherited({RemoteDetonator, ClockBase}))
333 {
335 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLaterByName(attachment4, "OnActivatedByItem", delayFor * 1000, false, params);
337 }
338 }
339 }
340 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Definition Inventory.c:22
const string ANIM_PHASE_VISIBILITY
Definition ExplosivesBase.c:22
void UnlockFromParent()
Unlocks this item from its attachment slot of its parent.
Definition ItemBase.c:5630
const float TIME_TRIGGER_TIMER_BASED_DELAY_SECS
Definition ImprovisedExplosive.c:4
const float TIME_TRIGGER_DELAY_SECS
Definition ImprovisedExplosive.c:5
const float TIME_TRIGGER_INITIAL_DELAY_SECS
Definition ImprovisedExplosive.c:3
Definition EnConvert.c:106
const int CALL_CATEGORY_SYSTEM
Definition tools.c:8

Перекрестные ссылки ANIM_PHASE_VISIBILITY, CALL_CATEGORY_SYSTEM, GetArmed(), GetGame(), TIME_TRIGGER_DELAY_SECS, TIME_TRIGGER_INITIAL_DELAY_SECS и TIME_TRIGGER_TIMER_BASED_DELAY_SECS.

◆ OnBeforeDisarm()

override void OnBeforeDisarm ( )
inlineprotected
374 {
376 }
override void UnlockExplosivesSlots()
Definition ImprovisedExplosive.c:74

Перекрестные ссылки UnlockExplosivesSlots().

◆ OnDisarmed()

override void OnDisarmed ( bool pWithTool)
inlineprotected

attachment special handling on disarm

379 {
380 super.OnDisarmed(pWithTool);
381
382 UnpairRemote();
383
385 for (int attachmentIdx = 0; attachmentIdx < GetInventory().AttachmentCount(); attachmentIdx++)
386 {
387 ItemBase attachment = ItemBase.Cast(GetInventory().GetAttachmentFromIndex(attachmentIdx));
388 if (attachment)
389 {
391 }
392 }
393
396
399 {
400 if (attachment2.IsInherited(ClockBase))
401 {
402 if (pWithTool)
403 GetInventory().DropEntity(InventoryMode.SERVER, this, attachment2);
404 }
405
406 if (attachment2.IsInherited(RemoteDetonator))
407 {
408 if (pWithTool)
409 {
410 GetInventory().DropEntity(InventoryMode.SERVER, this, attachment2);
411 attachment2.SetHealth("", "", 0.0);
412 }
413 else
414 {
415 attachment2.Delete();
416 }
417 }
418 }
419
421 SetTakeable(true);
422 }
override void UnpairRemote()
Definition ExplosivesBase.c:120

Перекрестные ссылки LockTriggerSlots(), SetTakeable() и UnpairRemote().

◆ OnPlacementComplete()

override void OnPlacementComplete ( Man player,
vector position = "0 0 0",
vector orientation = "0 0 0" )
inlineprotected
131 {
132 super.OnPlacementComplete(player, position, orientation);
133
134 if (GetGame().IsServer())
135 {
136 SetOrientation(vector.Up);
137 }
138 }
static const vector Up
Definition EnConvert.c:107

Перекрестные ссылки GetGame() и vector::Up.

◆ OnStoreLoad()

override bool OnStoreLoad ( ParamsReadContext ctx,
int version )
inlineprotected
81 {
82 if (!super.OnStoreLoad(ctx, version))
83 return false;
84
85 if (version <= 134) // up to 1.21
86 {
87 foreach (string triggerSlotName : SLOT_TRIGGERS)
88 {
90 bool locked = GetInventory().GetSlotLock(slotId);
91 while (locked)
92 {
93 GetInventory().SetSlotLock(slotId, false);
94 locked = GetInventory().GetSlotLock(slotId);
95 }
96 }
97 }
98
99 return true;
100 }

Перекрестные ссылки InventorySlots::GetSlotIdFromString() и SLOT_TRIGGERS.

◆ OnStoreSave()

override void OnStoreSave ( ParamsWriteContext ctx)
inlineprotected
103 {
104 super.OnStoreSave(ctx);
105
107 }

Перекрестные ссылки LockTriggerSlots().

◆ OnTriggerAttached()

void OnTriggerAttached ( EntityAI entity)
inlineprotected
432 {
435
436 if (entity.IsInherited(ClockBase))
437 Arm();
438
441 }
void UpdateVisuals()
Definition Construction.c:188
void Arm()
Definition ExplosivesBase.c:207
ERemoteDetonatorLEDState
Definition RemoteDetonator.c:2
override void UpdateLED(int pState)
Definition ImprovisedExplosive.c:424
override void LockExplosivesSlots()
Definition ImprovisedExplosive.c:68

Перекрестные ссылки Arm(), LockExplosivesSlots(), LockTriggerSlots(), UpdateLED() и UpdateVisuals().

Используется в EEItemAttached().

◆ OnTriggerDetached()

void OnTriggerDetached ( EntityAI entity)
inlineprotected

Перекрестные ссылки UpdateLED() и UpdateVisuals().

Используется в EEItemDetached().

◆ OnVariablesSynchronized()

override void OnVariablesSynchronized ( )
inlineprotected
110 {
111 super.OnVariablesSynchronized();
112
113 if (m_RAIB)
114 {
115 m_RAIB.OnVariableSynchronized();
116 }
117
118
119 foreach (string slotName : SLOT_TRIGGERS)
120 {
121 EntityAI trigger = GetInventory().FindAttachmentByName(slotName);
122 if (trigger)
123 {
125 break;
126 }
127 }
128 }

Перекрестные ссылки m_RAIB, SLOT_TRIGGERS, slotName и UpdateVisuals().

◆ PairRemote()

override void PairRemote ( notnull EntityAI trigger)
inlineprotected
156 {
157 m_RAIB.Pair(trigger);
158 }

Перекрестные ссылки m_RAIB.

◆ SetActions()

override void SetActions ( )
inlineprotected
238 {
239 super.SetActions();
240
242 AddAction(ActionDeployObject);
243 }
void AddAction(typename actionName)
Definition AdvancedCommunication.c:220
Definition ActionTogglePlaceObject.c:2

Перекрестные ссылки AddAction().

◆ UnlockExplosivesSlots()

override void UnlockExplosivesSlots ( )
inlineprotected
75 {
76 foreach (string explosiveSlotName : SLOT_EXPLOSIVES)
77 GetInventory().SetSlotLock(InventorySlots.GetSlotIdFromString(explosiveSlotName), false);
78 }

Перекрестные ссылки InventorySlots::GetSlotIdFromString() и SLOT_EXPLOSIVES.

Используется в OnBeforeDisarm().

◆ UnlockTriggerSlots()

override void UnlockTriggerSlots ( )
inlineprotected
63 {
64 foreach (string triggerSlotName : SLOT_TRIGGERS)
65 GetInventory().SetSlotLock(InventorySlots.GetSlotIdFromString(triggerSlotName), false);
66 }

Перекрестные ссылки InventorySlots::GetSlotIdFromString() и SLOT_TRIGGERS.

◆ UpdateLED()

override void UpdateLED ( int pState)
inlineprotected
425 {
427 if (receiver)
428 receiver.UpdateLED(pState, true);
429 }
RemoteDetonatorTrigger RemoteDetonator RemoteDetonatorReceiver()
Definition RemoteDetonator.c:227

Перекрестные ссылки RemoteDetonatorReceiver() и SLOT_TRIGGER_REMOTE.

Используется в OnTriggerAttached() и OnTriggerDetached().

◆ UpdateVisuals()

void UpdateVisuals ( EntityAI entity)
inlineprotected
450 {
451 if (entity)
452 {
453 if (entity.IsInherited(RemoteDetonator))
454 {
455 SetAnimationPhase(ANIM_PHASE_TRIGGER_EMPTY, 1.0);
456 SetAnimationPhase(ANIM_PHASE_TRIGGER_TIMER, 1.0);
457 SetAnimationPhase(ANIM_PHASE_TRIGGER_CLOCK, 1.0);
458 SetAnimationPhase(ANIM_PHASE_TRIGGER_REMOTE, 0.0);
459 }
460 else if (entity.IsInherited(AlarmClock_ColorBase))
461 {
462 SetAnimationPhase(ANIM_PHASE_TRIGGER_EMPTY, 1.0);
463 SetAnimationPhase(ANIM_PHASE_TRIGGER_TIMER, 1.0);
464 SetAnimationPhase(ANIM_PHASE_TRIGGER_CLOCK, 0.0);
465 SetAnimationPhase(ANIM_PHASE_TRIGGER_REMOTE, 1.0);
466 }
467 else if (entity.IsInherited(KitchenTimer))
468 {
469 SetAnimationPhase(ANIM_PHASE_TRIGGER_EMPTY, 1.0);
470 SetAnimationPhase(ANIM_PHASE_TRIGGER_TIMER, 0.0);
471 SetAnimationPhase(ANIM_PHASE_TRIGGER_CLOCK, 1.0);
472 SetAnimationPhase(ANIM_PHASE_TRIGGER_REMOTE, 1.0);
473 }
474 }
475 else
476 {
477 SetAnimationPhase(ANIM_PHASE_TRIGGER_EMPTY, 0.0);
478 SetAnimationPhase(ANIM_PHASE_TRIGGER_TIMER, 1.0);
479 SetAnimationPhase(ANIM_PHASE_TRIGGER_CLOCK, 1.0);
480 SetAnimationPhase(ANIM_PHASE_TRIGGER_REMOTE, 1.0);
481 }
482 }
Definition AlarmClock.c:2
const string ANIM_PHASE_TRIGGER_EMPTY
Definition ImprovisedExplosive.c:27
const string ANIM_PHASE_TRIGGER_REMOTE
Definition ImprovisedExplosive.c:30
const string ANIM_PHASE_TRIGGER_TIMER
Definition ImprovisedExplosive.c:28
const string ANIM_PHASE_TRIGGER_CLOCK
Definition ImprovisedExplosive.c:29
Definition KitchenTimer.c:2

Перекрестные ссылки ANIM_PHASE_TRIGGER_CLOCK, ANIM_PHASE_TRIGGER_EMPTY, ANIM_PHASE_TRIGGER_REMOTE и ANIM_PHASE_TRIGGER_TIMER.

◆ UsesGlobalDeploy()

bool UsesGlobalDeploy ( )
inlineprotected
495 {
496 return true;
497 }

Поля

◆ ANIM_PHASE_TRIGGER_CLOCK

const string ANIM_PHASE_TRIGGER_CLOCK = "TriggerClock"
protected

Используется в UpdateVisuals().

◆ ANIM_PHASE_TRIGGER_EMPTY

const string ANIM_PHASE_TRIGGER_EMPTY = "TriggerEmpty"
protected

Используется в UpdateVisuals().

◆ ANIM_PHASE_TRIGGER_REMOTE

const string ANIM_PHASE_TRIGGER_REMOTE = "TriggerRemote"
protected

Используется в UpdateVisuals().

◆ ANIM_PHASE_TRIGGER_TIMER

const string ANIM_PHASE_TRIGGER_TIMER = "TriggerTimer"
protected

Используется в UpdateVisuals().

◆ m_RAIB

◆ SLOT_EXPLOSIVE_A

const string SLOT_EXPLOSIVE_A = "IEDExplosiveA"
staticprotected

◆ SLOT_EXPLOSIVE_B

const string SLOT_EXPLOSIVE_B = "IEDExplosiveB"
staticprotected

◆ SLOT_EXPLOSIVE_COUNT

const int SLOT_EXPLOSIVE_COUNT = 2
protected

◆ SLOT_EXPLOSIVES

const string SLOT_EXPLOSIVES[SLOT_EXPLOSIVE_COUNT]
protected
Инициализатор
= {
}
static const string SLOT_EXPLOSIVE_A
Definition ImprovisedExplosive.c:11
static const string SLOT_EXPLOSIVE_B
Definition ImprovisedExplosive.c:12

Используется в CanBeArmed(), LockExplosivesSlots() и UnlockExplosivesSlots().

◆ SLOT_TRIGGER_ALARM_CLOCK

const string SLOT_TRIGGER_ALARM_CLOCK = "TriggerAlarmClock"
staticprotected

◆ SLOT_TRIGGER_KITCHEN_TIMER

const string SLOT_TRIGGER_KITCHEN_TIMER = "TriggerKitchenTimer"
staticprotected

◆ SLOT_TRIGGER_REMOTE

const string SLOT_TRIGGER_REMOTE = "TriggerRemoteDetonator_Receiver"
staticprotected

◆ SLOT_TRIGGERS

◆ SLOT_TRIGGERS_COUNT

const int SLOT_TRIGGERS_COUNT = 3
protected

◆ TIME_TRIGGER_DELAY_SECS

const float TIME_TRIGGER_DELAY_SECS = 0.3
protected

Используется в OnActivatedByItem().

◆ TIME_TRIGGER_INITIAL_DELAY_SECS

const float TIME_TRIGGER_INITIAL_DELAY_SECS = 0.1
protected

Используется в OnActivatedByItem().

◆ TIME_TRIGGER_TIMER_BASED_DELAY_SECS

const float TIME_TRIGGER_TIMER_BASED_DELAY_SECS = 1.0
protected

Используется в OnActivatedByItem().


Объявления и описания членов класса находятся в файле: