33    SetVisibleDuringDaylight(
true);
 
   36    SetFlareVisible(
false);
 
   37    SetAmbientColor(1.0, 0.0, 0.0);
 
   38    SetDiffuseColor(1.0, 0.0, 0.0);
 
   40    SetDisableShadowsWithinRadius(-1);
 
 
   68    Land_Underground_Panel.RegisterEntrance(
this);
 
   69    RegisterNetSyncVariableFloat(
"m_AnimPhase", 0, 1, 5);
 
 
   81    Land_Underground_Panel.UnregisterEntrance(
this);
 
 
  126    GetGame().GetWorld().UpdatePathgraphDoorByAnimationSourceName(
this, 
"EntranceDoor");
 
 
  133    if (!Land_Underground_Panel.m_Panels)
 
  135    foreach (Land_Underground_Panel 
p: Land_Underground_Panel.m_Panels)
 
  137      if (
p.GetClosestDoor() == 
this)
 
 
  211    GetGame().RegisterNetworkStaticObject(
this);
 
 
  223    super.OnVariablesSynchronized();
 
 
  243    if (
GetGame().IsDedicatedServer())
 
 
  360      m_AnimTimerDoorServer.Run(
AdjustTime(GetOpeningTime()), 
this, 
"OnUpdateServer", 
"OnFinishedTimerServer", 0, 
false, 1);
 
  361      m_NavmeshTimer = 
new Timer();
 
  362      m_NavmeshTimer.Run(3, 
this, 
"NavmeshUpdate", 
NULL, 
true);
 
  363      RequestLatentTransition(
AdjustTime(GetOpeningTime()));
 
  366      m_AnimTimerDoorServer.Stop();
 
  368      m_NavmeshTimer = 
null;
 
  384      m_NavmeshTimer = 
new Timer();
 
  385      m_NavmeshTimer.Run(3, 
this, 
"NavmeshUpdate", 
NULL, 
true);
 
  386      m_AnimTimerDoorServer.Run(0, 
this, 
"OnUpdateServer", 
"OnFinishedTimerServer", 
AdjustTime(GetOpeningTime()), 
false,  1);
 
  387      RequestLatentTransition(
AdjustTime(GetOpeningTime()));
 
  391      m_NavmeshTimer = 
null;
 
 
  409    if (MemoryPointExists(
"SirenLightPos"))
 
  411      pos = GetMemoryPointPos(
"SirenLightPos");
 
  412      pos = ModelToWorld(pos);
 
  415      ErrorEx(
"GetLightPosition could not locate memory point 'SirenLightPos'");
 
 
  524    SetAnimationPhaseNow(
"EntranceDoor", m_AnimPhase);
 
 
Param4< int, int, string, int > TSelectableActionInfoWithColor
 
void OnUpdateClient(ActionData action_data)
 
override bool OnAction(int action_id, Man player, ParamsReadContext ctx)
 
override void GetDebugActions(out TSelectableActionInfoArrayEx outputList)
 
enum EUndegroundEntranceState AlarmLight()
 
const string ENGINE_SOUNDSET_LOOP_IN
 
const string LOCKING_SOUNDSET
 
override void HandleAudioPlayback(EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
 
vector GetLightPosition()
 
enum EUndegroundEntranceState MAIN
 
Land_Underground_EntranceBase m_SirenSound
 
override void OnDoorStateChangedServer(EUndegroundEntranceState newState)
 
EffectSound m_DoorEngineSoundIn
 
const string DOORMOVING_SOUNDSET_LOOP
 
EffectSound m_DoorMovementSoundLoop
 
const string DOORMOVING_SOUNDSET_LOOP_OUT
 
override void CleanUpOnClosedClient()
 
override void CreateLights()
 
void SoundEnded(Effect eff)
 
enum EUndegroundEntranceState SMALL
 
EffectSound m_DoorEngineSoundOut
 
const float LIGHT_ROT_SPEED
 
EffectSound m_DoorEngineSoundLoop
 
const string DOORMOVING_SOUNDSET_LOOP_IN
 
EffectSound m_LockingSound
 
EffectSound m_DoorMovementSoundOut
 
EffectSound m_DoorMovementSoundIn
 
const string ENGINE_SOUNDSET_LOOP_OUT
 
const string ENGINE_SOUNDSET_LOOP
 
override void HandleVisualPlayback(EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
 
const string SIREN_SOUNDSET
 
float AdjustTime(float originalTime)
 
AnimationTimer class. This timer is for animating float value.   usage:
 
Wrapper class for managing sound through SEffectManager.
 
EntranceLight m_InteriorLight2
 
EUndegroundEntranceState m_DoorState
 
bool CanManipulate(Param param=null)
 
void SetDoorStateServer(EUndegroundEntranceState newState)
 
void OnUpdateClient(float timeSlice)
 
void GetConnectedPanels(array< Land_Underground_Panel > panels)
 
void OnDoorStateChangedClient(EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
 
ref array< Land_Underground_Panel > m_ConnectedPanels
 
void HandleAudioPlayback(EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
 
void Land_Underground_EntranceBase()
 
void CleanUpOnClosedClient()
 
EUndegroundEntranceState m_DoorStatePrev
 
bool IsInitDoorStateSync()
 
bool CheckShouldPlayPersistent(EUndegroundEntranceState state, EUndegroundEntranceState lastValidState)
 
ref AnimationTimer m_AnimTimerDoorServer
 
void ~Land_Underground_EntranceBase()
 
override void OnVariablesSynchronized()
 
override void EOnPostSimulate(IEntity other, float timeSlice)
 
float AdjustTime(float originalTime, float adjustedTime=-1)
 
void OnDoorStateChangedServer(EUndegroundEntranceState newState)
 
EUndegroundDoorType m_DoorType
 
void CleanUpOnDeleteClient()
 
EntranceLight m_InteriorLight1
 
void HandleVisualPlayback(EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
 
void OnFinishedTimerServer()
 
void OpenServer(bool force=false)
 
void Manipulate(Param param=null)
 
EntranceLight m_InteriorLight3
 
void RequestLatentTransition(float time, EUndegroundEntranceState targetState=EUndegroundEntranceState.UNINITIALIZED)
 
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
 
Manager class for managing Effect (EffectParticle, EffectSound)
 
static bool DestroySound(EffectSound sound_effect)
Legacy, backwards compatibility.
 
Serialization general interface. Serializer API works with:
 
proto native CGame GetGame()
 
EntityEvent
Entity events for event-mask, or throwing event from code.
 
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
 
const int SAT_DEBUG_ACTION