3  const string TEXTURE_FLAME = 
"dz\\gear\\cooking\\data\\flame_butane_ca.paa";
 
    4  const string ANIM_PHASE_FLAME = 
"FlameHide";
 
    5  const string SOUND_BURNING = 
"Blowtorch_Loop_SoundSet";
 
   17    m_Light.AttachOnMemoryPoint(
this, 
"light");
 
   20    RefreshFlameVisual(
true);
 
 
   31    RefreshFlameVisual(
false);
 
 
   39      SetObjectTexture(0, TEXTURE_FLAME);
 
   40      SetAnimationPhase(ANIM_PHASE_FLAME, 0.0);
 
   44      SetObjectTexture(0, 
"");
 
   45      SetAnimationPhase(ANIM_PHASE_FLAME, 1.0);
 
 
   51    PlaySoundSetLoop(m_SoundBurningLoop, SOUND_BURNING, 0.1, 0.0);
 
 
   56    StopSoundSet(m_SoundBurningLoop);
 
 
   61    if (!
super.CanPutInCargo(parent))
 
   64    return !GetCompEM().IsSwitchedOn();
 
 
   74    return GetCompEM().IsWorking();
 
 
  108    if (GetInventory().AttachmentCount() != 0)
 
  109      return GetInventory().GetAttachmentFromIndex(0);
 
 
  116    if (GetGasCanister())
 
 
  128    GetInventory().CreateInInventory(
"LargeGasCanister");
 
 
ActionLightItemOnFireWithBlowtorchCB ActionLightItemOnFireCB ActionLightItemOnFireWithBlowtorch()
ActionRepairCarChassisWithBlowtorchCB ActionRepairCarChassisCB ActionRepairCarChassisWithBlowtorch()
ActionRepairCarEngineWithBlowtorchCB ActionRepairCarEngineCB ActionRepairCarEngineWithBlowtorch()
ActionRepairCarPartWithBlowtorchCB ActionRepairCarPartCB ActionRepairCarPartWithBlowtorch()
ActionRepairItemWithBlowtorchCB ActionContinuousBaseCB ActionRepairItemWithBlowtorch()
void AddAction(typename actionName)
ExplosiveLight m_Light
light
Wrapper class for managing sound through SEffectManager.
override void OnWorkStart()
EntityAI GetGasCanister()
override void SetActions()
void RefreshFlameVisual(bool working=false)
EffectSound m_SoundBurningLoop
override bool IsIgnited()
override void OnWorkStop()
override bool CanRemoveFromCargo(EntityAI parent)
bool HasEnoughEnergyForRepair(float pTime)
override bool CanPutInCargo(EntityAI parent)
override void OnDebugSpawn()
override bool CanIgniteItem(EntityAI ignite_target=NULL)
override void OnIgnitedTarget(EntityAI ignited_item)
const float FIREPLACE_IGNITE
proto native CGame GetGame()