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()