25 super.OnEnergyConsumed();
58 string error =
"Error! Item " +
GetType() +
" must have 2 entries in config array hiddenSelectionsMaterials[]. One for the default state, the other one for the glowing state. Currently it has " +
config_materials.Count() +
".";
63 RegisterNetSyncVariableInt(
"m_Efficiency0To10");
73 m_Light.AttachOnMemoryPoint(
this,
"light");
79 case "Chemlight_White":
85 case "Chemlight_Green":
88 case "Chemlight_Blue":
91 case "Chemlight_Yellow":
95 default: {
m_Light.SetColorToWhite(); };
115 if (
GetGame().IsServer() && GetCompEM().IsWorking())
180 Error(
"Error - no valid rvmat found for chemlight");
190 return base +
".rvmat";
eBleedingSourceType GetType()
void AddAction(typename actionName)
void Chemlight_ColorBase()
override void OnWork(float consumed_energy)
override void OnWorkStop()
string GetMaterialForDamageState(bool glowing, int healthLevel=-1)
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
float m_EfficiencyDecayStart
float GetEfficiencyDecayStart()
Returns efficiency. The value is synchronized from server to all clients and is accurate down to 0....
override void SetActions()
override void OnInventoryExit(Man player)
override void OnEnergyConsumed()
float GetEfficiency0To1()
Returns efficiency. The value is synchronized from server to all clients and is accurate down to 0....
override void OnWorkStart()
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.
const int STATE_BADLY_DAMAGED
static proto float Round(float f)
Returns mathematical round of value.