6 const string HIT_SOUND =
"AlarmClock_Hit_SoundSet";
66 return "TriggerAlarmClock";
94 if (
GetGame().IsDedicatedServer())
137 SetAnimationPhaseNow(
"ClockAlarm",
value);
143 if (!
super.OnStoreLoad(
ctx, version))
Param4< int, int, string, int > TSelectableActionInfoWithColor
eBleedingSourceType GetType()
ActionTurnOffAlarmClockCB ActionSingleUseBaseCB ActionTurnOffAlarmClock()
ActionTurnOnAlarmClockCB ActionSingleUseBaseCB ActionTurnOnAlarmClock()
void AddAction(typename actionName)
enum EAlarmClockState m_AlarmTime01
void OnRingingStopClient()
void SetAlarmInXMins(int in_mins)
static int ConvertAlarmHand01ToMins12h(float time01)
float GetRingingDurationMax()
static const float UPDATE_TICK_RATE
void SetAlarmTimeServer(float time01)
static int ConvertTimeToMins12h(int hour, int minute)
class NoiseSystem NoiseParams()
void SetState(bool state)
class JsonUndergroundAreaTriggerData GetPosition
void AnimateAlarmHand(float value)
const string RINGING_SOUND
override string GetHitSound()
override void OnStoreSave(ParamsWriteContext ctx)
const string TURN_TOGGLE_SOUND
override string GetDestroyedSound()
override bool OnStoreLoad(ParamsReadContext ctx, int version)
override string GetDebugText()
override void OnDebugSpawn()
const string DESTROYED_SOUND
override bool OnAction(int action_id, Man player, ParamsReadContext ctx)
static ref NoiseParams m_NoisePar
override string GetToggleSound()
override void GetDebugActions(out TSelectableActionInfoArrayEx outputList)
override string GetRingingSound()
void ~AlarmClock_ColorBase()
override string GetExplosiveTriggerSlotName()
static NoiseSystem m_NoiseSystem
override void SetActions()
Serialization general interface. Serializer API works with:
proto native CGame GetGame()
const int SAT_DEBUG_ACTION