class Chemlight_ColorBaseSource
Chemlight_ColorBase › ItemBase › InventoryItem › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
Derived classes
All members, including inherited
Constructors 1
void Chemlight_ColorBase()Members 5
string m_DefaultMaterialstring m_GlowMaterialChemlightLight m_Lightprivate int m_Efficiency0To10Synchronized variable
static private float m_EfficiencyDecayStart = 0.05At this % of maximum energy the output of the light starts to weaken.
Methods 12
float GetEfficiency0To1()Returns efficiency. The value is synchronized from server to all clients and is accurate down to 0.1 units.
References m_Efficiency0To10
Referenced by OnWork()
float GetEfficiencyDecayStart()Returns efficiency. The value is synchronized from server to all clients and is accurate down to 0.1 units.
References m_EfficiencyDecayStart
override void OnEnergyConsumed()References ItemBase.EEHealthLevelChanged(), EntityAI.GetCompEM(), GetMaterialForDamageState()
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, ComponentEnergyManager.IsWorking(), and EntityAI.SetObjectMaterial()void CreateLight()References ScriptedLightBase.AttachOnMemoryPoint(), Class.Cast(), ScriptedLightBase.CreateLight()
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, GetMaterialForDamageState(), Object.GetType(), CGame.IsMultiplayer(), CGame.IsServer(), ChemlightLight.SetColorToBlue(), ChemlightLight.SetColorToGreen(), ChemlightLight.SetColorToRed(), ChemlightLight.SetColorToWhite(), ChemlightLight.SetColorToYellow(), EntityAI.SetObjectMaterial(), and m_LightReferenced by OnWork()
override void OnWorkStart()override void OnInventoryExit(Man player)void StandUp()References EntityAI.GetCompEM(), CGame.IsServer(), ComponentEnergyManager.IsWorking()
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, Object.SetOrientation()Referenced by OnInventoryExit()
override void OnWorkStop()override void OnWork(float consumed_energy)References CreateLight(), EntityAI.GetCompEM(), GetEfficiency0To1()
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, ComponentEnergyManager.GetUpdateInterval(), ChemlightLight.SetIntensity(), and m_Lightoverride void SetActions()