class Land_Underground_WaterReservoirSource
Land_Underground_WaterReservoir › BuildingBase › Building › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
All members, including inherited
Constructors 2
void Land_Underground_WaterReservoir()void ~Land_Underground_WaterReservoir()Constants 50
protected const string OBJECT_NAME_WATER_PLANE = "Land_Underground_WaterReservoir_Water"Referenced by LateInit()
protected const int WL_MIN = 0Referenced by ConfigureValvesAndGaugesCourse(), HeightToWaterLevel(), Init()
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, WaterLevelToHeight()protected const int WL_ABOVE_PIPES = 1Referenced by HandleSoundEffectsUnderwaterPipeSounds(), HandleVisualEffects(), HeightToWaterLevel()
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, WaterLevelToHeight()protected const int WL_AVERAGE = 2Referenced by ConfigureValvesAndGaugesCourse(), HandleSoundEffectsUnderwaterPipeSounds(), HandleVisualEffects()
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, HeightToWaterLevel(), Init(), ResetState(), and WaterLevelToHeight()protected const int WL_MAX = 3Referenced by ConfigureValvesAndGaugesCourse(), HandleSoundEffectsUnderwaterPipeSounds(), HandleVisualEffects()
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, HeightToWaterLevel(), Init(), and WaterLevelToHeight()protected const int PL_MIN = 0protected const int PL_AVERAGE = 1protected const int PL_MAX = 2protected const int VALVES_COUNT = 2Referenced by CleanVisualEffects(), EOnPostSimulate(), GetDebugText()
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, Init(), IsValveActive(), and OnVariablesSynchronized()protected const int VALVE_INDEX_DRAIN = 0Referenced by ActualPressureLevelStageSettings(), ActualWaterLevelStageSettings(), AdvanceToNextPressureLevelStageSettings()
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, AdvanceToNextWaterLevelStageSettings(), AnimateValve(), CleanSoundEffects(), GetValveAligningPointsWS(), GetValvePressureLevelGauge(), HandleSoundEffectsPipeSprinkling(), HandleVisualEffects(), IsValvePressureLevelGaugeAtBase(), LateInit(), OnAction(), OnValveManipulationEnd(), PlayValveManipulationSound(), PreviousPressureLevelStageSettings(), PreviousWaterLevelStageSettings(), ResetState(), SetDefaultPressureLevelStageSettings(), and SetValvePressureLevelGauge()protected const int VALVE_INDEX_FILL = 1Referenced by ActualPressureLevelStageSettings(), ActualWaterLevelStageSettings(), AdvanceToNextPressureLevelStageSettings()
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, AdvanceToNextWaterLevelStageSettings(), AnimateValve(), CleanSoundEffects(), GetValveAligningPointsWS(), GetValvePressureLevelGauge(), HandleSoundEffectsPipeSprinkling(), HandleSoundEffectsUnderwaterPipeSounds(), HandleVisualEffects(), IsValvePressureLevelGaugeAtBase(), LateInit(), OnAction(), OnValveManipulationEnd(), PlayValveManipulationSound(), PreviousPressureLevelStageSettings(), PreviousWaterLevelStageSettings(), ResetState(), SetDefaultPressureLevelStageSettings(), and SetValvePressureLevelGauge()protected const string ANIM_PHASE_VALVE_GAUGE_DRAIN = "ValveGauge1"protected const string ANIM_PHASE_VALVE_GAUGE_FILL = "ValveGauge2"protected const string ANIM_PHASE_VALVE_DRAIN = "Valve1"Referenced by AnimateValve()
protected const string ANIM_PHASE_VALVE_FILL = "Valve2"Referenced by AnimateValve()
protected const string VALVE_NAME_DRAIN = "valve1"Referenced by GetValveAligningPointsWS(), HandleSoundEffectsPipeSprinkling(), LateInit()
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, PlayValveManipulationSound()protected const string VALVE_NAME_FILL = "valve2"Referenced by GetValveAligningPointsWS(), HandleSoundEffectsPipeSprinkling(), LateInit()
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, PlayValveManipulationSound()protected const string PIPE_NAME_BROKEN1 = "pipe_broken_1"protected const string PIPE_NAME_BROKEN2 = "pipe_broken_2"Referenced by HandleVisualEffects()
protected const string PIPE_NAME_LEAKING_DRAIN = "pipe_leaking_1"Referenced by HandleVisualEffects()
protected const string PIPE_NAME_LEAKING_FILL = "pipe_leaking_2"Referenced by HandleVisualEffects()
protected const string SOUND_NAME_PIPE_CREAKING = "WaterObjectUndergroundPipeCreaking_SoundSet"Referenced by PlayPipeCreakingSoundOnLocation()
protected const string SOUND_NAME_VALVE_MANIPULATION = "WaterObjectUndergroundValve_SoundSet"Referenced by PlayValveManipulationSound()
protected const string SOUND_NAME_PIPE_SPRINKLING_START = "WaterObjectUndergroundPipeSprinkling_Start_SoundSet"Referenced by HandleSoundEffectsPipeSprinkling()
protected const string SOUND_NAME_PIPE_SPRINKLING_END = "WaterObjectUndergroundPipeSprinkling_End_SoundSet"protected const string SOUND_NAME_PIPE_SPRINKLING_LOOP1 = "WaterObjectUndergroundPipeSprinkling_Loop1_SoundSet"Referenced by HandleSoundEffectsPipeSprinkling()
protected const string SOUND_NAME_PIPE_SPRINKLING_LOOP2 = "WaterObjectUndergroundPipeSprinkling_Loop2_SoundSet"Referenced by HandleSoundEffectsPipeSprinkling()
protected const string SOUND_NAME_UPIPE_SPRINKLING_START = "WaterObjectUndergroundUnderwaterPipe_Start_SoundSet"Referenced by HandleSoundEffectsUnderwaterPipeSounds()
protected const string SOUND_NAME_UPIPE_SPRINKLING_END = "WaterObjectUndergroundUnderwaterPipe_End_SoundSet"Referenced by HandleSoundEffectsUnderwaterPipeSounds()
protected const string SOUND_NAME_UPIPE_SPRINKLING_LOOP = "WaterObjectUndergroundUnderwaterPipe_Loop_SoundSet"Referenced by HandleSoundEffectsUnderwaterPipeSounds()
protected const string SOUND_NAME_WATER_FILL_LOOP = "WaterObjectUndergroundUnderwaterFill_Loop_SoundSet"Referenced by HandleSoundEffectsWaterLevelMovementSounds()
protected const string SOUND_NAME_WATER_DRAIN_LOOP = "WaterObjectUndergroundUnderwaterEmpty_Loop_SoundSet"Referenced by HandleSoundEffectsWaterLevelMovementSounds()
protected const int PARTICLE_DRAIN_PIPE_MAX_PRESSURE = ParticleList.WATER_SPILLINGReferenced by HandleVisualEffects()
protected const int PARTICLE_FILL_PIPE_MAX_PRESSURE = ParticleList.WATER_SPILLINGReferenced by HandleVisualEffects()
protected const int PARTICLE_FILL_PIPE_JET = ParticleList.WATER_JETReferenced by HandleVisualEffects()
protected const int PARTICLE_FILL_PIPE_JET_WEAK = ParticleList.WATER_JET_WEAKReferenced by HandleVisualEffects()
protected static const string WATER_LEVEL_MAX = "water_level_max"protected static const string WATER_LEVEL_AVERAGE = "water_level_average"protected static const string WATER_LEVEL_ABOVE_PIPES = "water_level_above_pipes"protected static const string WATER_LEVEL_MIN = "water_level_min"protected const int WATER_LEVELS_COUNT = 4Referenced by TranslateMemoryPointsToWaterLevels()
protected const string WATER_LEVELS[WATER_LEVELS_COUNT] = { WATER_LEVEL_MAX, WATER_LEVEL_AVERAGE, WATER_LEVEL_ABOVE_PIPES, WATER_LEVEL_MIN }Referenced by TranslateMemoryPointsToWaterLevels()
protected const int PIPE_CREAKING_MIN_TIME_DELAY_MS = 10000Referenced by HandleSoundEffectsPipeCreaking()
protected const int PIPE_CREAKING_MAX_TIME_DELAY_MS = 15000Referenced by HandleSoundEffectsPipeCreaking()
protected const int PIPE_CREAKING_SOUND_LOCATIONS_COUNT = 4Referenced by PlayPipeCreakingSoundOnLocation()
protected const string PIPE_CREAKING_SOUND_LOCATIONS[PIPE_CREAKING_SOUND_LOCATIONS_COUNT] = { "pipe_creaking_sound_pos_1", "pipe_creaking_sound_pos_2", "pipe_creaking_sound_pos_3", "pipe_creaking_sound_pos_4" }Referenced by PlayPipeCreakingSoundOnLocation()
private const float TEMP_HOTIX_TIMESLICE = 0.01Members 39
protected ref array<ref WaterLevelSettings> m_DrainValveWaterStageSettingsvalve/pipe stages for water and pressure levels
Referenced by ActualWaterLevelStageSettings(), AdvanceToNextWaterLevelStageSettings(), ConfigureValvesAndGaugesCourse()
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, Init(), and PreviousWaterLevelStageSettings()protected ref array<ref PressureLevelSettings> m_DrainValvePressureStageSettingsReferenced by ActualPressureLevelStageSettings(), AdvanceToNextPressureLevelStageSettings(), ConfigureValvesAndGaugesCourse()
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, Init(), and PreviousPressureLevelStageSettings()protected ref array<ref PressureLevelSettings> m_DrainValvePressureDeanimationSettingsfor deanimation purposes
protected ref array<ref WaterLevelSettings> m_FillValveWaterStageSettingsReferenced by ActualWaterLevelStageSettings(), AdvanceToNextWaterLevelStageSettings(), ConfigureValvesAndGaugesCourse()
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, Init(), and PreviousWaterLevelStageSettings()protected ref array<ref PressureLevelSettings> m_FillValvePressureStageSettingsReferenced by ActualPressureLevelStageSettings(), AdvanceToNextPressureLevelStageSettings(), ConfigureValvesAndGaugesCourse()
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, Init(), and PreviousPressureLevelStageSettings()protected ref array<ref PressureLevelSettings> m_FillValvePressureDeanimationSettingsfor deanimation purposes
Referenced by ActualPressureLevelStageSettings(), ConfigureValvesAndGaugesCourse(), Init()
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, PreviousPressureLevelStageSettings()protected ref WaterLevelSnapshot m_WaterLevelSnapshotprotected int m_DrainValveWaterLevelStageIndexpointing to specific stage for each valve/pipe
Referenced by ActualWaterLevelStageSettings(), AdvanceToNextWaterLevelStageSettings(), OnAction()
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, OnValveManipulationEnd(), PreviousWaterLevelStageSettings(), and ResetState()protected int m_DrainValvePressureLevelStageIndexprotected int m_FillValveWaterLevelStageIndexReferenced by ActualWaterLevelStageSettings(), AdvanceToNextWaterLevelStageSettings(), OnAction()
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, OnValveManipulationEnd(), PreviousWaterLevelStageSettings(), and ResetState()protected int m_FillValvePressureLevelStageIndexprotected int m_ValveStatesPackedprotected int m_ValveStatesPackedPrevReferenced by SyncValveVariables()
protected int m_ValveManipulatedIndexReferenced by GetDebugText(), Init(), OnValveManipulationCanceled()
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, OnValveManipulationStart(), OnVariablesSynchronized(), PlayValveManipulationSound(), and ResetState()protected int m_ValveManipulatedIndexPrevReferenced by HeightToWaterLevel(), Init(), LateInit()
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, ResetState(), TranslateMemoryPointsToWaterLevels(), and WaterLevelToHeight()protected int m_WaterLevelActualReferenced by GetDebugText(), HandleSoundEffectsUnderwaterPipeSounds(), HandleSoundEffectsWaterLevelMovementSounds()
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, HandleVisualEffects(), Init(), and SetWaterLevelHeight()protected int m_WaterLevelPrevReferenced by GetDebugText(), HandleSoundEffectsUnderwaterPipeSounds(), HandleSoundEffectsWaterLevelMovementSounds()
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, HandleVisualEffects(), Init(), and PreviousWaterLevelStageSettings()Referenced by EOnPostSimulate(), GetDebugText(), Init()
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, OnAction(), OnValveManipulationEnd(), RegisterValve(), and ResetState()protected int m_LastActiveValveprotected Object m_SpawnedWaterObjectprotected vector m_WaterLevelDefaultprotected float m_WaterLevelHeightActualprotected bool m_ValveManipulationSoundRequestedVFX/SFX
protected ref EffectSound m_ValveManipulationSoundReferenced by PlayValveManipulationSound()
protected ref array<EffectSound> m_PipeSoundsReferenced by CleanSoundEffects(), HandleSoundEffectsPipeSprinkling(), Init()
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, RegisterValve()protected bool m_PipeCreakingSoundRequestedprotected ref EffectSound m_PipeCreakingSoundsprotected bool m_PipeUnderwaterSoundRunningReferenced by HandleSoundEffectsUnderwaterPipeSounds()
protected ref EffectSound m_PipeUnderwaterSoundReferenced by HandleSoundEffectsUnderwaterPipeSounds()
protected ref EffectSound m_WaterLevelMovementSoundReferenced by HandleSoundEffectsWaterLevelMovementSounds()
protected ref ParticleSourceArray m_ValveParticlesprotected ref ParticleSourceArray m_PipeBrokenParticlesprivate ref Timer m_TempHotfixTimerMethods 52
References ActualPressureLevelStageSettings(), ActualWaterLevelStageSettings(), AdjustTime()
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, AdvanceToNextPressureLevelStageSettings(), AdvanceToNextWaterLevelStageSettings(), Math.Clamp(), Easing.EaseInOutSine(), HandleSoundEffects(), HandleVisualEffects(), CGame.IsServer(), IsValvePressureLevelGaugeAtBase(), Math.Lerp(), PressureLevelToValue(), PreviousPressureLevelStageSettings(), PreviousWaterLevelStageSettings(), SetDefaultPressureLevelStageSettings(), EntityAI.SetSynchDirty(), SetValvePressureLevelGauge(), SetWaterLevelHeight(), SyncValveVariables(), new WaterLevelSnapshot(), WaterLevelToHeight(), PressureLevelSettings.Duration, WaterLevelSettings.Duration, m_LastActiveValve, m_PressureAnimationRequests, m_PressureDeanimationRequests, m_PressureTimesAccumulated, m_ValveStates, m_WaterLevelHeightActual, m_WaterLevelSnapshot, m_WaterLevelTimesAccumulated, PressureLevelSettings.PressureLevel, WaterLevelSnapshot.RemainingDuration, TEMP_HOTIX_TIMESLICE, VALVES_COUNT, WaterLevelSnapshot.WaterHeight, and WaterLevelSettings.WaterLeveloverride void OnVariablesSynchronized()end of deanimation - overlapped activation of valves
override void SetActions()override bool HasTurnableValveBehavior()protected void Init()References ScriptCallQueue.CallLater(), DayZGame.GetCallQueue(), array.Insert()
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, array.Insert(), array.Insert(), array.Insert(), array.Insert(), array.Insert(), array.Insert(), array.Insert(), array.Insert(), new ParticleSourceArray(), EntityAI.RegisterNetSyncVariableInt(), Timer.Run(), new Timer(), m_DrainValvePressureDeanimationSettings, m_DrainValvePressureStageSettings, m_DrainValveWaterStageSettings, m_FillValvePressureDeanimationSettings, m_FillValvePressureStageSettings, m_FillValveWaterStageSettings, m_LastActiveValve, m_PipeBrokenParticles, m_PipeSounds, m_PressureAnimationRequests, m_PressureDeanimationRequests, m_PressureTimesAccumulated, m_TempHotfixTimer, m_ValveManipulatedIndex, m_ValveManipulatedIndexPrev, m_ValveNames, m_ValveParticles, m_ValveStates, m_WaterLevelActual, m_WaterLevelPrev, m_WaterLevelsAvailable, m_WaterLevelSnapshot, m_WaterLevelTimesAccumulated, PIPES_BROKEN_COUNT, TEMP_HOTIX_TIMESLICE, VALVES_COUNT, WL_AVERAGE, WL_MAX, and WL_MINReferenced by Land_Underground_WaterReservoir()
protected void LateInit()Temporary hotfix for EOnPostSimulate/EOnFrame methods not beeing called on static objects
References ConfigureValvesAndGaugesCourse(), CGame.CreateObjectEx(), Object.GetOrientation()
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, CGame.IsServer(), CGame.RegisterNetworkStaticObject(), RegisterValve(), Object.SetOrientation(), EntityAI.SetSynchDirty(), SetWaterLevelHeight(), TranslateMemoryPointsToWaterLevels(), m_SpawnedWaterObject, m_WaterLevelDefault, m_WaterLevelsAvailable, OBJECT_NAME_WATER_PLANE, VALVE_INDEX_DRAIN, VALVE_INDEX_FILL, VALVE_NAME_DRAIN, VALVE_NAME_FILL, and WATER_LEVEL_AVERAGEprotected void ConfigureValvesAndGaugesCourse()References array.Insert(), array.Insert(), array.Insert()
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, array.Insert(), array.Insert(), array.Insert(), new PressureLevelSettings(), new WaterLevelSettings(), m_DrainValvePressureDeanimationSettings, m_DrainValvePressureStageSettings, m_DrainValveWaterStageSettings, m_FillValvePressureDeanimationSettings, m_FillValvePressureStageSettings, m_FillValveWaterStageSettings, PL_AVERAGE, PL_MAX, PL_MIN, WL_AVERAGE, WL_MAX, and WL_MINReferenced by LateInit()
for deanimation purposes only while valves activation overllaps
protected bool IsAnyValveActive()Referenced by HandleSoundEffectsPipeCreaking()
Referenced by HandleSoundEffectsUnderwaterPipeSounds(), HandleVisualEffects(), and IsValveTurnable()
void OnValveManipulationStart(int pValveIndex)References AnimateValve(), CGame.IsServer(), EntityAI.SetSynchDirty()
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, m_ValveManipulatedIndexvoid OnValveManipulationEnd(int pValveIndex)void OnValveManipulationCanceled(int pValveIndex)References AnimateValve(), CGame.IsServer(), EntityAI.SetSynchDirty()
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, m_ValveManipulatedIndexReferenced by ActionTurnValveUndergroundReservoir.OnEndAnimationLoop()
for the animation aligning returns data in order: start point; direction point
References string.Format(), GetMemoryPointPosition(), array.Insert()
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, VALVE_INDEX_DRAIN, VALVE_INDEX_FILL, VALVE_NAME_DRAIN, VALVE_NAME_FILL, and vector.Zeroprotected void SetLastActiveValve(int pValveIndex)References m_LastActiveValve
protected void SetWaterLevelHeight(float pHeight)References HeightToWaterLevel(), CGame.IsServer(), Object.SetPosition()
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, Vector(), m_SpawnedWaterObject, m_WaterLevelActual, m_WaterLevelDefault, and m_WaterLevelHeightActualReferenced by LateInit()
protected void TranslateMemoryPointsToWaterLevels()Referenced by LateInit()
References m_WaterLevelsAvailable, WATER_LEVEL_ABOVE_PIPES, WATER_LEVEL_AVERAGE
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, WATER_LEVEL_MAX, WATER_LEVEL_MIN, WL_ABOVE_PIPES, WL_AVERAGE, WL_MAX, and WL_MINReferences m_WaterLevelsAvailable, WATER_LEVEL_ABOVE_PIPES, WATER_LEVEL_AVERAGE
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, WATER_LEVEL_MAX, WATER_LEVEL_MIN, WL_ABOVE_PIPES, WL_AVERAGE, WL_MAX, and WL_MINReferenced by SetWaterLevelHeight()
Referenced by EOnPostSimulate()
protected WaterLevelSettings PreviousWaterLevelStageSettings(int pValveIndex)protected WaterLevelSettings ActualWaterLevelStageSettings(int pValveIndex)protected void AdvanceToNextWaterLevelStageSettings(int pValveIndex)Referenced by EOnPostSimulate()
protected PressureLevelSettings PreviousPressureLevelStageSettings(int pValveIndex, bool pDeanimationRequest = false)Referenced by EOnPostSimulate()
protected PressureLevelSettings ActualPressureLevelStageSettings(int pValveIndex, bool pDeanimationRequest = false)Referenced by EOnPostSimulate()
protected void AdvanceToNextPressureLevelStageSettings(int pValveIndex)Referenced by EOnPostSimulate()
protected void SetDefaultPressureLevelStageSettings(int pValveIndex)References m_DrainValvePressureLevelStageIndex, m_FillValvePressureLevelStageIndex, VALVE_INDEX_DRAIN
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, VALVE_INDEX_FILLReferenced by EOnPostSimulate()
References Entity.SetAnimationPhase(), ANIM_PHASE_VALVE_DRAIN, ANIM_PHASE_VALVE_FILL
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, VALVE_INDEX_DRAIN, and VALVE_INDEX_FILLReferenced by OnValveManipulationCanceled(), OnValveManipulationEnd(), and OnValveManipulationStart()
References Entity.SetAnimationPhase(), ANIM_PHASE_VALVE_GAUGE_DRAIN, ANIM_PHASE_VALVE_GAUGE_FILL
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, VALVE_INDEX_DRAIN, and VALVE_INDEX_FILLReferences Entity.GetAnimationPhase(), ANIM_PHASE_VALVE_GAUGE_DRAIN, ANIM_PHASE_VALVE_GAUGE_FILL
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, VALVE_INDEX_DRAIN, and VALVE_INDEX_FILLReferenced by HandleSoundEffectsPipeSprinkling(), HandleVisualEffects(), and IsValvePressureLevelGaugeAtBase()
References FeatureTimeAccel.GetFeatureTimeAccelEnabled(), and FeatureTimeAccel.GetFeatureTimeAccelValue()
Referenced by EOnPostSimulate()
References ErrorEx(), string.Format(), Object.GetMemoryPointPos()
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, Object.MemoryPointExists(), Object.ModelToWorld(), and vector.Zeroprotected void HandleSoundEffects()References HandleSoundEffectsPipeCreaking(), HandleSoundEffectsPipeSprinkling(), HandleSoundEffectsUnderwaterPipeSounds()
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, HandleSoundEffectsWaterLevelMovementSounds()Referenced by EOnPostSimulate()
protected void PlayValveManipulationSound()Referenced by OnVariablesSynchronized()
protected void HandleSoundEffectsPipeCreaking()Referenced by HandleSoundEffects()
protected void HandleSoundEffectsPipeSprinkling()Referenced by HandleSoundEffects()
protected void HandleSoundEffectsUnderwaterPipeSounds()--------------------
References IsValveActive(), Object.PlaySoundSetAtMemoryPoint(), Object.PlaySoundSetAtMemoryPointLooped()
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, Object.StopSoundSet(), m_PipeUnderwaterSound, m_PipeUnderwaterSoundRunning, m_WaterLevelActual, m_WaterLevelPrev, PIPE_NAME_BROKEN1, SOUND_NAME_UPIPE_SPRINKLING_END, SOUND_NAME_UPIPE_SPRINKLING_LOOP, SOUND_NAME_UPIPE_SPRINKLING_START, VALVE_INDEX_FILL, WL_ABOVE_PIPES, WL_AVERAGE, and WL_MAXReferenced by HandleSoundEffects()
protected void HandleSoundEffectsWaterLevelMovementSounds()strong water jet sound only when fill valve activated
Referenced by HandleSoundEffects()
protected void CleanSoundEffects()References SEffectManager.DestroySound(), m_PipeSounds, VALVE_INDEX_DRAIN
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, VALVE_INDEX_FILLprotected void PlayPipeCreakingSoundOnLocation()protected void HandleVisualEffects()References array.Count(), ParticleManager.GetInstance(), GetMemoryPointPosition()
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, Object.GetOrientation(), GetValvePressureLevelGauge(), IsValveActive(), ParticleManager.PlayInWorldEx(), StopParticle(), StopParticle(), m_PipeBrokenParticles, m_ValveParticles, m_WaterLevelActual, m_WaterLevelPrev, PARTICLE_DRAIN_PIPE_MAX_PRESSURE, PARTICLE_FILL_PIPE_JET, PARTICLE_FILL_PIPE_JET_WEAK, PARTICLE_FILL_PIPE_MAX_PRESSURE, PIPE_INDEX_BROKEN1, PIPE_INDEX_BROKEN2, PIPE_NAME_BROKEN1, PIPE_NAME_BROKEN2, PIPE_NAME_LEAKING_DRAIN, PIPE_NAME_LEAKING_FILL, VALVE_INDEX_DRAIN, VALVE_INDEX_FILL, WL_ABOVE_PIPES, WL_AVERAGE, and WL_MAXReferenced by EOnPostSimulate()
protected void CleanVisualEffects()weak jet stream
References array.Count(), StopParticle(), StopParticle()
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, m_PipeBrokenParticles, m_ValveParticles, and VALVES_COUNTReferenced by ~Land_Underground_WaterReservoir()
protected void ResetState()References CleanSoundEffects(), EntityAI.SetSynchDirty(), SetValvePressureLevelGauge()
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, SetWaterLevelHeight(), WaterLevelToHeight(), m_DrainValvePressureLevelStageIndex, m_DrainValveWaterLevelStageIndex, m_FillValvePressureLevelStageIndex, m_FillValveWaterLevelStageIndex, m_LastActiveValve, m_PipeCreakingSoundRequested, m_PressureAnimationRequests, m_PressureDeanimationRequests, m_PressureTimesAccumulated, m_ValveManipulatedIndex, m_ValveManipulatedIndexPrev, m_ValveStates, m_WaterLevelHeightActual, m_WaterLevelsAvailable, m_WaterLevelTimesAccumulated, VALVE_INDEX_DRAIN, VALVE_INDEX_FILL, WATER_LEVEL_AVERAGE, and WL_AVERAGEReferenced by OnAction()
protected void SyncValveVariables()References PackArrayOfBoolStatesIntoBits(), EntityAI.SetSynchDirty(), m_ValveStates
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, m_ValveStatesPacked, and m_ValveStatesPackedPrevReferences array.Count()
Referenced by SyncValveVariables()
References array.Insert()
Referenced by OnVariablesSynchronized()
References string.Format(), m_PressureAnimationRequests, m_ValveManipulatedIndex
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, m_ValveStates, m_WaterLevelActual, m_WaterLevelPrev, and VALVES_COUNToverride void GetDebugActions(out TSelectableActionInfoArrayEx outputList)DEVELOPERReferences Building.GetDebugActions(), array.Insert(), new TSelectableActionInfoWithColor()
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, FadeColors.LIGHT_GREY, and FadeColors.REDoverride bool OnAction(int action_id, Man player, ParamsReadContext ctx)DEVELOPERReferences ActualWaterLevelStageSettings(), CGame.IsMultiplayer(), CGame.IsServer()