DayZ 1.29
DayZ Explorer by KGB
 
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DayZAnimEvents.c
См. документацию.
1/*enum AnimSurfaces
2{
3 cp_concrete1,
4 cp_concrete2,
5
6 cp_dirt,
7
8 cp_broadleaf_dense1,
9 cp_broadleaf_dense2,
10 cp_broadleaf_sparse1,
11 cp_broadleaf_sparse2,
12
13 cp_conifer_common1,
14 cp_conifer_common2,
15 cp_conifer_moss1,
16 cp_conifer_moss2,
17
18 cp_grass,
19 cp_grass_tall,
20
21 cp_gravel,
22 cp_rock,
23
24 asphalt_ext,
25 asphalt_int,
26
27 asphalt_destroyed_ext,
28 asphalt_destroyed_int,
29
30 concrete_ext,
31 concrete_int,
32
33 stone_ext,
34 stone_int,
35
36 gravel_large_ext,
37 gravel_large_int,
38
39 gravel_small_ext,
40 gravel_small_int,
41
42 sand_ext,
43 sand_int,
44
45 dirt_ext,
46 dirt_int,
47
48 rubble_large_ext,
49 rubble_large_int,
50
51 rubble_small_ext,
52 rubble_small_int,
53
54 trash_ext,
55 trash_int,
56
57 grass_dry_ext,
58 grass_dry_int,
59
60 metal_thick_ext,
61 metal_thick_int,
62
63 metal_thin_ext,
64 metal_thin_int,
65
66 metal_thin_mesh_ext,
67 metal_thin_mesh_int,
68
69 asphalt_felt_ext,
70 asphalt_felt_int,
71
72 ceramic_tiles_ext,
73 ceramic_tiles_int,
74
75 lino_ext,
76 lino_int,
77
78 textile_carpet_ext,
79 textile_carpet_int,
80
81 wood_parquet_ext,
82 wood_parquet_int,
83
84 wood_planks_ext,
85 wood_planks_int,
86
87 concrete_stairs_ext,
88 concrete_stairs_int,
89
90 metal_stairs_ext,
91 metal_stairs_int,
92
93 wood_planks_stairs_ext,
94 wood_planks_stairs_int
95}*/
96
103
104enum AnimUpperBodyType
105{
106 None = 4107064,//string hash, because we can't make compile time constant
107 NylonJacket = 1228024514,
108 TShirt = 1690896446,
109 WoolShirt = 1060939383,
110 HeavyJacket = 1544363355,
111 LeatherJacket = 2008520095,
112 Coat = 3549415,
113 ChemlonDress = -1491825621,
114 Ghillie = 602194810,
115 Chainmail = -563873622,
116}
117
118enum AnimBackType
119{
120 None = -1,
121 Small = 161213437,
122 Military = 1935514591,
123 Outdoor = 574855932,
124 Ghillie = 602194810
125}
126
127enum AnimRangedWeaponType
128{
129 None = 5727960,
130 Rifle = 219116654,
131 Shotgun = 1836650908
132}
133
134class AnimSoundEvent
135{
136 int m_iID;
138 ref SoundParams m_SoundParams;
140 bool m_IsValid = false;
141 SoundLookupTable m_Table;
142
143
144 void AnimSoundEvent(string soundPath)
145 {
146 m_iID = g_Game.ConfigGetInt(soundPath + "id");
147
148 #ifndef SERVER
149
150 string soundSetName;
151 if (g_Game.ConfigGetText(soundPath + "soundSet", soundSetName))
152 {
153 m_SoundParams = new SoundParams(soundSetName);
154 if (m_SoundParams.IsValid())
155 {
156 m_SoundObjectBuilder = new SoundObjectBuilder(m_SoundParams);
157 m_IsValid = true;
158 }
159 }
160
161 string tableName;
162 if (g_Game.ConfigGetText(soundPath + "soundLookupTable", tableName))
163 {
164 m_Table = AnimSoundLookupTableBank.GetInstance().GetActionTable(tableName);
165 if (m_Table)
166 {
167 m_IsValid = true;
168 //Print("Found lookup table '"+tableName +"' for anim event-----------------------------------------> " + m_iID);
169 }
170 }
171 #endif
172
173
174
175
176 if ( g_Game.IsServer() )
177 {
178 string noiseName;
179 if (g_Game.ConfigGetText(soundPath + "noise", noiseName))
180 {
182 m_NoiseParams.Load(noiseName);
183 m_IsValid = true;
184 }
185 else
186 {
187 //Print("AnimSoundEvent: \"" + soundPath + "\" doesn't have defined \"noise\"");
188 }
189 }
190 }
191
192 bool IsValid()
193 {
194 return m_IsValid;
195 }
196
198 {
200 }
201
202 SoundObjectBuilder GetSoundBuilderEx(int paramHash = 0)
203 {
204 if (m_Table && paramHash)
205 {
206 return m_Table.GetSoundBuilder(paramHash);
207 }
209 }
210
211 SoundObject GetSoundObject(vector position)
212 {
213 GetSoundBuilderEx().AddEnvSoundVariables(position);
214 return GetSoundBuilderEx().BuildSoundObject();
215 }
216}
217
218class AnimSoundVoiceEvent
219{
220 int m_iID;
222 ref SoundParams m_SoundParams;
224 bool m_IsValid = false;
225
226 void AnimSoundVoiceEvent(string soundPath)
227 {
228 m_iID = g_Game.ConfigGetInt(soundPath + "id");
229
230 if ( !g_Game.IsDedicatedServer() )
231 {
232 string soundSetName;
233 g_Game.ConfigGetText(soundPath + "soundSet", soundSetName);
234 m_SoundParams = new SoundParams(soundSetName);
235 if ( m_SoundParams.IsValid() )
236 {
237 m_SoundObjectBuilder = new SoundObjectBuilder(m_SoundParams);
238 m_IsValid = true;
239 }
240 }
241
242 if ( g_Game.IsServer() )
243 {
244 string noiseName;
245 if (g_Game.ConfigGetText(soundPath + "noise", noiseName))
246 {
248 m_NoiseParams.Load(noiseName);
249 m_IsValid = true;
250 }
251 else
252 {
253 //Print("AnimSoundVoiceEvent: \"" + soundPath + "\" doesn't have defined \"noise\"");
254 }
255 }
256 }
257
258 bool IsValid()
259 {
260 return m_IsValid;
261 }
262
264 {
266 }
267
268 SoundObject GetSoundObject(vector position)
269 {
270 m_SoundObjectBuilder.AddEnvSoundVariables(position);
272 }
273}
274
275class AnimStepEvent
276{
277 int m_iID;
278 string m_sSoundLookupTableName;
279 StepSoundLookupTable m_soundLookupTable;
281
282 void AnimStepEvent(string stepPath)
283 {
284 m_iID = g_Game.ConfigGetInt(stepPath + "id");
285
286 if ( !g_Game.IsDedicatedServer() )
287 {
288 g_Game.ConfigGetText(stepPath + "soundLookupTable", m_sSoundLookupTableName);
289 m_soundLookupTable = StepSoundLookupTable.Cast( AnimSoundLookupTableBank.GetInstance().GetStepTable(m_sSoundLookupTableName) );
290 }
291
292 if ( g_Game.IsServer() )
293 {
294 string noiseName;
295 if (g_Game.ConfigGetText(stepPath + "noise",noiseName))
296 {
298 m_NoiseParams.Load(noiseName);
299 }
300 }
301 }
302
303 SoundObjectBuilder GetSoundBuilder(int surfaceHash)
304 {
305 return m_soundLookupTable.GetSoundBuilder(surfaceHash);
306 }
307}
308
309class AnimDamageEvent
310{
311 int m_iID;
312 autoptr AnimDamageParams m_DamageParams;
313
314 void AnimDamageEvent(string damagePath)
315 {
316 m_iID = g_Game.ConfigGetInt(damagePath + "id");
317
318 string damageName;
319 g_Game.ConfigGetText(damagePath + "damage", damageName);
320 m_DamageParams = new AnimDamageParams(damageName);
321 }
322}
323
324class AnimDamageParams
325{
326 string m_sName;
327 string m_sBoneName;
328 string m_sAmmoName;
329 float m_fRadius;
330 float m_fDuration;
331 bool m_bInvertTeams;
332
333 static const string DAMAGE_CFG_CLASS = "CfgDamages ";
334 void AnimDamageParams(string damageName)
335 {
336 m_sName = damageName;
337 string damagePath = DAMAGE_CFG_CLASS + damageName + " ";
338
339 g_Game.ConfigGetText(damagePath + "bone", m_sBoneName);
340 g_Game.ConfigGetText(damagePath + "ammo", m_sAmmoName);
341 m_fRadius = g_Game.ConfigGetFloat(damagePath + "radius");
342 m_fDuration = g_Game.ConfigGetFloat(damagePath + "duration");
343
344 m_bInvertTeams = false;
345 string str_invert_teams_cfg;
346 g_Game.ConfigGetText(damagePath + "invertTeams", str_invert_teams_cfg);
347 str_invert_teams_cfg.ToLower();
348 if (str_invert_teams_cfg == "true")
349 {
350 m_bInvertTeams = true;
351 }
352 }
353}
354
355class AnimEffectParams
356{
357 string m_sName;
358
359 static const string EFFECT_CFG_CLASS = "CfgEffects ";
360 void AnimEffectParams(string effectName)
361 {
362 m_sName = effectName;
363 string effectPath = EFFECT_CFG_CLASS + effectName + " ";
364 //TODO load params
365 }
366}
proto bool IsValid()
Checks if the ScriptCaller is valid.
Определения CfgPlayerSpawnDataJson.c:134
bool m_IsValid
Определения CatchingContextBase.c:17
class AnimSoundObjectBuilderBank AnimSoundLookupTableBank()
Определения DayZAnimEventMaps.c:179
class AttachmentSoundLookupTable extends SoundLookupTable m_NoiseParams
class SoundLookupTable StepSoundLookupTable()
Определения DayZAnimEventMaps.c:81
SoundObjectBuilder GetSoundBuilder(int parameterHash)
Определения DayZAnimEventMaps.c:131
void SoundLookupTable()
Определения DayZAnimEventMaps.c:82
enum AnimBootsType NylonJacket
enum AnimBootsType TShirt
enum AnimBootsType Chainmail
enum AnimBootsType Small
enum AnimBootsType Ghillie
enum AnimBootsType Outdoor
enum AnimBootsType ChemlonDress
enum AnimBootsType Military
enum AnimBootsType Coat
AnimBootsType
Определения DayZAnimEvents.c:98
@ Boots
Определения DayZAnimEvents.c:101
@ Sneakers
Определения DayZAnimEvents.c:100
enum AnimBootsType WoolShirt
enum AnimBootsType LeatherJacket
enum AnimBootsType HeavyJacket
DayZGame g_Game
Определения DayZGame.c:3942
class NoiseSystem NoiseParams()
Определения Noise.c:15
static AnimSoundObjectBuilderBank GetInstance()
Определения DayZAnimEventMaps.c:141
SoundObjectBuilder GetSoundBuilder(int parameterHash)
Определения DayZAnimEventMaps.c:53
ref SoundObjectBuilder m_SoundObjectBuilder
Определения dayzplayer.c:0
@ None
Определения EnWorld.c:73
class AbstractSoundScene SoundObjectBuilder(SoundParams soundParams)
void SoundObject(SoundParams soundParams)
class SoundObject SoundParams(string name)
proto native SoundObject BuildSoundObject(SoundObjectBuilder soundObjectbuilder)
proto int ToLower()
Changes string to lowercase. Returns length.