Initialize map of damage zone display names for more optimized retrieval.
395 {
396 string path_base;
398 string component_name;
399
400 if ( IsWeapon() )
401 {
403 }
404 else if ( IsMagazine() )
405 {
407 }
408 else
409 {
411 }
412
413 path_base =
string.
Format(
"%1 %2 DamageSystem DamageZones", path_base,
GetType() );
414
415 if ( !
GetGame().ConfigIsExisting(path_base) )
416 {
420 }
421 else
422 {
424 GetDamageZones( zone_names );
425
426 for ( int i = 0; i < zone_names.Count(); i++ )
427 {
428 path =
string.
Format(
"%1 %2 displayName", path_base, zone_names[i] );
429
431 {
434 }
435 }
436 }
437 }
eBleedingSourceType GetType()
static string GetDisplayName(int liquid_type)
bool FormatRawConfigStringKeys(inout string value)
Changes localization key format to script-friendly format.
ref map< int, string > m_DamageDisplayNameMap
proto native CGame GetGame()
array< string > TStringArray
static proto string Format(string fmt, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
Gets n-th character from string.