DayZ 1.29
DayZ Explorer by KGB
 
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◆ CloseCombatEffects()

void CGame::CloseCombatEffects ( Object source,
Object directHit,
int componentIndex,
string surface,
vector pos,
vector surfNormal,
bool isWater,
string ammoType )
inlineprotected

См. определение в файле DayZGame.c строка 3668

3670 {
3671 #ifndef SERVER
3672 ImpactEffectsData impactEffectsData = new ImpactEffectsData();
3673 impactEffectsData.m_DirectHit = directHit;
3674 impactEffectsData.m_ComponentIndex = componentIndex;
3675 impactEffectsData.m_Surface = surface;
3676 impactEffectsData.m_Position = pos;
3677 impactEffectsData.m_ImpactType = ImpactTypes.MELEE;
3678 impactEffectsData.m_SurfaceNormal = Vector(Math.RandomFloat(-1,1), Math.RandomFloat(-1,1), Math.RandomFloat(-1,1));
3679 impactEffectsData.m_ExitPosition = "0 0 0";
3680 impactEffectsData.m_InSpeed = "0 0 0";
3681 impactEffectsData.m_OutSpeed = "0 0 0";
3682 impactEffectsData.m_IsDeflected = false;
3683 impactEffectsData.m_AmmoType = ammoType;
3684 impactEffectsData.m_IsWater = isWater;
3685
3686 if (directHit)
3687 directHit.OnReceivedHit(impactEffectsData);
3688
3689 ImpactMaterials.EvaluateImpactEffectEx(impactEffectsData);
3690 #endif
3691
3692 // add hit noise
3693 if (IsServer())
3694 {
3695 m_NoiseParams.LoadFromPath("cfgAmmo " + ammoType + " NoiseHit");
3696
3697 float surfaceCoef = SurfaceGetNoiseMultiplier(directHit, pos, componentIndex);
3698 if (surfaceCoef == 0)
3699 surfaceCoef = 1;
3700
3701 GetNoiseSystem().AddNoisePos(EntityAI.Cast(source), pos, m_NoiseParams, surfaceCoef * g_Game.GetWeather().GetNoiseReductionByWeather());
3702 }
3703 }
class LogManager EntityAI
DayZGame g_Game
Определения DayZGame.c:3942
ImpactTypes
Определения ImpactEffects.c:2
proto native NoiseSystem GetNoiseSystem()
static ref NoiseParams m_NoiseParams
Определения DayZGame.c:984
proto native bool IsServer()
proto native float SurfaceGetNoiseMultiplier(Object directHit, vector pos, int componentIndex)
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Перекрестные ссылки NoiseSystem::AddNoisePos(), ImpactMaterials::EvaluateImpactEffectEx(), g_Game, GetNoiseSystem(), IsServer(), m_NoiseParams, Math::RandomFloat(), SurfaceGetNoiseMultiplier() и Vector().