DayZ 1.30
DayZ Explorer by KGB
 
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Trap_SmallFish.c
См. документацию.
1class Trap_SmallFish extends TrapSpawnBase
2{
3 override void InitTrapValues()
4 {
5 super.InitTrapValues();
6
7 m_DefectRate = 2.5; //Added damage after trap activation
8
9 m_InitWaitTimeMin = 120;
10 m_InitWaitTimeMax = 180;
11 m_UpdateWaitTime = 30;
12 m_SpawnUpdateWaitTime = 30;
13 m_MaxActiveTime = 1200;
14
15 m_MinimalDistanceFromPlayersToCatch = 15;
16
17 m_AnimationPhaseSet = "inventory";
18 m_AnimationPhaseTriggered = "placing";
19 m_AnimationPhaseUsed = "triggered";
20 }
21
22 override void InitCatchingComponent()
23 {
24 if (!m_CatchingContext)
25 {
26 int updateCount = m_MaxActiveTime/m_UpdateWaitTime;
27 Param2<EntityAI,int> par = new Param2<EntityAI,int>(this,updateCount);
28 m_CatchingContext = new CatchingContextTrapFishSmall(par);
29 }
30
31 super.InitCatchingComponent();
32 }
33
34 //========================================================
35 //============= PLACING AND INVENTORY EVENTS =============
36 //========================================================
37
39 {
40 return IsSurfaceWater( position );
41 }
42
43 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
44 {
45 if ( !attachment.IsInherited( Worm ) )
46 return false;
47
48 return super.CanReceiveAttachment( attachment, slotId );
49 }
50
51 // How one sees the tripwire when in vicinity
52 override int GetViewIndex()
53 {
54 if ( MemoryPointExists( "invView2" ) )
55 {
57 GetInventory().GetCurrentInventoryLocation( il );
59 switch ( type )
60 {
61 case InventoryLocationType.CARGO:
62 {
63 return 0;
64 }
65 case InventoryLocationType.ATTACHMENT:
66 {
67 return 1;
68 }
69 case InventoryLocationType.HANDS:
70 {
71 return 0;
72 }
73 case InventoryLocationType.GROUND:
74 {
75 // Different view index depending on deployment state
76 if ( IsDeployed() )
77 return 1;
78
79 // When folded
80 return 0;
81 }
82 case InventoryLocationType.PROXYCARGO:
83 {
84 return 0;
85 }
86 default:
87 {
88 if ( IsDeployed() )
89 return 1;
90
91 // When folded
92 return 0;
93 }
94 }
95 }
96 return 0;
97 }
98}
99
100class SmallFishTrap extends Trap_SmallFish
101{
102 // DEPRECATED
104
105 //================================================================
106 // ADVANCED PLACEMENT
107 //================================================================
108 override bool IsDeployable()
109 {
110 return true;
111 }
112
113 override string GetDeploySoundset()
114 {
115 return "placeSmallFishTrap_SoundSet";
116 }
117
118 override string GetLoopDeploySoundset()
119 {
120 return "fishtrap_deploy_SoundSet";
121 }
122
123 override bool DoPlacingHeightCheck()
124 {
125 return true; //has to be able to catch rain, default distance raycast
126 }
127}
vector position
Определения DustKickupEffects.c:20
InventoryLocationType
types of Inventory Location
Определения InventoryLocation.c:4
bool IsDeployable()
Определения ItemBase.c:4348
string GetLoopDeploySoundset()
Определения LargeTent.c:151
string GetDeploySoundset()
Определения LargeTent.c:146
class Trap_SmallFish extends TrapSpawnBase m_RainProcurement
override bool DoPlacingHeightCheck()
Определения Trap_SmallFish.c:123
string m_AnimationPhaseTriggered
Определения TrapBase.c:34
float m_DefectRate
Определения TrapBase.c:19
string m_AnimationPhaseSet
Определения TrapBase.c:33
proto native int GetType()
returns type of InventoryLocation
InventoryLocation.
Определения InventoryLocation.c:30
Определения PPEConstants.c:68
DEPRECATED, done through the RainProcurementHandler / component instead.
Определения RainProcurementManager.c:3
override void InitTrapValues()
Определения Trap_SmallFish.c:3
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения Trap_SmallFish.c:43
override void InitCatchingComponent()
Определения Trap_SmallFish.c:22
override bool IsPlaceableAtPosition(vector position)
Определения Trap_SmallFish.c:38
override int GetViewIndex()
Определения Trap_SmallFish.c:52
Определения Trap_FishNet.c:2
Определения EnConvert.c:119