DayZ 1.29
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◆ CheckRainCondition()

bool OnParticleCreated::CheckRainCondition ( float rain_coef)

См. определение в файле WeaponParticles.c строка 634

641{
645 int m_MuzzleIndex;
654 string m_OnlyIfBulletIs;
655 string m_OnlyIfWeaponIs;
656 string m_OverridePoint;
659
660 string m_Name;
661
662 //======================================
663 // PRELOAD EVERYTHING
664 //======================================
665
666 void WeaponParticlesBase(ItemBase muzzle_owner, string config_OnFire_entry)
667 {
668 m_Name = config_OnFire_entry;
669
670 // ignoreIfSuppressed
671 m_IgnoreIfSuppressed = g_Game.ConfigGetFloat(string.Format("%1 ignoreIfSuppressed", m_Name));
672
673 // onlyIfBoltIsOpen
674 m_OnlyIfBoltIsOpen = g_Game.ConfigGetFloat(string.Format("%1 onlyIfBoltIsOpen", m_Name));
675
676 // illuminateWorld
677 m_IlluminateWorld = g_Game.ConfigGetFloat(string.Format("%1 illuminateWorld", m_Name));
678
679 m_MuzzleIndex = -1;
680 if (g_Game.ConfigIsExisting(string.Format("%1 muzzleIndex", m_Name)))
681 {
682 m_MuzzleIndex = g_Game.ConfigGetInt(string.Format("%1 muzzleIndex", m_Name));
683 }
684
685 // onlyIfWeaponIs
686 m_OnlyIfWeaponIs = "";
687 g_Game.ConfigGetText(string.Format("%1 onlyIfWeaponIs", m_Name), m_OnlyIfWeaponIs);
688
689 // onlyIfBulletIs
690 m_OnlyIfBulletIs = "";
691 g_Game.ConfigGetText(string.Format("%1 onlyIfBulletIs", m_Name), m_OnlyIfBulletIs);
692
693 // onlyWithinHealthLabel[]
694 array<float> health_limit = new array<float>;
695 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinHealthLabel", m_Name), health_limit);
696
697 if (health_limit.Count() == 2)
698 {
699 m_OnlyWithinHealthLabelMin = health_limit.Get(0);
700 m_OnlyWithinHealthLabelMax = health_limit.Get(1);
701 }
702 else
703 {
704 // Disable this filter
707 }
708
709 // onlyWithinOverheatLimits[]
710 array<float> overheat_limit = new array<float>;
711 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinOverheatLimits", m_Name), overheat_limit);
712
713 if (overheat_limit.Count() == 2)
714 {
715 m_OnlyWithinOverheatLimitsMin = overheat_limit.Get(0);
716 m_OnlyWithinOverheatLimitsMax = overheat_limit.Get(1);
717 }
718 else
719 {
720 // Disable this filter
723 }
724
725 // onlyWithinRainLimits[]
726 array<float> rain_limit = new array<float>;
727 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinRainLimits", m_Name), rain_limit);
728
729 if (rain_limit.Count() == 2)
730 {
731 m_OnlyWithinRainLimitsMin = rain_limit.Get(0);
732 m_OnlyWithinRainLimitsMax = rain_limit.Get(1);
733 }
734 else
735 {
736 // Disable this filter
739 }
740
741 // overridePoint
742 m_OverridePoint = "";
743 g_Game.ConfigGetText(string.Format("%1 overridePoint", m_Name), m_OverridePoint);
744
745 if (m_OverridePoint == "")
746 m_OverridePoint = "Usti hlavne"; // default memory point name
747
748 // overrideParticle
749 string particle_name = "";
750 g_Game.ConfigGetText( string.Format("%1 overrideParticle", m_Name), particle_name);
751
752 if (particle_name != "")
753 {
755 }
756 else
757 {
759 ErrorEx(string.Format("'%1' does not contain a definition for 'overrideparticle'",
760 config_OnFire_entry), ErrorExSeverity.INFO);
761 }
762
763 // overrideDirectionPoint
765 g_Game.ConfigGetText(string.Format("%1 overrideDirectionPoint", m_Name), m_OverrideDirectionPoint);
766
767 if (m_OverrideDirectionPoint == "")
768 {
769 // overrideDirectionVector
770 vector test_ori = g_Game.ConfigGetVector(string.Format("%1 overrideDirectionVector", m_Name));
771
772 if (test_ori != vector.Zero)
773 {
774 m_OverrideDirectionVector = test_ori;
775 }
776 }
777
778 // positionOffset[]
780 g_Game.ConfigGetFloatArray(string.Format("%1 positionOffset", m_Name), v);
781
782 if (v.Count() == 3)
783 {
784 float v1 = v.Get(0);
785 float v2 = v.Get(1);
786 float v3 = v.Get(2);
787 m_PositionOffset = Vector(v1, v2, v3);
788 }
789 }
790
791
792
793 //======================================
794 // PLAY PARTICLES
795 //======================================
796 // It is important to know that this block of script is called for weapons and muzzle attachments alike.
797 // Thus weapon == muzzle_owner when this is called for a weapon, and weapon != muzzle_owner when this is called for a suppressor.
798 void OnActivate(ItemBase weapon, int muzzle_index, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
799 {
800 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
801 {
802 // Handle effect's parameters
803 if ( PrtTest.m_GunParticlesState ) // Check if particles are enabled by debug
804 {
805 if ( m_MuzzleIndex == -1 || m_MuzzleIndex == muzzle_index )
806 {
807 if ( CheckBoltStateCondition(weapon) ) // onlyIfBoltIsOpen
808 {
809 if ( !suppressor || suppressor.IsRuined() || !(m_IgnoreIfSuppressed) ) // ignoreIfSuppressed
810 {
811 if ( CheckHealthCondition( muzzle_owner.GetHealthLevel() ) ) // onlyWithinHealthLabel
812 {
813 if ( CheckOverheatingCondition( muzzle_owner.GetOverheatingCoef() ) ) // onlyWithinOverheatLimits
814 {
815 if ( CheckRainCondition( g_Game.GetWeather().GetRain().GetActual() ) ) // onlyWithinRainLimits
816 {
817 if ( m_OnlyIfBulletIs == "" || m_OnlyIfBulletIs == ammoType ) // onlyIfBulletIs
818 {
819 if ( m_OnlyIfWeaponIs == "" || m_OnlyIfWeaponIs == weapon.GetType() ) // onlyIfWeaponIs
820 {
821 // Get particle ID
822 int particle_id = CheckParticleOverride(ammoType);
823
825 {
826 // Get position of the particle
827 vector local_pos = muzzle_owner.GetSelectionPositionLS(m_OverridePoint);
828 local_pos += m_PositionOffset;
829
830 // Set orientation of the particle
831 vector particle_ori = CheckOrientationOverride(local_pos, muzzle_owner);
832
833 // Create particle
834 Particle p = ParticleManager.GetInstance().PlayOnObject( particle_id, muzzle_owner, local_pos, particle_ori );
835 OnParticleCreated(weapon, ammoType, muzzle_owner, suppressor, config_to_search, p);
836 }
837 else
838 {
839 ErrorEx(string.Format("No valid particle found for: '%1'", m_Name));
840 }
841
842 // Create light
844 {
845 vector global_pos = muzzle_owner.ModelToWorld(local_pos + Vector(-0.2, 0, 0));
846 int randX = Math.RandomInt( 0,10 );
847 if ( randX > 8 )
848 ScriptedLightBase.CreateLight( MuzzleFlashLight_2, global_pos );
849 else if ( randX > 4 )
850 ScriptedLightBase.CreateLight( MuzzleFlashLight_1, global_pos );
851 else
852 ScriptedLightBase.CreateLight(MuzzleFlashLight, global_pos);
853 }
854 }
855 }
856 }
857 }
858 }
859 }
860 }
861 }
862 }
863 }
864 }
865
866 void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
867 {
868
869 }
870
871 void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
872 {
873
874 }
875
876 void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
877 {
878
879 }
880
881
882 //==============================================
883 // HANDLE CONFIG PARAMETERS
884 //==============================================
885
886
887 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
889 {
890 if ( m_OnlyIfBoltIsOpen )
891 {
892 Weapon_Base wb = Weapon_Base.Cast( weapon );
893 WeaponStateBase current_state = wb.GetCurrentState();
894 return current_state.IsBoltOpen();
895 }
896
897 return true;
898 }
899
900 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
901 bool CheckHealthCondition(int health_label)
902 {
903 return ( (health_label >= m_OnlyWithinHealthLabelMin) && (health_label <= m_OnlyWithinHealthLabelMax) );
904 }
905
906 // OnlyWithinOverheatLimitsMin & OnlyWithinOverheatLimitsMax
907 bool CheckOverheatingCondition(float overheating_coef)
908 {
909 return ( (overheating_coef >= m_OnlyWithinOverheatLimitsMin) && (overheating_coef <= m_OnlyWithinOverheatLimitsMax) );
910 }
911
912 // OnlyWithinRainLimitsMin & OnlyWithinRainLimitsMax
913 bool CheckRainCondition(float rain_coef)
914 {
915 return ( (rain_coef >= m_OnlyWithinRainLimitsMin) && (rain_coef <= m_OnlyWithinRainLimitsMax) );
916 }
917
918 // muzzleFlashParticle
919 int CheckParticleOverride(string ammoType)
920 {
921 int particle_id = -1;
922
923 string particle_file = "";
924 string cfg_path = "CfgAmmo " + ammoType + " muzzleFlashParticle";
925 if (g_Game.ConfigGetText( cfg_path, particle_file))
927
928 // Config is accessed only once because the data is saved into a map for repeated access.
929
930 if ( particle_id > 0 || m_OverrideParticle == -1)
931 {
932 if (particle_file == "")
933 {
934 ErrorEx(string.Format("Cannot spawn particle effect because item %1 is missing config parameter muzzleFlashParticle!", ammoType), ErrorExSeverity.INFO);
935 }
936 else
937 {
939
940 if (particle_id == 0)
941 {
942 string devStr;
943 #ifdef DEVELOPER
944 devStr = " Make sure it's registered there and then rebuild Scripts and Graphics PBOs.";
945 #endif
946 ErrorEx(string.Format("Cannot play particle effect with name %1 because no such file is registered in ParticleList.c!%2", particle_file, devStr));
947 m_OverrideParticle = particle_id; // Prevents another appearence of the above error.
948 }
949 }
950 }
951 else
952 {
954 }
955
956 return particle_id;
957 }
958
959 // OverrideDirectionPoint & OverrideDirectionVector
960 vector CheckOrientationOverride(vector local_pos, ItemBase muzzle_owner)
961 {
962 vector particle_ori = "0 0 0";
963 if (m_OverrideDirectionPoint != "")
964 {
965 vector target_pos = muzzle_owner.GetSelectionPositionLS(m_OverrideDirectionPoint);
966 target_pos = vector.Direction(local_pos, target_pos);
967 particle_ori = target_pos.VectorToAngles();
968 }
969 else
970 {
971 if (m_OverrideDirectionVector != Vector(0, 0, 0))
972 {
973 particle_ori = m_OverrideDirectionVector;
974 }
975
976 if (muzzle_owner.IsInherited(ItemSuppressor))
977 {
978 particle_ori = particle_ori + Vector(0,0,270); // This rotation is necesarry due to suppressors being rotated into ground in their p3d files
979 }
980 }
981
982 return particle_ori;
983 }
984}
985
986// FIRE particles
987class WeaponParticlesOnFire : WeaponParticlesBase {}
988
989// BULLET EJECT particles
990class WeaponParticlesOnBulletCasingEject : WeaponParticlesBase {}
991
992// OVERHEATING particles
993class WeaponParticlesOnOverheating: WeaponParticlesBase
994{
995 override void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
996 {
997 muzzle_owner.RegisterOverheatingParticle(p, m_OnlyWithinOverheatLimitsMin, m_OnlyWithinOverheatLimitsMax, p.GetParticleID(), muzzle_owner, p.m_DefaultPos, p.m_DefaultOri );
998 }
999
1000 override void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
1001 {
1002 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
1003 {
1004 weapon.KillAllOverheatingParticles();
1005 }
1006 }
1007
1008 override void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
1009 {
1010 OnActivate(weapon, 0, ammoType, muzzle_owner, suppressor, config_to_search);
1011 }
1012}
1013
1015{
1016 Particle m_Particle;
1017 int m_ParticleID;
1019 vector m_LocalPos;
1020 vector m_LocalOri;
1021
1024
1025 void RegisterParticle( Particle p)
1026 {
1027 m_Particle = p;
1028 }
1029
1030 Particle GetParticle()
1031 {
1032 return m_Particle;
1033 }
1034
1035 void SetOverheatingLimitMin(float min)
1036 {
1038 }
1039
1040 void SetOverheatingLimitMax(float max)
1041 {
1043 }
1044
1046 {
1047 return m_OverheatingLimitMin;
1048 }
1049
1051 {
1052 return m_OverheatingLimitMax;
1053 }
1054
1055 void SetParticleParams(int particle_id, Object parent, vector local_pos, vector local_ori)
1056 {
1058 m_Parent = parent;
1059 m_LocalPos = local_pos;
1060 m_LocalOri = local_ori;
1061 }
1062
1063 int GetParticleID()
1064 {
1065 return m_ParticleID;
1066 }
1067
1069 {
1070 return m_Parent;
1071 }
1072
1073 vector GetParticlePos()
1074 {
1075 return m_LocalPos;
1076 }
1077
1078 vector GetParticleOri()
1079 {
1080 return m_LocalOri;
1081 }
1082}
string m_Name
Определения 3_Game/DayZ/InventoryItemType.c:34
DayZGame g_Game
Определения DayZGame.c:3942
class GP5GasMask extends MaskBase ItemBase
void MuzzleFlashLight_1()
Определения MuzzleFlashLight.c:24
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
Определения ParticleManager.c:88
int particle_id
Определения SmokeSimulation.c:28
void OnActivate()
Определения Trap_LandMine.c:67
bool CheckRainCondition(float rain_coef)
Определения WeaponParticles.c:634
void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
Определения WeaponParticles.c:592
float m_OnlyWithinOverheatLimitsMin
Определения WeaponParticles.c:370
bool m_IlluminateWorld
Определения WeaponParticles.c:363
vector m_OverrideDirectionVector
Определения WeaponParticles.c:378
int m_OverrideParticle
Определения WeaponParticles.c:367
string m_OverrideDirectionPoint
Определения WeaponParticles.c:374
float m_OnlyWithinRainLimitsMax
Определения WeaponParticles.c:373
class WeaponParticlesBase OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
Определения WeaponParticles.c:362
bool m_OnlyIfBoltIsOpen
Определения WeaponParticles.c:365
vector m_PositionOffset
Определения WeaponParticles.c:379
string m_OnlyIfWeaponIs
Определения WeaponParticles.c:376
void WeaponParticlesBase(ItemBase muzzle_owner, string config_OnFire_entry)
Определения WeaponParticles.c:387
string m_OnlyIfBulletIs
Определения WeaponParticles.c:375
int CheckParticleOverride(string ammoType)
Определения WeaponParticles.c:640
int m_MuzzleIndex
Определения WeaponParticles.c:366
float m_OnlyWithinRainLimitsMin
Определения WeaponParticles.c:372
vector CheckOrientationOverride(vector local_pos, ItemBase muzzle_owner)
Определения WeaponParticles.c:681
bool CheckHealthCondition(int health_label)
Определения WeaponParticles.c:622
bool m_IgnoreIfSuppressed
Определения WeaponParticles.c:364
string m_OverridePoint
Определения WeaponParticles.c:377
int m_OnlyWithinHealthLabelMin
Определения WeaponParticles.c:368
bool CheckBoltStateCondition(ItemBase weapon)
Определения WeaponParticles.c:609
float m_OnlyWithinOverheatLimitsMax
Определения WeaponParticles.c:371
int m_OnlyWithinHealthLabelMax
Определения WeaponParticles.c:369
bool CheckOverheatingCondition(float overheating_coef)
Определения WeaponParticles.c:628
Определения EnMath.c:7
vector m_LocalPos
Определения WeaponParticles.c:386
float GetOverheatingLimitMax()
Определения WeaponParticles.c:417
float m_OverheatingLimitMax
Определения WeaponParticles.c:390
vector GetParticleOri()
Определения WeaponParticles.c:445
void SetOverheatingLimitMax(float max)
Определения WeaponParticles.c:407
void SetParticleParams(int particle_id, Object parent, vector local_pos, vector local_ori)
Определения WeaponParticles.c:422
Object GetParticleParent()
Определения WeaponParticles.c:435
int m_ParticleID
Определения WeaponParticles.c:384
float GetOverheatingLimitMin()
Определения WeaponParticles.c:412
Object m_Parent
Определения WeaponParticles.c:385
Particle m_Particle
Определения WeaponParticles.c:383
float m_OverheatingLimitMin
Определения WeaponParticles.c:389
Particle GetParticle()
Определения WeaponParticles.c:397
void SetOverheatingLimitMin(float min)
Определения WeaponParticles.c:402
int GetParticleID()
Определения WeaponParticles.c:430
void RegisterParticle(Particle p)
Определения WeaponParticles.c:392
vector GetParticlePos()
Определения WeaponParticles.c:440
vector m_LocalOri
Определения WeaponParticles.c:387
vector m_DefaultPos
Used for Wiggle API, to restore after unparenting.
Определения Particle.c:33
vector m_DefaultOri
Used for Wiggle API, to restore after unparenting.
Определения Particle.c:31
int GetParticleID()
Gets particle id.
Определения Particle.c:297
Legacy way of using particles in the game.
Определения Particle.c:7
static int GetParticleIDByName(string name)
Returns particle's ID based on the filename (without .ptc suffix)
Определения ParticleList.c:506
static bool IsValidId(int id)
Purely checks for an invalid number, does NOT mean it is actually registered.
Определения ParticleList.c:476
Определения ParticleList.c:12
static bool m_GunParticlesState
Определения gameplay.c:1538
Определения gameplay.c:1537
shorthand
Определения BoltActionRifle_Base.c:6
void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
Определения WeaponParticles.c:238
void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
Определения WeaponParticles.c:233
bool IsBoltOpen()
Определения WeaponStateBase.c:163
represent weapon state base
Определения BulletHide.c:2
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:123
static vector Direction(vector p1, vector p2)
Returns direction vector from point p1 to point p2.
Определения EnConvert.c:233
proto vector VectorToAngles()
Converts vector to spherical coordinates with radius = 1.
Определения EnConvert.c:119
class LOD Object
ErrorExSeverity
Определения EnDebug.c:62
enum ShapeType ErrorEx
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
proto native void OnUpdate()
Определения 3_Game/DayZ/tools/tools.c:349