DayZ 1.29
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◆ OnDeactivate()

override void OnDeactivate ( ItemBase weapon,
string ammoType,
ItemBase muzzle_owner,
ItemBase suppressor,
string config_to_search )

См. определение в файле WeaponParticles.c строка 592

599{
603 int m_MuzzleIndex;
612 string m_OnlyIfBulletIs;
613 string m_OnlyIfWeaponIs;
614 string m_OverridePoint;
617
618 string m_Name;
619
620 //======================================
621 // PRELOAD EVERYTHING
622 //======================================
623
624 void WeaponParticlesBase(ItemBase muzzle_owner, string config_OnFire_entry)
625 {
626 m_Name = config_OnFire_entry;
627
628 // ignoreIfSuppressed
629 m_IgnoreIfSuppressed = g_Game.ConfigGetFloat(string.Format("%1 ignoreIfSuppressed", m_Name));
630
631 // onlyIfBoltIsOpen
632 m_OnlyIfBoltIsOpen = g_Game.ConfigGetFloat(string.Format("%1 onlyIfBoltIsOpen", m_Name));
633
634 // illuminateWorld
635 m_IlluminateWorld = g_Game.ConfigGetFloat(string.Format("%1 illuminateWorld", m_Name));
636
637 m_MuzzleIndex = -1;
638 if (g_Game.ConfigIsExisting(string.Format("%1 muzzleIndex", m_Name)))
639 {
640 m_MuzzleIndex = g_Game.ConfigGetInt(string.Format("%1 muzzleIndex", m_Name));
641 }
642
643 // onlyIfWeaponIs
644 m_OnlyIfWeaponIs = "";
645 g_Game.ConfigGetText(string.Format("%1 onlyIfWeaponIs", m_Name), m_OnlyIfWeaponIs);
646
647 // onlyIfBulletIs
648 m_OnlyIfBulletIs = "";
649 g_Game.ConfigGetText(string.Format("%1 onlyIfBulletIs", m_Name), m_OnlyIfBulletIs);
650
651 // onlyWithinHealthLabel[]
652 array<float> health_limit = new array<float>;
653 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinHealthLabel", m_Name), health_limit);
654
655 if (health_limit.Count() == 2)
656 {
657 m_OnlyWithinHealthLabelMin = health_limit.Get(0);
658 m_OnlyWithinHealthLabelMax = health_limit.Get(1);
659 }
660 else
661 {
662 // Disable this filter
665 }
666
667 // onlyWithinOverheatLimits[]
668 array<float> overheat_limit = new array<float>;
669 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinOverheatLimits", m_Name), overheat_limit);
670
671 if (overheat_limit.Count() == 2)
672 {
673 m_OnlyWithinOverheatLimitsMin = overheat_limit.Get(0);
674 m_OnlyWithinOverheatLimitsMax = overheat_limit.Get(1);
675 }
676 else
677 {
678 // Disable this filter
681 }
682
683 // onlyWithinRainLimits[]
684 array<float> rain_limit = new array<float>;
685 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinRainLimits", m_Name), rain_limit);
686
687 if (rain_limit.Count() == 2)
688 {
689 m_OnlyWithinRainLimitsMin = rain_limit.Get(0);
690 m_OnlyWithinRainLimitsMax = rain_limit.Get(1);
691 }
692 else
693 {
694 // Disable this filter
697 }
698
699 // overridePoint
700 m_OverridePoint = "";
701 g_Game.ConfigGetText(string.Format("%1 overridePoint", m_Name), m_OverridePoint);
702
703 if (m_OverridePoint == "")
704 m_OverridePoint = "Usti hlavne"; // default memory point name
705
706 // overrideParticle
707 string particle_name = "";
708 g_Game.ConfigGetText( string.Format("%1 overrideParticle", m_Name), particle_name);
709
710 if (particle_name != "")
711 {
713 }
714 else
715 {
717 ErrorEx(string.Format("'%1' does not contain a definition for 'overrideparticle'",
718 config_OnFire_entry), ErrorExSeverity.INFO);
719 }
720
721 // overrideDirectionPoint
723 g_Game.ConfigGetText(string.Format("%1 overrideDirectionPoint", m_Name), m_OverrideDirectionPoint);
724
725 if (m_OverrideDirectionPoint == "")
726 {
727 // overrideDirectionVector
728 vector test_ori = g_Game.ConfigGetVector(string.Format("%1 overrideDirectionVector", m_Name));
729
730 if (test_ori != vector.Zero)
731 {
732 m_OverrideDirectionVector = test_ori;
733 }
734 }
735
736 // positionOffset[]
738 g_Game.ConfigGetFloatArray(string.Format("%1 positionOffset", m_Name), v);
739
740 if (v.Count() == 3)
741 {
742 float v1 = v.Get(0);
743 float v2 = v.Get(1);
744 float v3 = v.Get(2);
745 m_PositionOffset = Vector(v1, v2, v3);
746 }
747 }
748
749
750
751 //======================================
752 // PLAY PARTICLES
753 //======================================
754 // It is important to know that this block of script is called for weapons and muzzle attachments alike.
755 // Thus weapon == muzzle_owner when this is called for a weapon, and weapon != muzzle_owner when this is called for a suppressor.
756 void OnActivate(ItemBase weapon, int muzzle_index, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
757 {
758 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
759 {
760 // Handle effect's parameters
761 if ( PrtTest.m_GunParticlesState ) // Check if particles are enabled by debug
762 {
763 if ( m_MuzzleIndex == -1 || m_MuzzleIndex == muzzle_index )
764 {
765 if ( CheckBoltStateCondition(weapon) ) // onlyIfBoltIsOpen
766 {
767 if ( !suppressor || suppressor.IsRuined() || !(m_IgnoreIfSuppressed) ) // ignoreIfSuppressed
768 {
769 if ( CheckHealthCondition( muzzle_owner.GetHealthLevel() ) ) // onlyWithinHealthLabel
770 {
771 if ( CheckOverheatingCondition( muzzle_owner.GetOverheatingCoef() ) ) // onlyWithinOverheatLimits
772 {
773 if ( CheckRainCondition( g_Game.GetWeather().GetRain().GetActual() ) ) // onlyWithinRainLimits
774 {
775 if ( m_OnlyIfBulletIs == "" || m_OnlyIfBulletIs == ammoType ) // onlyIfBulletIs
776 {
777 if ( m_OnlyIfWeaponIs == "" || m_OnlyIfWeaponIs == weapon.GetType() ) // onlyIfWeaponIs
778 {
779 // Get particle ID
780 int particle_id = CheckParticleOverride(ammoType);
781
783 {
784 // Get position of the particle
785 vector local_pos = muzzle_owner.GetSelectionPositionLS(m_OverridePoint);
786 local_pos += m_PositionOffset;
787
788 // Set orientation of the particle
789 vector particle_ori = CheckOrientationOverride(local_pos, muzzle_owner);
790
791 // Create particle
792 Particle p = ParticleManager.GetInstance().PlayOnObject( particle_id, muzzle_owner, local_pos, particle_ori );
793 OnParticleCreated(weapon, ammoType, muzzle_owner, suppressor, config_to_search, p);
794 }
795 else
796 {
797 ErrorEx(string.Format("No valid particle found for: '%1'", m_Name));
798 }
799
800 // Create light
802 {
803 vector global_pos = muzzle_owner.ModelToWorld(local_pos + Vector(-0.2, 0, 0));
804 int randX = Math.RandomInt( 0,10 );
805 if ( randX > 8 )
806 ScriptedLightBase.CreateLight( MuzzleFlashLight_2, global_pos );
807 else if ( randX > 4 )
808 ScriptedLightBase.CreateLight( MuzzleFlashLight_1, global_pos );
809 else
810 ScriptedLightBase.CreateLight(MuzzleFlashLight, global_pos);
811 }
812 }
813 }
814 }
815 }
816 }
817 }
818 }
819 }
820 }
821 }
822 }
823
824 void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
825 {
826
827 }
828
829 void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
830 {
831
832 }
833
834 void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
835 {
836
837 }
838
839
840 //==============================================
841 // HANDLE CONFIG PARAMETERS
842 //==============================================
843
844
845 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
847 {
848 if ( m_OnlyIfBoltIsOpen )
849 {
850 Weapon_Base wb = Weapon_Base.Cast( weapon );
851 WeaponStateBase current_state = wb.GetCurrentState();
852 return current_state.IsBoltOpen();
853 }
854
855 return true;
856 }
857
858 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
859 bool CheckHealthCondition(int health_label)
860 {
861 return ( (health_label >= m_OnlyWithinHealthLabelMin) && (health_label <= m_OnlyWithinHealthLabelMax) );
862 }
863
864 // OnlyWithinOverheatLimitsMin & OnlyWithinOverheatLimitsMax
865 bool CheckOverheatingCondition(float overheating_coef)
866 {
867 return ( (overheating_coef >= m_OnlyWithinOverheatLimitsMin) && (overheating_coef <= m_OnlyWithinOverheatLimitsMax) );
868 }
869
870 // OnlyWithinRainLimitsMin & OnlyWithinRainLimitsMax
871 bool CheckRainCondition(float rain_coef)
872 {
873 return ( (rain_coef >= m_OnlyWithinRainLimitsMin) && (rain_coef <= m_OnlyWithinRainLimitsMax) );
874 }
875
876 // muzzleFlashParticle
877 int CheckParticleOverride(string ammoType)
878 {
879 int particle_id = -1;
880
881 string particle_file = "";
882 string cfg_path = "CfgAmmo " + ammoType + " muzzleFlashParticle";
883 if (g_Game.ConfigGetText( cfg_path, particle_file))
885
886 // Config is accessed only once because the data is saved into a map for repeated access.
887
888 if ( particle_id > 0 || m_OverrideParticle == -1)
889 {
890 if (particle_file == "")
891 {
892 ErrorEx(string.Format("Cannot spawn particle effect because item %1 is missing config parameter muzzleFlashParticle!", ammoType), ErrorExSeverity.INFO);
893 }
894 else
895 {
897
898 if (particle_id == 0)
899 {
900 string devStr;
901 #ifdef DEVELOPER
902 devStr = " Make sure it's registered there and then rebuild Scripts and Graphics PBOs.";
903 #endif
904 ErrorEx(string.Format("Cannot play particle effect with name %1 because no such file is registered in ParticleList.c!%2", particle_file, devStr));
905 m_OverrideParticle = particle_id; // Prevents another appearence of the above error.
906 }
907 }
908 }
909 else
910 {
912 }
913
914 return particle_id;
915 }
916
917 // OverrideDirectionPoint & OverrideDirectionVector
918 vector CheckOrientationOverride(vector local_pos, ItemBase muzzle_owner)
919 {
920 vector particle_ori = "0 0 0";
921 if (m_OverrideDirectionPoint != "")
922 {
923 vector target_pos = muzzle_owner.GetSelectionPositionLS(m_OverrideDirectionPoint);
924 target_pos = vector.Direction(local_pos, target_pos);
925 particle_ori = target_pos.VectorToAngles();
926 }
927 else
928 {
929 if (m_OverrideDirectionVector != Vector(0, 0, 0))
930 {
931 particle_ori = m_OverrideDirectionVector;
932 }
933
934 if (muzzle_owner.IsInherited(ItemSuppressor))
935 {
936 particle_ori = particle_ori + Vector(0,0,270); // This rotation is necesarry due to suppressors being rotated into ground in their p3d files
937 }
938 }
939
940 return particle_ori;
941 }
942}
943
944// FIRE particles
945class WeaponParticlesOnFire : WeaponParticlesBase {}
946
947// BULLET EJECT particles
948class WeaponParticlesOnBulletCasingEject : WeaponParticlesBase {}
949
950// OVERHEATING particles
951class WeaponParticlesOnOverheating: WeaponParticlesBase
952{
953 override void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
954 {
955 muzzle_owner.RegisterOverheatingParticle(p, m_OnlyWithinOverheatLimitsMin, m_OnlyWithinOverheatLimitsMax, p.GetParticleID(), muzzle_owner, p.m_DefaultPos, p.m_DefaultOri );
956 }
957
958 override void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
959 {
960 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
961 {
962 weapon.KillAllOverheatingParticles();
963 }
964 }
965
966 override void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
967 {
968 OnActivate(weapon, 0, ammoType, muzzle_owner, suppressor, config_to_search);
969 }
970}
971
973{
974 Particle m_Particle;
975 int m_ParticleID;
977 vector m_LocalPos;
978 vector m_LocalOri;
979
982
983 void RegisterParticle( Particle p)
984 {
985 m_Particle = p;
986 }
987
988 Particle GetParticle()
989 {
990 return m_Particle;
991 }
992
993 void SetOverheatingLimitMin(float min)
994 {
996 }
997
998 void SetOverheatingLimitMax(float max)
999 {
1001 }
1002
1004 {
1005 return m_OverheatingLimitMin;
1006 }
1007
1009 {
1010 return m_OverheatingLimitMax;
1011 }
1012
1013 void SetParticleParams(int particle_id, Object parent, vector local_pos, vector local_ori)
1014 {
1016 m_Parent = parent;
1017 m_LocalPos = local_pos;
1018 m_LocalOri = local_ori;
1019 }
1020
1021 int GetParticleID()
1022 {
1023 return m_ParticleID;
1024 }
1025
1027 {
1028 return m_Parent;
1029 }
1030
1031 vector GetParticlePos()
1032 {
1033 return m_LocalPos;
1034 }
1035
1036 vector GetParticleOri()
1037 {
1038 return m_LocalOri;
1039 }
1040}
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