DayZ 1.29
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◆ OnUpdate()

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

См. определение в файле WeaponParticles.c строка 597

604{
608 int m_MuzzleIndex;
617 string m_OnlyIfBulletIs;
618 string m_OnlyIfWeaponIs;
619 string m_OverridePoint;
622
623 string m_Name;
624
625 //======================================
626 // PRELOAD EVERYTHING
627 //======================================
628
629 void WeaponParticlesBase(ItemBase muzzle_owner, string config_OnFire_entry)
630 {
631 m_Name = config_OnFire_entry;
632
633 // ignoreIfSuppressed
634 m_IgnoreIfSuppressed = g_Game.ConfigGetFloat(string.Format("%1 ignoreIfSuppressed", m_Name));
635
636 // onlyIfBoltIsOpen
637 m_OnlyIfBoltIsOpen = g_Game.ConfigGetFloat(string.Format("%1 onlyIfBoltIsOpen", m_Name));
638
639 // illuminateWorld
640 m_IlluminateWorld = g_Game.ConfigGetFloat(string.Format("%1 illuminateWorld", m_Name));
641
642 m_MuzzleIndex = -1;
643 if (g_Game.ConfigIsExisting(string.Format("%1 muzzleIndex", m_Name)))
644 {
645 m_MuzzleIndex = g_Game.ConfigGetInt(string.Format("%1 muzzleIndex", m_Name));
646 }
647
648 // onlyIfWeaponIs
649 m_OnlyIfWeaponIs = "";
650 g_Game.ConfigGetText(string.Format("%1 onlyIfWeaponIs", m_Name), m_OnlyIfWeaponIs);
651
652 // onlyIfBulletIs
653 m_OnlyIfBulletIs = "";
654 g_Game.ConfigGetText(string.Format("%1 onlyIfBulletIs", m_Name), m_OnlyIfBulletIs);
655
656 // onlyWithinHealthLabel[]
657 array<float> health_limit = new array<float>;
658 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinHealthLabel", m_Name), health_limit);
659
660 if (health_limit.Count() == 2)
661 {
662 m_OnlyWithinHealthLabelMin = health_limit.Get(0);
663 m_OnlyWithinHealthLabelMax = health_limit.Get(1);
664 }
665 else
666 {
667 // Disable this filter
670 }
671
672 // onlyWithinOverheatLimits[]
673 array<float> overheat_limit = new array<float>;
674 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinOverheatLimits", m_Name), overheat_limit);
675
676 if (overheat_limit.Count() == 2)
677 {
678 m_OnlyWithinOverheatLimitsMin = overheat_limit.Get(0);
679 m_OnlyWithinOverheatLimitsMax = overheat_limit.Get(1);
680 }
681 else
682 {
683 // Disable this filter
686 }
687
688 // onlyWithinRainLimits[]
689 array<float> rain_limit = new array<float>;
690 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinRainLimits", m_Name), rain_limit);
691
692 if (rain_limit.Count() == 2)
693 {
694 m_OnlyWithinRainLimitsMin = rain_limit.Get(0);
695 m_OnlyWithinRainLimitsMax = rain_limit.Get(1);
696 }
697 else
698 {
699 // Disable this filter
702 }
703
704 // overridePoint
705 m_OverridePoint = "";
706 g_Game.ConfigGetText(string.Format("%1 overridePoint", m_Name), m_OverridePoint);
707
708 if (m_OverridePoint == "")
709 m_OverridePoint = "Usti hlavne"; // default memory point name
710
711 // overrideParticle
712 string particle_name = "";
713 g_Game.ConfigGetText( string.Format("%1 overrideParticle", m_Name), particle_name);
714
715 if (particle_name != "")
716 {
718 }
719 else
720 {
722 ErrorEx(string.Format("'%1' does not contain a definition for 'overrideparticle'",
723 config_OnFire_entry), ErrorExSeverity.INFO);
724 }
725
726 // overrideDirectionPoint
728 g_Game.ConfigGetText(string.Format("%1 overrideDirectionPoint", m_Name), m_OverrideDirectionPoint);
729
730 if (m_OverrideDirectionPoint == "")
731 {
732 // overrideDirectionVector
733 vector test_ori = g_Game.ConfigGetVector(string.Format("%1 overrideDirectionVector", m_Name));
734
735 if (test_ori != vector.Zero)
736 {
737 m_OverrideDirectionVector = test_ori;
738 }
739 }
740
741 // positionOffset[]
743 g_Game.ConfigGetFloatArray(string.Format("%1 positionOffset", m_Name), v);
744
745 if (v.Count() == 3)
746 {
747 float v1 = v.Get(0);
748 float v2 = v.Get(1);
749 float v3 = v.Get(2);
750 m_PositionOffset = Vector(v1, v2, v3);
751 }
752 }
753
754
755
756 //======================================
757 // PLAY PARTICLES
758 //======================================
759 // It is important to know that this block of script is called for weapons and muzzle attachments alike.
760 // Thus weapon == muzzle_owner when this is called for a weapon, and weapon != muzzle_owner when this is called for a suppressor.
761 void OnActivate(ItemBase weapon, int muzzle_index, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
762 {
763 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
764 {
765 // Handle effect's parameters
766 if ( PrtTest.m_GunParticlesState ) // Check if particles are enabled by debug
767 {
768 if ( m_MuzzleIndex == -1 || m_MuzzleIndex == muzzle_index )
769 {
770 if ( CheckBoltStateCondition(weapon) ) // onlyIfBoltIsOpen
771 {
772 if ( !suppressor || suppressor.IsRuined() || !(m_IgnoreIfSuppressed) ) // ignoreIfSuppressed
773 {
774 if ( CheckHealthCondition( muzzle_owner.GetHealthLevel() ) ) // onlyWithinHealthLabel
775 {
776 if ( CheckOverheatingCondition( muzzle_owner.GetOverheatingCoef() ) ) // onlyWithinOverheatLimits
777 {
778 if ( CheckRainCondition( g_Game.GetWeather().GetRain().GetActual() ) ) // onlyWithinRainLimits
779 {
780 if ( m_OnlyIfBulletIs == "" || m_OnlyIfBulletIs == ammoType ) // onlyIfBulletIs
781 {
782 if ( m_OnlyIfWeaponIs == "" || m_OnlyIfWeaponIs == weapon.GetType() ) // onlyIfWeaponIs
783 {
784 // Get particle ID
785 int particle_id = CheckParticleOverride(ammoType);
786
788 {
789 // Get position of the particle
790 vector local_pos = muzzle_owner.GetSelectionPositionLS(m_OverridePoint);
791 local_pos += m_PositionOffset;
792
793 // Set orientation of the particle
794 vector particle_ori = CheckOrientationOverride(local_pos, muzzle_owner);
795
796 // Create particle
797 Particle p = ParticleManager.GetInstance().PlayOnObject( particle_id, muzzle_owner, local_pos, particle_ori );
798 OnParticleCreated(weapon, ammoType, muzzle_owner, suppressor, config_to_search, p);
799 }
800 else
801 {
802 ErrorEx(string.Format("No valid particle found for: '%1'", m_Name));
803 }
804
805 // Create light
807 {
808 vector global_pos = muzzle_owner.ModelToWorld(local_pos + Vector(-0.2, 0, 0));
809 int randX = Math.RandomInt( 0,10 );
810 if ( randX > 8 )
811 ScriptedLightBase.CreateLight( MuzzleFlashLight_2, global_pos );
812 else if ( randX > 4 )
813 ScriptedLightBase.CreateLight( MuzzleFlashLight_1, global_pos );
814 else
815 ScriptedLightBase.CreateLight(MuzzleFlashLight, global_pos);
816 }
817 }
818 }
819 }
820 }
821 }
822 }
823 }
824 }
825 }
826 }
827 }
828
829 void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
830 {
831
832 }
833
834 void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
835 {
836
837 }
838
839 void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
840 {
841
842 }
843
844
845 //==============================================
846 // HANDLE CONFIG PARAMETERS
847 //==============================================
848
849
850 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
852 {
853 if ( m_OnlyIfBoltIsOpen )
854 {
855 Weapon_Base wb = Weapon_Base.Cast( weapon );
856 WeaponStateBase current_state = wb.GetCurrentState();
857 return current_state.IsBoltOpen();
858 }
859
860 return true;
861 }
862
863 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
864 bool CheckHealthCondition(int health_label)
865 {
866 return ( (health_label >= m_OnlyWithinHealthLabelMin) && (health_label <= m_OnlyWithinHealthLabelMax) );
867 }
868
869 // OnlyWithinOverheatLimitsMin & OnlyWithinOverheatLimitsMax
870 bool CheckOverheatingCondition(float overheating_coef)
871 {
872 return ( (overheating_coef >= m_OnlyWithinOverheatLimitsMin) && (overheating_coef <= m_OnlyWithinOverheatLimitsMax) );
873 }
874
875 // OnlyWithinRainLimitsMin & OnlyWithinRainLimitsMax
876 bool CheckRainCondition(float rain_coef)
877 {
878 return ( (rain_coef >= m_OnlyWithinRainLimitsMin) && (rain_coef <= m_OnlyWithinRainLimitsMax) );
879 }
880
881 // muzzleFlashParticle
882 int CheckParticleOverride(string ammoType)
883 {
884 int particle_id = -1;
885
886 string particle_file = "";
887 string cfg_path = "CfgAmmo " + ammoType + " muzzleFlashParticle";
888 if (g_Game.ConfigGetText( cfg_path, particle_file))
890
891 // Config is accessed only once because the data is saved into a map for repeated access.
892
893 if ( particle_id > 0 || m_OverrideParticle == -1)
894 {
895 if (particle_file == "")
896 {
897 ErrorEx(string.Format("Cannot spawn particle effect because item %1 is missing config parameter muzzleFlashParticle!", ammoType), ErrorExSeverity.INFO);
898 }
899 else
900 {
902
903 if (particle_id == 0)
904 {
905 string devStr;
906 #ifdef DEVELOPER
907 devStr = " Make sure it's registered there and then rebuild Scripts and Graphics PBOs.";
908 #endif
909 ErrorEx(string.Format("Cannot play particle effect with name %1 because no such file is registered in ParticleList.c!%2", particle_file, devStr));
910 m_OverrideParticle = particle_id; // Prevents another appearence of the above error.
911 }
912 }
913 }
914 else
915 {
917 }
918
919 return particle_id;
920 }
921
922 // OverrideDirectionPoint & OverrideDirectionVector
923 vector CheckOrientationOverride(vector local_pos, ItemBase muzzle_owner)
924 {
925 vector particle_ori = "0 0 0";
926 if (m_OverrideDirectionPoint != "")
927 {
928 vector target_pos = muzzle_owner.GetSelectionPositionLS(m_OverrideDirectionPoint);
929 target_pos = vector.Direction(local_pos, target_pos);
930 particle_ori = target_pos.VectorToAngles();
931 }
932 else
933 {
934 if (m_OverrideDirectionVector != Vector(0, 0, 0))
935 {
936 particle_ori = m_OverrideDirectionVector;
937 }
938
939 if (muzzle_owner.IsInherited(ItemSuppressor))
940 {
941 particle_ori = particle_ori + Vector(0,0,270); // This rotation is necesarry due to suppressors being rotated into ground in their p3d files
942 }
943 }
944
945 return particle_ori;
946 }
947}
948
949// FIRE particles
950class WeaponParticlesOnFire : WeaponParticlesBase {}
951
952// BULLET EJECT particles
953class WeaponParticlesOnBulletCasingEject : WeaponParticlesBase {}
954
955// OVERHEATING particles
956class WeaponParticlesOnOverheating: WeaponParticlesBase
957{
958 override void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
959 {
960 muzzle_owner.RegisterOverheatingParticle(p, m_OnlyWithinOverheatLimitsMin, m_OnlyWithinOverheatLimitsMax, p.GetParticleID(), muzzle_owner, p.m_DefaultPos, p.m_DefaultOri );
961 }
962
963 override void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
964 {
965 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
966 {
967 weapon.KillAllOverheatingParticles();
968 }
969 }
970
971 override void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
972 {
973 OnActivate(weapon, 0, ammoType, muzzle_owner, suppressor, config_to_search);
974 }
975}
976
978{
979 Particle m_Particle;
980 int m_ParticleID;
982 vector m_LocalPos;
983 vector m_LocalOri;
984
987
988 void RegisterParticle( Particle p)
989 {
990 m_Particle = p;
991 }
992
993 Particle GetParticle()
994 {
995 return m_Particle;
996 }
997
998 void SetOverheatingLimitMin(float min)
999 {
1001 }
1002
1003 void SetOverheatingLimitMax(float max)
1004 {
1006 }
1007
1009 {
1010 return m_OverheatingLimitMin;
1011 }
1012
1014 {
1015 return m_OverheatingLimitMax;
1016 }
1017
1018 void SetParticleParams(int particle_id, Object parent, vector local_pos, vector local_ori)
1019 {
1021 m_Parent = parent;
1022 m_LocalPos = local_pos;
1023 m_LocalOri = local_ori;
1024 }
1025
1026 int GetParticleID()
1027 {
1028 return m_ParticleID;
1029 }
1030
1032 {
1033 return m_Parent;
1034 }
1035
1036 vector GetParticlePos()
1037 {
1038 return m_LocalPos;
1039 }
1040
1041 vector GetParticleOri()
1042 {
1043 return m_LocalOri;
1044 }
1045}
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