DayZ 1.29
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◆ CheckParticleOverride()

int OnParticleCreated::CheckParticleOverride ( string ammoType)

См. определение в файле WeaponParticles.c строка 640

647{
651 int m_MuzzleIndex;
660 string m_OnlyIfBulletIs;
661 string m_OnlyIfWeaponIs;
662 string m_OverridePoint;
665
666 string m_Name;
667
668 //======================================
669 // PRELOAD EVERYTHING
670 //======================================
671
672 void WeaponParticlesBase(ItemBase muzzle_owner, string config_OnFire_entry)
673 {
674 m_Name = config_OnFire_entry;
675
676 // ignoreIfSuppressed
677 m_IgnoreIfSuppressed = g_Game.ConfigGetFloat(string.Format("%1 ignoreIfSuppressed", m_Name));
678
679 // onlyIfBoltIsOpen
680 m_OnlyIfBoltIsOpen = g_Game.ConfigGetFloat(string.Format("%1 onlyIfBoltIsOpen", m_Name));
681
682 // illuminateWorld
683 m_IlluminateWorld = g_Game.ConfigGetFloat(string.Format("%1 illuminateWorld", m_Name));
684
685 m_MuzzleIndex = -1;
686 if (g_Game.ConfigIsExisting(string.Format("%1 muzzleIndex", m_Name)))
687 {
688 m_MuzzleIndex = g_Game.ConfigGetInt(string.Format("%1 muzzleIndex", m_Name));
689 }
690
691 // onlyIfWeaponIs
692 m_OnlyIfWeaponIs = "";
693 g_Game.ConfigGetText(string.Format("%1 onlyIfWeaponIs", m_Name), m_OnlyIfWeaponIs);
694
695 // onlyIfBulletIs
696 m_OnlyIfBulletIs = "";
697 g_Game.ConfigGetText(string.Format("%1 onlyIfBulletIs", m_Name), m_OnlyIfBulletIs);
698
699 // onlyWithinHealthLabel[]
700 array<float> health_limit = new array<float>;
701 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinHealthLabel", m_Name), health_limit);
702
703 if (health_limit.Count() == 2)
704 {
705 m_OnlyWithinHealthLabelMin = health_limit.Get(0);
706 m_OnlyWithinHealthLabelMax = health_limit.Get(1);
707 }
708 else
709 {
710 // Disable this filter
713 }
714
715 // onlyWithinOverheatLimits[]
716 array<float> overheat_limit = new array<float>;
717 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinOverheatLimits", m_Name), overheat_limit);
718
719 if (overheat_limit.Count() == 2)
720 {
721 m_OnlyWithinOverheatLimitsMin = overheat_limit.Get(0);
722 m_OnlyWithinOverheatLimitsMax = overheat_limit.Get(1);
723 }
724 else
725 {
726 // Disable this filter
729 }
730
731 // onlyWithinRainLimits[]
732 array<float> rain_limit = new array<float>;
733 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinRainLimits", m_Name), rain_limit);
734
735 if (rain_limit.Count() == 2)
736 {
737 m_OnlyWithinRainLimitsMin = rain_limit.Get(0);
738 m_OnlyWithinRainLimitsMax = rain_limit.Get(1);
739 }
740 else
741 {
742 // Disable this filter
745 }
746
747 // overridePoint
748 m_OverridePoint = "";
749 g_Game.ConfigGetText(string.Format("%1 overridePoint", m_Name), m_OverridePoint);
750
751 if (m_OverridePoint == "")
752 m_OverridePoint = "Usti hlavne"; // default memory point name
753
754 // overrideParticle
755 string particle_name = "";
756 g_Game.ConfigGetText( string.Format("%1 overrideParticle", m_Name), particle_name);
757
758 if (particle_name != "")
759 {
761 }
762 else
763 {
765 ErrorEx(string.Format("'%1' does not contain a definition for 'overrideparticle'",
766 config_OnFire_entry), ErrorExSeverity.INFO);
767 }
768
769 // overrideDirectionPoint
771 g_Game.ConfigGetText(string.Format("%1 overrideDirectionPoint", m_Name), m_OverrideDirectionPoint);
772
773 if (m_OverrideDirectionPoint == "")
774 {
775 // overrideDirectionVector
776 vector test_ori = g_Game.ConfigGetVector(string.Format("%1 overrideDirectionVector", m_Name));
777
778 if (test_ori != vector.Zero)
779 {
780 m_OverrideDirectionVector = test_ori;
781 }
782 }
783
784 // positionOffset[]
786 g_Game.ConfigGetFloatArray(string.Format("%1 positionOffset", m_Name), v);
787
788 if (v.Count() == 3)
789 {
790 float v1 = v.Get(0);
791 float v2 = v.Get(1);
792 float v3 = v.Get(2);
793 m_PositionOffset = Vector(v1, v2, v3);
794 }
795 }
796
797
798
799 //======================================
800 // PLAY PARTICLES
801 //======================================
802 // It is important to know that this block of script is called for weapons and muzzle attachments alike.
803 // Thus weapon == muzzle_owner when this is called for a weapon, and weapon != muzzle_owner when this is called for a suppressor.
804 void OnActivate(ItemBase weapon, int muzzle_index, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
805 {
806 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
807 {
808 // Handle effect's parameters
809 if ( PrtTest.m_GunParticlesState ) // Check if particles are enabled by debug
810 {
811 if ( m_MuzzleIndex == -1 || m_MuzzleIndex == muzzle_index )
812 {
813 if ( CheckBoltStateCondition(weapon) ) // onlyIfBoltIsOpen
814 {
815 if ( !suppressor || suppressor.IsRuined() || !(m_IgnoreIfSuppressed) ) // ignoreIfSuppressed
816 {
817 if ( CheckHealthCondition( muzzle_owner.GetHealthLevel() ) ) // onlyWithinHealthLabel
818 {
819 if ( CheckOverheatingCondition( muzzle_owner.GetOverheatingCoef() ) ) // onlyWithinOverheatLimits
820 {
821 if ( CheckRainCondition( g_Game.GetWeather().GetRain().GetActual() ) ) // onlyWithinRainLimits
822 {
823 if ( m_OnlyIfBulletIs == "" || m_OnlyIfBulletIs == ammoType ) // onlyIfBulletIs
824 {
825 if ( m_OnlyIfWeaponIs == "" || m_OnlyIfWeaponIs == weapon.GetType() ) // onlyIfWeaponIs
826 {
827 // Get particle ID
828 int particle_id = CheckParticleOverride(ammoType);
829
831 {
832 // Get position of the particle
833 vector local_pos = muzzle_owner.GetSelectionPositionLS(m_OverridePoint);
834 local_pos += m_PositionOffset;
835
836 // Set orientation of the particle
837 vector particle_ori = CheckOrientationOverride(local_pos, muzzle_owner);
838
839 // Create particle
840 Particle p = ParticleManager.GetInstance().PlayOnObject( particle_id, muzzle_owner, local_pos, particle_ori );
841 OnParticleCreated(weapon, ammoType, muzzle_owner, suppressor, config_to_search, p);
842 }
843 else
844 {
845 ErrorEx(string.Format("No valid particle found for: '%1'", m_Name));
846 }
847
848 // Create light
850 {
851 vector global_pos = muzzle_owner.ModelToWorld(local_pos + Vector(-0.2, 0, 0));
852 int randX = Math.RandomInt( 0,10 );
853 if ( randX > 8 )
854 ScriptedLightBase.CreateLight( MuzzleFlashLight_2, global_pos );
855 else if ( randX > 4 )
856 ScriptedLightBase.CreateLight( MuzzleFlashLight_1, global_pos );
857 else
858 ScriptedLightBase.CreateLight(MuzzleFlashLight, global_pos);
859 }
860 }
861 }
862 }
863 }
864 }
865 }
866 }
867 }
868 }
869 }
870 }
871
872 void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
873 {
874
875 }
876
877 void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
878 {
879
880 }
881
882 void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
883 {
884
885 }
886
887
888 //==============================================
889 // HANDLE CONFIG PARAMETERS
890 //==============================================
891
892
893 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
895 {
896 if ( m_OnlyIfBoltIsOpen )
897 {
898 Weapon_Base wb = Weapon_Base.Cast( weapon );
899 WeaponStateBase current_state = wb.GetCurrentState();
900 return current_state.IsBoltOpen();
901 }
902
903 return true;
904 }
905
906 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
907 bool CheckHealthCondition(int health_label)
908 {
909 return ( (health_label >= m_OnlyWithinHealthLabelMin) && (health_label <= m_OnlyWithinHealthLabelMax) );
910 }
911
912 // OnlyWithinOverheatLimitsMin & OnlyWithinOverheatLimitsMax
913 bool CheckOverheatingCondition(float overheating_coef)
914 {
915 return ( (overheating_coef >= m_OnlyWithinOverheatLimitsMin) && (overheating_coef <= m_OnlyWithinOverheatLimitsMax) );
916 }
917
918 // OnlyWithinRainLimitsMin & OnlyWithinRainLimitsMax
919 bool CheckRainCondition(float rain_coef)
920 {
921 return ( (rain_coef >= m_OnlyWithinRainLimitsMin) && (rain_coef <= m_OnlyWithinRainLimitsMax) );
922 }
923
924 // muzzleFlashParticle
925 int CheckParticleOverride(string ammoType)
926 {
927 int particle_id = -1;
928
929 string particle_file = "";
930 string cfg_path = "CfgAmmo " + ammoType + " muzzleFlashParticle";
931 if (g_Game.ConfigGetText( cfg_path, particle_file))
933
934 // Config is accessed only once because the data is saved into a map for repeated access.
935
936 if ( particle_id > 0 || m_OverrideParticle == -1)
937 {
938 if (particle_file == "")
939 {
940 ErrorEx(string.Format("Cannot spawn particle effect because item %1 is missing config parameter muzzleFlashParticle!", ammoType), ErrorExSeverity.INFO);
941 }
942 else
943 {
945
946 if (particle_id == 0)
947 {
948 string devStr;
949 #ifdef DEVELOPER
950 devStr = " Make sure it's registered there and then rebuild Scripts and Graphics PBOs.";
951 #endif
952 ErrorEx(string.Format("Cannot play particle effect with name %1 because no such file is registered in ParticleList.c!%2", particle_file, devStr));
953 m_OverrideParticle = particle_id; // Prevents another appearence of the above error.
954 }
955 }
956 }
957 else
958 {
960 }
961
962 return particle_id;
963 }
964
965 // OverrideDirectionPoint & OverrideDirectionVector
966 vector CheckOrientationOverride(vector local_pos, ItemBase muzzle_owner)
967 {
968 vector particle_ori = "0 0 0";
969 if (m_OverrideDirectionPoint != "")
970 {
971 vector target_pos = muzzle_owner.GetSelectionPositionLS(m_OverrideDirectionPoint);
972 target_pos = vector.Direction(local_pos, target_pos);
973 particle_ori = target_pos.VectorToAngles();
974 }
975 else
976 {
977 if (m_OverrideDirectionVector != Vector(0, 0, 0))
978 {
979 particle_ori = m_OverrideDirectionVector;
980 }
981
982 if (muzzle_owner.IsInherited(ItemSuppressor))
983 {
984 particle_ori = particle_ori + Vector(0,0,270); // This rotation is necesarry due to suppressors being rotated into ground in their p3d files
985 }
986 }
987
988 return particle_ori;
989 }
990}
991
992// FIRE particles
993class WeaponParticlesOnFire : WeaponParticlesBase {}
994
995// BULLET EJECT particles
996class WeaponParticlesOnBulletCasingEject : WeaponParticlesBase {}
997
998// OVERHEATING particles
999class WeaponParticlesOnOverheating: WeaponParticlesBase
1000{
1001 override void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
1002 {
1003 muzzle_owner.RegisterOverheatingParticle(p, m_OnlyWithinOverheatLimitsMin, m_OnlyWithinOverheatLimitsMax, p.GetParticleID(), muzzle_owner, p.m_DefaultPos, p.m_DefaultOri );
1004 }
1005
1006 override void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
1007 {
1008 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
1009 {
1010 weapon.KillAllOverheatingParticles();
1011 }
1012 }
1013
1014 override void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
1015 {
1016 OnActivate(weapon, 0, ammoType, muzzle_owner, suppressor, config_to_search);
1017 }
1018}
1019
1021{
1022 Particle m_Particle;
1023 int m_ParticleID;
1025 vector m_LocalPos;
1026 vector m_LocalOri;
1027
1030
1031 void RegisterParticle( Particle p)
1032 {
1033 m_Particle = p;
1034 }
1035
1036 Particle GetParticle()
1037 {
1038 return m_Particle;
1039 }
1040
1041 void SetOverheatingLimitMin(float min)
1042 {
1044 }
1045
1046 void SetOverheatingLimitMax(float max)
1047 {
1049 }
1050
1052 {
1053 return m_OverheatingLimitMin;
1054 }
1055
1057 {
1058 return m_OverheatingLimitMax;
1059 }
1060
1061 void SetParticleParams(int particle_id, Object parent, vector local_pos, vector local_ori)
1062 {
1064 m_Parent = parent;
1065 m_LocalPos = local_pos;
1066 m_LocalOri = local_ori;
1067 }
1068
1069 int GetParticleID()
1070 {
1071 return m_ParticleID;
1072 }
1073
1075 {
1076 return m_Parent;
1077 }
1078
1079 vector GetParticlePos()
1080 {
1081 return m_LocalPos;
1082 }
1083
1084 vector GetParticleOri()
1085 {
1086 return m_LocalOri;
1087 }
1088}
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