DayZ 1.29
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◆ CheckHealthCondition()

bool OnParticleCreated::CheckHealthCondition ( int health_label)

См. определение в файле WeaponParticles.c строка 622

629{
633 int m_MuzzleIndex;
642 string m_OnlyIfBulletIs;
643 string m_OnlyIfWeaponIs;
644 string m_OverridePoint;
647
648 string m_Name;
649
650 //======================================
651 // PRELOAD EVERYTHING
652 //======================================
653
654 void WeaponParticlesBase(ItemBase muzzle_owner, string config_OnFire_entry)
655 {
656 m_Name = config_OnFire_entry;
657
658 // ignoreIfSuppressed
659 m_IgnoreIfSuppressed = g_Game.ConfigGetFloat(string.Format("%1 ignoreIfSuppressed", m_Name));
660
661 // onlyIfBoltIsOpen
662 m_OnlyIfBoltIsOpen = g_Game.ConfigGetFloat(string.Format("%1 onlyIfBoltIsOpen", m_Name));
663
664 // illuminateWorld
665 m_IlluminateWorld = g_Game.ConfigGetFloat(string.Format("%1 illuminateWorld", m_Name));
666
667 m_MuzzleIndex = -1;
668 if (g_Game.ConfigIsExisting(string.Format("%1 muzzleIndex", m_Name)))
669 {
670 m_MuzzleIndex = g_Game.ConfigGetInt(string.Format("%1 muzzleIndex", m_Name));
671 }
672
673 // onlyIfWeaponIs
674 m_OnlyIfWeaponIs = "";
675 g_Game.ConfigGetText(string.Format("%1 onlyIfWeaponIs", m_Name), m_OnlyIfWeaponIs);
676
677 // onlyIfBulletIs
678 m_OnlyIfBulletIs = "";
679 g_Game.ConfigGetText(string.Format("%1 onlyIfBulletIs", m_Name), m_OnlyIfBulletIs);
680
681 // onlyWithinHealthLabel[]
682 array<float> health_limit = new array<float>;
683 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinHealthLabel", m_Name), health_limit);
684
685 if (health_limit.Count() == 2)
686 {
687 m_OnlyWithinHealthLabelMin = health_limit.Get(0);
688 m_OnlyWithinHealthLabelMax = health_limit.Get(1);
689 }
690 else
691 {
692 // Disable this filter
695 }
696
697 // onlyWithinOverheatLimits[]
698 array<float> overheat_limit = new array<float>;
699 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinOverheatLimits", m_Name), overheat_limit);
700
701 if (overheat_limit.Count() == 2)
702 {
703 m_OnlyWithinOverheatLimitsMin = overheat_limit.Get(0);
704 m_OnlyWithinOverheatLimitsMax = overheat_limit.Get(1);
705 }
706 else
707 {
708 // Disable this filter
711 }
712
713 // onlyWithinRainLimits[]
714 array<float> rain_limit = new array<float>;
715 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinRainLimits", m_Name), rain_limit);
716
717 if (rain_limit.Count() == 2)
718 {
719 m_OnlyWithinRainLimitsMin = rain_limit.Get(0);
720 m_OnlyWithinRainLimitsMax = rain_limit.Get(1);
721 }
722 else
723 {
724 // Disable this filter
727 }
728
729 // overridePoint
730 m_OverridePoint = "";
731 g_Game.ConfigGetText(string.Format("%1 overridePoint", m_Name), m_OverridePoint);
732
733 if (m_OverridePoint == "")
734 m_OverridePoint = "Usti hlavne"; // default memory point name
735
736 // overrideParticle
737 string particle_name = "";
738 g_Game.ConfigGetText( string.Format("%1 overrideParticle", m_Name), particle_name);
739
740 if (particle_name != "")
741 {
743 }
744 else
745 {
747 ErrorEx(string.Format("'%1' does not contain a definition for 'overrideparticle'",
748 config_OnFire_entry), ErrorExSeverity.INFO);
749 }
750
751 // overrideDirectionPoint
753 g_Game.ConfigGetText(string.Format("%1 overrideDirectionPoint", m_Name), m_OverrideDirectionPoint);
754
755 if (m_OverrideDirectionPoint == "")
756 {
757 // overrideDirectionVector
758 vector test_ori = g_Game.ConfigGetVector(string.Format("%1 overrideDirectionVector", m_Name));
759
760 if (test_ori != vector.Zero)
761 {
762 m_OverrideDirectionVector = test_ori;
763 }
764 }
765
766 // positionOffset[]
768 g_Game.ConfigGetFloatArray(string.Format("%1 positionOffset", m_Name), v);
769
770 if (v.Count() == 3)
771 {
772 float v1 = v.Get(0);
773 float v2 = v.Get(1);
774 float v3 = v.Get(2);
775 m_PositionOffset = Vector(v1, v2, v3);
776 }
777 }
778
779
780
781 //======================================
782 // PLAY PARTICLES
783 //======================================
784 // It is important to know that this block of script is called for weapons and muzzle attachments alike.
785 // Thus weapon == muzzle_owner when this is called for a weapon, and weapon != muzzle_owner when this is called for a suppressor.
786 void OnActivate(ItemBase weapon, int muzzle_index, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
787 {
788 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
789 {
790 // Handle effect's parameters
791 if ( PrtTest.m_GunParticlesState ) // Check if particles are enabled by debug
792 {
793 if ( m_MuzzleIndex == -1 || m_MuzzleIndex == muzzle_index )
794 {
795 if ( CheckBoltStateCondition(weapon) ) // onlyIfBoltIsOpen
796 {
797 if ( !suppressor || suppressor.IsRuined() || !(m_IgnoreIfSuppressed) ) // ignoreIfSuppressed
798 {
799 if ( CheckHealthCondition( muzzle_owner.GetHealthLevel() ) ) // onlyWithinHealthLabel
800 {
801 if ( CheckOverheatingCondition( muzzle_owner.GetOverheatingCoef() ) ) // onlyWithinOverheatLimits
802 {
803 if ( CheckRainCondition( g_Game.GetWeather().GetRain().GetActual() ) ) // onlyWithinRainLimits
804 {
805 if ( m_OnlyIfBulletIs == "" || m_OnlyIfBulletIs == ammoType ) // onlyIfBulletIs
806 {
807 if ( m_OnlyIfWeaponIs == "" || m_OnlyIfWeaponIs == weapon.GetType() ) // onlyIfWeaponIs
808 {
809 // Get particle ID
810 int particle_id = CheckParticleOverride(ammoType);
811
813 {
814 // Get position of the particle
815 vector local_pos = muzzle_owner.GetSelectionPositionLS(m_OverridePoint);
816 local_pos += m_PositionOffset;
817
818 // Set orientation of the particle
819 vector particle_ori = CheckOrientationOverride(local_pos, muzzle_owner);
820
821 // Create particle
822 Particle p = ParticleManager.GetInstance().PlayOnObject( particle_id, muzzle_owner, local_pos, particle_ori );
823 OnParticleCreated(weapon, ammoType, muzzle_owner, suppressor, config_to_search, p);
824 }
825 else
826 {
827 ErrorEx(string.Format("No valid particle found for: '%1'", m_Name));
828 }
829
830 // Create light
832 {
833 vector global_pos = muzzle_owner.ModelToWorld(local_pos + Vector(-0.2, 0, 0));
834 int randX = Math.RandomInt( 0,10 );
835 if ( randX > 8 )
836 ScriptedLightBase.CreateLight( MuzzleFlashLight_2, global_pos );
837 else if ( randX > 4 )
838 ScriptedLightBase.CreateLight( MuzzleFlashLight_1, global_pos );
839 else
840 ScriptedLightBase.CreateLight(MuzzleFlashLight, global_pos);
841 }
842 }
843 }
844 }
845 }
846 }
847 }
848 }
849 }
850 }
851 }
852 }
853
854 void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
855 {
856
857 }
858
859 void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
860 {
861
862 }
863
864 void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
865 {
866
867 }
868
869
870 //==============================================
871 // HANDLE CONFIG PARAMETERS
872 //==============================================
873
874
875 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
877 {
878 if ( m_OnlyIfBoltIsOpen )
879 {
880 Weapon_Base wb = Weapon_Base.Cast( weapon );
881 WeaponStateBase current_state = wb.GetCurrentState();
882 return current_state.IsBoltOpen();
883 }
884
885 return true;
886 }
887
888 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
889 bool CheckHealthCondition(int health_label)
890 {
891 return ( (health_label >= m_OnlyWithinHealthLabelMin) && (health_label <= m_OnlyWithinHealthLabelMax) );
892 }
893
894 // OnlyWithinOverheatLimitsMin & OnlyWithinOverheatLimitsMax
895 bool CheckOverheatingCondition(float overheating_coef)
896 {
897 return ( (overheating_coef >= m_OnlyWithinOverheatLimitsMin) && (overheating_coef <= m_OnlyWithinOverheatLimitsMax) );
898 }
899
900 // OnlyWithinRainLimitsMin & OnlyWithinRainLimitsMax
901 bool CheckRainCondition(float rain_coef)
902 {
903 return ( (rain_coef >= m_OnlyWithinRainLimitsMin) && (rain_coef <= m_OnlyWithinRainLimitsMax) );
904 }
905
906 // muzzleFlashParticle
907 int CheckParticleOverride(string ammoType)
908 {
909 int particle_id = -1;
910
911 string particle_file = "";
912 string cfg_path = "CfgAmmo " + ammoType + " muzzleFlashParticle";
913 if (g_Game.ConfigGetText( cfg_path, particle_file))
915
916 // Config is accessed only once because the data is saved into a map for repeated access.
917
918 if ( particle_id > 0 || m_OverrideParticle == -1)
919 {
920 if (particle_file == "")
921 {
922 ErrorEx(string.Format("Cannot spawn particle effect because item %1 is missing config parameter muzzleFlashParticle!", ammoType), ErrorExSeverity.INFO);
923 }
924 else
925 {
927
928 if (particle_id == 0)
929 {
930 string devStr;
931 #ifdef DEVELOPER
932 devStr = " Make sure it's registered there and then rebuild Scripts and Graphics PBOs.";
933 #endif
934 ErrorEx(string.Format("Cannot play particle effect with name %1 because no such file is registered in ParticleList.c!%2", particle_file, devStr));
935 m_OverrideParticle = particle_id; // Prevents another appearence of the above error.
936 }
937 }
938 }
939 else
940 {
942 }
943
944 return particle_id;
945 }
946
947 // OverrideDirectionPoint & OverrideDirectionVector
948 vector CheckOrientationOverride(vector local_pos, ItemBase muzzle_owner)
949 {
950 vector particle_ori = "0 0 0";
951 if (m_OverrideDirectionPoint != "")
952 {
953 vector target_pos = muzzle_owner.GetSelectionPositionLS(m_OverrideDirectionPoint);
954 target_pos = vector.Direction(local_pos, target_pos);
955 particle_ori = target_pos.VectorToAngles();
956 }
957 else
958 {
959 if (m_OverrideDirectionVector != Vector(0, 0, 0))
960 {
961 particle_ori = m_OverrideDirectionVector;
962 }
963
964 if (muzzle_owner.IsInherited(ItemSuppressor))
965 {
966 particle_ori = particle_ori + Vector(0,0,270); // This rotation is necesarry due to suppressors being rotated into ground in their p3d files
967 }
968 }
969
970 return particle_ori;
971 }
972}
973
974// FIRE particles
975class WeaponParticlesOnFire : WeaponParticlesBase {}
976
977// BULLET EJECT particles
978class WeaponParticlesOnBulletCasingEject : WeaponParticlesBase {}
979
980// OVERHEATING particles
981class WeaponParticlesOnOverheating: WeaponParticlesBase
982{
983 override void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
984 {
985 muzzle_owner.RegisterOverheatingParticle(p, m_OnlyWithinOverheatLimitsMin, m_OnlyWithinOverheatLimitsMax, p.GetParticleID(), muzzle_owner, p.m_DefaultPos, p.m_DefaultOri );
986 }
987
988 override void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
989 {
990 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
991 {
992 weapon.KillAllOverheatingParticles();
993 }
994 }
995
996 override void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
997 {
998 OnActivate(weapon, 0, ammoType, muzzle_owner, suppressor, config_to_search);
999 }
1000}
1001
1003{
1004 Particle m_Particle;
1005 int m_ParticleID;
1007 vector m_LocalPos;
1008 vector m_LocalOri;
1009
1012
1013 void RegisterParticle( Particle p)
1014 {
1015 m_Particle = p;
1016 }
1017
1018 Particle GetParticle()
1019 {
1020 return m_Particle;
1021 }
1022
1023 void SetOverheatingLimitMin(float min)
1024 {
1026 }
1027
1028 void SetOverheatingLimitMax(float max)
1029 {
1031 }
1032
1034 {
1035 return m_OverheatingLimitMin;
1036 }
1037
1039 {
1040 return m_OverheatingLimitMax;
1041 }
1042
1043 void SetParticleParams(int particle_id, Object parent, vector local_pos, vector local_ori)
1044 {
1046 m_Parent = parent;
1047 m_LocalPos = local_pos;
1048 m_LocalOri = local_ori;
1049 }
1050
1051 int GetParticleID()
1052 {
1053 return m_ParticleID;
1054 }
1055
1057 {
1058 return m_Parent;
1059 }
1060
1061 vector GetParticlePos()
1062 {
1063 return m_LocalPos;
1064 }
1065
1066 vector GetParticleOri()
1067 {
1068 return m_LocalOri;
1069 }
1070}
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