DayZ 1.29
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ CheckBoltStateCondition()

bool OnParticleCreated::CheckBoltStateCondition ( ItemBase weapon)

См. определение в файле WeaponParticles.c строка 609

616{
620 int m_MuzzleIndex;
629 string m_OnlyIfBulletIs;
630 string m_OnlyIfWeaponIs;
631 string m_OverridePoint;
634
635 string m_Name;
636
637 //======================================
638 // PRELOAD EVERYTHING
639 //======================================
640
641 void WeaponParticlesBase(ItemBase muzzle_owner, string config_OnFire_entry)
642 {
643 m_Name = config_OnFire_entry;
644
645 // ignoreIfSuppressed
646 m_IgnoreIfSuppressed = g_Game.ConfigGetFloat(string.Format("%1 ignoreIfSuppressed", m_Name));
647
648 // onlyIfBoltIsOpen
649 m_OnlyIfBoltIsOpen = g_Game.ConfigGetFloat(string.Format("%1 onlyIfBoltIsOpen", m_Name));
650
651 // illuminateWorld
652 m_IlluminateWorld = g_Game.ConfigGetFloat(string.Format("%1 illuminateWorld", m_Name));
653
654 m_MuzzleIndex = -1;
655 if (g_Game.ConfigIsExisting(string.Format("%1 muzzleIndex", m_Name)))
656 {
657 m_MuzzleIndex = g_Game.ConfigGetInt(string.Format("%1 muzzleIndex", m_Name));
658 }
659
660 // onlyIfWeaponIs
661 m_OnlyIfWeaponIs = "";
662 g_Game.ConfigGetText(string.Format("%1 onlyIfWeaponIs", m_Name), m_OnlyIfWeaponIs);
663
664 // onlyIfBulletIs
665 m_OnlyIfBulletIs = "";
666 g_Game.ConfigGetText(string.Format("%1 onlyIfBulletIs", m_Name), m_OnlyIfBulletIs);
667
668 // onlyWithinHealthLabel[]
669 array<float> health_limit = new array<float>;
670 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinHealthLabel", m_Name), health_limit);
671
672 if (health_limit.Count() == 2)
673 {
674 m_OnlyWithinHealthLabelMin = health_limit.Get(0);
675 m_OnlyWithinHealthLabelMax = health_limit.Get(1);
676 }
677 else
678 {
679 // Disable this filter
682 }
683
684 // onlyWithinOverheatLimits[]
685 array<float> overheat_limit = new array<float>;
686 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinOverheatLimits", m_Name), overheat_limit);
687
688 if (overheat_limit.Count() == 2)
689 {
690 m_OnlyWithinOverheatLimitsMin = overheat_limit.Get(0);
691 m_OnlyWithinOverheatLimitsMax = overheat_limit.Get(1);
692 }
693 else
694 {
695 // Disable this filter
698 }
699
700 // onlyWithinRainLimits[]
701 array<float> rain_limit = new array<float>;
702 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinRainLimits", m_Name), rain_limit);
703
704 if (rain_limit.Count() == 2)
705 {
706 m_OnlyWithinRainLimitsMin = rain_limit.Get(0);
707 m_OnlyWithinRainLimitsMax = rain_limit.Get(1);
708 }
709 else
710 {
711 // Disable this filter
714 }
715
716 // overridePoint
717 m_OverridePoint = "";
718 g_Game.ConfigGetText(string.Format("%1 overridePoint", m_Name), m_OverridePoint);
719
720 if (m_OverridePoint == "")
721 m_OverridePoint = "Usti hlavne"; // default memory point name
722
723 // overrideParticle
724 string particle_name = "";
725 g_Game.ConfigGetText( string.Format("%1 overrideParticle", m_Name), particle_name);
726
727 if (particle_name != "")
728 {
730 }
731 else
732 {
734 ErrorEx(string.Format("'%1' does not contain a definition for 'overrideparticle'",
735 config_OnFire_entry), ErrorExSeverity.INFO);
736 }
737
738 // overrideDirectionPoint
740 g_Game.ConfigGetText(string.Format("%1 overrideDirectionPoint", m_Name), m_OverrideDirectionPoint);
741
742 if (m_OverrideDirectionPoint == "")
743 {
744 // overrideDirectionVector
745 vector test_ori = g_Game.ConfigGetVector(string.Format("%1 overrideDirectionVector", m_Name));
746
747 if (test_ori != vector.Zero)
748 {
749 m_OverrideDirectionVector = test_ori;
750 }
751 }
752
753 // positionOffset[]
755 g_Game.ConfigGetFloatArray(string.Format("%1 positionOffset", m_Name), v);
756
757 if (v.Count() == 3)
758 {
759 float v1 = v.Get(0);
760 float v2 = v.Get(1);
761 float v3 = v.Get(2);
762 m_PositionOffset = Vector(v1, v2, v3);
763 }
764 }
765
766
767
768 //======================================
769 // PLAY PARTICLES
770 //======================================
771 // It is important to know that this block of script is called for weapons and muzzle attachments alike.
772 // Thus weapon == muzzle_owner when this is called for a weapon, and weapon != muzzle_owner when this is called for a suppressor.
773 void OnActivate(ItemBase weapon, int muzzle_index, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
774 {
775 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
776 {
777 // Handle effect's parameters
778 if ( PrtTest.m_GunParticlesState ) // Check if particles are enabled by debug
779 {
780 if ( m_MuzzleIndex == -1 || m_MuzzleIndex == muzzle_index )
781 {
782 if ( CheckBoltStateCondition(weapon) ) // onlyIfBoltIsOpen
783 {
784 if ( !suppressor || suppressor.IsRuined() || !(m_IgnoreIfSuppressed) ) // ignoreIfSuppressed
785 {
786 if ( CheckHealthCondition( muzzle_owner.GetHealthLevel() ) ) // onlyWithinHealthLabel
787 {
788 if ( CheckOverheatingCondition( muzzle_owner.GetOverheatingCoef() ) ) // onlyWithinOverheatLimits
789 {
790 if ( CheckRainCondition( g_Game.GetWeather().GetRain().GetActual() ) ) // onlyWithinRainLimits
791 {
792 if ( m_OnlyIfBulletIs == "" || m_OnlyIfBulletIs == ammoType ) // onlyIfBulletIs
793 {
794 if ( m_OnlyIfWeaponIs == "" || m_OnlyIfWeaponIs == weapon.GetType() ) // onlyIfWeaponIs
795 {
796 // Get particle ID
797 int particle_id = CheckParticleOverride(ammoType);
798
800 {
801 // Get position of the particle
802 vector local_pos = muzzle_owner.GetSelectionPositionLS(m_OverridePoint);
803 local_pos += m_PositionOffset;
804
805 // Set orientation of the particle
806 vector particle_ori = CheckOrientationOverride(local_pos, muzzle_owner);
807
808 // Create particle
809 Particle p = ParticleManager.GetInstance().PlayOnObject( particle_id, muzzle_owner, local_pos, particle_ori );
810 OnParticleCreated(weapon, ammoType, muzzle_owner, suppressor, config_to_search, p);
811 }
812 else
813 {
814 ErrorEx(string.Format("No valid particle found for: '%1'", m_Name));
815 }
816
817 // Create light
819 {
820 vector global_pos = muzzle_owner.ModelToWorld(local_pos + Vector(-0.2, 0, 0));
821 int randX = Math.RandomInt( 0,10 );
822 if ( randX > 8 )
823 ScriptedLightBase.CreateLight( MuzzleFlashLight_2, global_pos );
824 else if ( randX > 4 )
825 ScriptedLightBase.CreateLight( MuzzleFlashLight_1, global_pos );
826 else
827 ScriptedLightBase.CreateLight(MuzzleFlashLight, global_pos);
828 }
829 }
830 }
831 }
832 }
833 }
834 }
835 }
836 }
837 }
838 }
839 }
840
841 void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
842 {
843
844 }
845
846 void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
847 {
848
849 }
850
851 void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
852 {
853
854 }
855
856
857 //==============================================
858 // HANDLE CONFIG PARAMETERS
859 //==============================================
860
861
862 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
864 {
865 if ( m_OnlyIfBoltIsOpen )
866 {
867 Weapon_Base wb = Weapon_Base.Cast( weapon );
868 WeaponStateBase current_state = wb.GetCurrentState();
869 return current_state.IsBoltOpen();
870 }
871
872 return true;
873 }
874
875 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
876 bool CheckHealthCondition(int health_label)
877 {
878 return ( (health_label >= m_OnlyWithinHealthLabelMin) && (health_label <= m_OnlyWithinHealthLabelMax) );
879 }
880
881 // OnlyWithinOverheatLimitsMin & OnlyWithinOverheatLimitsMax
882 bool CheckOverheatingCondition(float overheating_coef)
883 {
884 return ( (overheating_coef >= m_OnlyWithinOverheatLimitsMin) && (overheating_coef <= m_OnlyWithinOverheatLimitsMax) );
885 }
886
887 // OnlyWithinRainLimitsMin & OnlyWithinRainLimitsMax
888 bool CheckRainCondition(float rain_coef)
889 {
890 return ( (rain_coef >= m_OnlyWithinRainLimitsMin) && (rain_coef <= m_OnlyWithinRainLimitsMax) );
891 }
892
893 // muzzleFlashParticle
894 int CheckParticleOverride(string ammoType)
895 {
896 int particle_id = -1;
897
898 string particle_file = "";
899 string cfg_path = "CfgAmmo " + ammoType + " muzzleFlashParticle";
900 if (g_Game.ConfigGetText( cfg_path, particle_file))
902
903 // Config is accessed only once because the data is saved into a map for repeated access.
904
905 if ( particle_id > 0 || m_OverrideParticle == -1)
906 {
907 if (particle_file == "")
908 {
909 ErrorEx(string.Format("Cannot spawn particle effect because item %1 is missing config parameter muzzleFlashParticle!", ammoType), ErrorExSeverity.INFO);
910 }
911 else
912 {
914
915 if (particle_id == 0)
916 {
917 string devStr;
918 #ifdef DEVELOPER
919 devStr = " Make sure it's registered there and then rebuild Scripts and Graphics PBOs.";
920 #endif
921 ErrorEx(string.Format("Cannot play particle effect with name %1 because no such file is registered in ParticleList.c!%2", particle_file, devStr));
922 m_OverrideParticle = particle_id; // Prevents another appearence of the above error.
923 }
924 }
925 }
926 else
927 {
929 }
930
931 return particle_id;
932 }
933
934 // OverrideDirectionPoint & OverrideDirectionVector
935 vector CheckOrientationOverride(vector local_pos, ItemBase muzzle_owner)
936 {
937 vector particle_ori = "0 0 0";
938 if (m_OverrideDirectionPoint != "")
939 {
940 vector target_pos = muzzle_owner.GetSelectionPositionLS(m_OverrideDirectionPoint);
941 target_pos = vector.Direction(local_pos, target_pos);
942 particle_ori = target_pos.VectorToAngles();
943 }
944 else
945 {
946 if (m_OverrideDirectionVector != Vector(0, 0, 0))
947 {
948 particle_ori = m_OverrideDirectionVector;
949 }
950
951 if (muzzle_owner.IsInherited(ItemSuppressor))
952 {
953 particle_ori = particle_ori + Vector(0,0,270); // This rotation is necesarry due to suppressors being rotated into ground in their p3d files
954 }
955 }
956
957 return particle_ori;
958 }
959}
960
961// FIRE particles
962class WeaponParticlesOnFire : WeaponParticlesBase {}
963
964// BULLET EJECT particles
965class WeaponParticlesOnBulletCasingEject : WeaponParticlesBase {}
966
967// OVERHEATING particles
968class WeaponParticlesOnOverheating: WeaponParticlesBase
969{
970 override void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
971 {
972 muzzle_owner.RegisterOverheatingParticle(p, m_OnlyWithinOverheatLimitsMin, m_OnlyWithinOverheatLimitsMax, p.GetParticleID(), muzzle_owner, p.m_DefaultPos, p.m_DefaultOri );
973 }
974
975 override void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
976 {
977 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
978 {
979 weapon.KillAllOverheatingParticles();
980 }
981 }
982
983 override void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
984 {
985 OnActivate(weapon, 0, ammoType, muzzle_owner, suppressor, config_to_search);
986 }
987}
988
990{
991 Particle m_Particle;
992 int m_ParticleID;
994 vector m_LocalPos;
995 vector m_LocalOri;
996
999
1000 void RegisterParticle( Particle p)
1001 {
1002 m_Particle = p;
1003 }
1004
1005 Particle GetParticle()
1006 {
1007 return m_Particle;
1008 }
1009
1010 void SetOverheatingLimitMin(float min)
1011 {
1013 }
1014
1015 void SetOverheatingLimitMax(float max)
1016 {
1018 }
1019
1021 {
1022 return m_OverheatingLimitMin;
1023 }
1024
1026 {
1027 return m_OverheatingLimitMax;
1028 }
1029
1030 void SetParticleParams(int particle_id, Object parent, vector local_pos, vector local_ori)
1031 {
1033 m_Parent = parent;
1034 m_LocalPos = local_pos;
1035 m_LocalOri = local_ori;
1036 }
1037
1038 int GetParticleID()
1039 {
1040 return m_ParticleID;
1041 }
1042
1044 {
1045 return m_Parent;
1046 }
1047
1048 vector GetParticlePos()
1049 {
1050 return m_LocalPos;
1051 }
1052
1053 vector GetParticleOri()
1054 {
1055 return m_LocalOri;
1056 }
1057}
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