DayZ 1.29
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◆ CheckOverheatingCondition()

bool OnParticleCreated::CheckOverheatingCondition ( float overheating_coef)

См. определение в файле WeaponParticles.c строка 628

635{
639 int m_MuzzleIndex;
648 string m_OnlyIfBulletIs;
649 string m_OnlyIfWeaponIs;
650 string m_OverridePoint;
653
654 string m_Name;
655
656 //======================================
657 // PRELOAD EVERYTHING
658 //======================================
659
660 void WeaponParticlesBase(ItemBase muzzle_owner, string config_OnFire_entry)
661 {
662 m_Name = config_OnFire_entry;
663
664 // ignoreIfSuppressed
665 m_IgnoreIfSuppressed = g_Game.ConfigGetFloat(string.Format("%1 ignoreIfSuppressed", m_Name));
666
667 // onlyIfBoltIsOpen
668 m_OnlyIfBoltIsOpen = g_Game.ConfigGetFloat(string.Format("%1 onlyIfBoltIsOpen", m_Name));
669
670 // illuminateWorld
671 m_IlluminateWorld = g_Game.ConfigGetFloat(string.Format("%1 illuminateWorld", m_Name));
672
673 m_MuzzleIndex = -1;
674 if (g_Game.ConfigIsExisting(string.Format("%1 muzzleIndex", m_Name)))
675 {
676 m_MuzzleIndex = g_Game.ConfigGetInt(string.Format("%1 muzzleIndex", m_Name));
677 }
678
679 // onlyIfWeaponIs
680 m_OnlyIfWeaponIs = "";
681 g_Game.ConfigGetText(string.Format("%1 onlyIfWeaponIs", m_Name), m_OnlyIfWeaponIs);
682
683 // onlyIfBulletIs
684 m_OnlyIfBulletIs = "";
685 g_Game.ConfigGetText(string.Format("%1 onlyIfBulletIs", m_Name), m_OnlyIfBulletIs);
686
687 // onlyWithinHealthLabel[]
688 array<float> health_limit = new array<float>;
689 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinHealthLabel", m_Name), health_limit);
690
691 if (health_limit.Count() == 2)
692 {
693 m_OnlyWithinHealthLabelMin = health_limit.Get(0);
694 m_OnlyWithinHealthLabelMax = health_limit.Get(1);
695 }
696 else
697 {
698 // Disable this filter
701 }
702
703 // onlyWithinOverheatLimits[]
704 array<float> overheat_limit = new array<float>;
705 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinOverheatLimits", m_Name), overheat_limit);
706
707 if (overheat_limit.Count() == 2)
708 {
709 m_OnlyWithinOverheatLimitsMin = overheat_limit.Get(0);
710 m_OnlyWithinOverheatLimitsMax = overheat_limit.Get(1);
711 }
712 else
713 {
714 // Disable this filter
717 }
718
719 // onlyWithinRainLimits[]
720 array<float> rain_limit = new array<float>;
721 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinRainLimits", m_Name), rain_limit);
722
723 if (rain_limit.Count() == 2)
724 {
725 m_OnlyWithinRainLimitsMin = rain_limit.Get(0);
726 m_OnlyWithinRainLimitsMax = rain_limit.Get(1);
727 }
728 else
729 {
730 // Disable this filter
733 }
734
735 // overridePoint
736 m_OverridePoint = "";
737 g_Game.ConfigGetText(string.Format("%1 overridePoint", m_Name), m_OverridePoint);
738
739 if (m_OverridePoint == "")
740 m_OverridePoint = "Usti hlavne"; // default memory point name
741
742 // overrideParticle
743 string particle_name = "";
744 g_Game.ConfigGetText( string.Format("%1 overrideParticle", m_Name), particle_name);
745
746 if (particle_name != "")
747 {
749 }
750 else
751 {
753 ErrorEx(string.Format("'%1' does not contain a definition for 'overrideparticle'",
754 config_OnFire_entry), ErrorExSeverity.INFO);
755 }
756
757 // overrideDirectionPoint
759 g_Game.ConfigGetText(string.Format("%1 overrideDirectionPoint", m_Name), m_OverrideDirectionPoint);
760
761 if (m_OverrideDirectionPoint == "")
762 {
763 // overrideDirectionVector
764 vector test_ori = g_Game.ConfigGetVector(string.Format("%1 overrideDirectionVector", m_Name));
765
766 if (test_ori != vector.Zero)
767 {
768 m_OverrideDirectionVector = test_ori;
769 }
770 }
771
772 // positionOffset[]
774 g_Game.ConfigGetFloatArray(string.Format("%1 positionOffset", m_Name), v);
775
776 if (v.Count() == 3)
777 {
778 float v1 = v.Get(0);
779 float v2 = v.Get(1);
780 float v3 = v.Get(2);
781 m_PositionOffset = Vector(v1, v2, v3);
782 }
783 }
784
785
786
787 //======================================
788 // PLAY PARTICLES
789 //======================================
790 // It is important to know that this block of script is called for weapons and muzzle attachments alike.
791 // Thus weapon == muzzle_owner when this is called for a weapon, and weapon != muzzle_owner when this is called for a suppressor.
792 void OnActivate(ItemBase weapon, int muzzle_index, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
793 {
794 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
795 {
796 // Handle effect's parameters
797 if ( PrtTest.m_GunParticlesState ) // Check if particles are enabled by debug
798 {
799 if ( m_MuzzleIndex == -1 || m_MuzzleIndex == muzzle_index )
800 {
801 if ( CheckBoltStateCondition(weapon) ) // onlyIfBoltIsOpen
802 {
803 if ( !suppressor || suppressor.IsRuined() || !(m_IgnoreIfSuppressed) ) // ignoreIfSuppressed
804 {
805 if ( CheckHealthCondition( muzzle_owner.GetHealthLevel() ) ) // onlyWithinHealthLabel
806 {
807 if ( CheckOverheatingCondition( muzzle_owner.GetOverheatingCoef() ) ) // onlyWithinOverheatLimits
808 {
809 if ( CheckRainCondition( g_Game.GetWeather().GetRain().GetActual() ) ) // onlyWithinRainLimits
810 {
811 if ( m_OnlyIfBulletIs == "" || m_OnlyIfBulletIs == ammoType ) // onlyIfBulletIs
812 {
813 if ( m_OnlyIfWeaponIs == "" || m_OnlyIfWeaponIs == weapon.GetType() ) // onlyIfWeaponIs
814 {
815 // Get particle ID
816 int particle_id = CheckParticleOverride(ammoType);
817
819 {
820 // Get position of the particle
821 vector local_pos = muzzle_owner.GetSelectionPositionLS(m_OverridePoint);
822 local_pos += m_PositionOffset;
823
824 // Set orientation of the particle
825 vector particle_ori = CheckOrientationOverride(local_pos, muzzle_owner);
826
827 // Create particle
828 Particle p = ParticleManager.GetInstance().PlayOnObject( particle_id, muzzle_owner, local_pos, particle_ori );
829 OnParticleCreated(weapon, ammoType, muzzle_owner, suppressor, config_to_search, p);
830 }
831 else
832 {
833 ErrorEx(string.Format("No valid particle found for: '%1'", m_Name));
834 }
835
836 // Create light
838 {
839 vector global_pos = muzzle_owner.ModelToWorld(local_pos + Vector(-0.2, 0, 0));
840 int randX = Math.RandomInt( 0,10 );
841 if ( randX > 8 )
842 ScriptedLightBase.CreateLight( MuzzleFlashLight_2, global_pos );
843 else if ( randX > 4 )
844 ScriptedLightBase.CreateLight( MuzzleFlashLight_1, global_pos );
845 else
846 ScriptedLightBase.CreateLight(MuzzleFlashLight, global_pos);
847 }
848 }
849 }
850 }
851 }
852 }
853 }
854 }
855 }
856 }
857 }
858 }
859
860 void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
861 {
862
863 }
864
865 void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
866 {
867
868 }
869
870 void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
871 {
872
873 }
874
875
876 //==============================================
877 // HANDLE CONFIG PARAMETERS
878 //==============================================
879
880
881 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
883 {
884 if ( m_OnlyIfBoltIsOpen )
885 {
886 Weapon_Base wb = Weapon_Base.Cast( weapon );
887 WeaponStateBase current_state = wb.GetCurrentState();
888 return current_state.IsBoltOpen();
889 }
890
891 return true;
892 }
893
894 // OnlyWithinHealthLabelMin & OnlyWithinHealthLabelMax
895 bool CheckHealthCondition(int health_label)
896 {
897 return ( (health_label >= m_OnlyWithinHealthLabelMin) && (health_label <= m_OnlyWithinHealthLabelMax) );
898 }
899
900 // OnlyWithinOverheatLimitsMin & OnlyWithinOverheatLimitsMax
901 bool CheckOverheatingCondition(float overheating_coef)
902 {
903 return ( (overheating_coef >= m_OnlyWithinOverheatLimitsMin) && (overheating_coef <= m_OnlyWithinOverheatLimitsMax) );
904 }
905
906 // OnlyWithinRainLimitsMin & OnlyWithinRainLimitsMax
907 bool CheckRainCondition(float rain_coef)
908 {
909 return ( (rain_coef >= m_OnlyWithinRainLimitsMin) && (rain_coef <= m_OnlyWithinRainLimitsMax) );
910 }
911
912 // muzzleFlashParticle
913 int CheckParticleOverride(string ammoType)
914 {
915 int particle_id = -1;
916
917 string particle_file = "";
918 string cfg_path = "CfgAmmo " + ammoType + " muzzleFlashParticle";
919 if (g_Game.ConfigGetText( cfg_path, particle_file))
921
922 // Config is accessed only once because the data is saved into a map for repeated access.
923
924 if ( particle_id > 0 || m_OverrideParticle == -1)
925 {
926 if (particle_file == "")
927 {
928 ErrorEx(string.Format("Cannot spawn particle effect because item %1 is missing config parameter muzzleFlashParticle!", ammoType), ErrorExSeverity.INFO);
929 }
930 else
931 {
933
934 if (particle_id == 0)
935 {
936 string devStr;
937 #ifdef DEVELOPER
938 devStr = " Make sure it's registered there and then rebuild Scripts and Graphics PBOs.";
939 #endif
940 ErrorEx(string.Format("Cannot play particle effect with name %1 because no such file is registered in ParticleList.c!%2", particle_file, devStr));
941 m_OverrideParticle = particle_id; // Prevents another appearence of the above error.
942 }
943 }
944 }
945 else
946 {
948 }
949
950 return particle_id;
951 }
952
953 // OverrideDirectionPoint & OverrideDirectionVector
954 vector CheckOrientationOverride(vector local_pos, ItemBase muzzle_owner)
955 {
956 vector particle_ori = "0 0 0";
957 if (m_OverrideDirectionPoint != "")
958 {
959 vector target_pos = muzzle_owner.GetSelectionPositionLS(m_OverrideDirectionPoint);
960 target_pos = vector.Direction(local_pos, target_pos);
961 particle_ori = target_pos.VectorToAngles();
962 }
963 else
964 {
965 if (m_OverrideDirectionVector != Vector(0, 0, 0))
966 {
967 particle_ori = m_OverrideDirectionVector;
968 }
969
970 if (muzzle_owner.IsInherited(ItemSuppressor))
971 {
972 particle_ori = particle_ori + Vector(0,0,270); // This rotation is necesarry due to suppressors being rotated into ground in their p3d files
973 }
974 }
975
976 return particle_ori;
977 }
978}
979
980// FIRE particles
981class WeaponParticlesOnFire : WeaponParticlesBase {}
982
983// BULLET EJECT particles
984class WeaponParticlesOnBulletCasingEject : WeaponParticlesBase {}
985
986// OVERHEATING particles
987class WeaponParticlesOnOverheating: WeaponParticlesBase
988{
989 override void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
990 {
991 muzzle_owner.RegisterOverheatingParticle(p, m_OnlyWithinOverheatLimitsMin, m_OnlyWithinOverheatLimitsMax, p.GetParticleID(), muzzle_owner, p.m_DefaultPos, p.m_DefaultOri );
992 }
993
994 override void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
995 {
996 if ( !g_Game.IsServer() || !g_Game.IsMultiplayer() )
997 {
998 weapon.KillAllOverheatingParticles();
999 }
1000 }
1001
1002 override void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
1003 {
1004 OnActivate(weapon, 0, ammoType, muzzle_owner, suppressor, config_to_search);
1005 }
1006}
1007
1009{
1010 Particle m_Particle;
1011 int m_ParticleID;
1013 vector m_LocalPos;
1014 vector m_LocalOri;
1015
1018
1019 void RegisterParticle( Particle p)
1020 {
1021 m_Particle = p;
1022 }
1023
1024 Particle GetParticle()
1025 {
1026 return m_Particle;
1027 }
1028
1029 void SetOverheatingLimitMin(float min)
1030 {
1032 }
1033
1034 void SetOverheatingLimitMax(float max)
1035 {
1037 }
1038
1040 {
1041 return m_OverheatingLimitMin;
1042 }
1043
1045 {
1046 return m_OverheatingLimitMax;
1047 }
1048
1049 void SetParticleParams(int particle_id, Object parent, vector local_pos, vector local_ori)
1050 {
1052 m_Parent = parent;
1053 m_LocalPos = local_pos;
1054 m_LocalOri = local_ori;
1055 }
1056
1057 int GetParticleID()
1058 {
1059 return m_ParticleID;
1060 }
1061
1063 {
1064 return m_Parent;
1065 }
1066
1067 vector GetParticlePos()
1068 {
1069 return m_LocalPos;
1070 }
1071
1072 vector GetParticleOri()
1073 {
1074 return m_LocalOri;
1075 }
1076}
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