DayZ
1.30
DayZ Explorer by KGB
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CrashBase.c
См. документацию.
1
class
CrashBase
extends
House
2
{
3
Particle
m_ParticleEfx
;
4
static
bool
m_Init
=
Init
();
5
6
static
bool
Init
()
7
{
8
CrashSoundSets
.
RegisterSoundSet
(
"HeliCrash_Distant_SoundSet"
);
9
CrashSoundSets
.
RegisterSoundSet
(
"SledgeCrash_Distant_SoundSet"
);
10
CrashSoundSets
.
RegisterSoundSet
(
"HeliCrash_big_SoundSet"
);
11
CrashSoundSets
.
RegisterSoundSet
(
"HeliCrash_big_no_explosions_SoundSet"
);
12
return
true
;
13
}
14
15
override
void
EEOnCECreate
()
16
{
17
super.EEOnCECreate();
18
RequestSoundEvent
();
19
}
20
21
void
RequestSoundEvent
()
22
{
23
Param3<bool, vector, int> playSound =
new
Param3<bool, vector, int>(
true
,
GetPosition
(),
GetSoundSet
().Hash());
24
g_Game
.RPCSingleParam( null,
ERPCs
.RPC_SOUND_HELICRASH, playSound,
true
);
25
}
26
27
// needs to have the soundset registered in CrashBase.Init()
28
string
GetSoundSet
()
29
{
30
return
"HeliCrash_Distant_SoundSet"
;
31
}
32
33
override
void
EEInit
()
34
{
35
super.EEInit();
36
//Setup for local sound tests
37
#ifdef DEVELOPER
38
if
( !
g_Game
.IsMultiplayer() )
39
{
40
EffectSound
eff =
SEffectManager
.
PlaySound
(
GetSoundSet
(),
GetPosition
(), 0.1, 0.1 );
41
eff.
SetAutodestroy
(
true
);
42
}
43
#endif
44
}
45
46
override
void
EEDelete
(
EntityAI
parent)
47
{
48
if
( !
g_Game
.IsHeadlessOrDedicatedServer() )
49
{
50
if
(
m_ParticleEfx
)
51
m_ParticleEfx
.Stop();
52
}
53
}
54
};
g_Game
DayZGame g_Game
Определения
DayZGame.c:4074
Init
override Widget Init()
Определения
DayZGame.c:127
ERPCs
ERPCs
Определения
ERPCs.c:2
CrashBase::GetSoundSet
override string GetSoundSet()
Определения
Wreck_Chinook.c:11
CrashBase
Определения
Wreck_Chinook.c:2
CrashSoundSets::RegisterSoundSet
static void RegisterSoundSet(string sound_set)
Определения
DayZGame.c:48
CrashSoundSets
Определения
DayZGame.c:45
EffectSound::SetAutodestroy
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
Определения
EffectSound.c:607
EffectSound
Wrapper class for managing sound through SEffectManager.
Определения
EffectSound.c:5
EntityAI
Определения
3_Game/DayZ/Entities/InventoryItem.c:2
House::EEInit
override void EEInit()
Определения
CrashBase.c:33
House::House
void House()
Определения
4_World/DayZ/Entities/Game/Super/Building.c:382
House::RequestSoundEvent
void RequestSoundEvent()
Определения
CrashBase.c:21
House::EEOnCECreate
override void EEOnCECreate()
Определения
CrashBase.c:15
House::Init
static bool Init()
Определения
CrashBase.c:6
House::EEDelete
override void EEDelete(EntityAI parent)
Определения
CrashBase.c:46
House::m_Init
static bool m_Init
Определения
CrashBase.c:4
House::m_ParticleEfx
Particle m_ParticleEfx
Определения
CrashBase.c:3
House::GetSoundSet
string GetSoundSet()
Определения
CrashBase.c:28
Particle
Legacy way of using particles in the game.
Определения
Particle.c:7
SEffectManager::PlaySound
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
Определения
EffectManager.c:178
SEffectManager
Manager class for managing Effect (EffectParticle, EffectSound)
Определения
EffectManager.c:6
GetPosition
vector GetPosition()
Get the world position of the Effect.
Определения
Effect.c:473
Ishodniki
scripts
4_World
DayZ
Entities
Building
CrashBase.c
Создано системой
1.13.2