DayZ 1.27
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◆ EEInit()

override void BuildingSuper::EEInit ( )
inlineprotected

См. определение в файле Bonfire.c строка 22

23 {
24 super.EEInit();
25
26 #ifndef SERVER
27 // object creation - create effects (light, particles, sound)
28
29 // light
30 if (!m_Light)
31 {
32 m_Light = BonfireLight.Cast(ScriptedLightBase.CreateLight(BonfireLight, Vector(0,0,0), 1));
33 m_Light.AttachOnMemoryPoint(this, m_Light.m_MemoryPoint);
34 m_Light.FadeBrightnessTo(m_Light.m_FireBrightness, 0);
35 m_Light.FadeRadiusTo(m_Light.m_FireRadius, 0);
36 }
37
38 // particles
39 if (!m_ParticleSmoke)
40 {
41 m_ParticleSmoke = ParticleManager.GetInstance().PlayOnObject(ParticleList.BONFIRE_SMOKE, this, GetMemoryPointPos("bonfire_smoke"), Vector(0,0,0), true);
42 }
43
44 if (!m_ParticleFire)
45 {
46 m_ParticleFire = ParticleManager.GetInstance().PlayOnObject(ParticleList.BONFIRE_FIRE, this, GetMemoryPointPos("bonfire_fire"), Vector(0,0,0), true);
47 }
48
49 // sounds
50 if (!m_SoundFireLoop)
51 {
52 PlaySoundSetLoop(m_SoundFireLoop, "HeavyFire_SoundSet", 1.0, 2.0);
53 }
54 #endif
55
56 if (GetGame().IsServer() || !GetGame().IsMultiplayer())
57 {
58 m_UTSSettings = new UniversalTemperatureSourceSettings();
61 m_UTSSettings.m_TemperatureItemCap = GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE;
65
66 m_UTSLBonfire = new UniversalTemperatureSourceLambdaConstant();
67 m_UTSource = new UniversalTemperatureSource(this, m_UTSSettings, m_UTSLBonfire);
68 m_UTSource.SetActive(true);
69 }
70 }
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
Определения ParticleManager.c:88
const float PARAM_MAX_TRANSFERED_TEMPERATURE
Определения Bonfire.c:6
Particle m_ParticleSmoke
Определения Bonfire.c:11
const float TIMER_HEATING_UPDATE_INTERVAL
Определения Bonfire.c:3
ref UniversalTemperatureSource m_UTSource
DEPRECATED.
Определения Bonfire.c:18
ref UniversalTemperatureSourceLambdaConstant m_UTSLBonfire
Определения Bonfire.c:20
const float PARAM_HEAT_RADIUS
Определения Bonfire.c:4
Particle m_ParticleFire
Определения Bonfire.c:10
const float PARAM_FULL_HEAT_RADIUS
Определения Bonfire.c:5
EffectSound m_SoundFireLoop
Определения Bonfire.c:12
ref UniversalTemperatureSourceSettings m_UTSSettings
Определения Bonfire.c:19
BuoyLight m_Light
Определения Land_Buoy.c:3
static Particle PlayOnObject(int particle_id, Object parent_obj, vector local_pos="0 0 0", vector local_ori="0 0 0", bool force_world_rotation=false)
Creates a particle emitter, attaches it on the given object and activates it.
Определения Particle.c:152
bool m_Updateable
UTS will be inactive on temperature < to this value.
Определения UniversalTemperatureSource.c:14
float m_RangeFull
temperature cap that will limit the return value from GetTemperature method
Определения UniversalTemperatureSource.c:7
float m_TemperatureCap
used to determine speed of temperature change, and some temperature subsystems
Определения UniversalTemperatureSource.c:6
float m_RangeMax
range where the full temperature is given to receiver
Определения UniversalTemperatureSource.c:8
float m_TemperatureItemCap
how often the Update is ticking
Определения UniversalTemperatureSource.c:4
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Перекрестные ссылки ParticleList::BONFIRE_FIRE, ParticleList::BONFIRE_SMOKE, GetGame(), GameConstants::ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE, m_Light, m_ParticleFire, m_ParticleSmoke, m_SoundFireLoop, m_UTSLBonfire, m_UTSource, m_UTSSettings, PARAM_FULL_HEAT_RADIUS, PARAM_HEAT_RADIUS, PARAM_MAX_TRANSFERED_TEMPERATURE, ParticleManager(), TIMER_HEATING_UPDATE_INTERVAL и Vector().