DayZ 1.30
DayZ Explorer by KGB
 
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VehicleHornComponent.c
См. документацию.
2{
3 const int OFF = 0;
4 const int SHORT = 1;
5 const int LONG = 2;
6
7 const int COUNT = 3;
8}
9
11{
13
14 protected int m_Mode;
16
17 protected ref NoiseParams m_NoisePar;
19
21
23
24 void VehicleHornComponent(notnull EntityAI parent)
25 {
26 m_Parent = parent;
27
29 }
30
35
36 void RegisterSound(int mode, string soundSet)
37 {
38 m_SoundToModeMap.Set(mode, soundSet);
39 }
40
41 void SetMode(int mode)
42 {
43 m_Mode = mode;
44
45 if (g_Game.IsServer())
46 {
47 m_Parent.SetSynchDirty();
50 else
52 }
53 }
54
56 {
57 switch (m_Mode)
58 {
60 m_Parent.PlaySoundSet(m_SoundEffect, m_SoundToModeMap[VehicleHornMode.SHORT], 0, 0, false);
61 break;
62
65 break;
66
67 default:
69 break;
70 }
71 }
72
73 void Cleanup(EffectSound sound)
74 {
76 }
77
78 protected bool InitializeNoiseSystem()
79 {
80 if (g_Game.IsServer())
81 {
82 m_NoiseSystem = g_Game.GetNoiseSystem();
84 {
85 m_NoisePar = new NoiseParams();
86 m_NoisePar.LoadFromPath("cfgVehicles " + m_Parent.GetType() + " NoiseCarHorn");
87
88 return true;
89 }
90 }
91
92 return false;
93 }
94
95 protected void GenerateHornAINoise(int hornType)
96 {
97 if (hornType != VehicleHornMode.OFF)
98 {
100 {
101 float noiseMultiplier = 1.0;
102 if (hornType == VehicleHornMode.LONG)
103 noiseMultiplier = 2.0;
104
105 // weather dampening is now done engine-side
106
107 m_NoiseSystem.AddNoiseTarget(m_Parent.GetPosition(), 5, m_NoisePar, noiseMultiplier);
108 }
109 }
110 }
111}
ref NoiseParams m_NoisePar
Определения ActionOpenDoors.c:104
Entity m_Parent
Определения CachedEquipmentStorageBase.c:17
DayZGame g_Game
Определения DayZGame.c:4074
class NoiseSystem NoiseParams()
Определения Noise.c:18
int m_Mode
Определения VehicleHornComponent.c:14
bool m_NoiseSystemInitialized
Определения VehicleHornComponent.c:15
ref map< int, string > m_SoundToModeMap
Определения VehicleHornComponent.c:22
NoiseSystem m_NoiseSystem
Определения VehicleHornComponent.c:18
void ~VehicleHornComponent()
Определения VehicleHornComponent.c:31
void HandleSound()
Определения VehicleHornComponent.c:55
void GenerateHornAINoise(int hornType)
Определения VehicleHornComponent.c:95
void RegisterSound(int mode, string soundSet)
Определения VehicleHornComponent.c:36
void SetMode(int mode)
Определения VehicleHornComponent.c:41
bool InitializeNoiseSystem()
Определения VehicleHornComponent.c:78
void VehicleHornComponent(notnull EntityAI parent)
Определения VehicleHornComponent.c:24
ref EffectSound m_SoundEffect
Определения VehicleHornComponent.c:20
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
static void Cleanup()
Определения PPERequesterBank.c:63
TODO doc.
Определения EnScript.c:118
Определения Noise.c:2
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Определения EffectManager.c:280
Manager class for managing Effect (EffectParticle, EffectSound)
Определения EffectManager.c:6
const int LONG
Определения VehicleHornComponent.c:5
const int OFF
Определения VehicleHornComponent.c:3
const int SHORT
Определения VehicleHornComponent.c:4
const int COUNT
Определения VehicleHornComponent.c:7
Определения Transport.c:70