DayZ 1.28
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ BoatScript()

void BoatScript::BoatScript ( )
inlineprotected

См. определение в файле BoatScript.c строка 90

91 {
92#ifdef DIAG_DEVELOPER
93 _boat = this;
94#endif
95
96 SetEventMask(EntityEvent.POSTSIMULATE);
97 SetEventMask(EntityEvent.FRAME);
98
101
102 RegisterNetSyncVariableBool("m_PlaySoundEngineStopNoFuel");
103 RegisterNetSyncVariableBool("m_PlaySoundPushBoat");
104 RegisterNetSyncVariableBoolSignal("m_PlaySoundImpactLight");
105 RegisterNetSyncVariableBoolSignal("m_PlaySoundImpactHeavy");
106
107 m_SoundImpactHeavy = "boat_01_hit_light_SoundSet";
108 m_SoundImpactLight = "boat_01_hit_heavy_SoundSet";
109 m_SoundPushBoat = "boat_01_push_SoundSet";
110 m_SoundWaterSplash = "boat_01_splash_SoundSet";
111 m_SoundEngineStart = "boat_01_engine_start_SoundSet";
112 m_SoundEngineStop = "boat_01_engine_stop_SoundSet";
113 m_SoundEngineStartNoFuel = "boat_01_engine_start_no_fuel_SoundSet";
114 m_SoundEngineStopNoFuel = "boat_01_engine_stop_no_fuel_SoundSet";
115
116 if (GetGame().IsServer())
117 {
118 m_DecayTimer = new Timer( CALL_CATEGORY_SYSTEM );
119 m_DecayTimer.Run(DECAY_TICK_FREQUENCY, this, "DecayHealthTick", NULL, true);
120 }
121
122 if (GetGame().IsDedicatedServer())
123 return;
124
126 m_WaterEffects[EBoatEffects.PTC_BACK] = new EffectBoatWaterBack();
129
130 if (MemoryPointExists("ptcFxFront"))
131 m_WaterEffects[EBoatEffects.PTC_FRONT].AttachTo(this, GetMemoryPointPos("ptcFxFront"));
132
133 if (MemoryPointExists("ptcFxBack"))
134 m_WaterEffects[EBoatEffects.PTC_BACK].AttachTo(this, GetMemoryPointPos("ptcFxBack"));
135
136 if (MemoryPointExists("ptcFxSide1"))
137 m_WaterEffects[EBoatEffects.PTC_SIDE_L].AttachTo(this, GetMemoryPointPos("ptcFxSide1"));
138
139 if (MemoryPointExists("ptcFxSide2"))
140 m_WaterEffects[EBoatEffects.PTC_SIDE_R].AttachTo(this, GetMemoryPointPos("ptcFxSide2"));
141 }
EBoatEffects
Определения BoatScript.c:2
void EffectBoatWaterFront()
Определения BoatWaterEffects.c:14
void EffectBoatWaterSide()
Определения BoatWaterEffects.c:203
ref EffectBoatWaterBase m_WaterEffects[4]
Определения BoatScript.c:64
string m_SoundEngineStopNoFuel
Определения BoatScript.c:82
string m_SoundPushBoat
Определения BoatScript.c:77
ref Timer m_DecayTimer
Определения BoatScript.c:60
string m_SoundImpactHeavy
Определения BoatScript.c:76
string m_SoundWaterSplash
Определения BoatScript.c:78
string m_SoundImpactLight
Определения BoatScript.c:75
string m_SoundEngineStart
Определения BoatScript.c:79
bool m_PlaySoundImpactLight
Определения BoatScript.c:69
const float DECAY_TICK_FREQUENCY
Определения BoatScript.c:45
bool m_PlaySoundImpactHeavy
Определения BoatScript.c:70
string m_SoundEngineStop
Определения BoatScript.c:80
string m_SoundEngineStartNoFuel
Определения BoatScript.c:81
proto native CGame GetGame()
EntityEvent
Entity events for event-mask, or throwing event from code.
Определения EnEntity.c:45
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8

Перекрестные ссылки CALL_CATEGORY_SYSTEM, DECAY_TICK_FREQUENCY, EffectBoatWaterFront(), EffectBoatWaterSide(), GetGame(), m_DecayTimer, m_PlaySoundImpactHeavy, m_PlaySoundImpactLight, m_SoundEngineStart, m_SoundEngineStartNoFuel, m_SoundEngineStop, m_SoundEngineStopNoFuel, m_SoundImpactHeavy, m_SoundImpactLight, m_SoundPushBoat, m_SoundWaterSplash и m_WaterEffects.