DayZ 1.27
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◆ BoatScript()

void BoatScript::BoatScript ( )
inlineprotected

См. определение в файле BoatScript.c строка 79

80 {
81#ifdef DIAG_DEVELOPER
82 _boat = this;
83#endif
84
85 SetEventMask(EntityEvent.POSTSIMULATE);
86 SetEventMask(EntityEvent.FRAME);
87
90
91 RegisterNetSyncVariableBool("m_PlaySoundEngineStopNoFuel");
92 RegisterNetSyncVariableBool("m_PlaySoundPushBoat");
93 RegisterNetSyncVariableBoolSignal("m_PlaySoundImpactLight");
94 RegisterNetSyncVariableBoolSignal("m_PlaySoundImpactHeavy");
95
96 m_SoundImpactHeavy = "boat_01_hit_light_SoundSet";
97 m_SoundImpactLight = "boat_01_hit_heavy_SoundSet";
98 m_SoundPushBoat = "boat_01_push_SoundSet";
99 m_SoundWaterSplash = "boat_01_splash_SoundSet";
100 m_SoundEngineStart = "boat_01_engine_start_SoundSet";
101 m_SoundEngineStop = "boat_01_engine_stop_SoundSet";
102 m_SoundEngineStartNoFuel = "boat_01_engine_start_no_fuel_SoundSet";
103 m_SoundEngineStopNoFuel = "boat_01_engine_stop_no_fuel_SoundSet";
104
105 if (GetGame().IsServer())
106 {
107 m_DecayTimer = new Timer( CALL_CATEGORY_SYSTEM );
108 m_DecayTimer.Run(DECAY_TICK_FREQUENCY, this, "DecayHealthTick", NULL, true);
109 }
110
111 if (GetGame().IsDedicatedServer())
112 return;
113
115 m_WaterEffects[EBoatEffects.PTC_BACK] = new EffectBoatWaterBack();
118
119 if (MemoryPointExists("ptcFxFront"))
120 m_WaterEffects[EBoatEffects.PTC_FRONT].AttachTo(this, GetMemoryPointPos("ptcFxFront"));
121
122 if (MemoryPointExists("ptcFxBack"))
123 m_WaterEffects[EBoatEffects.PTC_BACK].AttachTo(this, GetMemoryPointPos("ptcFxBack"));
124
125 if (MemoryPointExists("ptcFxSide1"))
126 m_WaterEffects[EBoatEffects.PTC_SIDE_L].AttachTo(this, GetMemoryPointPos("ptcFxSide1"));
127
128 if (MemoryPointExists("ptcFxSide2"))
129 m_WaterEffects[EBoatEffects.PTC_SIDE_R].AttachTo(this, GetMemoryPointPos("ptcFxSide2"));
130 }
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:53
string m_SoundEngineStopNoFuel
Определения BoatScript.c:71
string m_SoundPushBoat
Определения BoatScript.c:66
ref Timer m_DecayTimer
Определения BoatScript.c:49
string m_SoundImpactHeavy
Определения BoatScript.c:65
string m_SoundWaterSplash
Определения BoatScript.c:67
string m_SoundImpactLight
Определения BoatScript.c:64
string m_SoundEngineStart
Определения BoatScript.c:68
bool m_PlaySoundImpactLight
Определения BoatScript.c:58
const float DECAY_TICK_FREQUENCY
Определения BoatScript.c:34
bool m_PlaySoundImpactHeavy
Определения BoatScript.c:59
string m_SoundEngineStop
Определения BoatScript.c:69
string m_SoundEngineStartNoFuel
Определения BoatScript.c:70
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 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.