DayZ 1.27
DayZ Explorer by KGB
 
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Bonfire.c
См. документацию.
1class Bonfire extends BuildingSuper
2{
4 const float PARAM_HEAT_RADIUS = 15;
5 const float PARAM_FULL_HEAT_RADIUS = 5;
7 const float CONST_FIRE_TEMP = 1000;
8
9 protected BonfireLight m_Light;
13
14 //Heating related variables
16
17 // UniversalTemperatureSource
20 protected ref UniversalTemperatureSourceLambdaConstant m_UTSLBonfire;
21
22 override void EEInit()
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 {
60 m_UTSSettings.m_Updateable = true;
65
66 m_UTSLBonfire = new UniversalTemperatureSourceLambdaConstant();
68 m_UTSource.SetActive(true);
69 }
70 }
71
72 override void EEDelete(EntityAI parent)
73 {
74 super.EEDelete(parent);
75
76 #ifndef SERVER
77 // outside of bubble - do effects cleanup (light, particles, sound)
78
79 // light
80 if (m_Light)
81 {
82 m_Light.FadeOut();
83 }
84
85 // particles
87 {
88 m_ParticleSmoke.Stop();
89 }
90
92 {
93 m_ParticleFire.Stop();
94 }
95
96 // sounds
98 {
99 m_SoundFireLoop.SoundStop();
100 }
101 #endif
102
103 if (GetGame().IsServer() || !GetGame().IsMultiplayer())
104 {
105 m_UTSource.SetActive(false);
106 }
107 }
108
110 protected void BonfireHeating() {};
111}
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
Определения ParticleManager.c:88
void BonfireHeating()
DEPRECATED.
Определения Bonfire.c:110
const float CONST_FIRE_TEMP
maximum value for temperature that will be transfered to player (environment)
Определения Bonfire.c:7
ref Timer m_BonfireHeatingTimer
Определения Bonfire.c:15
const float PARAM_MAX_TRANSFERED_TEMPERATURE
Определения Bonfire.c:6
Particle m_ParticleSmoke
Определения Bonfire.c:11
BonfireLight m_Light
Определения Bonfire.c:9
override void EEInit()
Определения Bonfire.c:22
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
override void EEDelete(EntityAI parent)
Определения Bonfire.c:72
ref UniversalTemperatureSourceSettings m_UTSSettings
Определения Bonfire.c:19
Определения FuelStation.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
Legacy way of using particles in the game.
Определения Particle.c:7
static const int BONFIRE_SMOKE
Определения ParticleList.c:293
static const int BONFIRE_FIRE
Определения ParticleList.c:292
Определения ParticleList.c:12
Определения DayZPlayerImplement.c:63
original Timer deletes m_params which is unwanted
Определения UniversalTemperatureSource.c:38
proto native CGame GetGame()
static const float ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE
Определения constants.c:806
proto native vector Vector(float x, float y, float z)
Vector constructor from components.