DayZ 1.26
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Файл LargeTent.c

См. исходные тексты.

Перечисления

enum  SoundTypeTent { REPACK = 1 , NONE = 0 }
 

Функции

void LargeTent ()
 
void ~LargeTent ()
 
override void OnRPC (PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
 
void PlayRepackingLoopSound ()
 
void StopRepackingLoopSound ()
 
override void EEInit ()
 
override void OnItemLocationChanged (EntityAI old_owner, EntityAI new_owner)
 
override string GetSoundOpen ()
 
override string GetSoundClose ()
 
override string GetSoundOpenWindow ()
 
override string GetSoundCloseWindow ()
 
override bool HasClutterCutter ()
 
override string GetClutterCutter ()
 
override void OnPlacementComplete (Man player, vector position="0 0 0", vector orientation="0 0 0")
 
override string GetDeploySoundset ()
 
override string GetLoopDeploySoundset ()
 

Переменные

enum SoundTypeTent m_RepackingLoopSound
 

Перечисления

◆ SoundTypeTent

Элементы перечислений
REPACK 
NONE 
2{
3 REPACK = 1,
4 NONE = 0,
5}
@ REPACK
Definition LargeTent.c:3
@ NONE
Definition LargeTent.c:4

Функции

◆ EEInit()

override void EEInit ( )
87 {
88 super.EEInit();
89 }
Definition EntityAI.c:95

◆ GetClutterCutter()

override string GetClutterCutter ( )
122 {
123 return "LargeTentClutterCutter";
124 }

◆ GetDeploySoundset()

override string GetDeploySoundset ( )
147 {
148 return "placeLargeTent_SoundSet";
149 }

◆ GetLoopDeploySoundset()

override string GetLoopDeploySoundset ( )
152 {
153 return "largetent_deploy_SoundSet";
154 }

◆ GetSoundClose()

override string GetSoundClose ( )
102 {
103 return "LargeTent_Door_Close_SoundSet";
104 }

◆ GetSoundCloseWindow()

override string GetSoundCloseWindow ( )
112 {
113 return "LargeTent_Window_Close_SoundSet";
114 }

◆ GetSoundOpen()

override string GetSoundOpen ( )
97 {
98 return "LargeTent_Door_Open_SoundSet";
99 }

◆ GetSoundOpenWindow()

override string GetSoundOpenWindow ( )
107 {
108 return "LargeTent_Window_Open_SoundSet";
109 }

◆ HasClutterCutter()

override bool HasClutterCutter ( )
117 {
118 return true;
119 }

◆ LargeTent()

void LargeTent ( )
12 {
13 m_ToggleAnimations.Insert( new ToggleAnimations("EntranceO", "EntranceC", OPENING_0), 0 );
14 m_ToggleAnimations.Insert( new ToggleAnimations("Window1O", "Window1C", OPENING_1), 0 );
15 m_ToggleAnimations.Insert( new ToggleAnimations("Window2O", "Window2C", OPENING_2), 0 );
16 m_ToggleAnimations.Insert( new ToggleAnimations("Window3O", "Window3C", OPENING_3), 0 );
17 m_ToggleAnimations.Insert( new ToggleAnimations("Window4O", "Window4C", OPENING_4), 0 );
18 m_ToggleAnimations.Insert( new ToggleAnimations("Window5O", "Window5C", OPENING_5), 0 );
19 m_ToggleAnimations.Insert( new ToggleAnimations("Window6O", "Window6C", OPENING_6), 0 );
20 m_ToggleAnimations.Insert( new ToggleAnimations("Window7O", "Window7C", OPENING_7), 0 );
21
22 m_ShowAnimationsWhenPitched.Insert( "Body" );
23 /*m_ShowAnimationsWhenPitched.Insert( "EntranceO" );
24 m_ShowAnimationsWhenPitched.Insert( "Window1O" );
25 m_ShowAnimationsWhenPitched.Insert( "Window2O" );
26 m_ShowAnimationsWhenPitched.Insert( "Window3O" );
27 m_ShowAnimationsWhenPitched.Insert( "Window4O" );
28 m_ShowAnimationsWhenPitched.Insert( "Window5O" );
29 m_ShowAnimationsWhenPitched.Insert( "Window6O" );
30 m_ShowAnimationsWhenPitched.Insert( "Window7O" );*/
31 m_ShowAnimationsWhenPitched.Insert( "Pack" );
32
33 m_ShowAnimationsWhenPacked.Insert( "Inventory" );
34
35 m_HalfExtents = Vector(2.2, 0.3, 1.9);
36 }
Container_Base m_HalfExtents
Definition ToggleSelections.c:2
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Перекрестные ссылки m_HalfExtents и Vector().

◆ OnItemLocationChanged()

override void OnItemLocationChanged ( EntityAI old_owner,
EntityAI new_owner )
92 {
93 super.OnItemLocationChanged(old_owner, new_owner);
94 }

◆ OnPlacementComplete()

override void OnPlacementComplete ( Man player,
vector position = "0 0 0",
vector orientation = "0 0 0" )
131 {
132 super.OnPlacementComplete( player, position, orientation );
133
134 PlayerBase pb = PlayerBase.Cast( player );
135
136 if ( GetGame().IsServer() )
137 {
138 if ( !m_ClutterCutter )
139 {
140 m_ClutterCutter = GetGame().CreateObjectEx( "LargeTentClutterCutter", pb.GetLocalProjectionPosition(), ECE_PLACE_ON_SURFACE );
141 m_ClutterCutter.SetOrientation( pb.GetLocalProjectionOrientation() );
142 }
143 }
144 }
const int ECE_PLACE_ON_SURFACE
Definition CentralEconomy.c:37
Object m_ClutterCutter
Definition FireplaceBase.c:205
Definition PlayerBaseClient.c:2
proto native CGame GetGame()

Перекрестные ссылки ECE_PLACE_ON_SURFACE, GetGame() и m_ClutterCutter.

◆ OnRPC()

override void OnRPC ( PlayerIdentity sender,
int rpc_type,
ParamsReadContext ctx )
44 {
45 super.OnRPC(sender, rpc_type, ctx);
46
47 Param1<bool> p = new Param1<bool>(false);
48
49 if (ctx.Read(p))
50 {
51 bool play = p.param1;
52 }
53
54 switch (rpc_type)
55 {
56 case SoundTypeTent.REPACK:
57
58 if ( play )
59 {
61 }
62
63 if ( !play )
64 {
66 }
67
68 break;
69 }
70 }
void StopRepackingLoopSound()
Definition LargeTent.c:80
SoundTypeTent
Definition LargeTent.c:2
void PlayRepackingLoopSound()
Definition LargeTent.c:72

Перекрестные ссылки PlayRepackingLoopSound() и StopRepackingLoopSound().

◆ PlayRepackingLoopSound()

void PlayRepackingLoopSound ( )
73 {
74 if ( !m_RepackingLoopSound || !m_RepackingLoopSound.IsSoundPlaying() )
75 {
76 m_RepackingLoopSound = SEffectManager.PlaySound( "largetent_deploy_SoundSet", GetPosition(), 0.5, 0.5 );
77 }
78 }
enum SoundTypeTent m_RepackingLoopSound
class JsonUndergroundAreaTriggerData GetPosition
Definition UndergroundAreaLoader.c:9
Manager class for managing Effect (EffectParticle, EffectSound)
Definition EffectManager.c:6
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
Definition EffectManager.c:169

Перекрестные ссылки GetPosition, m_RepackingLoopSound и SEffectManager::PlaySound().

Используется в OnRPC().

◆ StopRepackingLoopSound()

void StopRepackingLoopSound ( )
81 {
82 m_RepackingLoopSound.SetSoundFadeOut(0.5);
83 m_RepackingLoopSound.SoundStop();
84 }

Перекрестные ссылки m_RepackingLoopSound.

Используется в OnRPC().

◆ ~LargeTent()

39 {
41 }
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Definition EffectManager.c:271

Перекрестные ссылки SEffectManager::DestroyEffect() и m_RepackingLoopSound.

Переменные

◆ m_RepackingLoopSound