Dayz 1.25
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Файл FireworksBase.c

См. исходные тексты.

Перечисления

enum  EFireworksState {
  DEFAULT , PLACED , IGNITED , FIRING ,
  FINISHED
}
 

Функции

void FireworksBase ()
 
override void EEOnCECreate ()
 
void Init ()
 Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
 
void SetActions ()
 
override bool HasFlammableMaterial ()
 
float GetMaxAllowedWetness ()
 
EFireworksState GetState ()
 returns one of STATE_...
 
void SetState (EFireworksState state)
 
void OnStateChangedServer (EFireworksState currentState)
 
void OnStateChangedClient (EFireworksState currentState)
 
void OnInventoryEnter (Man player)
 
void OnInventoryExit (Man player)
 
void StandUp ()
 
override void OnIgnitedThis (EntityAI fire_source)
 Executed on Server when some item ignited this one.
 
bool CanBeIgnitedBy (EntityAI igniter=NULL)
 
void OnEventServer (int type)
 Called periodically after the entity gets ignited.
 
float GetEventDelay ()
 
void OnVariablesSynchronized ()
 

Переменные

enum EFireworksState m_State
 
EFireworksState m_StatePrev
 
ref Timer m_TimerEvent
 
int m_RandomSeed
 

Перечисления

◆ EFireworksState

Элементы перечислений
DEFAULT 
PLACED 
IGNITED 
FIRING 
FINISHED 
3{
5 PLACED,
7 FIRING,
9}
@ FIRING
Definition FireworksBase.c:7
@ DEFAULT
Definition FireworksBase.c:4
@ IGNITED
Definition FireworksBase.c:6
@ PLACED
Definition FireworksBase.c:5
@ FINISHED
Definition FireworksBase.c:8

Функции

◆ CanBeIgnitedBy()

bool CanBeIgnitedBy ( EntityAI igniter = NULL)
protected
103 {
104 if (GetWet() >= GetMaxAllowedWetness())
105 {
106 return false;
107 }
108
109 if (MiscGameplayFunctions.IsUnderRoofEx(this, 60))
110 {
111 return false;
112 }
113
114 if ((GetState() <= EFireworksState.PLACED) && vector.Dot(vector.Up,GetDirectionUp()) > 0.95)
115 {
116 return true;
117 }
118 return false;
119 }
EFireworksState GetState()
returns one of STATE_...
Definition FireworksBase.c:51
float GetMaxAllowedWetness()
Definition FireworksBase.c:46
EFireworksState
Definition FireworksBase.c:3
override float GetWet()
Definition ItemBase.c:8328
Definition EntityAI.c:95
Definition EnConvert.c:106
static const vector Up
Definition EnConvert.c:107
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
Definition EnConvert.c:271

Перекрестные ссылки vector::Dot(), GetMaxAllowedWetness(), GetState(), GetWet() и vector::Up.

◆ EEOnCECreate()

override void EEOnCECreate ( )
protected
24 {
25 StandUp();
26 }
void StandUp()
Definition FireworksBase.c:87

Перекрестные ссылки StandUp().

◆ FireworksBase()

void FireworksBase ( )
protected
19 {
20 Init();
21 }
void Init()
Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside o...
Definition DayZGame.c:122

Перекрестные ссылки Init().

◆ GetEventDelay()

float GetEventDelay ( )
protected
125 {
126 return 0;
127 }

◆ GetMaxAllowedWetness()

float GetMaxAllowedWetness ( )
protected
47 {
48 return 0.1;
49 }

Используется в CanBeIgnitedBy().

◆ GetState()

EFireworksState GetState ( )
protected

returns one of STATE_...

returns the state of climb (enum value of ClimbStates);

52 {
53 return m_State;
54 }
enum EFireworksState m_State

Перекрестные ссылки m_State.

◆ HasFlammableMaterial()

override bool HasFlammableMaterial ( )
protected
42 {
43 return true;
44 }

◆ Init()

void Init ( )
protected

Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)

pre-init arrays

pre-init arrays

pre-init arrays

pre-init arrays

pre-init arrays

pre-init arrays

pre-init arrays

pre-init arrays

pre-init arrays

pre-init arrays

pre-init arrays

pre-init arrays

pre-init arrays

pre-init arrays

123 {
124 layoutRoot = GetGame().GetWorkspace().CreateWidgets("gui/layouts/dialog_queue_position.layout");
125 m_HintPanel = new UiHintPanelLoading(layoutRoot.FindAnyWidget("hint_frame0"));
126 m_txtPosition = TextWidget.Cast(layoutRoot.FindAnyWidget("txtPosition"));
127 m_txtNote = TextWidget.Cast(layoutRoot.FindAnyWidget("txtNote"));
128 m_btnLeave = ButtonWidget.Cast(layoutRoot.FindAnyWidget("btnLeave"));
129 m_txtNote.Show(true);
130 layoutRoot.FindAnyWidget("notification_root").Show(false);
131
132 #ifdef PLATFORM_CONSOLE
133 layoutRoot.FindAnyWidget("toolbar_bg").Show(true);
134 RichTextWidget toolbar_b = RichTextWidget.Cast(layoutRoot.FindAnyWidget("BackIcon"));
136 #ifdef PLATFORM_XBOX
137 #ifdef BUILD_EXPERIMENTAL
138 layoutRoot.FindAnyWidget("notification_root").Show(true);
139 #endif
140 #endif
141 #endif
142
143 return layoutRoot;
144 }
ref UiHintPanelLoading m_HintPanel
Definition DayZGame.c:701
ButtonWidget m_btnLeave
Definition DayZGame.c:109
class LoginScreenBase extends UIScriptedMenu m_txtPosition
TextWidget m_txtNote
Definition DayZGame.c:108
Definition InputUtils.c:2
static const float ICON_SCALE_TOOLBAR
Definition InputUtils.c:15
static string GetRichtextButtonIconFromInputAction(notnull UAInput pInput, string pLocalizedDescription, int pInputDeviceType=EUAINPUT_DEVICE_CONTROLLER, float pScale=ICON_SCALE_NORMAL, bool pVertical=false)
Definition InputUtils.c:167
Definition gameplay.c:316
Definition EnWidgets.c:220
proto native CGame GetGame()

Перекрестные ссылки AddModifier(), CALL_CATEGORY_GUI, CALL_CATEGORY_SYSTEM, Class::CastTo(), DrawConnectingLines(), UIScriptedMenu::DrawConnectingLines(), FISH_AGILITY, JsonMissionLoaderData::GetData(), GetGame(), CfgGameplayHandler::GetHoldBreathStaminaModifier(), GetPlayer(), InputUtils::GetRichtextButtonIconFromInputAction(), hndDebugPrint(), InputUtils::ICON_SCALE_TOOLBAR, INDEX_NOT_FOUND, INIT_LINE_STRETCH, InitPPEManagerClassMap(), InjectDamageSystemValues(), IsCameraNV(), LogManager::IsInventoryHFSMLogEnable(), ItemOptics::IsNVOptic(), ItemOptics::IsWorking(), LateInit(), m_Back, m_BaseValue, m_btnLeave, m_BurnTimePerFullFuelDose, m_BurnTimePerFullLard, m_BurnTimePerRag, m_ChanceRange, m_context_menu, m_Cooldown, m_CrossHairs, m_Cycler, m_CyclerCatching, m_DrainValvePressureDeanimationSettings, m_DrainValvePressureStageSettings, m_DrainValveWaterStageSettings, m_Duration, m_ExistingPostprocessRequests, m_Exponent, m_FillValvePressureDeanimationSettings, m_FillValvePressureStageSettings, m_FillValveWaterStageSettings, m_FishingTime, m_FishProximity, m_FSwapping, m_FSwappingInst, m_HintPanel, m_Inventory, m_IsFishPulling, m_LastActiveValve, m_ManagerInitialized, m_MaxConsumableFuelQuantity, m_MaxConsumableLardQuantity, m_MissionData, m_MovingTo, m_Multiplier, m_Name, m_Notifiers, m_opticsUsed, m_PipeBrokenParticles, m_PipeSounds, m_Player, m_Pos, m_PPEMaterialUpdateQueueMap, m_pPlayer, m_PressureAnimationRequests, m_PressureDeanimationRequests, m_PressureTimesAccumulated, m_Pull, m_Root, m_StartTimeAdjustment, m_Swapping, m_tab_images, m_TabScript, m_Taking, m_txtNote, m_txtPosition, m_UpdatedMaterials, m_UpdatingRequests, m_ValveManipulatedIndex, m_ValveManipulatedIndexPrev, m_ValveNames, m_ValveParticles, m_ValveStates, m_WaterLevelActual, m_WaterLevelPrev, m_WaterLevelsAvailable, m_WaterLevelSnapshot, m_WaterLevelTimesAccumulated, m_WgtBtnMsnClose, m_WgtBtnMsnPlay, m_WgtLstMsnList, MAX_FISHING_TIME, MIN_FISHING_TIME, path, PIPES_BROKEN_COUNT, Math::RandomInt(), SetCameraNV(), SetCameraNVType(), GameConstants::STAMINA_DRAIN_HOLD_BREATH_DURATION, GameConstants::STAMINA_DRAIN_HOLD_BREATH_EXPONENT, GameConstants::STAMINA_DRAIN_HOLD_BREATH_START, GameConstants::STAMINA_REGEN_COOLDOWN_DEPLETION, Update(), UpdateConstructionParts(), UpdatePlayerStatsValues(), VALVES_COUNT, WL_AVERAGE, WL_MAX и WL_MIN.

Используется в ScriptedWidgetEventHandler::Attach(), PluginBase::CheckInit(), ClockBase(), DayZPlayerCameraBase(), DayZPlayerCameraBase::DayZPlayerCameraIronsights(), DayZPlayerImplementMeleeCombat(), DayZPlayerMeleeFightLogic_LightHeavy(), Environment::Environment(), FireworksBase(), Land_Underground_WaterReservoir(), Link< Class T >::Link(), LoginQueueBase::LoginQueueStatic(), LoginTimeBase::LoginTimeStatic(), ModifiersManager(), NotifiersManager(), ScriptedWidgetEventHandler::OnWidgetScriptInit(), ManBase::PlayerBase(), PlayerStats::PlayerStats(), PPEClassBase::PPEClassBase(), BleedingSourcesManagerBase::Reload(), RemotePlayerStatDebug(), UniversalTemperatureSourceDebug::UniversalTemperatureSource() и DayZInfected::ZombieBase().

◆ OnEventServer()

void OnEventServer ( int type)
protected

Called periodically after the entity gets ignited.

◆ OnIgnitedThis()

override void OnIgnitedThis ( EntityAI fire_source)
protected

Executed on Server when some item ignited this one.

97 {
99 }
void SetState(EFireworksState state)
Definition FireworksBase.c:56

Перекрестные ссылки SetState().

◆ OnInventoryEnter()

void OnInventoryEnter ( Man player)
protected
72 {
73 if (GetState() == EFireworksState.PLACED)
74 {
76 }
77 }

Перекрестные ссылки GetState() и SetState().

◆ OnInventoryExit()

void OnInventoryExit ( Man player)
protected
80 {
81 super.OnInventoryExit(player);
82
83 if (!IsBeingPlaced())
84 StandUp();
85 }
override bool IsBeingPlaced()
Definition ItemBase.c:5658

Перекрестные ссылки IsBeingPlaced() и StandUp().

◆ OnStateChangedClient()

void OnStateChangedClient ( EFireworksState currentState)
protected

Используется в OnVariablesSynchronized().

◆ OnStateChangedServer()

void OnStateChangedServer ( EFireworksState currentState)
protected

Используется в SetState().

◆ OnVariablesSynchronized()

void OnVariablesSynchronized ( )
protected
130 {
131 //Print("new state client: " + m_State);
132 super.OnVariablesSynchronized();
133 if (m_State != m_StatePrev)
134 {
137 }
138 }
EFireworksState m_StatePrev
Definition FireworksBase.c:14
void OnStateChangedClient(EFireworksState currentState)

Перекрестные ссылки m_State, m_StatePrev и OnStateChangedClient().

◆ SetActions()

void SetActions ( )
protected
33 {
34 super.SetActions();
35
37 AddAction(ActionDeployObject);
39 }
ActionLightItemOnFireCB ActionContinuousBaseCB ActionLightItemOnFire()
Definition ActionLightItemOnFire.c:11
void AddAction(typename actionName)
Definition AdvancedCommunication.c:220
Definition ActionTogglePlaceObject.c:2

Перекрестные ссылки ActionLightItemOnFire() и AddAction().

◆ SetState()

void SetState ( EFireworksState state)
protected
57 {
58 if (state != m_StatePrev && GetGame().IsServer())
59 {
60 m_State = state;
61 SetSynchDirty();
64 }
65 }
void OnStateChangedServer(EFireworksState currentState)

Перекрестные ссылки GetGame(), m_State, m_StatePrev и OnStateChangedServer().

◆ StandUp()

void StandUp ( )
protected
88 {
89 if (!IsRuined())
90 {
91 SetOrientation(vector.Zero);
92 }
93 }
static const vector Zero
Definition EnConvert.c:110

Перекрестные ссылки vector::Zero.

Используется в EEOnCECreate() и OnInventoryExit().

Переменные

◆ m_RandomSeed

int m_RandomSeed
protected

◆ m_State

◆ m_StatePrev

EFireworksState m_StatePrev
protected

◆ m_TimerEvent