Dayz 1.25
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Класс TentBase

Закрытые члены

void CarTent ()
 
override void EEInit ()
 
override void OnItemLocationChanged (EntityAI old_owner, EntityAI new_owner)
 
override string GetSoundOpen ()
 
override string GetSoundClose ()
 
override bool HasClutterCutter ()
 
override bool IsDeployable ()
 
override string GetDeploySoundset ()
 
override string GetLoopDeploySoundset ()
 
void MediumTent ()
 
override void EEInit ()
 
override void OnItemLocationChanged (EntityAI old_owner, EntityAI new_owner)
 
override string GetSoundOpen ()
 
override string GetSoundClose ()
 
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 ()
 
void PartyTent ()
 
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 ()
 
override void HandleCamoNetAttachment (bool hide)
 
override void AnimateCamonetToggle (ToggleAnimations toggle)
 
override void AnimateCamonetByOpeningSelection (string opening_selection)
 
void ShelterBase ()
 
override void SetActions ()
 
override void EEInit ()
 
void Deconstruct ()
 
string GetMaterialPath ()
 
string GetShelterVariant ()
 
void SpawnKit ()
 
override bool IsPlayerInside (PlayerBase player, string selection)
 

Закрытые статические данные

static const string SITE_OBJECT_TYPE = "ShelterSite"
 

Подробное описание

Методы

◆ AnimateCamonetByOpeningSelection()

override void AnimateCamonetByOpeningSelection ( string opening_selection)
inlineprivate
144 {
145 string camo = "Camo" + opening_selection.Substring(4,2);
146 SetAnimationPhase(camo,1);
147 }
Definition EntityAI.c:95

Используется в ItemBase::EEHealthLevelChanged().

◆ AnimateCamonetToggle()

override void AnimateCamonetToggle ( ToggleAnimations toggle)
inlineprivate
130 {
131 if (!m_CamoNet)
132 return;
133
134 bool is_closed = m_OpeningMask & toggle.GetOpeningBit();
135 string camo_off = "Camo" + toggle.GetToggleOff().Substring(4,2);
136 string camo_on = "Camo" + toggle.GetToggleOn().Substring(4,2);
137
138 SetAnimationPhase( camo_off, is_closed );
139 SetAnimationPhase( camo_on, !is_closed );
140 }

Используется в ItemBase::ToggleAnimation().

◆ CarTent()

void CarTent ( )
inlineprivate
4 {
5 m_ToggleAnimations.Insert( new ToggleAnimations("EntranceO", "EntranceC", OPENING_0), 0 );
6
7 m_ShowAnimationsWhenPitched.Insert( "Body" );
8 //m_ShowAnimationsWhenPitched.Insert( "EntranceO" );
9 m_ShowAnimationsWhenPitched.Insert( "Pack" );
10
11 m_ShowAnimationsWhenPacked.Insert( "Inventory" );
12
13 m_HalfExtents = Vector(1.8, 0.33, 3.4);
14 }
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().

◆ Deconstruct()

void Deconstruct ( )
inlineprivate
33 {
35 SpawnKit();
36 Delete();
37 }
Definition Construction.c:1221
static void SpawnConstructionMaterialPiles(notnull EntityAI entity, Man player, string cfg_path, string main_part_name, string damagezone_name="", bool is_base=false)
spawns material from any construction; 'player' parameter optional
Definition Construction.c:1223
string GetMaterialPath()
Definition Shelter.c:39
string GetShelterVariant()
Definition Shelter.c:44
void SpawnKit()
Definition Shelter.c:49

Перекрестные ссылки GetMaterialPath(), ShelterBase::GetShelterVariant(), StaticConstructionMethods::SpawnConstructionMaterialPiles() и SpawnKit().

◆ EEInit() [1/3]

override void EEInit ( )
inlineprivate
17 {
18 super.EEInit();
19 }

◆ EEInit() [2/3]

override void EEInit ( )
inlineprivate
17 {
18 super.EEInit();
19 }

◆ EEInit() [3/3]

override void EEInit ( )
inlineprivate
26 {
27 super.EEInit();
28
29 TryPitch(true, true);
30 }

◆ GetClutterCutter() [1/2]

override string GetClutterCutter ( )
inlineprivate
42 {
43 return "MediumTentClutterCutter";
44 }

Используется в ItemBase::OnStoreLoad().

◆ GetClutterCutter() [2/2]

override string GetClutterCutter ( )
inlineprivate
52 {
53 return "LargeTentClutterCutter"; //TODO add custom clutter cutter?
54 }

◆ GetDeploySoundset() [1/3]

override string GetDeploySoundset ( )
inlineprivate
51 {
52 return "placeCarTent_SoundSet";
53 }

◆ GetDeploySoundset() [2/3]

override string GetDeploySoundset ( )
inlineprivate
67 {
68 return "placeMediumTent_SoundSet";
69 }

◆ GetDeploySoundset() [3/3]

override string GetDeploySoundset ( )
inlineprivate
77 {
78 return "placeLargeTent_SoundSet";
79 }

◆ GetLoopDeploySoundset() [1/3]

override string GetLoopDeploySoundset ( )
inlineprivate
56 {
57 return "cartent_deploy_SoundSet";
58 }

Используется в ItemBase::PlayDeployLoopSound().

◆ GetLoopDeploySoundset() [2/3]

override string GetLoopDeploySoundset ( )
inlineprivate
72 {
73 return "mediumtent_deploy_SoundSet";
74 }

◆ GetLoopDeploySoundset() [3/3]

override string GetLoopDeploySoundset ( )
inlineprivate
82 {
83 return "largetent_deploy_SoundSet";
84 }

◆ GetMaterialPath()

string GetMaterialPath ( )
inlineprivate
40 {
41 return string.Format("%1 %2 Construction site %3 Materials", CFG_VEHICLESPATH, SITE_OBJECT_TYPE, GetShelterVariant());
42 }
static const string SITE_OBJECT_TYPE
Definition Shelter.c:3
const string CFG_VEHICLESPATH
Definition constants.c:209

Перекрестные ссылки CFG_VEHICLESPATH, string::Format(), ShelterBase::GetShelterVariant() и SITE_OBJECT_TYPE.

◆ GetShelterVariant()

string GetShelterVariant ( )
inlineprivate
45 {
46 return "";
47 }

◆ GetSoundClose() [1/3]

override string GetSoundClose ( )
inlineprivate
32 {
33 return "CarTent_Door_Close_SoundSet";
34 }

Используется в ItemBase::SoundTentClosePlay().

◆ GetSoundClose() [2/3]

override string GetSoundClose ( )
inlineprivate
32 {
33 return "MediumTent_Door_Close_SoundSet";
34 }

◆ GetSoundClose() [3/3]

override string GetSoundClose ( )
inlineprivate
32 {
33 return "LargeTent_Door_Close_SoundSet";
34 }

◆ GetSoundCloseWindow()

override string GetSoundCloseWindow ( )
inlineprivate
42 {
43 return "LargeTent_Window_Close_SoundSet";
44 }

Используется в ItemBase::SoundTentCloseWindowPlay().

◆ GetSoundOpen() [1/3]

override string GetSoundOpen ( )
inlineprivate
27 {
28 return "CarTent_Door_Open_SoundSet";
29 }

Используется в ItemBase::SoundTentOpenPlay().

◆ GetSoundOpen() [2/3]

override string GetSoundOpen ( )
inlineprivate
27 {
28 return "MediumTent_Door_Open_SoundSet";
29 }

◆ GetSoundOpen() [3/3]

override string GetSoundOpen ( )
inlineprivate
27 {
28 return "LargeTent_Door_Open_SoundSet";
29 }

◆ GetSoundOpenWindow()

override string GetSoundOpenWindow ( )
inlineprivate
37 {
38 return "LargeTent_Window_Open_SoundSet";
39 }

Используется в ItemBase::SoundTentOpenWindowPlay().

◆ HandleCamoNetAttachment()

override void HandleCamoNetAttachment ( bool hide)
inlineprivate
87 {
88 bool is_closed;
89 bool is_ruined;
90 string component;
91 string zone;
92 string camo_off;
93 string camo_on;
95
96 for (int i = 0; i < m_ToggleAnimations.Count(); i++)
97 {
98 toggle = m_ToggleAnimations.GetKey(i);
99 camo_off = "Camo" + toggle.GetToggleOff().Substring(4,2);
100 camo_on = "Camo" + toggle.GetToggleOn().Substring(4,2);
101
102 if (hide)
103 {
104 SetAnimationPhase( camo_off, hide );
105 SetAnimationPhase( camo_on, hide );
106 }
107 else
108 {
109 component = toggle.GetToggleOff(); //either one works
110 component.ToLower();
111 DamageSystem.GetDamageZoneFromComponentName(this,component,zone);
112 is_ruined = GetHealthLevel(zone) == GameConstants.STATE_RUINED;
113 is_closed = m_OpeningMask & toggle.GetOpeningBit();
114
115 if (is_closed)
116 {
117 SetAnimationPhase( camo_on, is_ruined );
118 }
119 else
120 {
121 SetAnimationPhase( camo_off, is_ruined );
122 }
123 }
124 }
125
126 SetAnimationPhase( "Camo_Roof", hide );
127 }
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
Definition constants.c:615
const int STATE_RUINED
Definition constants.c:760

Перекрестные ссылки component и GameConstants::STATE_RUINED.

Используется в ItemBase::EEItemAttached(), ItemBase::EEItemDetached() и ItemBase::RefreshAttachements().

◆ HasClutterCutter() [1/3]

override bool HasClutterCutter ( )
inlineprivate
37 {
38 return false;
39 }

Используется в ItemBase::OnStoreLoad().

◆ HasClutterCutter() [2/3]

override bool HasClutterCutter ( )
inlineprivate
37 {
38 return true;
39 }

◆ HasClutterCutter() [3/3]

override bool HasClutterCutter ( )
inlineprivate
47 {
48 return true;
49 }

◆ IsDeployable()

override bool IsDeployable ( )
inlineprivate
46 {
47 return true;
48 }

◆ IsPlayerInside()

override bool IsPlayerInside ( PlayerBase player,
string selection )
inlineprivate
56 {
57 vector player_pos = player.GetPosition();
59 vector ref_dir = GetDirection();
60 ref_dir[1] = 0;
61 ref_dir.Normalize();
62
63 vector x[2];
64 vector b1,b2;
65 GetCollisionBox(x);
66 b1 = x[0];
67 b2 = x[1];
68
70 dir_to_shelter[1] = 0;
71 float len = dir_to_shelter.Length();
72
73 dir_to_shelter.Normalize();
74
75 vector ref_dir_angle = ref_dir.VectorToAngles();
78
79 vector test_position = test_angles.AnglesToVector() * len;
80
81 if (test_position[0] < b1[0] || test_position[0] > b2[0] || test_position[2] < 0.2 || test_position[2] > 2.2 )
82 {
83 return false;
84 }
85 else
86 {
87 return true;
88 }
89 }
Icon x
class JsonUndergroundAreaTriggerData GetPosition
Definition UndergroundAreaLoader.c:9
Definition EnConvert.c:106

Перекрестные ссылки GetPosition и x.

◆ MediumTent()

void MediumTent ( )
inlineprivate
4 {
5 m_ToggleAnimations.Insert( new ToggleAnimations("EntranceO", "EntranceC", OPENING_0), 0 );
6
7 m_ShowAnimationsWhenPitched.Insert( "Body" );
8 //m_ShowAnimationsWhenPitched.Insert( "EntranceO" );
9 m_ShowAnimationsWhenPitched.Insert( "Pack" );
10
11 m_ShowAnimationsWhenPacked.Insert( "Inventory" );
12
13 m_HalfExtents = Vector(0.8, 0.15, 1.3);
14 }

Перекрестные ссылки m_HalfExtents и Vector().

◆ OnItemLocationChanged() [1/2]

override void OnItemLocationChanged ( EntityAI old_owner,
EntityAI new_owner )
inlineprivate
22 {
23 super.OnItemLocationChanged(old_owner, new_owner);
24 }

◆ OnItemLocationChanged() [2/2]

override void OnItemLocationChanged ( EntityAI old_owner,
EntityAI new_owner )
inlineprivate
22 {
23 super.OnItemLocationChanged(old_owner, new_owner);
24 }

◆ OnPlacementComplete() [1/2]

override void OnPlacementComplete ( Man player,
vector position = "0 0 0",
vector orientation = "0 0 0" )
inlineprivate
51 {
52 super.OnPlacementComplete( player, position, orientation );
53
55
56 if ( GetGame().IsServer() )
57 {
58 if ( !m_ClutterCutter )
59 {
60 m_ClutterCutter = GetGame().CreateObjectEx( "MediumTentClutterCutter", pb.GetLocalProjectionPosition(), ECE_PLACE_ON_SURFACE );
61 m_ClutterCutter.SetOrientation( pb.GetLocalProjectionOrientation() );
62 }
63 }
64 }
const int ECE_PLACE_ON_SURFACE
Definition CentralEconomy.c:37
Object m_ClutterCutter
Definition FireplaceBase.c:211
Definition PlayerBaseClient.c:2
proto native CGame GetGame()

Перекрестные ссылки ECE_PLACE_ON_SURFACE, GetGame() и m_ClutterCutter.

◆ OnPlacementComplete() [2/2]

override void OnPlacementComplete ( Man player,
vector position = "0 0 0",
vector orientation = "0 0 0" )
inlineprivate
61 {
62 super.OnPlacementComplete( player, position, orientation );
63
65
66 if ( GetGame().IsServer() )
67 {
68 if ( !m_ClutterCutter )
69 {
70 m_ClutterCutter = GetGame().CreateObjectEx( "LargeTentClutterCutter", pb.GetLocalProjectionPosition(), ECE_PLACE_ON_SURFACE );
71 m_ClutterCutter.SetOrientation( pb.GetLocalProjectionOrientation() );
72 }
73 }
74 }

Перекрестные ссылки ECE_PLACE_ON_SURFACE, GetGame() и m_ClutterCutter.

◆ PartyTent()

void PartyTent ( )
inlineprivate
4 {
5 m_ToggleAnimations.Insert( new ToggleAnimations("Door1o", "Door1c", OPENING_0), 0 );
6 m_ToggleAnimations.Insert( new ToggleAnimations("Door2o", "Door2c", OPENING_1), 0 );
7 m_ToggleAnimations.Insert( new ToggleAnimations("Door3o", "Door3c", OPENING_2), 0 );
8 m_ToggleAnimations.Insert( new ToggleAnimations("Door4o", "Door4c", OPENING_3), 0 );
9 m_ToggleAnimations.Insert( new ToggleAnimations("Door5o", "Door5c", OPENING_4), 0 );
10 m_ToggleAnimations.Insert( new ToggleAnimations("Door6o", "Door6c", OPENING_5), 0 );
11
12 m_ShowAnimationsWhenPitched.Insert( "Body" );
13 m_ShowAnimationsWhenPitched.Insert( "Pack" );
14 /*m_ShowAnimationsWhenPitched.Insert( "Door1o" );
15 m_ShowAnimationsWhenPitched.Insert( "Door2o" );
16 m_ShowAnimationsWhenPitched.Insert( "Door3o" );
17 m_ShowAnimationsWhenPitched.Insert( "Door4o" );
18 m_ShowAnimationsWhenPitched.Insert( "Door5o" );
19 m_ShowAnimationsWhenPitched.Insert( "Door6o" );*/
20
21 m_ShowAnimationsWhenPacked.Insert( "Inventory" );
22
23 m_HalfExtents = Vector(1.3, 0.35, 2.7);
24 }

Перекрестные ссылки m_HalfExtents и Vector().

◆ SetActions()

override void SetActions ( )
inlineprivate
14 {
15 super.SetActions();
16
20 RemoveAction(ActionDeployObject);
21
23 }
ActionPackTentCB ActionContinuousBaseCB ActionPackTent()
Definition ActionPackTent.c:11
void AddAction(typename actionName)
Definition AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Definition AdvancedCommunication.c:252
Definition ActionPackShelter.c:2
Definition ActionTogglePlaceObject.c:2
Definition ActionToggleTentOpen.c:2

Перекрестные ссылки ActionPackTent(), AddAction() и RemoveAction().

◆ ShelterBase()

void ShelterBase ( )
inlineprivate
6 {
7 m_ShowAnimationsWhenPitched.Insert("Body");
8 m_ShowAnimationsWhenPacked.Insert("Body");
9
10 m_HalfExtents = Vector(0.8, 0.15, 1.3);
11 }

Перекрестные ссылки m_HalfExtents и Vector().

◆ SpawnKit()

void SpawnKit ( )
inlineprivate
50 {
51 ItemBase constructionKit = ItemBase.Cast(GetGame().CreateObjectEx("ShelterKit", GetPosition(), ECE_PLACE_ON_SURFACE));
52 constructionKit.SetHealth01("", "", GetHealth01());
53 }
Definition InventoryItem.c:731

Перекрестные ссылки ECE_PLACE_ON_SURFACE, GetGame() и GetPosition.

Поля

◆ SITE_OBJECT_TYPE

const string SITE_OBJECT_TYPE = "ShelterSite"
staticprivate

Объявления и описания членов классов находятся в файлах: