Dayz 1.25
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Класс FliesMdfr
+ Граф наследования:FliesMdfr:

Закрытые члены

override void Init ()
 
override bool ActivateCondition (PlayerBase player)
 
override bool DeactivateCondition (PlayerBase player)
 
override void OnTick (PlayerBase player, float deltaT)
 
override void OnReconnect (PlayerBase player)
 
override void OnActivate (PlayerBase player)
 
override void OnDeactivate (PlayerBase player)
 

Закрытые данные

const float DISTANCE_SENSITIVITY_SQR = Math.SqrFloat(0.05)
 
const int TICK_FREQUENCY = 15
 
const int IDLE_COUNT_THRESHOLD = 40
 
vector m_PrevPosition
 
int m_IdleCount
 

Подробное описание

Методы

◆ ActivateCondition()

override bool ActivateCondition ( PlayerBase player)
inlineprivate
21 {
22 return false;
23 }

◆ DeactivateCondition()

override bool DeactivateCondition ( PlayerBase player)
inlineprivate
26 {
27 return false;
28 }

◆ Init()

override void Init ( )
inlineprivate
11 {
13 m_ID = eModifiers.MDF_FLIES;
18 }
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
bool m_TrackActivatedTime
Definition ModifierBase.c:15
void DisableDeactivateCheck()
Definition ModifierBase.c:83
void DisableActivateCheck()
Definition ModifierBase.c:78
float m_TickIntervalActive
Definition ModifierBase.c:19
float m_TickIntervalInactive
Definition ModifierBase.c:18
const int DEFAULT_TICK_TIME_INACTIVE
Definition ModifiersManager.c:33
const int TICK_FREQUENCY
Definition Flies.c:4
eModifiers
Definition eModifiers.c:2

Перекрестные ссылки DEFAULT_TICK_TIME_INACTIVE, DisableActivateCheck(), DisableDeactivateCheck(), m_ID, m_TickIntervalActive, m_TickIntervalInactive, m_TrackActivatedTime и TICK_FREQUENCY.

◆ OnActivate()

override void OnActivate ( PlayerBase player)
inlineprivate
64 {
65 m_IdleCount = 0;
67 player.SetSynchDirty();
68 }
int m_IdleCount
Definition Flies.c:7
Definition EntityAI.c:95
Definition PlayerConstants.c:2
static const int CORPSE_STATE_DECAYED
Definition PlayerConstants.c:201

Перекрестные ссылки PlayerConstants::CORPSE_STATE_DECAYED и m_IdleCount.

◆ OnDeactivate()

override void OnDeactivate ( PlayerBase player)
inlineprivate
71 {
72
73 }

◆ OnReconnect()

override void OnReconnect ( PlayerBase player)
inlineprivate
59 {
61 }
void OnActivate()
Definition Trap_LandMine.c:67

Перекрестные ссылки OnActivate().

◆ OnTick()

override void OnTick ( PlayerBase player,
float deltaT )
inlineprivate
31 {
32 float dist_sqr = vector.DistanceSq(player.GetPosition(), m_PrevPosition);
33 if( dist_sqr < DISTANCE_SENSITIVITY_SQR)//has the player stayed still since last check
34 {
36 }
37 else
38 {
39 if(m_IdleCount >= IDLE_COUNT_THRESHOLD)//disable the effect
40 {
42 player.SetSynchDirty();
43 }
44
45 m_IdleCount = 0;//player moved, reset the count
46 }
47 m_PrevPosition = player.GetPosition();
48
49 if( m_IdleCount == IDLE_COUNT_THRESHOLD)//should we play the effect ?
50 {
52 player.SetSynchDirty();
53 }
54
55
56 }
vector m_PrevPosition
Definition Flies.c:6
const int IDLE_COUNT_THRESHOLD
Definition Flies.c:5
const float DISTANCE_SENSITIVITY_SQR
Definition Flies.c:3
Definition EnConvert.c:106
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.

Перекрестные ссылки PlayerConstants::CORPSE_STATE_DECAYED, DISTANCE_SENSITIVITY_SQR, vector::DistanceSq(), IDLE_COUNT_THRESHOLD, m_IdleCount и m_PrevPosition.

Поля

◆ DISTANCE_SENSITIVITY_SQR

const float DISTANCE_SENSITIVITY_SQR = Math.SqrFloat(0.05)
private

Используется в OnTick().

◆ IDLE_COUNT_THRESHOLD

const int IDLE_COUNT_THRESHOLD = 40
private

Используется в OnTick().

◆ m_IdleCount

int m_IdleCount
private

Используется в OnActivate() и OnTick().

◆ m_PrevPosition

vector m_PrevPosition
private

Используется в OnTick().

◆ TICK_FREQUENCY

const int TICK_FREQUENCY = 15
private

Используется в Init().


Объявления и описания членов класса находятся в файле: