DayZ 1.29
DayZ Explorer by KGB
 
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◆ WeaponParticlesBase()

void WeaponParticlesBase::WeaponParticlesBase ( ItemBase muzzle_owner,
string config_OnFire_entry )
inlineprivate

См. определение в файле WeaponParticles.c строка 33

34 {
35 m_Name = config_OnFire_entry;
36
37 // ignoreIfSuppressed
38 m_IgnoreIfSuppressed = g_Game.ConfigGetFloat(string.Format("%1 ignoreIfSuppressed", m_Name));
39
40 // onlyIfBoltIsOpen
41 m_OnlyIfBoltIsOpen = g_Game.ConfigGetFloat(string.Format("%1 onlyIfBoltIsOpen", m_Name));
42
43 // illuminateWorld
44 m_IlluminateWorld = g_Game.ConfigGetFloat(string.Format("%1 illuminateWorld", m_Name));
45
46 m_MuzzleIndex = -1;
47 if (g_Game.ConfigIsExisting(string.Format("%1 muzzleIndex", m_Name)))
48 {
49 m_MuzzleIndex = g_Game.ConfigGetInt(string.Format("%1 muzzleIndex", m_Name));
50 }
51
52 // onlyIfWeaponIs
54 g_Game.ConfigGetText(string.Format("%1 onlyIfWeaponIs", m_Name), m_OnlyIfWeaponIs);
55
56 // onlyIfBulletIs
58 g_Game.ConfigGetText(string.Format("%1 onlyIfBulletIs", m_Name), m_OnlyIfBulletIs);
59
60 // onlyWithinHealthLabel[]
61 array<float> health_limit = new array<float>;
62 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinHealthLabel", m_Name), health_limit);
63
64 if (health_limit.Count() == 2)
65 {
66 m_OnlyWithinHealthLabelMin = health_limit.Get(0);
67 m_OnlyWithinHealthLabelMax = health_limit.Get(1);
68 }
69 else
70 {
71 // Disable this filter
74 }
75
76 // onlyWithinOverheatLimits[]
77 array<float> overheat_limit = new array<float>;
78 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinOverheatLimits", m_Name), overheat_limit);
79
80 if (overheat_limit.Count() == 2)
81 {
82 m_OnlyWithinOverheatLimitsMin = overheat_limit.Get(0);
83 m_OnlyWithinOverheatLimitsMax = overheat_limit.Get(1);
84 }
85 else
86 {
87 // Disable this filter
90 }
91
92 // onlyWithinRainLimits[]
93 array<float> rain_limit = new array<float>;
94 g_Game.ConfigGetFloatArray(string.Format("%1 onlyWithinRainLimits", m_Name), rain_limit);
95
96 if (rain_limit.Count() == 2)
97 {
98 m_OnlyWithinRainLimitsMin = rain_limit.Get(0);
99 m_OnlyWithinRainLimitsMax = rain_limit.Get(1);
100 }
101 else
102 {
103 // Disable this filter
106 }
107
108 // overridePoint
109 m_OverridePoint = "";
110 g_Game.ConfigGetText(string.Format("%1 overridePoint", m_Name), m_OverridePoint);
111
112 if (m_OverridePoint == "")
113 m_OverridePoint = "Usti hlavne"; // default memory point name
114
115 // overrideParticle
116 string particle_name = "";
117 g_Game.ConfigGetText( string.Format("%1 overrideParticle", m_Name), particle_name);
118
119 if (particle_name != "")
120 {
121 m_OverrideParticle = ParticleList.GetParticleIDByName(particle_name);
122 }
123 else
124 {
126 ErrorEx(string.Format("'%1' does not contain a definition for 'overrideparticle'",
127 config_OnFire_entry), ErrorExSeverity.INFO);
128 }
129
130 // overrideDirectionPoint
132 g_Game.ConfigGetText(string.Format("%1 overrideDirectionPoint", m_Name), m_OverrideDirectionPoint);
133
134 if (m_OverrideDirectionPoint == "")
135 {
136 // overrideDirectionVector
137 vector test_ori = g_Game.ConfigGetVector(string.Format("%1 overrideDirectionVector", m_Name));
138
139 if (test_ori != vector.Zero)
140 {
141 m_OverrideDirectionVector = test_ori;
142 }
143 }
144
145 // positionOffset[]
146 array<float> v = new array<float>;
147 g_Game.ConfigGetFloatArray(string.Format("%1 positionOffset", m_Name), v);
148
149 if (v.Count() == 3)
150 {
151 float v1 = v.Get(0);
152 float v2 = v.Get(1);
153 float v3 = v.Get(2);
154 m_PositionOffset = Vector(v1, v2, v3);
155 }
156 }
DayZGame g_Game
Определения DayZGame.c:3942
float m_OnlyWithinRainLimitsMin
Определения WeaponParticles.c:18
int m_OnlyWithinHealthLabelMin
Определения WeaponParticles.c:14
vector m_PositionOffset
Определения WeaponParticles.c:25
float m_OnlyWithinOverheatLimitsMax
Определения WeaponParticles.c:17
float m_OnlyWithinRainLimitsMax
Определения WeaponParticles.c:19
string m_OnlyIfWeaponIs
Определения WeaponParticles.c:22
bool m_IgnoreIfSuppressed
Определения WeaponParticles.c:10
int m_OverrideParticle
Определения WeaponParticles.c:13
float m_OnlyWithinOverheatLimitsMin
Определения WeaponParticles.c:16
string m_OnlyIfBulletIs
Определения WeaponParticles.c:21
int m_MuzzleIndex
Определения WeaponParticles.c:12
string m_OverrideDirectionPoint
Определения WeaponParticles.c:20
bool m_OnlyIfBoltIsOpen
Определения WeaponParticles.c:11
string m_Name
Определения WeaponParticles.c:27
string m_OverridePoint
Определения WeaponParticles.c:23
vector m_OverrideDirectionVector
Определения WeaponParticles.c:24
int m_OnlyWithinHealthLabelMax
Определения WeaponParticles.c:15
bool m_IlluminateWorld
Определения WeaponParticles.c:9
ErrorExSeverity
Определения EnDebug.c:62
enum ShapeType ErrorEx
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Перекрестные ссылки ErrorEx, g_Game, ParticleList::GetParticleIDByName(), m_IgnoreIfSuppressed, m_IlluminateWorld, m_MuzzleIndex, m_Name, m_OnlyIfBoltIsOpen, m_OnlyIfBulletIs, m_OnlyIfWeaponIs, m_OnlyWithinHealthLabelMax, m_OnlyWithinHealthLabelMin, m_OnlyWithinOverheatLimitsMax, m_OnlyWithinOverheatLimitsMin, m_OnlyWithinRainLimitsMax, m_OnlyWithinRainLimitsMin, m_OverrideDirectionPoint, m_OverrideDirectionVector, m_OverrideParticle, m_OverridePoint, m_PositionOffset, Vector() и vector::Zero.