19 string effectPath = partPath +
" EffectsData";
20 if (!
g_Game.ConfigIsExisting(effectPath))
26 if (
g_Game.ConfigIsExisting(effectPath +
" soundEffectPositions"))
37 if (
g_Game.ConfigIsExisting(effectPath +
" particleEffectPositions"))
115 string soundset =
"";
116 switch (materialType)
123 soundset =
"BuildWood_SoundSet";
131 soundset =
"BuildMetal_SoundSet";
139 soundset =
"BuildBrick_SoundSet";
143 soundset =
"ClearRubble_SoundSet";
152 string soundset =
"";
153 switch (materialType)
160 soundset =
"DismantleWood_SoundSet";
168 soundset =
"DismantleMetal_SoundSet";
176 soundset =
"DismantleBrick_SoundSet";
185 string soundset =
"";
186 switch (materialType)
189 soundset =
"DestroyWood_SoundSet";
193 soundset =
"DestroyWood_SoundSet";
197 soundset =
"DestroyWood_SoundSet";
201 soundset =
"DestroyMetal_SoundSet";
205 soundset =
"DestroyMetal_SoundSet";
209 soundset =
"DestroyBrick_SoundSet";
218 switch (materialType)
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
void InitDestroySoundset(string path, int materialType)
string GetSoundsetBuild()
string DefaultDestroySoundset(int materialType)
string m_PartDestroySoundset
void InitBuildSoundset(string path, int materialType)
void InitConstructionSoundsData(string effectPath, int materialType)
ref array< string > m_SoundEffectMemoryPointNames
void Init(string partPath, ConstructionPartTypeData typeDataObject)
int DefaultDestroyParticle(int materialType)
int GetParticleDestroyID()
string m_PartBuildSoundset
array< string > GetSoundEffectMemoryPointNames()
void InitDismantleSoundset(string path, int materialType)
ref array< string > m_ParticleEffectMemoryPointNames
string DefaultBuildSoundset(int materialType)
string DefaultDismantleSoundset(int materialType)
void InitDestroyParticle(string path, int materialType)
string GetSoundsetDismantle()
string m_PartDismantleSoundset
string GetSoundsetDestroy()
void InitConstructionParticleData(string effectPath, int materialType)
array< string > GetParticleEffectMemoryPointNames()
int m_PartDestroyParticleID
int GetMaterialType()
rough material type, used for effect playback
static parts info, lives on EntityType level. Instanced data in 'ConstructionPart' class
static const int BUILDNG_DESTRUCT_BRICK
static const int BUILDNG_DESTRUCT_WOOD
static const int BUILDNG_DESTRUCT_METAL
static int RegisterParticleByFullPath(string fullPath)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.