DayZ 1.27
DayZ Explorer by KGB
 
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PlayerBaseClient.c
См. документацию.
2{
4 static bool m_PersonalLightEnabledOnCurrentServer = false; // "disablePersonalLight" in server.cfg decides if this is true or false
5 static bool m_PersonalLightDisabledByDebug = false;
6 static bool m_PersonalLightIsSwitchedOn = true;
7
9 static void CreatePersonalLight()
10 {
11 if (!m_PersonalLight && ( !GetGame().IsServer() || !GetGame().IsMultiplayer() ))
12 {
13 m_PersonalLight = ScriptedLightBase.CreateLight(PersonalLight, "0 0 0");
14 }
15 }
16
17 /*
18 override void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
19 {
20 super.OnRPC(sender, rpc_type, ctx);
21
22 switch( rpc_type )
23 {
24 case ERPCs.RPC_TOGGLE_PERSONAL_LIGHT:
25 {
26 Param1<bool> is_enabled = new Param1<bool>(false);
27
28 if (ctx.Read(is_enabled))
29 {
30 m_PersonalLightEnabledOnCurrentServer = is_enabled.param1;
31 UpdatePersonalLight();
32 }
33
34 break;
35 }
36 }
37 }*/
38
46
47
49 static void SwitchPersonalLight(bool state)
50 {
51 if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() )
52 {
55 }
56 }
57
59 static void UpdatePersonalLight()
60 {
61 string param;
62
64
65 // Allow PL unless it's disabled by debug or client-side starting parameter
66 if ( !GetCLIParam("disablePersonalLight", param) && !m_PersonalLightDisabledByDebug && m_PersonalLightIsSwitchedOn )
67 {
69 }
70 else
71 {
72 m_PersonalLight.SetEnabled(false);
73 }
74 }
75
80}
static bool GetDisablePersonalLight()
Определения CfgGameplayHandler.c:129
static void CheckValues()
range 0..180, randomized offset of direction to make it less acurate
Определения HitDirectionBase.c:181
static bool m_PersonalLightIsSwitchedOn
Определения PlayerBaseClient.c:6
static bool m_PersonalLightDisabledByDebug
Определения PlayerBaseClient.c:5
static void CreatePersonalLight()
Creates PL if it doesn't exist already.
Определения PlayerBaseClient.c:9
static void UpdateHitDirectionValues()
Определения PlayerBaseClient.c:76
static void SwitchPersonalLight(bool state)
Controls the ON/OFF switch of the Personal Light. PL will still shine only if the server allows it.
Определения PlayerBaseClient.c:49
static bool m_PersonalLightEnabledOnCurrentServer
Определения PlayerBaseClient.c:4
override void OnGameplayDataHandlerSync()
Определения PlayerBaseClient.c:39
static ScriptedLightBase m_PersonalLight
Определения PlayerBaseClient.c:3
static void UpdatePersonalLight()
Updates state of PL.
Определения PlayerBaseClient.c:59
Определения SurvivorBase.c:2
Определения PlayerBaseClient.c:2
proto native CGame GetGame()
proto bool GetCLIParam(string param, out string val)
Returns command line argument.