Dayz 1.25
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Файл FlareSimulation.c

См. исходные тексты.

Структуры данных

class  FlareSimulation
 
class  FlareSimulation_Green
 

Функции

FlareSimulation Managed FlareSimulation_Red ()
 
void FlareSimulation ()
 
void OnActivation (Entity flare)
 
void OnTermination (Entity flare)
 
void OnFire (Entity flare)
 
void Simulate (Entity flare)
 
void CastFlareAINoise (vector position)
 
void TurnOffDistantLight ()
 
void ~FlareSimulation ()
 
FlareSimulation_Green FlareSimulation FlareSimulation_Blue ()
 
void FlareSimulation_Green ()
 

Переменные

Particle m_ParMainFire
 
EffectSound m_BurningSound
 
FlareLight m_FlareLight
 
static const float MAX_FARLIGHT_DIST = 40
 
static const float MIN_FARLIGHT_DIST = 5
 
static ref NoiseParams m_NoisePar
 
float m_LastNoiseTime = -1
 
float m_NoiseTimer = 0
 
const float NOISE_DELAY = 5
 
 m_ScriptedLight
 
int m_ParticleId
 

Функции

◆ CastFlareAINoise()

void CastFlareAINoise ( vector position)
protected

◆ FlareSimulation()

void FlareSimulation ( )
protected
137{
139 {
FlareSimulation_Green FlareSimulation FlareSimulation_Blue()
Definition FlareSimulation.c:138
Definition FlareSimulation.c:2

Перекрестные ссылки FlareSimulation_Blue().

◆ FlareSimulation_Blue()

FlareSimulation_Green FlareSimulation FlareSimulation_Blue ( )
139 {
142 }
class FlareLightGreen extends FlareLight FlareLightBlue()
Definition FlareLight.c:56
m_ScriptedLight
Definition FlareSimulation.c:132
int m_ParticleId
Definition FlareSimulation.c:133
Definition ParticleList.c:12
static const int FLAREPROJ_ACTIVATE_BLUE
Definition ParticleList.c:92

Используется в FlareSimulation().

◆ FlareSimulation_Green()

void FlareSimulation_Green ( )

Перекрестные ссылки FlareLightBlue() и m_ScriptedLight.

◆ FlareSimulation_Red()

FlareSimulation Managed FlareSimulation_Red ( )
121 {
124 }
class FlareLight extends PointLightBase FlareLightRed()
Definition FlareLight.c:38
static const int FLAREPROJ_ACTIVATE_RED
Definition ParticleList.c:90

◆ OnActivation()

void OnActivation ( Entity flare)
protected

◆ OnFire()

void OnFire ( Entity flare)
protected
171 : Managed
172{
173 protected Particle m_ParMainFire;
174 protected EffectSound m_BurningSound;
175 protected FlareLight m_FlareLight;
176 const static float MAX_FARLIGHT_DIST = 40;
177 const static float MIN_FARLIGHT_DIST = 5;
178
179 static ref NoiseParams m_NoisePar; // Contains the noise data ( template and strength )
180 float m_LastNoiseTime = -1;
181 float m_NoiseTimer = 0;
182 const float NOISE_DELAY = 5; // How much time between two consecutive noise pings
183
184 static protected typename m_ScriptedLight;
185 static protected int m_ParticleId;
186
187 void FlareSimulation()
188 {
191 }
192
194 {
195 if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() )
196 {
197 m_FlareLight = FlareLight.Cast( ScriptedLightBase.CreateLight( m_ScriptedLight, Vector(0,0,0) ) );
198 if ( m_FlareLight )
199 m_FlareLight.AttachOnObject( flare );
200
201 if (m_ParMainFire)
203
204 m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( m_ParticleId, flare );
205 m_ParMainFire.SetWiggle( 7, 0.3 );
206
207 flare.PlaySoundSetLoop( m_BurningSound, "roadflareLoop_SoundSet", 0, 0 );
208 }
209
210 if ( GetGame().IsServer() )
211 {
212 // Create and load noise parameters
213 m_NoisePar = new NoiseParams();
214 m_NoisePar.LoadFromPath("cfgWeapons Flaregun_Base NoiseFlare");
215 }
216 }
217
219 {
220 //MiscGameplayFunctions.GenerateAINoiseAtPosition(flare.GetPosition(), NOISE_DELAY, m_NoisePar);
221 }
222
223 void OnFire( Entity flare)
224 {
225 //m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( ParticleList.FLAREPROJ_FIRE, flare);
226 //m_ParMainFire.SetWiggle( 7, 0.3);
227 }
228
229 void Simulate( Entity flare )
230 {
231 DayZPlayer player = GetGame().GetPlayer();
232 if ( player )
233 vector playerPos = player.GetPosition();
234
235 float dist = vector.DistanceSq(flare.GetPosition(), playerPos);
236
239
242
243 //CastFlareAINoise( flare.GetPosition() );
244 }
245
247 {
248 if ( m_LastNoiseTime < 0 )
249 m_LastNoiseTime = GetGame().GetTime() * 0.0033;
250
251 float delta_time = GetGame().GetTime() * 0.0033 - m_LastNoiseTime;
252 m_LastNoiseTime = GetGame().GetTime() * 0.0033;
253
255
256 if ( m_NoiseTimer >= NOISE_DELAY )
257 {
258 MiscGameplayFunctions.GenerateAINoiseAtPosition(position, NOISE_DELAY, m_NoisePar);
259
260 m_NoiseTimer = 0;
261 }
262 }
263
265 {
266 if (m_ParMainFire)
267 {
268 m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME, 0);
269 m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME_RND, 0);
272 }
273 }
274
275 void ~FlareSimulation()
276 {
277 if (m_ParMainFire)
279
280 if (m_BurningSound)
282
283 if (m_FlareLight)
284 m_FlareLight.FadeOut();
285 }
286}
287
289{
291 {
294 }
295}
296
298{
300 {
303 }
304}
305
307{
309 {
312 }
313}
void FlareLight()
Definition FlareLight.c:43
void FlareLightGreen()
Definition FlareLight.c:57
static const float MIN_FARLIGHT_DIST
Definition FlareSimulation.c:125
void ~FlareSimulation()
Definition FlareSimulation.c:223
EffectSound m_BurningSound
Definition FlareSimulation.c:122
void TurnOffDistantLight()
Definition FlareSimulation.c:212
static ref NoiseParams m_NoisePar
Definition FlareSimulation.c:127
const float NOISE_DELAY
Definition FlareSimulation.c:130
void FlareSimulation()
Definition FlareSimulation.c:135
void Simulate(Entity flare)
Definition FlareSimulation.c:177
void OnFire(Entity flare)
Definition FlareSimulation.c:171
float m_LastNoiseTime
Definition FlareSimulation.c:128
float m_NoiseTimer
Definition FlareSimulation.c:129
FlareSimulation Managed FlareSimulation_Red()
Definition FlareSimulation.c:120
void CastFlareAINoise(vector position)
Definition FlareSimulation.c:194
FlareLight m_FlareLight
Definition FlareSimulation.c:123
void OnTermination(Entity flare)
Definition FlareSimulation.c:166
static const float MAX_FARLIGHT_DIST
Definition FlareSimulation.c:124
void OnActivation(Entity flare)
Definition FlareSimulation.c:141
Particle m_ParMainFire
Definition FlareSimulation.c:121
class NoiseSystem NoiseParams()
Definition Noise.c:15
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
Definition ParticleManager.c:84
Definition DayZPlayerImplement.c:111
Wrapper class for managing sound through SEffectManager.
Definition EffectSound.c:5
void SoundStop()
Stops sound.
Definition EffectSound.c:217
Definition Camera.c:2
Definition FlareLight.c:46
Definition FlareSimulation.c:128
void FlareSimulation_Green()
Definition FlareSimulation.c:129
m_ScriptedLight
Definition FlareSimulation.c:14
int m_ParticleId
Definition FlareSimulation.c:15
TODO doc.
Definition EnScript.c:118
Definition EntityAI.c:95
Legacy way of using particles in the game.
Definition Particle.c:7
void SetParameter(int emitter, int parameter, float value)
Set the value of a parameter of an emitor in the particle.
Definition Particle.c:625
void Stop()
Legacy function for backwards compatibility with 1.14 and below.
Definition Particle.c:266
void SetWiggle(float random_angle, float random_interval)
Makes the particle change direction by random_angle every random_interval seconds.
Definition Particle.c:765
static const int FLAREPROJ_ACTIVATE_GREEN
Definition ParticleList.c:91
static const int FLAREPROJ_ACTIVATE
Definition ParticleList.c:89
Definition PointLightBase.c:2
Definition EnConvert.c:106
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
EmitorParam
Definition EnVisual.c:114

◆ OnTermination()

void OnTermination ( Entity flare)
protected
166 : Managed
167{
168 protected Particle m_ParMainFire;
169 protected EffectSound m_BurningSound;
170 protected FlareLight m_FlareLight;
171 const static float MAX_FARLIGHT_DIST = 40;
172 const static float MIN_FARLIGHT_DIST = 5;
173
174 static ref NoiseParams m_NoisePar; // Contains the noise data ( template and strength )
175 float m_LastNoiseTime = -1;
176 float m_NoiseTimer = 0;
177 const float NOISE_DELAY = 5; // How much time between two consecutive noise pings
178
179 static protected typename m_ScriptedLight;
180 static protected int m_ParticleId;
181
182 void FlareSimulation()
183 {
186 }
187
189 {
190 if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() )
191 {
192 m_FlareLight = FlareLight.Cast( ScriptedLightBase.CreateLight( m_ScriptedLight, Vector(0,0,0) ) );
193 if ( m_FlareLight )
194 m_FlareLight.AttachOnObject( flare );
195
196 if (m_ParMainFire)
198
199 m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( m_ParticleId, flare );
200 m_ParMainFire.SetWiggle( 7, 0.3 );
201
202 flare.PlaySoundSetLoop( m_BurningSound, "roadflareLoop_SoundSet", 0, 0 );
203 }
204
205 if ( GetGame().IsServer() )
206 {
207 // Create and load noise parameters
208 m_NoisePar = new NoiseParams();
209 m_NoisePar.LoadFromPath("cfgWeapons Flaregun_Base NoiseFlare");
210 }
211 }
212
214 {
215 //MiscGameplayFunctions.GenerateAINoiseAtPosition(flare.GetPosition(), NOISE_DELAY, m_NoisePar);
216 }
217
218 void OnFire( Entity flare)
219 {
220 //m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( ParticleList.FLAREPROJ_FIRE, flare);
221 //m_ParMainFire.SetWiggle( 7, 0.3);
222 }
223
224 void Simulate( Entity flare )
225 {
226 DayZPlayer player = GetGame().GetPlayer();
227 if ( player )
228 vector playerPos = player.GetPosition();
229
230 float dist = vector.DistanceSq(flare.GetPosition(), playerPos);
231
234
237
238 //CastFlareAINoise( flare.GetPosition() );
239 }
240
242 {
243 if ( m_LastNoiseTime < 0 )
244 m_LastNoiseTime = GetGame().GetTime() * 0.0033;
245
246 float delta_time = GetGame().GetTime() * 0.0033 - m_LastNoiseTime;
247 m_LastNoiseTime = GetGame().GetTime() * 0.0033;
248
250
251 if ( m_NoiseTimer >= NOISE_DELAY )
252 {
253 MiscGameplayFunctions.GenerateAINoiseAtPosition(position, NOISE_DELAY, m_NoisePar);
254
255 m_NoiseTimer = 0;
256 }
257 }
258
260 {
261 if (m_ParMainFire)
262 {
263 m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME, 0);
264 m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME_RND, 0);
267 }
268 }
269
270 void ~FlareSimulation()
271 {
272 if (m_ParMainFire)
274
275 if (m_BurningSound)
277
278 if (m_FlareLight)
279 m_FlareLight.FadeOut();
280 }
281}
282
284{
286 {
289 }
290}
291
293{
295 {
298 }
299}
300
302{
304 {
307 }
308}

◆ Simulate()

void Simulate ( Entity flare)
protected
177 : Managed
178{
179 protected Particle m_ParMainFire;
180 protected EffectSound m_BurningSound;
181 protected FlareLight m_FlareLight;
182 const static float MAX_FARLIGHT_DIST = 40;
183 const static float MIN_FARLIGHT_DIST = 5;
184
185 static ref NoiseParams m_NoisePar; // Contains the noise data ( template and strength )
186 float m_LastNoiseTime = -1;
187 float m_NoiseTimer = 0;
188 const float NOISE_DELAY = 5; // How much time between two consecutive noise pings
189
190 static protected typename m_ScriptedLight;
191 static protected int m_ParticleId;
192
193 void FlareSimulation()
194 {
197 }
198
200 {
201 if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() )
202 {
203 m_FlareLight = FlareLight.Cast( ScriptedLightBase.CreateLight( m_ScriptedLight, Vector(0,0,0) ) );
204 if ( m_FlareLight )
205 m_FlareLight.AttachOnObject( flare );
206
207 if (m_ParMainFire)
209
210 m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( m_ParticleId, flare );
211 m_ParMainFire.SetWiggle( 7, 0.3 );
212
213 flare.PlaySoundSetLoop( m_BurningSound, "roadflareLoop_SoundSet", 0, 0 );
214 }
215
216 if ( GetGame().IsServer() )
217 {
218 // Create and load noise parameters
219 m_NoisePar = new NoiseParams();
220 m_NoisePar.LoadFromPath("cfgWeapons Flaregun_Base NoiseFlare");
221 }
222 }
223
225 {
226 //MiscGameplayFunctions.GenerateAINoiseAtPosition(flare.GetPosition(), NOISE_DELAY, m_NoisePar);
227 }
228
229 void OnFire( Entity flare)
230 {
231 //m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( ParticleList.FLAREPROJ_FIRE, flare);
232 //m_ParMainFire.SetWiggle( 7, 0.3);
233 }
234
235 void Simulate( Entity flare )
236 {
237 DayZPlayer player = GetGame().GetPlayer();
238 if ( player )
239 vector playerPos = player.GetPosition();
240
241 float dist = vector.DistanceSq(flare.GetPosition(), playerPos);
242
245
248
249 //CastFlareAINoise( flare.GetPosition() );
250 }
251
253 {
254 if ( m_LastNoiseTime < 0 )
255 m_LastNoiseTime = GetGame().GetTime() * 0.0033;
256
257 float delta_time = GetGame().GetTime() * 0.0033 - m_LastNoiseTime;
258 m_LastNoiseTime = GetGame().GetTime() * 0.0033;
259
261
262 if ( m_NoiseTimer >= NOISE_DELAY )
263 {
264 MiscGameplayFunctions.GenerateAINoiseAtPosition(position, NOISE_DELAY, m_NoisePar);
265
266 m_NoiseTimer = 0;
267 }
268 }
269
271 {
272 if (m_ParMainFire)
273 {
274 m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME, 0);
275 m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME_RND, 0);
278 }
279 }
280
281 void ~FlareSimulation()
282 {
283 if (m_ParMainFire)
285
286 if (m_BurningSound)
288
289 if (m_FlareLight)
290 m_FlareLight.FadeOut();
291 }
292}
293
295{
297 {
300 }
301}
302
304{
306 {
309 }
310}
311
313{
315 {
318 }
319}

◆ TurnOffDistantLight()

void TurnOffDistantLight ( )
protected
212 : Managed
213{
214 protected Particle m_ParMainFire;
215 protected EffectSound m_BurningSound;
216 protected FlareLight m_FlareLight;
217 const static float MAX_FARLIGHT_DIST = 40;
218 const static float MIN_FARLIGHT_DIST = 5;
219
220 static ref NoiseParams m_NoisePar; // Contains the noise data ( template and strength )
221 float m_LastNoiseTime = -1;
222 float m_NoiseTimer = 0;
223 const float NOISE_DELAY = 5; // How much time between two consecutive noise pings
224
225 static protected typename m_ScriptedLight;
226 static protected int m_ParticleId;
227
228 void FlareSimulation()
229 {
232 }
233
235 {
236 if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() )
237 {
238 m_FlareLight = FlareLight.Cast( ScriptedLightBase.CreateLight( m_ScriptedLight, Vector(0,0,0) ) );
239 if ( m_FlareLight )
240 m_FlareLight.AttachOnObject( flare );
241
242 if (m_ParMainFire)
244
245 m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( m_ParticleId, flare );
246 m_ParMainFire.SetWiggle( 7, 0.3 );
247
248 flare.PlaySoundSetLoop( m_BurningSound, "roadflareLoop_SoundSet", 0, 0 );
249 }
250
251 if ( GetGame().IsServer() )
252 {
253 // Create and load noise parameters
254 m_NoisePar = new NoiseParams();
255 m_NoisePar.LoadFromPath("cfgWeapons Flaregun_Base NoiseFlare");
256 }
257 }
258
260 {
261 //MiscGameplayFunctions.GenerateAINoiseAtPosition(flare.GetPosition(), NOISE_DELAY, m_NoisePar);
262 }
263
264 void OnFire( Entity flare)
265 {
266 //m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( ParticleList.FLAREPROJ_FIRE, flare);
267 //m_ParMainFire.SetWiggle( 7, 0.3);
268 }
269
270 void Simulate( Entity flare )
271 {
272 DayZPlayer player = GetGame().GetPlayer();
273 if ( player )
274 vector playerPos = player.GetPosition();
275
276 float dist = vector.DistanceSq(flare.GetPosition(), playerPos);
277
280
283
284 //CastFlareAINoise( flare.GetPosition() );
285 }
286
288 {
289 if ( m_LastNoiseTime < 0 )
290 m_LastNoiseTime = GetGame().GetTime() * 0.0033;
291
292 float delta_time = GetGame().GetTime() * 0.0033 - m_LastNoiseTime;
293 m_LastNoiseTime = GetGame().GetTime() * 0.0033;
294
296
297 if ( m_NoiseTimer >= NOISE_DELAY )
298 {
299 MiscGameplayFunctions.GenerateAINoiseAtPosition(position, NOISE_DELAY, m_NoisePar);
300
301 m_NoiseTimer = 0;
302 }
303 }
304
306 {
307 if (m_ParMainFire)
308 {
309 m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME, 0);
310 m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME_RND, 0);
313 }
314 }
315
316 void ~FlareSimulation()
317 {
318 if (m_ParMainFire)
320
321 if (m_BurningSound)
323
324 if (m_FlareLight)
325 m_FlareLight.FadeOut();
326 }
327}
328
330{
332 {
335 }
336}
337
339{
341 {
344 }
345}
346
348{
350 {
353 }
354}

◆ ~FlareSimulation()

void ~FlareSimulation ( )
protected
223 : Managed
224{
225 protected Particle m_ParMainFire;
226 protected EffectSound m_BurningSound;
227 protected FlareLight m_FlareLight;
228 const static float MAX_FARLIGHT_DIST = 40;
229 const static float MIN_FARLIGHT_DIST = 5;
230
231 static ref NoiseParams m_NoisePar; // Contains the noise data ( template and strength )
232 float m_LastNoiseTime = -1;
233 float m_NoiseTimer = 0;
234 const float NOISE_DELAY = 5; // How much time between two consecutive noise pings
235
236 static protected typename m_ScriptedLight;
237 static protected int m_ParticleId;
238
239 void FlareSimulation()
240 {
243 }
244
246 {
247 if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() )
248 {
249 m_FlareLight = FlareLight.Cast( ScriptedLightBase.CreateLight( m_ScriptedLight, Vector(0,0,0) ) );
250 if ( m_FlareLight )
251 m_FlareLight.AttachOnObject( flare );
252
253 if (m_ParMainFire)
255
256 m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( m_ParticleId, flare );
257 m_ParMainFire.SetWiggle( 7, 0.3 );
258
259 flare.PlaySoundSetLoop( m_BurningSound, "roadflareLoop_SoundSet", 0, 0 );
260 }
261
262 if ( GetGame().IsServer() )
263 {
264 // Create and load noise parameters
265 m_NoisePar = new NoiseParams();
266 m_NoisePar.LoadFromPath("cfgWeapons Flaregun_Base NoiseFlare");
267 }
268 }
269
271 {
272 //MiscGameplayFunctions.GenerateAINoiseAtPosition(flare.GetPosition(), NOISE_DELAY, m_NoisePar);
273 }
274
275 void OnFire( Entity flare)
276 {
277 //m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( ParticleList.FLAREPROJ_FIRE, flare);
278 //m_ParMainFire.SetWiggle( 7, 0.3);
279 }
280
281 void Simulate( Entity flare )
282 {
283 DayZPlayer player = GetGame().GetPlayer();
284 if ( player )
285 vector playerPos = player.GetPosition();
286
287 float dist = vector.DistanceSq(flare.GetPosition(), playerPos);
288
291
294
295 //CastFlareAINoise( flare.GetPosition() );
296 }
297
299 {
300 if ( m_LastNoiseTime < 0 )
301 m_LastNoiseTime = GetGame().GetTime() * 0.0033;
302
303 float delta_time = GetGame().GetTime() * 0.0033 - m_LastNoiseTime;
304 m_LastNoiseTime = GetGame().GetTime() * 0.0033;
305
307
308 if ( m_NoiseTimer >= NOISE_DELAY )
309 {
310 MiscGameplayFunctions.GenerateAINoiseAtPosition(position, NOISE_DELAY, m_NoisePar);
311
312 m_NoiseTimer = 0;
313 }
314 }
315
317 {
318 if (m_ParMainFire)
319 {
320 m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME, 0);
321 m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME_RND, 0);
324 }
325 }
326
327 void ~FlareSimulation()
328 {
329 if (m_ParMainFire)
331
332 if (m_BurningSound)
334
335 if (m_FlareLight)
336 m_FlareLight.FadeOut();
337 }
338}
339
341{
343 {
346 }
347}
348
350{
352 {
355 }
356}
357
359{
361 {
364 }
365}

Переменные

◆ m_BurningSound

EffectSound m_BurningSound
protected

◆ m_FlareLight

FlareLight m_FlareLight
protected

◆ m_LastNoiseTime

float m_LastNoiseTime = -1
protected

◆ m_NoisePar

ref NoiseParams m_NoisePar
staticprotected

◆ m_NoiseTimer

float m_NoiseTimer = 0
protected

◆ m_ParMainFire

Particle m_ParMainFire
protected

◆ m_ParticleId

int m_ParticleId
staticprotected

◆ m_ScriptedLight

m_ScriptedLight
staticprotected

Используется в FlareSimulation_Green().

◆ MAX_FARLIGHT_DIST

const float MAX_FARLIGHT_DIST = 40
staticprotected

◆ MIN_FARLIGHT_DIST

const float MIN_FARLIGHT_DIST = 5
staticprotected

◆ NOISE_DELAY

const float NOISE_DELAY = 5
protected