DayZ 1.28
DayZ Explorer by KGB
 
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Trap_FishNet.c
См. документацию.
1class Trap_FishNet extends TrapSpawnBase
2{
3 override void InitTrapValues()
4 {
5 super.InitTrapValues();
6
7 m_DefectRate = 2.5; //Added damage after trap activation
8
9 m_InitWaitTimeMin = 120;
10 m_InitWaitTimeMax = 180;
11 m_UpdateWaitTime = 30;
12 m_SpawnUpdateWaitTime = 30;
13 m_MaxActiveTime = 1200;
14 m_IsFoldable = true;
15
16 m_MinimalDistanceFromPlayersToCatch = 15;
17
18 m_AnimationPhaseSet = "inventory";
19 m_AnimationPhaseTriggered = "placing";
20 m_AnimationPhaseUsed = "triggered";
21 }
22
23 override void InitCatchingComponent()
24 {
25 if (!m_CatchingContext)
26 {
27 int updateCount = m_MaxActiveTime/m_UpdateWaitTime;
28 Param2<EntityAI,int> par = new Param2<EntityAI,int>(this,updateCount);
29 m_CatchingContext = new CatchingContextTrapFishLarge(par);
30 }
31
32 super.InitCatchingComponent();
33 }
34
35 //========================================================
36 //============= PLACING AND INVENTORY EVENTS =============
37 //========================================================
38
39 override bool IsPlaceableAtPosition( vector position )
40 {
41 return IsSurfaceWater( position );
42 }
43
44 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
45 {
46 if ( !attachment.IsInherited( Worm ) )
47 return false;
48
49 return super.CanReceiveAttachment( attachment, slotId );
50 }
51
52 #ifdef PLATFORM_WINDOWS
53 // How one sees the tripwire when in vicinity
54 override int GetViewIndex()
55 {
56 if ( MemoryPointExists( "invView2" ) )
57 {
59 GetInventory().GetCurrentInventoryLocation( il );
61 switch ( type )
62 {
63 case InventoryLocationType.CARGO:
64 {
65 return 0;
66 }
67 case InventoryLocationType.ATTACHMENT:
68 {
69 return 1;
70 }
71 case InventoryLocationType.HANDS:
72 {
73 return 0;
74 }
75 case InventoryLocationType.GROUND:
76 {
77 // Different view index depending on deployment state
78 if ( IsActive() )
79 return 1;
80
81 // When folded
82 return 0;
83 }
84 case InventoryLocationType.PROXYCARGO:
85 {
86 return 0;
87 }
88 default:
89 {
90 if ( IsActive() )
91 return 1;
92
93 // When folded
94 return 0;
95 }
96 }
97 }
98 return 0;
99 }
100 #endif
101
102 //================================================================
103 // ADVANCED PLACEMENT
104 //================================================================
105 override bool IsDeployable()
106 {
107 return true;
108 }
109
110 override string GetDeploySoundset()
111 {
112 return "placeFishNetTrap_SoundSet";
113 }
114
115 override string GetLoopDeploySoundset()
116 {
117 return "fishnet_deploy_SoundSet";
118 }
119}
120
121class FishNetTrap extends Trap_FishNet
122{
123
124}
InventoryLocationType
types of Inventory Location
Определения InventoryLocation.c:4
bool IsActive()
Определения ModifierBase.c:130
string m_AnimationPhaseTriggered
Определения TrapBase.c:34
float m_DefectRate
Определения TrapBase.c:19
string m_AnimationPhaseSet
Определения TrapBase.c:33
proto native int GetType()
returns type of InventoryLocation
InventoryLocation.
Определения InventoryLocation.c:29
Определения PPEConstants.c:68
override string GetLoopDeploySoundset()
Определения Trap_FishNet.c:115
override void InitTrapValues()
Определения Trap_FishNet.c:3
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения Trap_FishNet.c:44
override void InitCatchingComponent()
Определения Trap_FishNet.c:23
override bool IsDeployable()
Определения Trap_FishNet.c:105
override string GetDeploySoundset()
Определения Trap_FishNet.c:110
override bool IsPlaceableAtPosition(vector position)
Определения Trap_FishNet.c:39
Определения Trap_FishNet.c:2
Определения EnConvert.c:106