DayZ 1.30
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
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 // How one sees the tripwire when in vicinity
53 override int GetViewIndex()
54 {
55 if ( MemoryPointExists( "invView2" ) )
56 {
58 GetInventory().GetCurrentInventoryLocation( il );
60 switch ( type )
61 {
62 case InventoryLocationType.CARGO:
63 {
64 return 0;
65 }
66 case InventoryLocationType.ATTACHMENT:
67 {
68 return 1;
69 }
70 case InventoryLocationType.HANDS:
71 {
72 return 0;
73 }
74 case InventoryLocationType.GROUND:
75 {
76 // Different view index depending on deployment state
77 if ( IsActive() )
78 return 1;
79
80 // When folded
81 return 0;
82 }
83 case InventoryLocationType.PROXYCARGO:
84 {
85 return 0;
86 }
87 default:
88 {
89 if ( IsActive() )
90 return 1;
91
92 // When folded
93 return 0;
94 }
95 }
96 }
97 return 0;
98 }
99
100 //================================================================
101 // ADVANCED PLACEMENT
102 //================================================================
103 override bool IsDeployable()
104 {
105 return true;
106 }
107
108 override string GetDeploySoundset()
109 {
110 return "placeFishNetTrap_SoundSet";
111 }
112
113 override string GetLoopDeploySoundset()
114 {
115 return "fishnet_deploy_SoundSet";
116 }
117}
118
119class FishNetTrap extends Trap_FishNet
120{
121
122}
bool IsActive()
Определения BunkerBroadcastComponent.c:255
vector position
Определения DustKickupEffects.c:20
InventoryLocationType
types of Inventory Location
Определения InventoryLocation.c:4
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:30
Определения PPEConstants.c:68
override string GetLoopDeploySoundset()
Определения Trap_FishNet.c:113
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:103
override string GetDeploySoundset()
Определения Trap_FishNet.c:108
override bool IsPlaceableAtPosition(vector position)
Определения Trap_FishNet.c:39
override int GetViewIndex()
Определения Trap_FishNet.c:53
Определения Trap_FishNet.c:2
Определения EnConvert.c:119