DayZ 1.27
DayZ Explorer by KGB
 
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Файл Land_Underground_WaterReservoir.c

См. исходные тексты.

Структуры данных

class  WaterLevelSettings
 
class  WaterLevelSnapshot
 
class  Land_Underground_WaterReservoir_Water
 

Функции

void PressureLevelSettings (int pPressureLevel, float pDuration)
 
void Land_Underground_WaterReservoir ()
 
void ~Land_Underground_WaterReservoir ()
 
override void EOnPostSimulate (IEntity other, float timeSlice)
 
override void OnVariablesSynchronized ()
 
override void SetActions ()
 
override bool HasTurnableValveBehavior ()
 
void Init ()
 Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
 
void LateInit ()
 
void ConfigureValvesAndGaugesCourse ()
 
override bool IsValveTurnable (int pValveIndex)
 
bool IsAnyValveActive ()
 
bool IsValveActive (int pValveIndex)
 
override int GetTurnableValveIndex (int pComponentIndex)
 
void OnValveManipulationStart (int pValveIndex)
 
void OnValveManipulationEnd (int pValveIndex)
 
void OnValveManipulationCanceled (int pValveIndex)
 
array< vectorGetValveAligningPointsWS (int pValveIndex)
 
void SetLastActiveValve (int pValveIndex)
 
void SetWaterLevelHeight (float pHeight)
 
void RegisterValve (string pCompName, int pIndex)
 
void TranslateMemoryPointsToWaterLevels ()
 
float WaterLevelToHeight (int pWaterLevel)
 
int HeightToWaterLevel (float pHeight)
 
float PressureLevelToValue (int pPressureLevel)
 
WaterLevelSettings PreviousWaterLevelStageSettings (int pValveIndex)
 
WaterLevelSettings ActualWaterLevelStageSettings (int pValveIndex)
 
void AdvanceToNextWaterLevelStageSettings (int pValveIndex)
 
PressureLevelSettings PreviousPressureLevelStageSettings (int pValveIndex, bool pDeanimationRequest=false)
 
PressureLevelSettings ActualPressureLevelStageSettings (int pValveIndex, bool pDeanimationRequest=false)
 
void AdvanceToNextPressureLevelStageSettings (int pValveIndex)
 
void SetDefaultPressureLevelStageSettings (int pValveIndex)
 
void AnimateValve (int pValveIndex, float pPhase)
 
void SetValvePressureLevelGauge (int pValveIndex, float pValue)
 
float GetValvePressureLevelGauge (int pValveIndex)
 
bool IsValvePressureLevelGaugeAtBase (int pValveIndex)
 
float AdjustTime (float originalTime)
 
vector GetMemoryPointPosition (string pMemoryPoint)
 
void HandleSoundEffects ()
 
void PlayValveManipulationSound ()
 
void HandleSoundEffectsPipeCreaking ()
 
void HandleSoundEffectsPipeSprinkling ()
 
void HandleSoundEffectsUnderwaterPipeSounds ()
 
void HandleSoundEffectsWaterLevelMovementSounds ()
 
void CleanSoundEffects ()
 
void PlayPipeCreakingSoundOnLocation ()
 
void HandleVisualEffects ()
 
void CleanVisualEffects ()
 
void ResetState ()
 
void SyncValveVariables ()
 
int PackArrayOfBoolStatesIntoBits (array< bool > pStates)
 
array< boolUnpackBitsToArrayOfBoolStates (int pPackedBits, int pArrayLength)
 

Переменные

class WaterLevelSettings PressureLevel
 
float Duration
 
class WaterLevelSnapshot OBJECT_NAME_WATER_PLANE = "Land_Underground_WaterReservoir_Water"
 
const int WL_MIN = 0
 
const int WL_ABOVE_PIPES = 1
 
const int WL_AVERAGE = 2
 
const int WL_MAX = 3
 
const int PL_MIN = 0
 
const int PL_AVERAGE = 1
 
const int PL_MAX = 2
 
const int VALVES_COUNT = 2
 
const int VALVE_INDEX_DRAIN = 0
 
const int VALVE_INDEX_FILL = 1
 
const int PIPES_BROKEN_COUNT = 2
 
const int PIPE_INDEX_BROKEN1 = 0
 
const int PIPE_INDEX_BROKEN2 = 1
 main broken pipe
 
const string ANIM_PHASE_VALVE_GAUGE_DRAIN = "ValveGauge1"
 tighter broken pipe
 
const string ANIM_PHASE_VALVE_GAUGE_FILL = "ValveGauge2"
 
const string ANIM_PHASE_VALVE_DRAIN = "Valve1"
 
const string ANIM_PHASE_VALVE_FILL = "Valve2"
 
const string VALVE_NAME_DRAIN = "valve1"
 
const string VALVE_NAME_FILL = "valve2"
 
const string PIPE_NAME_BROKEN1 = "pipe_broken_1"
 
const string PIPE_NAME_BROKEN2 = "pipe_broken_2"
 
const string PIPE_NAME_LEAKING_DRAIN = "pipe_leaking_1"
 
const string PIPE_NAME_LEAKING_FILL = "pipe_leaking_2"
 
const string SOUND_NAME_PIPE_CREAKING = "WaterObjectUndergroundPipeCreaking_SoundSet"
 
const string SOUND_NAME_VALVE_MANIPULATION = "WaterObjectUndergroundValve_SoundSet"
 
const string SOUND_NAME_PIPE_SPRINKLING_START = "WaterObjectUndergroundPipeSprinkling_Start_SoundSet"
 
const string SOUND_NAME_PIPE_SPRINKLING_END = "WaterObjectUndergroundPipeSprinkling_End_SoundSet"
 
const string SOUND_NAME_PIPE_SPRINKLING_LOOP1 = "WaterObjectUndergroundPipeSprinkling_Loop1_SoundSet"
 
const string SOUND_NAME_PIPE_SPRINKLING_LOOP2 = "WaterObjectUndergroundPipeSprinkling_Loop2_SoundSet"
 
const string SOUND_NAME_UPIPE_SPRINKLING_START = "WaterObjectUndergroundUnderwaterPipe_Start_SoundSet"
 
const string SOUND_NAME_UPIPE_SPRINKLING_END = "WaterObjectUndergroundUnderwaterPipe_End_SoundSet"
 
const string SOUND_NAME_UPIPE_SPRINKLING_LOOP = "WaterObjectUndergroundUnderwaterPipe_Loop_SoundSet"
 
const string SOUND_NAME_WATER_FILL_LOOP = "WaterObjectUndergroundUnderwaterFill_Loop_SoundSet"
 
const string SOUND_NAME_WATER_DRAIN_LOOP = "WaterObjectUndergroundUnderwaterEmpty_Loop_SoundSet"
 
const int PARTICLE_DRAIN_PIPE_MAX_PRESSURE = ParticleList.WATER_SPILLING
 
const int PARTICLE_FILL_PIPE_MAX_PRESSURE = ParticleList.WATER_SPILLING
 
const int PARTICLE_FILL_PIPE_JET = ParticleList.WATER_JET
 
const int PARTICLE_FILL_PIPE_JET_WEAK = ParticleList.WATER_JET_WEAK
 
ref array< ref WaterLevelSettingsm_DrainValveWaterStageSettings
 valve/pipe stages for water and pressure levels
 
ref array< ref PressureLevelSettingsm_DrainValvePressureStageSettings
 
ref array< ref PressureLevelSettingsm_DrainValvePressureDeanimationSettings
 
ref array< ref WaterLevelSettingsm_FillValveWaterStageSettings
 for deanimation purposes
 
ref array< ref PressureLevelSettingsm_FillValvePressureStageSettings
 
ref array< ref PressureLevelSettingsm_FillValvePressureDeanimationSettings
 
ref WaterLevelSnapshot m_WaterLevelSnapshot
 for deanimation purposes
 
int m_DrainValveWaterLevelStageIndex
 pointing to specific stage for each valve/pipe
 
int m_DrainValvePressureLevelStageIndex
 
int m_FillValveWaterLevelStageIndex
 
int m_FillValvePressureLevelStageIndex
 
static const string WATER_LEVEL_MAX = "water_level_max"
 
static const string WATER_LEVEL_AVERAGE = "water_level_average"
 
static const string WATER_LEVEL_ABOVE_PIPES = "water_level_above_pipes"
 
static const string WATER_LEVEL_MIN = "water_level_min"
 
const int WATER_LEVELS_COUNT = 4
 
const string WATER_LEVELS [WATER_LEVELS_COUNT]
 
int m_ValveStatesPacked
 
int m_ValveStatesPackedPrev
 
int m_ValveManipulatedIndex
 
int m_ValveManipulatedIndexPrev
 
ref array< stringm_ValveNames
 
ref array< boolm_ValveStates
 
ref map< string, vectorm_WaterLevelsAvailable
 
int m_WaterLevelActual
 
int m_WaterLevelPrev
 
ref array< boolm_PressureAnimationRequests
 
ref array< boolm_PressureDeanimationRequests
 
ref array< floatm_WaterLevelTimesAccumulated
 
ref array< floatm_PressureTimesAccumulated
 
int m_LastActiveValve
 
Object m_SpawnedWaterObject
 
vector m_WaterLevelDefault
 
float m_WaterLevelHeightActual
 
bool m_ValveManipulationSoundRequested
 VFX/SFX.
 
ref EffectSound m_ValveManipulationSound
 
ref array< EffectSoundm_PipeSounds
 
bool m_PipeCreakingSoundRequested
 
ref EffectSound m_PipeCreakingSounds
 
ref EffectSound m_PipeUnderwaterSound
 
ref EffectSound m_WaterLevelMovementSound
 
const int PIPE_CREAKING_MIN_TIME_DELAY_MS = 10000
 
const int PIPE_CREAKING_MAX_TIME_DELAY_MS = 15000
 
const int PIPE_CREAKING_SOUND_LOCATIONS_COUNT = 4
 
const string PIPE_CREAKING_SOUND_LOCATIONS [PIPE_CREAKING_SOUND_LOCATIONS_COUNT]
 
ref ParticleSourceArray m_ValveParticles
 
ref ParticleSourceArray m_PipeBrokenParticles