DayZ
1.30
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Структуры данных
|
Функции
|
Переменные
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
()
single position related to each particular attachment group
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
<
vector
>
GetValveAligningPointsWS
(
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
<
bool
>
UnpackBitsToArrayOfBoolStates
(
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
WaterLevelSettings
>
m_DrainValveWaterStageSettings
valve/pipe stages for water and pressure levels
ref
array
< ref
PressureLevelSettings
>
m_DrainValvePressureStageSettings
ref
array
< ref
PressureLevelSettings
>
m_DrainValvePressureDeanimationSettings
ref
array
< ref
WaterLevelSettings
>
m_FillValveWaterStageSettings
for deanimation purposes
ref
array
< ref
PressureLevelSettings
>
m_FillValvePressureStageSettings
ref
array
< ref
PressureLevelSettings
>
m_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
<
string
>
m_ValveNames
ref
array
<
bool
>
m_ValveStates
ref
map
<
string
,
vector
>
m_WaterLevelsAvailable
int
m_WaterLevelActual
int
m_WaterLevelPrev
ref
array
<
bool
>
m_PressureAnimationRequests
ref
array
<
bool
>
m_PressureDeanimationRequests
ref
array
<
float
>
m_WaterLevelTimesAccumulated
ref
array
<
float
>
m_PressureTimesAccumulated
int
m_LastActiveValve
Object
m_SpawnedWaterObject
vector
m_WaterLevelDefault
float
m_WaterLevelHeightActual
bool
m_ValveManipulationSoundRequested
VFX/SFX.
ref
EffectSound
m_ValveManipulationSound
ref
array
<
EffectSound
>
m_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
ref
Timer
m_TempHotfixTimer
const
float
TEMP_HOTIX_TIMESLICE
= 0.01
Ishodniki
scripts
4_World
DayZ
Entities
Building
Underground
Water
Land_Underground_WaterReservoir.c
Создано системой
1.13.2