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enum eBleedingSourceType
{
NORMAL,
CONTAMINATED,
}
class BleedingSource
{
vector m_Position;
Particle m_BloodParticle;
PlayerBase m_Player;
int m_Bit;
string m_Bone;
ref EffectParticle m_BleedingEffect;
vector m_Orientation;
Shape m_DebugShape;
Shape m_DebugShape1;
ref Timer m_DebugTick;
vector m_Offset;
float m_FlowModifier;
float m_ActiveTime;
float m_MaxTime;
string m_ParticleName;
bool m_DeleteRequested;
eBleedingSourceType m_Type = eBleedingSourceType.NORMAL;
void BleedingSource(PlayerBase player, int bit, string bone, vector orientation, vector offset,int max_time, float flow_modifier, string particle_name)
{
//m_Position = position;
m_Player = player;
m_Bit = bit;
m_Bone = bone;
m_Orientation = orientation;
m_Offset = offset;
m_FlowModifier = flow_modifier;
m_MaxTime = max_time;
m_ParticleName = particle_name;
//CreateBleedSymptom();
if (!GetGame().IsDedicatedServer())
{
CreateParticle();
StartSourceBleedingIndication();
}
}
void ~BleedingSource()
{
if (m_BloodParticle)
RemoveParticle();
RemoveDebugShape();
StopSourceBleedingIndication(!m_Player || !m_Player.IsAlive());
}
void SetType(eBleedingSourceType type)
{
m_Type = type;
}
eBleedingSourceType GetType()
{
return m_Type;
}
int GetActiveTime()
{
return m_ActiveTime;
}
void SetActiveTime(int time)
{
m_ActiveTime = time;
}
int GetBit()
{
return m_Bit;
}
void CreateParticle()
{
int boneIdx = m_Player.GetBoneIndexByName(m_Bone);
m_BleedingEffect = EffectParticle.Cast(m_ParticleName.ToType().Spawn());
if (m_BleedingEffect)
{
SEffectManager.PlayInWorld( m_BleedingEffect, "0 0 0" );
m_BloodParticle = m_BleedingEffect.GetParticle();
m_BloodParticle.SetOrientation(m_Orientation);
vector pos;
pos += m_Offset;
m_BloodParticle.SetPosition(pos);
float time = Math.RandomFloat01() * 2;
//time = time;
m_BloodParticle.SetParameter(-1, EmitorParam.CURRENT_TIME, time);
//m_BloodParticle.SetParameter(1, EmitorParam.CURRENT_TIME, time);
m_Player.AddChild(m_BloodParticle, boneIdx);
return;
}
else
{
Error("bleeding source: failed to spawn the particle: "+m_ParticleName);
}
}
void RemoveParticle()
{
SEffectManager.DestroyEffect(m_BleedingEffect);
}
void OnUpdateServer(float deltatime, float blood_scale, bool no_blood_loss )
{
m_ActiveTime += deltatime;
if (m_ActiveTime >= m_MaxTime)
{
if (m_Player.GetBleedingManagerServer() && !m_DeleteRequested)
{
m_Player.GetBleedingManagerServer().RequestDeletion(GetBit());//add yourself to a list of sources to be deleted
m_DeleteRequested = true;
}
}
if ( !no_blood_loss )
{
float flow = m_FlowModifier;
switch ( m_Type )
{
case eBleedingSourceType.NORMAL:
{
//do nothing
break;
}
case eBleedingSourceType.CONTAMINATED:
{
flow *= PlayerConstants.BLEEDING_SOURCE_BURN_MODIFIER;
}
}
m_Player.AddHealth("GlobalHealth","Blood", (PlayerConstants.BLEEDING_SOURCE_BLOODLOSS_PER_SEC * blood_scale * deltatime * flow) );
}
}
void StartSourceBleedingIndication()
{
if (m_Player.IsControlledPlayer())
{
#ifdef DIAG_DEVELOPER
if (DbgBleedingIndicationStaticInfo.m_DbgEnableBleedingIndication)
{
#endif
Param4<bool,int,vector,bool> par = new Param4<bool,int,vector,bool>(true,m_Bit,"0 0 0",false);
GetGame().GetMission().GetEffectWidgets().AddActiveEffects({EffectWidgetsTypes.BLEEDING_LAYER});
GetGame().GetMission().GetEffectWidgets().UpdateWidgets(EffectWidgetsTypes.BLEEDING_LAYER,0,par);
#ifdef DIAG_DEVELOPER
}
#endif
}
}
void StopSourceBleedingIndication(bool instant = false)
{
if ( m_Player && m_Player.IsControlledPlayer() && GetGame() && (!GetGame().IsDedicatedServer()) )
{
Param4<bool,int,vector,bool> par = new Param4<bool,int,vector,bool>(false,m_Bit,"0 0 0",instant);
GetGame().GetMission().GetEffectWidgets().UpdateWidgets(EffectWidgetsTypes.BLEEDING_LAYER,0,par);
}
}
void DrawDebugShape()
{
RemoveDebugShape();
Particle p = m_BleedingEffect.GetParticle();
vector pos = p.GetPosition();
m_DebugShape = Debug.DrawSphere(pos, 0.009, COLOR_BLUE, ShapeFlags.TRANSP|ShapeFlags.NOOUTLINE|ShapeFlags.NOZBUFFER);
vector arrow_to = m_BloodParticle.GetOrientation();
arrow_to = arrow_to.AnglesToVector();
arrow_to = -arrow_to * 0.3;
arrow_to = pos + arrow_to;
m_DebugShape1 = Debug.DrawArrow(pos, arrow_to, 0.1, COLOR_GREEN);
}
void RemoveDebugShape()
{
if (m_DebugShape)
{
Debug.RemoveShape(m_DebugShape);
}
if (m_DebugShape1)
{
Debug.RemoveShape(m_DebugShape1);
}
}
}
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