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//this is instantiated on the client for both the controlled character, as well as the remote characters
class BleedingSourcesManagerRemote extends BleedingSourcesManagerBase
{
int m_BleedingBits;
bool m_ShowDiag;
bool m_ShowingDiag;
bool m_ShowingDiagDraw;
Shape m_Point;
bool m_EnableHitIndication = false;
override protected void Init()
{
super.Init();
if (GetGame().GetMission().GetEffectWidgets()/* && m_Player.IsControlledPlayer()*/)
{
Param3<bool,int,float> par = new Param3<bool,int,float>(true,0,0);
GetGame().GetMission().GetEffectWidgets().RegisterGameplayEffectData(EffectWidgetsTypes.BLEEDING_LAYER,par);
}
}
override protected void RegisterBleedingZoneEx(string name, int max_time, string bone = "", vector orientation = "0 0 0", vector offset = "0 0 0", float flow_modifier = 1, string particle_name = "BleedingSourceEffect", int inv_location = 0)
{
super.RegisterBleedingZoneEx(name,max_time,bone,orientation,offset,flow_modifier,particle_name,inv_location);
if (GetGame().GetMission().GetEffectWidgets()/* && m_Player.IsControlledPlayer()*/)
{
Param3<bool,int,float> par = new Param3<bool,int,float>(false,m_Bit,flow_modifier);
GetGame().GetMission().GetEffectWidgets().RegisterGameplayEffectData(EffectWidgetsTypes.BLEEDING_LAYER,par);
}
}
void OnVariablesSynchronized(int current_bits)
{
if (current_bits != m_BleedingBits)
{
if (m_BleedingBits == 0)
{
m_Player.OnBleedingBegin();
}
OnBleedingBitsUpdate(m_BleedingBits, current_bits);
m_BleedingBits = current_bits;
if (m_BleedingBits == 0)
{
m_Player.OnBleedingEnd();
}
}
}
void Reload()
{
m_BleedingSourceZone.Clear();
m_BitOffset = 0;
Init();
int bit_offset = 0;
for (int i = 0; i < BIT_INT_SIZE; i++)
{
int bit = 1 << bit_offset;
bit_offset++;
if ( (bit & m_BleedingBits) != 0 )
{
RemoveBleedingSource(bit);
AddBleedingSource(bit);
}
}
}
override protected void AddBleedingSource(int bit)
{
super.AddBleedingSource(bit);
if (GetGame().IsMultiplayer())
m_Player.OnBleedingSourceAdded();
}
override protected bool RemoveBleedingSource(int bit)
{
if (super.RemoveBleedingSource(bit))
{
if (GetGame().IsMultiplayer())
m_Player.OnBleedingSourceRemovedEx(m_Item);
return true;
}
return false;
}
void OnBleedingBitsUpdate(int old_mask, int new_mask)
{
for (int i = 0; i < 32; i++)
{
int compare_bit = 1 << i;
int new_compare_result_bit = compare_bit & new_mask;
int old_compare_result_bit = compare_bit & old_mask;
if ( new_compare_result_bit )
{
if ( !(new_compare_result_bit & old_mask))
{
//a different active bit in the new mask
AddBleedingSource(new_compare_result_bit);
}
}
else
{
if ( new_compare_result_bit != old_compare_result_bit )
{
RemoveBleedingSource(old_compare_result_bit);
}
}
}
}
int GetBleedingSourceCountRemote()
{
int bleeding_source_count = 0;
int pow = 0;
for (int i = 0; i < BIT_INT_SIZE ; i++)
{
int bit = Math.Pow(2, pow);
pow++;
if ( (m_BleedingBits & bit) != 0)
{
bleeding_source_count++;
}
}
return bleeding_source_count;
}
void SetDiag(bool value)
{
m_ShowDiag = value;
return;
int boneIdx = m_Player.GetBoneIndexByName("RightArmExtra");
if ( boneIdx != -1 )
{
Object linkedObject = GetGame().CreateObject("Ammo_ArrowBolt", "0 0 0");
//linkedObject.SetPosition("0 1 0");
//linkedObject.SetOrientation("0 90 0");
/*
Set local space transform for linked object
*/
BleedingSourceEffect eff = new BleedingSourceEffect();
eff.SetAutodestroy(true);
SEffectManager.PlayInWorld( eff, "0 0 0" );
Particle p = eff.GetParticle();
//p.SetOrientation("0 90 0");
m_Player.AddChild(p, boneIdx);
m_Player.AddChild(linkedObject, boneIdx);
}
}
void OnUpdate()
{
#ifndef NO_GUI
if (m_ShowDiag)
{
DisplayDebug();
DisplayVisualDebug();
}
else if ( m_ShowingDiag || m_ShowingDiagDraw )
{
if (m_ShowingDiag)
CleanDebug();
if (m_ShowingDiagDraw)
CleanVisualDebug();
}
#endif
}
void DisplayDebug()
{
m_ShowingDiag = true;
DbgUI.BeginCleanupScope();
DbgUI.Begin("Bleeding Sources", 50, 50);
int pow = 0;
bool anyBleedingSourceActive = false;
for (int i = 0; i < BIT_INT_SIZE ; i++)
{
int bit = Math.Pow(2, pow);
pow++;
if ( (m_BleedingBits & bit) != 0)
{
BleedingSourceZone bsz = GetBleedingSourceMeta(bit);
string name = GetSelectionNameFromBit(bit);
string slot_name = InventorySlots.GetSlotName(bsz.GetInvLocation());
DbgUI.Text(name + "| slot name: "+ slot_name);
anyBleedingSourceActive = true;
}
}
if (!anyBleedingSourceActive)
{
DbgUI.Text("Currently no bleeding sources are active.");
}
DbgUI.End();
DbgUI.EndCleanupScope();
}
void CleanDebug()
{
m_ShowingDiag = false;
DbgUI.BeginCleanupScope();
DbgUI.Begin("Bleeding Sources", 50, 50);
DbgUI.End();
DbgUI.EndCleanupScope();
}
void DisplayVisualDebug()
{
/*
if(m_Point)
{
Debug.RemoveShape(m_Point);
}
int boneIdx = m_Player.GetBoneIndexByName("LeftKneeExtra");
int pointIdx = m_Player.GetMemoryPointIndex("lknee");
vector posLS = DayZPlayerUtils.GetMemoryPointPositionBoneRelative(m_Player, boneIdx, pointIdx);
vector pTm[4];
m_Player.GetBoneTransformMS(boneIdx, pTm);
vector posMS = posLS.Multiply4(pTm);
vector pos = m_Player.ModelToWorld(posMS);
m_Point = Debug.DrawSphere(pos, 0.1, COLOR_RED);
*/
m_ShowingDiagDraw = true;
int bsCount = m_BleedingSources.Count();
for (int i = 0; i < bsCount; ++i)
{
m_BleedingSources.GetElement(i).DrawDebugShape();
}
}
void CleanVisualDebug()
{
m_ShowingDiagDraw = false;
int bsCount = m_BleedingSources.Count();
for (int i = 0; i < bsCount; ++i)
{
m_BleedingSources.GetElement(i).RemoveDebugShape();
}
}
} |