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class ExplosiveLight : PointLightBase
{
protected static float m_DefaultBrightness = 10;
protected static float m_DefaultRadius = 30;
void ExplosiveLight()
{
SetVisibleDuringDaylight(false);
SetRadiusTo(m_DefaultRadius);
SetBrightnessTo(m_DefaultBrightness);
SetFlareVisible(false);
SetAmbientColor(1.0, 1.0, 0.3);
SetDiffuseColor(1.0, 1.0, 0.3);
SetLifetime(0.15);
SetDisableShadowsWithinRadius(-1);
}
}
class ExplosivesBase : ItemBase
{
protected const string DEFAULT_AMMO_TYPE = "Explosion_NonLethal";
protected const string ANIM_PHASE_VISIBILITY = "Visibility";
protected bool m_Armed;
protected bool m_Defused;
protected ref array<string> m_AmmoTypes;
protected ref Timer m_DeleteTimer;
//! light
protected ExplosiveLight m_Light;
//! particle
protected Particle m_ParticleExplosion;
protected ref array<ParticleSource> m_ParticleExplosionArr = {};
protected int m_ParticleExplosionId;
protected vector m_ParticlePosition;
protected vector m_ParticleOrientation;
void ExplosivesBase()
{
m_DeleteTimer = new Timer();
m_AmmoTypes = new array<string>();
SetAmmoType(DEFAULT_AMMO_TYPE);
SetParticleExplosion(ParticleList.INVALID); //! no effect
SetParticlePosition(WorldToModel(GetPosition()));
SetParticleOrientation(vector.Zero);
RegisterNetSyncVariableBool("m_Armed");
RegisterNetSyncVariableBool("m_Defused");
}
override bool IsExplosive()
{
return true;
}
override void OnExplosionEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
{
super.OnExplosionEffects(source, directHit, componentIndex, surface, pos, surfNormal, energyFactor, explosionFactor, isWater, ammoType);
if (m_ParticleExplosionId > ParticleList.INVALID)
{
EntityAI parent = this;
if (GetHierarchyParent())
{
parent = GetHierarchyParent();
}
ParticleSource p = ParticleManager.GetInstance().PlayOnObject(m_ParticleExplosionId, parent, m_ParticlePosition, m_ParticleOrientation);
m_ParticleExplosionArr.Insert(p);
m_ParticleExplosion = p;
}
CreateLight();
}
override void EEDelete(EntityAI parent)
{
super.EEDelete(parent);
if (m_ParticleExplosion)
{
foreach (ParticleSource p : m_ParticleExplosionArr)
{
DestroyParticle(p);
}
}
}
override void EEKilled(Object killer)
{
super.EEKilled(killer);
//! should be called only here to avoid multiple explosion calculations, call SetHealth("","",0.0) instead
InitiateExplosion();
UnpairRemote();
}
override void OnCEUpdate()
{
super.OnCEUpdate();
if (!IsRuined() && GetArmed() && GetPairDevice())
{
if (vector.DistanceSq(GetPosition(), GetPairDevice().GetPosition()) <= Math.SqrFloat(UAMaxDistances.EXPLOSIVE_REMOTE_ACTIVATION))
{
UpdateLED(ERemoteDetonatorLEDState.LIT);
return;
}
}
UpdateLED(ERemoteDetonatorLEDState.OFF);
}
override void UnpairRemote()
{
if (GetRemotelyActivatedItemBehaviour())
{
if (GetPairDevice())
{
GetPairDevice().UnpairRemote();
}
GetRemotelyActivatedItemBehaviour().Unpair();
}
}
override void OnPlacementComplete(Man player, vector position = "0 0 0", vector orientation = "0 0 0")
{
super.OnPlacementComplete(player, position, orientation);
if (GetGame().IsServer())
{
SetOrientation(orientation);
SetPosition(position);
PlaceOnSurface();
}
}
protected void CreateLight()
{
m_Light = ExplosiveLight.Cast(ScriptedLightBase.CreateLight(ExplosiveLight, GetPosition()));
}
protected void DestroyParticle(Particle p)
{
#ifndef SERVER
if (p != null)
{
p.Stop();
}
#endif
}
protected void InitiateExplosion()
{
int count = m_AmmoTypes.Count();
for (int i = 0; i < count; i++)
{
Explode(DamageType.EXPLOSION, m_AmmoTypes[i]);
}
OnExplode();
}
protected void OnExplode()
{
if (GetGame().IsServer())
{
m_DeleteTimer.Run(0.25, this, "DeleteSafe");
}
}
override void SetActions()
{
super.SetActions();
AddAction(ActionAttach);
AddAction(ActionDetach);
}
override bool IsInventoryVisible()
{
if (!super.IsInventoryVisible())
{
return false;
}
return GetAnimationPhase("Visibility") == 0;
}
override bool IsTakeable()
{
return super.IsTakeable() && GetAnimationPhase("Visibility") == 0;
}
bool IsTimerDetonable()
{
return false;
}
void Arm()
{
SetArmed(true);
OnArmed();
}
void OnArmed();
bool CanBeArmed()
{
return true;
}
void Disarm(bool pWithTool = false)
{
SetArmed(false);
OnDisarmed(pWithTool);
}
void OnBeforeDisarm();
void OnDisarmed(bool pWithTool);
bool CanBeDisarmed()
{
return false;
}
bool GetArmed()
{
return m_Armed;
}
protected void SetArmed(bool state)
{
m_Armed = state;
SetSynchDirty();
}
override bool CanPutInCargo(EntityAI parent)
{
if (!super.CanPutInCargo(parent))
{
return false;
}
return IsTakeable();
}
override bool CanPutIntoHands(EntityAI parent)
{
if (!super.CanPutIntoHands(parent))
{
return false;
}
return IsTakeable();
}
override bool CanRemoveFromHands(EntityAI parent)
{
return IsTakeable();
}
bool GetDefused()
{
return m_Defused;
}
protected void SetDefused(bool state)
{
m_Defused = state;
SetSynchDirty();
}
void SetAmmoType(string pAmmoType)
{
SetAmmoTypes({pAmmoType});
}
void SetAmmoTypes(array<string> pAmmoTypes)
{
m_AmmoTypes.Clear();
m_AmmoTypes = pAmmoTypes;
}
void SetParticleExplosion(int particle)
{
m_ParticleExplosionId = particle;
}
//! set position for smoke particle - needs to be in Local Space
void SetParticlePosition(vector local_pos)
{
m_ParticlePosition = local_pos;
if (GetHierarchyParent())
{
m_ParticlePosition = GetHierarchyParent().WorldToModel(GetPosition());
}
}
void SetParticleOrientation(vector local_ori)
{
m_ParticleOrientation = local_ori;
if (GetHierarchyParent())
{
m_ParticleOrientation = GetHierarchyParent().WorldToModel(GetOrientation());
}
}
override void OnStoreSave(ParamsWriteContext ctx)
{
super.OnStoreSave(ctx);
ctx.Write(m_Armed);
}
override bool OnStoreLoad(ParamsReadContext ctx, int version)
{
if (!super.OnStoreLoad(ctx, version))
return false;
if (version > 129)
{
bool armed = false;
if (!ctx.Read(armed))
{
return false;
}
SetArmed(armed);
}
return true;
}
//! HELPERS
void UpdateLED(int pState);
bool HasLockedTriggerSlots()
{
return false;
}
void LockTriggerSlots();
void UnlockTriggerSlots();
void LockExplosivesSlots();
void UnlockExplosivesSlots();
}
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