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class DayZIntroScenePC : DayZIntroScene
{
protected bool m_EnableClick;
protected bool m_RotatingCharacter;
protected int m_RotatingCharacterMouseX;
protected int m_RotatingCharacterMouseY;
protected float m_RotatingCharacterRot;
protected float m_Radius;
protected float m_Radius_original;
protected float m_DiffX;
protected float m_DeltaX;
protected float m_DeltaZ;
protected float m_Angle;
protected float m_Angle_offset = 0;
protected float m_NewX = 0;
protected float m_NewZ = 0;
protected float m_BlurValue;
protected ref OptionsMenu m_optmenu;
// ------------------------------------------------------------
void DayZIntroScenePC()
{
SetClickEnable( true );
m_DeltaX = Math.AbsFloat(m_CharacterPos[0] - m_Camera.GetPosition()[0]);
m_DeltaZ = Math.AbsFloat(m_CharacterPos[2] - m_Camera.GetPosition()[2]);
if (!m_Radius || m_Radius == 0)
{
m_Radius = Math.Sqrt (Math.Pow(m_DeltaX, 2) + Math.Pow(m_DeltaZ, 2));
m_Radius_original = m_Radius;
}
}
protected override void SetInitPostprocesses()
{
super.SetInitPostprocesses();
PPERequester_MenuEffects requester;
Class.CastTo(requester,PPERequesterBank.GetRequester(PPERequester_MenuEffects));
requester.SetVignetteIntensity(0.5);
}
// ------------------------------------------------------------
void SetClickEnable( bool enable )
{
m_EnableClick = enable;
}
// ------------------------------------------------------------
bool IsClickEnabled()
{
return m_EnableClick;
}
// ------------------------------------------------------------
void CharacterRotationStart()
{
m_RotatingCharacter = true;
GetMousePos(m_RotatingCharacterMouseX, m_RotatingCharacterMouseY);
if (m_Character)
{
m_RotatingCharacterRot = m_CharacterRot[0];
}
}
// ------------------------------------------------------------
void CharacterRotationStop()
{
if (m_RotatingCharacter)
{
m_RotatingCharacter = false;
}
}
// ------------------------------------------------------------
bool IsRotatingCharacter()
{
return m_RotatingCharacter;
}
// ------------------------------------------------------------
void CharacterRotate()
{
if (m_Character && m_Character.GetCharacterObj())
{
int actual_mouse_x;
int actual_mouse_y;
float coef;
GetMousePos(actual_mouse_x, actual_mouse_y);
m_DiffX = m_RotatingCharacterMouseX - actual_mouse_x;
coef = ( m_RotatingCharacterRot + (m_DiffX * 0.5) ) / 360;
coef = coef - Math.Floor(coef);
m_CharacterRot[0] = coef * 360;
m_Character.GetCharacterObj().SetOrientation(m_CharacterRot);
}
}
// ------------------------------------------------------------
void Update()
{
if (m_Character && m_RotatingCharacter)
{
CharacterRotate();
}
}
};
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