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class InventoryItem extends EntityAI
{
static private const float SOUND_CONTACT_SKIP = 0.33;//second
#ifdef DIAG_DEVELOPER
static private ref array<ref string> s_ImpactSoundsInfo = new array<ref string>();
#endif
private SoundLookupTable m_SoundImpactTable;
private float m_SoundContactTickTime;
private bool m_IsMeleeWeapon = false;
proto native InventoryItemType GetInventoryItemType();
//! Some inventoryItem devices can be switched on/off (radios, transmitters)
proto native void SwitchOn(bool onOff);
//! Some inventoryItem devices can be switched on/off (radios, transmitters)
proto native bool IsOn();
//! collisions with character
proto native void EnableCollisionsWithCharacter(bool state);
proto native bool HasCollisionsWithCharacter();
proto native MeleeCombatData GetMeleeCombatData();
proto native void ThrowPhysically(DayZPlayer player, vector force, bool collideWithCharacters = true);
//! Sets the item to use the server configured 'networkRangeFar' instead of 'networkRangeNear'
// This method performs an OR operation with the config 'forceFarBubble'. If set in the config
// this method has no effect.
proto native void ForceFarBubble(bool state);
void InventoryItem()
{
InitImpactSoundData();
if (ConfigIsExisting("isMeleeWeapon"))
m_IsMeleeWeapon = ConfigGetBool("isMeleeWeapon");
}
void OnRightClick()
{
}
event bool OnUseFromInventory(Man owner)
{
return false;
}
//! Get tooltip text
string GetTooltip()
{
string temp;
if (!DescriptionOverride(temp))
temp = ConfigGetString("descriptionShort");
return temp;
}
override bool IsInventoryItem()
{
return true;
}
int GetMeleeMode()
{
return 0;
}
int GetMeleeHeavyMode()
{
return 1;
}
int GetMeleeSprintMode()
{
return 2;
}
override bool IsMeleeWeapon()
{
return m_IsMeleeWeapon;
}
bool IsMeleeFinisher()
{
return false;
}
// -------------------------------------------------------------------------------
void PlayImpactSound(float weight, float velocity, int surfaceHash)
{
if (!m_SoundImpactTable)
return;
SoundObjectBuilder soundBuilder = m_SoundImpactTable.GetSoundBuilder(surfaceHash);
if (soundBuilder != null)
{
soundBuilder.AddVariable("weight", weight);
soundBuilder.AddVariable("speed", velocity);
soundBuilder.AddEnvSoundVariables(GetPosition());
SoundObject soundObject = soundBuilder.BuildSoundObject();
if (soundObject != null)
{
soundObject.SetKind(WaveKind.WAVEEFFECTEX);
PlaySound(soundObject, soundBuilder);
}
}
}
// -------------------------------------------------------------------------------
protected void InitImpactSoundData()
{
#ifndef SERVER
string soundImpactType = "default";
if ( ConfigIsExisting("soundImpactType") )
soundImpactType = ConfigGetString("soundImpactType");
m_SoundImpactTable = AnimSoundLookupTableBank.GetInstance().GetImpactTable(soundImpactType + "_Impact_LookupTable");
#endif
}
// -------------------------------------------------------------------------------
AbstractWave PlaySound(SoundObject so, SoundObjectBuilder sob)
{
if (so == null)
return null;
so.SetPosition(GetPosition());
AbstractWave wave = GetGame().GetSoundScene().Play3D(so, sob);
return wave;
}
// -------------------------------------------------------------------------------
void PlaySoundByAnimEvent(EAnimSoundEventID id)
{
AnimSoundEvent soundEvent = GetInventoryItemType().GetSoundEvent(id);
if (soundEvent)
{
SoundObjectBuilder builder = soundEvent.GetSoundBuilder();
SoundObject soundObject = builder.BuildSoundObject();
if (soundObject)
PlaySound(soundObject, builder);
}
}
// -------------------------------------------------------------------------------
string GetImpactSurfaceType(IEntity other, Contact impact)
{
string surface;
int liquid = -1;
return GetImpactSurfaceTypeEx(other, impact, liquid);
}
// -------------------------------------------------------------------------------
string GetImpactSurfaceTypeEx(IEntity other, Contact impact, out int liquid)
{
vector mins, maxs;
GetWorldBounds(mins, maxs);
vector size = maxs - mins;
vector add = impact.RelativeVelocityBefore.Normalized() * size.Length();
string surfaceImpact;
if (DayZPhysics.GetHitSurfaceAndLiquid(
Object.Cast(other),
impact.Position + add,
impact.Position - add,
surfaceImpact,
liquid))
{
return surfaceImpact;
}
string surface;
GetGame().SurfaceUnderObjectEx(this, surface, surfaceImpact, liquid);
return surfaceImpact;
}
//! returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use
string GetRuinedMeleeAmmoType()
{
return "MeleeSoft";
}
// -------------------------------------------------------------------------------
float ProcessImpactSound(IEntity other, Contact extra, float weight, out int surfaceHash)
{
int liquidType = -1;
return ProcessImpactSoundEx(other, extra, weight, surfaceHash,liquidType);
}
// -------------------------------------------------------------------------------
float ProcessImpactSoundEx(IEntity other, Contact extra, float weight, out int surfaceHash, out int liquidType)
{
float impactVelocity = extra.RelativeVelocityBefore.Length();
if ( impactVelocity < 0.3 )
return 0.0;
float tickTime = GetGame().GetTickTime();
if ( m_SoundContactTickTime + SOUND_CONTACT_SKIP > tickTime )
return 0.0;
string surfaceName = GetImpactSurfaceTypeEx(other, extra, liquidType);
if ( surfaceName == "" )
return 0.0;
#ifdef DIAG_DEVELOPER
string infoText = "Surface: " + surfaceName + ", Weight: " + weight + ", Speed: " + impactVelocity;
if ( s_ImpactSoundsInfo.Count() == 10 )
s_ImpactSoundsInfo.Remove(9);
s_ImpactSoundsInfo.InsertAt(infoText, 0);
#endif
m_SoundContactTickTime = tickTime;
surfaceHash = surfaceName.Hash();
return impactVelocity;
}
#ifdef DIAG_DEVELOPER
static void DrawImpacts()
{
DbgUI.Begin("Item impact sounds", 10, 200);
for ( int i = 0; i < s_ImpactSoundsInfo.Count(); ++i )
{
string line = (i + 1).ToString() + ". " + s_ImpactSoundsInfo.Get(i);
DbgUI.Text(line);
}
DbgUI.End();
}
#endif
};