DayZ_Scripts / scripts /3_Game /DayZ /ImpactEffects.c
D3ltaQ's picture
Upload 2197 files
24b81cb verified
enum ImpactTypes
{
UNKNOWN;
STOP;
PENETRATE;
RICOCHET;
MELEE;
}
class ImpactEffectsData
{
Object m_DirectHit;
int m_ImpactType;
int m_ComponentIndex;
bool m_IsDeflected;
bool m_IsWater;
string m_Surface;
string m_AmmoType;
vector m_InSpeed;
vector m_OutSpeed;
vector m_Position;
vector m_SurfaceNormal;
vector m_ExitPosition;
}
class ImpactMaterials
{
ref static map<string, typename> m_ImpactEffect;
static int m_LastRegisteredMaterial = 0;
//! Map of ammo which will not spawn any impact effect
ref static map<string, int> m_IgnoredAmmo;
static int m_LastRegisteredIgnoredAmmo = 0;
/** \name Surface effects
* Register all hit materials here!
* When modding, these can be unregistered with 'UnregisterSurface' if so desired
*/
//@{
static int PLASTIC = RegisterSurface("Hit_Plastic");
static int SAND = RegisterSurface("Hit_Sand");
static int TEXTILE = RegisterSurface("Hit_Textile");
static int CONCRETE = RegisterSurface("Hit_Concrete");
static int GRAVEL = RegisterSurface("Hit_Gravel");
static int DIRT = RegisterSurface("Hit_Dirt");
static int FOLIAGE = RegisterSurface("Hit_Foliage");
static int GRASS = RegisterSurface("Hit_Grass");
static int WOOD = RegisterSurface("Hit_Wood");
static int METAL = RegisterSurface("Hit_Metal");
static int GLASS = RegisterSurface("Hit_Glass");
static int GLASS_THIN = RegisterSurface("Hit_Glass_Thin");
static int WATER = RegisterSurface("Hit_Water");
static int RUBBER = RegisterSurface("Hit_Rubber");
static int PLASTER = RegisterSurface("Hit_Plaster");
static int MEATBONES = RegisterSurface("Hit_MeatBones");
static int MEATBONES_SHOVEL = RegisterSurface("Hit_MeatBones_MeleeShovel");
static int MEATBONES_PIPEWRENCH = RegisterSurface("Hit_MeatBones_MeleePipeWrench");
static int MEATBONES_WRENCH = RegisterSurface("Hit_MeatBones_MeleeWrench");
static int MEATBONES_FIST = RegisterSurface("Hit_MeatBones_MeleeFist");
static int UNDEFINED = RegisterSurface("Hit_Undefined");
static int ERROR_NO_MATERIAL = RegisterSurface("Hit_ErrorNoMaterial");
//@}
/** \name Ignored ammo
* Register ammo which will not spawn impact effects here
* When modding, these can be unregistered with 'UnregisterIgnoredAmmo' if so desired
*/
//@{
static int FIST = RegisterIgnoredAmmo("MeleeFist");
static int FIST_HEAVY = RegisterIgnoredAmmo("MeleeFist_Heavy");
static int SOFT = RegisterIgnoredAmmo("MeleeSoft");
static int SOFT_HEAVY = RegisterIgnoredAmmo("MeleeSoft_Heavy");
static int DUMMY = RegisterIgnoredAmmo("Dummy_Light");
static int DUMMY_HEAVY = RegisterIgnoredAmmo("Dummy_Heavy");
//@}
static int RegisterSurface(string surface)
{
if (!m_ImpactEffect)
m_ImpactEffect = new map<string, typename>;
m_ImpactEffect.Insert(surface, surface.ToType());
return ++m_LastRegisteredMaterial;
}
static bool UnregisterSurface(string surface)
{
if (m_ImpactEffect)
{
m_ImpactEffect.Remove(surface);
return !m_ImpactEffect.Contains(surface);
}
return false;
}
static int RegisterIgnoredAmmo(string ammo)
{
if (!m_IgnoredAmmo)
m_IgnoredAmmo = new map<string, int>;
++m_LastRegisteredIgnoredAmmo;
m_IgnoredAmmo.Insert(ammo, m_LastRegisteredIgnoredAmmo);
return m_LastRegisteredIgnoredAmmo;
}
static bool UnregisterIgnoredAmmo(string ammo)
{
if (m_IgnoredAmmo)
{
m_IgnoredAmmo.Remove(ammo);
return !m_IgnoredAmmo.Contains(ammo);
}
return false;
}
static typename GetImpactEffect(string surface, string ammoType)
{
string key = string.Format("%1_%2", surface, ammoType);
typename eff_type = m_ImpactEffect[key];
if (eff_type)
return eff_type;
else
return m_ImpactEffect[surface];
}
static void EvaluateImpactEffectEx(ImpactEffectsData pData)
{
EvaluateImpactEffect(pData.m_DirectHit, pData.m_ComponentIndex, pData.m_Surface, pData.m_Position, pData.m_ImpactType, pData.m_SurfaceNormal, pData.m_ExitPosition, pData.m_InSpeed, pData.m_OutSpeed, pData.m_IsDeflected, pData.m_AmmoType, pData.m_IsWater);
}
static void EvaluateImpactEffect(Object directHit, int componentIndex, string surface, vector pos, int impact_type, vector surfNormal, vector exitPos, vector inSpeed, vector outSpeed, bool deflected, string ammoType, bool isWater)
{
// No impact effects wanted for this ammo
if (m_IgnoredAmmo.Contains(ammoType))
return;
if (impact_type == ImpactTypes.UNKNOWN)
impact_type = ImpactTypes.STOP;
if (deflected)
impact_type = ImpactTypes.RICOCHET;
else if (outSpeed)
impact_type = ImpactTypes.PENETRATE;
if (isWater)
surface = "Hit_Water";
EffBulletImpactBase eff = EffBulletImpactBase.Cast(GetImpactEffect(surface, ammoType).Spawn());
if ( !eff && surface == "" ) // handle undefined surface
{
eff = EffBulletImpactBase.Cast( surface.ToType().Spawn() );
if (eff)
{
RegisterSurface(surface);
ErrorEx(string.Format("Unregistered surface for bullet impact effect (%1). Register this surface in ImpactMaterials (Script) for better performance.", surface), ErrorExSeverity.WARNING);
}
else
{
if (directHit)
{
string object_type = directHit.GetType();
if ( object_type == "" )
object_type = "OBJECT_WITHOUT_CONFIG_CLASS";
ErrorEx(string.Format("Object '%1' with model file: %2 has undefined 'Hit_...' material! Cannot play impact effect.", object_type, directHit.GetShapeName()));
eff = EffBulletImpactBase.Cast(GetImpactEffect("Hit_ErrorNoMaterial", ammoType).Spawn());
}
}
}
if ( !eff && surface != "" )
{
ErrorEx(string.Format("Unregistered surface impact material <%1>! Register this surface in ImpactMaterials (Script).", surface));
eff = EffBulletImpactBase.Cast(GetImpactEffect("Hit_Undefined", ammoType).Spawn());
}
if (eff)
{
eff.EvaluateEffect(directHit, componentIndex, pos, impact_type, surfNormal, exitPos, inSpeed, outSpeed, ammoType);
eff.SetAutodestroy(true);
SEffectManager.PlayInWorld(eff, pos);
}
}
}