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enum eBleedingSourceType |
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{ |
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NORMAL, |
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CONTAMINATED, |
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} |
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class BleedingSource |
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{ |
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vector m_Position; |
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Particle m_BloodParticle; |
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PlayerBase m_Player; |
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int m_Bit; |
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string m_Bone; |
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ref EffectParticle m_BleedingEffect; |
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vector m_Orientation; |
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Shape m_DebugShape; |
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Shape m_DebugShape1; |
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ref Timer m_DebugTick; |
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vector m_Offset; |
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float m_FlowModifier; |
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float m_ActiveTime; |
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float m_MaxTime; |
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string m_ParticleName; |
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bool m_DeleteRequested; |
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eBleedingSourceType m_Type = eBleedingSourceType.NORMAL; |
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void BleedingSource(PlayerBase player, int bit, string bone, vector orientation, vector offset,int max_time, float flow_modifier, string particle_name) |
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{ |
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m_Player = player; |
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m_Bit = bit; |
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m_Bone = bone; |
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m_Orientation = orientation; |
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m_Offset = offset; |
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m_FlowModifier = flow_modifier; |
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m_MaxTime = max_time; |
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m_ParticleName = particle_name; |
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if (!GetGame().IsDedicatedServer()) |
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{ |
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CreateParticle(); |
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StartSourceBleedingIndication(); |
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} |
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} |
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void ~BleedingSource() |
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{ |
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if (m_BloodParticle) |
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RemoveParticle(); |
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RemoveDebugShape(); |
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StopSourceBleedingIndication(!m_Player || !m_Player.IsAlive()); |
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} |
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void SetType(eBleedingSourceType type) |
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{ |
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m_Type = type; |
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} |
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eBleedingSourceType GetType() |
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{ |
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return m_Type; |
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} |
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int GetActiveTime() |
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{ |
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return m_ActiveTime; |
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} |
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void SetActiveTime(int time) |
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{ |
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m_ActiveTime = time; |
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} |
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int GetBit() |
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{ |
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return m_Bit; |
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} |
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void CreateParticle() |
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{ |
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int boneIdx = m_Player.GetBoneIndexByName(m_Bone); |
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m_BleedingEffect = EffectParticle.Cast(m_ParticleName.ToType().Spawn()); |
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if (m_BleedingEffect) |
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{ |
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SEffectManager.PlayInWorld( m_BleedingEffect, "0 0 0" ); |
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m_BloodParticle = m_BleedingEffect.GetParticle(); |
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m_BloodParticle.SetOrientation(m_Orientation); |
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vector pos; |
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pos += m_Offset; |
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m_BloodParticle.SetPosition(pos); |
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float time = Math.RandomFloat01() * 2; |
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m_BloodParticle.SetParameter(-1, EmitorParam.CURRENT_TIME, time); |
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m_Player.AddChild(m_BloodParticle, boneIdx); |
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return; |
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} |
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else |
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{ |
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Error("bleeding source: failed to spawn the particle: "+m_ParticleName); |
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} |
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} |
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void RemoveParticle() |
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{ |
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SEffectManager.DestroyEffect(m_BleedingEffect); |
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} |
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void OnUpdateServer(float deltatime, float blood_scale, bool no_blood_loss ) |
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{ |
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m_ActiveTime += deltatime; |
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if (m_ActiveTime >= m_MaxTime) |
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{ |
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if (m_Player.GetBleedingManagerServer() && !m_DeleteRequested) |
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{ |
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m_Player.GetBleedingManagerServer().RequestDeletion(GetBit()); |
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m_DeleteRequested = true; |
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} |
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} |
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if ( !no_blood_loss ) |
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{ |
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float flow = m_FlowModifier; |
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switch ( m_Type ) |
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{ |
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case eBleedingSourceType.NORMAL: |
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{ |
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break; |
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} |
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case eBleedingSourceType.CONTAMINATED: |
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{ |
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flow *= PlayerConstants.BLEEDING_SOURCE_BURN_MODIFIER; |
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} |
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} |
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m_Player.AddHealth("GlobalHealth","Blood", (PlayerConstants.BLEEDING_SOURCE_BLOODLOSS_PER_SEC * blood_scale * deltatime * flow) ); |
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} |
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} |
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void StartSourceBleedingIndication() |
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{ |
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if (m_Player.IsControlledPlayer()) |
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{ |
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#ifdef DIAG_DEVELOPER |
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if (DbgBleedingIndicationStaticInfo.m_DbgEnableBleedingIndication) |
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{ |
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#endif |
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Param4<bool,int,vector,bool> par = new Param4<bool,int,vector,bool>(true,m_Bit,"0 0 0",false); |
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GetGame().GetMission().GetEffectWidgets().AddActiveEffects({EffectWidgetsTypes.BLEEDING_LAYER}); |
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GetGame().GetMission().GetEffectWidgets().UpdateWidgets(EffectWidgetsTypes.BLEEDING_LAYER,0,par); |
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#ifdef DIAG_DEVELOPER |
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} |
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#endif |
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} |
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} |
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void StopSourceBleedingIndication(bool instant = false) |
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{ |
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if ( m_Player && m_Player.IsControlledPlayer() && GetGame() && (!GetGame().IsDedicatedServer()) ) |
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{ |
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Param4<bool,int,vector,bool> par = new Param4<bool,int,vector,bool>(false,m_Bit,"0 0 0",instant); |
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GetGame().GetMission().GetEffectWidgets().UpdateWidgets(EffectWidgetsTypes.BLEEDING_LAYER,0,par); |
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} |
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} |
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void DrawDebugShape() |
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{ |
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RemoveDebugShape(); |
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Particle p = m_BleedingEffect.GetParticle(); |
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vector pos = p.GetPosition(); |
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m_DebugShape = Debug.DrawSphere(pos, 0.009, COLOR_BLUE, ShapeFlags.TRANSP|ShapeFlags.NOOUTLINE|ShapeFlags.NOZBUFFER); |
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vector arrow_to = m_BloodParticle.GetOrientation(); |
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arrow_to = arrow_to.AnglesToVector(); |
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arrow_to = -arrow_to * 0.3; |
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arrow_to = pos + arrow_to; |
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m_DebugShape1 = Debug.DrawArrow(pos, arrow_to, 0.1, COLOR_GREEN); |
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} |
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void RemoveDebugShape() |
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{ |
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if (m_DebugShape) |
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{ |
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Debug.RemoveShape(m_DebugShape); |
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} |
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if (m_DebugShape1) |
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{ |
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Debug.RemoveShape(m_DebugShape1); |
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} |
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} |
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} |
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