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#ifdef DEVELOPER
//----------------------------------------------------------
//Class names need to match the preset name + _Preset suffix
//----------------------------------------------------------
//TEMPLATE:
/*
class Farmer_Preset extends PresetSpawnBase
{
override void OnPresetSpawn(PlayerBase player)
{
//m_ItemsInventory -> contains all items in player inventory
}
}
*/
//---------------------------------------------
class FreshSpawn_Preset extends PresetSpawnBase
{
override void OnPresetSpawn(PlayerBase player)
{
FindAndTakeToHandsFromInventory("Plum");
}
}
//---------------------------------------------
class Farmer_Preset extends PresetSpawnBase
{
override void OnPresetSpawn(PlayerBase player)
{
}
}
//---------------------------------------------
class AntiHazard_Preset extends PresetSpawnBase
{
override void OnPresetSpawn(PlayerBase player)
{
EntityAI mask = FindItem("AirborneMask");
if (mask)
{
auto debugParams = DebugSpawnParams.WithPlayer(player);
mask.OnDebugSpawnEx(debugParams);
}
}
}
//---------------------------------------------
class Update117_Preset extends PresetSpawnBase
{
vector randompos;
override void OnPresetSpawn(PlayerBase player)
{
randompos = player.GetPosition();
foreach (EntityAI itm : m_ItemsPreset)
{
if (itm)
{
vector itempos;
itempos[0] = Math.RandomFloat(-1,1);
itempos[2] = Math.RandomFloat(-1,1);
ItemBase itmBase = ItemBase.Cast(itm);
itmBase.SetPosition(randompos + itempos);
itmBase.SetQuantity(100);
}
}
}
}
//---------------------------------------------
class Update118_Preset extends PresetSpawnBase
{
vector randompos;
override void OnPresetSpawn(PlayerBase player)
{
randompos = player.GetPosition();
foreach (EntityAI itm : m_ItemsPreset)
{
if (itm)
{
vector itempos;
itempos[0] = Math.RandomFloat(-1,1);
itempos[2] = Math.RandomFloat(-1,1);
ItemBase itmBase = ItemBase.Cast(itm);
itmBase.SetPosition(randompos + itempos);
itmBase.SetQuantity(100);
}
}
}
}
//---------------------------------------------
class BBMaterials_Preset extends PresetSpawnBase
{
vector randompos;
override void OnPresetSpawn(PlayerBase player)
{
randompos = player.GetPosition();
foreach (EntityAI itm : m_ItemsPreset)
{
if (itm)
{
vector itempos;
itempos[0] = Math.RandomFloat(-1,1);
itempos[2] = Math.RandomFloat(-1,1);
itm.SetPosition(randompos + itempos);
}
}
}
}
//---------------------------------------------
class Military_Light_Preset extends PresetSpawnBase
{
override void OnPresetSpawn(PlayerBase player)
{
EntityAI weapon = FindItem("AK101");
auto debugParams = DebugSpawnParams.WithPlayer(player);
weapon.OnDebugSpawnEx(debugParams);
FindAndTakeToHandsFromInventory("AK101");
}
}
//---------------------------------------------
//------------------ BASE ---------------------
//---------------------------------------------
class PresetSpawnBase
{
ref array<EntityAI> m_ItemsInventory = new array<EntityAI>;//inventory items
HumanInventory m_Inventory;
PlayerBase m_Player;
array<EntityAI> m_ItemsPreset;//all items spawned from this preset
//---------------------------------------------
void Init(PlayerBase player)
{
m_Player = player;
m_Inventory = player.GetHumanInventory();
m_ItemsPreset = player.m_PresetItems;
m_Inventory.EnumerateInventory(InventoryTraversalType.INORDER, m_ItemsInventory);
OnPresetSpawn(player);
foreach (auto item:m_ItemsPreset)
{
Print(item);
}
}
//---------------------------------------------
void OnPresetSpawn(PlayerBase player)
{
}
//---------------------------------------------
void TakeToHands(EntityAI item)
{
if (GetGame().IsMultiplayer() && m_Player.GetInstanceType() != DayZPlayerInstanceType.INSTANCETYPE_SERVER)//throws assert otherwise
return;
if (GetGame().IsDedicatedServer())
{
m_Player.TakeEntityToHandsImpl(InventoryMode.SERVER, item);
}
else
{
m_Player.TakeEntityToHandsImpl(InventoryMode.PREDICTIVE, item);
}
}
void FindAndTakeToHandsFromInventory(string classname)
{
m_Inventory.EnumerateInventory(InventoryTraversalType.INORDER, m_ItemsInventory);
foreach(EntityAI item:m_ItemsInventory)
{
if (item.ClassName() == classname)
{
TakeToHands(item);
return;
}
}
}
EntityAI FindItem(string classname)
{
m_Inventory.EnumerateInventory(InventoryTraversalType.INORDER, m_ItemsInventory);
foreach(EntityAI item:m_ItemsInventory)
{
if (item.ClassName() == classname)
{
return item;
}
}
return null;
}
}
#endif