Dayz
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bonfire.c
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1
class
Bonfire
extends
BuildingSuper
2
{
3
const
float
TIMER_HEATING_UPDATE_INTERVAL
= 2;
4
const
float
PARAM_HEAT_RADIUS
= 15;
5
const
float
PARAM_FULL_HEAT_RADIUS
= 5;
6
const
float
PARAM_MAX_TRANSFERED_TEMPERATURE
= 25;
7
const
float
CONST_FIRE_TEMP
= 1000;
8
const
float
PARAM_DRY_MODIFIER
= 8.0;
9
10
protected
BonfireLight
m_Light
;
11
protected
Particle
m_ParticleFire
;
12
protected
Particle
m_ParticleSmoke
;
13
protected
EffectSound
m_SoundFireLoop
;
14
15
//Heating related variables
16
protected
ref
Timer
m_BonfireHeatingTimer
;
17
18
// UniversalTemperatureSource
19
protected
ref
UniversalTemperatureSource
m_UTSource
;
20
protected
ref
UniversalTemperatureSourceSettings
m_UTSSettings
;
21
protected
ref UniversalTemperatureSourceLambdaConstant
m_UTSLBonfire
;
22
23
override
void
EEInit
()
24
{
25
super.EEInit();
26
27
#ifndef SERVER
28
// object creation - create effects (light, particles, sound)
29
30
// light
31
if
(!
m_Light
)
32
{
33
m_Light
= BonfireLight.Cast(
ScriptedLightBase
.CreateLight(BonfireLight,
Vector
(0,0,0), 1));
34
m_Light
.AttachOnMemoryPoint(
this
,
m_Light
.m_MemoryPoint);
35
m_Light
.FadeBrightnessTo(
m_Light
.m_FireBrightness, 0);
36
m_Light
.FadeRadiusTo(
m_Light
.m_FireRadius, 0);
37
}
38
39
// particles
40
if
(!
m_ParticleSmoke
)
41
{
42
m_ParticleSmoke
=
ParticleManager
.GetInstance().PlayOnObject(
ParticleList
.
BONFIRE_SMOKE
,
this
, GetMemoryPointPos(
"bonfire_smoke"
),
Vector
(0,0,0),
true
);
43
}
44
45
if
(!
m_ParticleFire
)
46
{
47
m_ParticleFire
=
ParticleManager
.GetInstance().PlayOnObject(
ParticleList
.
BONFIRE_FIRE
,
this
, GetMemoryPointPos(
"bonfire_fire"
),
Vector
(0,0,0),
true
);
48
}
49
50
// sounds
51
if
(!
m_SoundFireLoop
)
52
{
53
PlaySoundSetLoop(
m_SoundFireLoop
,
"HeavyFire_SoundSet"
, 1.0, 2.0);
54
}
55
#endif
56
57
if
(
g_Game
.IsServer() || !
g_Game
.IsMultiplayer())
58
{
59
m_UTSSettings
=
new
UniversalTemperatureSourceSettings
();
60
m_UTSSettings
.m_UpdateInterval =
TIMER_HEATING_UPDATE_INTERVAL
;
61
m_UTSSettings
.m_Updateable =
true
;
62
m_UTSSettings
.m_TemperatureItemCap =
GameConstants
.
ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE
;
63
m_UTSSettings
.m_TemperatureCap =
PARAM_MAX_TRANSFERED_TEMPERATURE
;
64
m_UTSSettings
.m_RangeFull =
PARAM_FULL_HEAT_RADIUS
;
65
m_UTSSettings
.m_RangeMax =
PARAM_HEAT_RADIUS
;
66
m_UTSSettings
.m_ItemDryModifier =
PARAM_DRY_MODIFIER
;
67
68
m_UTSLBonfire
=
new
UniversalTemperatureSourceLambdaConstant();
69
m_UTSource
=
new
UniversalTemperatureSource
(
this
,
m_UTSSettings
,
m_UTSLBonfire
);
70
m_UTSource
.SetActive(
true
);
71
}
72
}
73
74
override
void
EEDelete
(
EntityAI
parent)
75
{
76
super.EEDelete(parent);
77
78
#ifndef SERVER
79
// outside of bubble - do effects cleanup (light, particles, sound)
80
81
// light
82
if
(
m_Light
)
83
{
84
m_Light
.FadeOut();
85
}
86
87
// particles
88
if
(
m_ParticleSmoke
)
89
{
90
m_ParticleSmoke
.Stop();
91
}
92
93
if
(
m_ParticleFire
)
94
{
95
m_ParticleFire
.Stop();
96
}
97
98
// sounds
99
if
(
m_SoundFireLoop
)
100
{
101
m_SoundFireLoop
.SoundStop();
102
}
103
#endif
104
105
if
(
g_Game
.IsServer() || !
g_Game
.IsMultiplayer())
106
{
107
m_UTSource
.SetActive(
false
);
108
}
109
}
110
112
protected
void
BonfireHeating
() {};
113
}
BuildingSuper
Definition
fuelstation.c:2
BuildingSuper::m_UTSSettings
ref UniversalTemperatureSourceSettings m_UTSSettings
Definition
bonfire.c:20
BuildingSuper::m_UTSLBonfire
ref UniversalTemperatureSourceLambdaConstant m_UTSLBonfire
Definition
bonfire.c:21
BuildingSuper::m_BonfireHeatingTimer
ref Timer m_BonfireHeatingTimer
Definition
bonfire.c:16
BuildingSuper::CONST_FIRE_TEMP
const float CONST_FIRE_TEMP
maximum value for temperature that will be transfered to player (environment)
Definition
bonfire.c:7
BuildingSuper::m_SoundFireLoop
EffectSound m_SoundFireLoop
Definition
bonfire.c:13
BuildingSuper::BonfireHeating
void BonfireHeating()
DEPRECATED.
Definition
bonfire.c:112
BuildingSuper::PARAM_DRY_MODIFIER
const float PARAM_DRY_MODIFIER
Definition
bonfire.c:8
BuildingSuper::EEInit
override void EEInit()
Definition
bonfire.c:23
BuildingSuper::PARAM_MAX_TRANSFERED_TEMPERATURE
const float PARAM_MAX_TRANSFERED_TEMPERATURE
Definition
bonfire.c:6
BuildingSuper::PARAM_HEAT_RADIUS
const float PARAM_HEAT_RADIUS
Definition
bonfire.c:4
BuildingSuper::EEDelete
override void EEDelete(EntityAI parent)
Definition
bonfire.c:74
BuildingSuper::m_UTSource
ref UniversalTemperatureSource m_UTSource
DEPRECATED.
Definition
bonfire.c:19
BuildingSuper::m_ParticleSmoke
Particle m_ParticleSmoke
Definition
bonfire.c:12
BuildingSuper::m_Light
BonfireLight m_Light
Definition
bonfire.c:10
BuildingSuper::PARAM_FULL_HEAT_RADIUS
const float PARAM_FULL_HEAT_RADIUS
Definition
bonfire.c:5
BuildingSuper::TIMER_HEATING_UPDATE_INTERVAL
const float TIMER_HEATING_UPDATE_INTERVAL
Definition
bonfire.c:3
BuildingSuper::m_ParticleFire
Particle m_ParticleFire
Definition
bonfire.c:11
EffectSound
Wrapper class for managing sound through SEffectManager.
Definition
effectsound.c:5
EntityAI
Definition
inventoryitem.c:2
GameConstants
Definition
constants.c:664
Particle
Legacy way of using particles in the game.
Definition
particle.c:7
ParticleList
Definition
particlelist.c:12
ParticleList::BONFIRE_FIRE
static const int BONFIRE_FIRE
Definition
particlelist.c:293
ParticleList::BONFIRE_SMOKE
static const int BONFIRE_SMOKE
Definition
particlelist.c:294
ScriptedLightBase
Definition
pointlightbase.c:2
Timer
Definition
dayzplayerimplement.c:39
UniversalTemperatureSource
original Timer deletes m_params which is unwanted
Definition
universaltemperaturesource.c:39
UniversalTemperatureSourceSettings
Definition
universaltemperaturesource.c:2
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
GameConstants::ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE
static const float ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE
Definition
constants.c:811
Vector
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
ParticleManager
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor).
Definition
particlemanager.c:88
Games
Dayz
scripts
4_world
entities
building
specific
bonfire.c
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