Dayz
Build 1.29.163047, Scripts Rev. 123548
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hit_wood.c
Go to the documentation of this file.
1
class
Hit_Wood
:
EffBulletImpactBase
2
{
3
void
Hit_Wood
()
4
{
5
SetEnterParticle
(
ParticleList
.
IMPACT_WOOD_ENTER
);
6
SetExitParticle
(
ParticleList
.
IMPACT_WOOD_EXIT
);
7
SetRicochetParticle
(
ParticleList
.
IMPACT_WOOD_RICOCHET
);
8
}
9
10
override
void
OnEnterCalculations
(
Particle
p )
11
{
12
// All values represent scale
13
float
velocity_min =
MIN_SCALING_PARAM
+ (
m_StoppingForce
*
m_EnterSplashCoef
);
14
float
velocity_max =
MIN_SCALING_PARAM
+ (
m_StoppingForce
*
m_EnterSplashCoef
);
15
float
size =
MIN_SCALING_PARAM
+ (
m_StoppingForce
*
m_EnterSplashCoef
)*0.5;
16
float
birth_rate =
MIN_SCALING_PARAM
+ (
m_StoppingForce
*
m_EnterSplashCoef
)*0.5;
17
18
if
(velocity_min <
MIN_SCALING_PARAM
)
19
velocity_min =
MIN_SCALING_PARAM
;
20
21
if
(size <
MIN_SCALING_PARAM
)
22
size =
MIN_SCALING_PARAM
;
23
24
if
(birth_rate <
MIN_SCALING_PARAM
)
25
birth_rate =
MIN_SCALING_PARAM
;
26
27
28
29
p.
ScaleParticleParam
(
EmitorParam
.VELOCITY, velocity_min);
30
p.
ScaleParticleParam
(
EmitorParam
.VELOCITY_RND, velocity_max);
31
p.
ScaleParticleParam
(
EmitorParam
.SIZE, size);
32
p.
ScaleParticleParam
(
EmitorParam
.BIRTH_RATE, birth_rate);
33
}
34
35
override
void
OnExitCalculations
(
Particle
p,
float
outSpeedf)
36
{
37
float
velocity_min = 1 + (outSpeedf *
m_ExitSplashCoef
);
38
float
velocity_max = 1 + (outSpeedf *
m_ExitSplashCoef
);
39
float
size = 1 + ( outSpeedf *
m_ExitSplashCoef
)*0.5;
40
float
birth_rate = 1 + (outSpeedf *
m_ExitSplashCoef
)*0.5;
41
42
if
(velocity_min <
MIN_SCALING_PARAM
)
43
velocity_min =
MIN_SCALING_PARAM
;
44
45
if
(size <
MIN_SCALING_PARAM
)
46
size =
MIN_SCALING_PARAM
;
47
48
if
(birth_rate <
MIN_SCALING_PARAM
)
49
birth_rate =
MIN_SCALING_PARAM
;
50
51
p.
ScaleParticleParam
(
EmitorParam
.VELOCITY, velocity_min);
52
p.
ScaleParticleParam
(
EmitorParam
.VELOCITY_RND, velocity_max);
53
p.
ScaleParticleParam
(
EmitorParam
.SIZE, size);
54
p.
ScaleParticleParam
(
EmitorParam
.BIRTH_RATE, birth_rate);
55
}
56
}
EffBulletImpactBase::m_EnterSplashCoef
float m_EnterSplashCoef
Definition
bulletimpactbase.c:29
EffBulletImpactBase::MIN_SCALING_PARAM
float MIN_SCALING_PARAM
Definition
bulletimpactbase.c:7
EffBulletImpactBase::m_ExitSplashCoef
float m_ExitSplashCoef
Definition
bulletimpactbase.c:30
EffBulletImpactBase::EffBulletImpactBase
void EffBulletImpactBase()
Definition
bulletimpactbase.c:35
EffBulletImpactBase::SetExitParticle
void SetExitParticle(int id)
Definition
bulletimpactbase.c:50
EffBulletImpactBase::SetRicochetParticle
void SetRicochetParticle(int id)
Definition
bulletimpactbase.c:55
EffBulletImpactBase::m_StoppingForce
float m_StoppingForce
Definition
bulletimpactbase.c:10
EffBulletImpactBase::SetEnterParticle
void SetEnterParticle(int id)
Definition
bulletimpactbase.c:45
Hit_Wood::OnEnterCalculations
override void OnEnterCalculations(Particle p)
Definition
hit_wood.c:10
Hit_Wood::OnExitCalculations
override void OnExitCalculations(Particle p, float outSpeedf)
Definition
hit_wood.c:35
Hit_Wood::Hit_Wood
void Hit_Wood()
Definition
hit_wood.c:3
Particle
Legacy way of using particles in the game.
Definition
particle.c:7
Particle::ScaleParticleParam
void ScaleParticleParam(int parameter_id, float coef)
Scales the given parameter on all emitors relatively to their CURRENT value.
Definition
particle.c:697
ParticleList
Definition
particlelist.c:12
ParticleList::IMPACT_WOOD_RICOCHET
static const int IMPACT_WOOD_RICOCHET
Definition
particlelist.c:208
ParticleList::IMPACT_WOOD_EXIT
static const int IMPACT_WOOD_EXIT
Definition
particlelist.c:209
ParticleList::IMPACT_WOOD_ENTER
static const int IMPACT_WOOD_ENTER
Definition
particlelist.c:207
EmitorParam
EmitorParam
Definition
envisual.c:114
Games
Dayz
scripts
3_game
effects
effectparticle
bulletimpactbase
hit_wood.c
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