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