| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359 | class ExplosiveLight : PointLightBase{	protected static float m_DefaultBrightness	= 10;	protected static float m_DefaultRadius		= 30;		void ExplosiveLight()	{		SetVisibleDuringDaylight(false);		SetRadiusTo(m_DefaultRadius);		SetBrightnessTo(m_DefaultBrightness);		SetFlareVisible(false);		SetAmbientColor(1.0, 1.0, 0.3);		SetDiffuseColor(1.0, 1.0, 0.3);		SetLifetime(0.15);		SetDisableShadowsWithinRadius(-1);	}	}class ExplosivesBase : ItemBase{	protected const string DEFAULT_AMMO_TYPE 		= "Explosion_NonLethal";	protected const string ANIM_PHASE_VISIBILITY	= "Visibility";	protected bool 				m_Armed;	protected bool				m_Defused;	protected ref array<string>		m_AmmoTypes;		protected ref Timer			m_DeleteTimer;		//! light		protected ExplosiveLight	m_Light;		//! particle	protected Particle 					m_ParticleExplosion;	protected ref array<ParticleSource>	m_ParticleExplosionArr = {};	protected int						m_ParticleExplosionId;	protected vector					m_ParticlePosition;	protected vector					m_ParticleOrientation;		void ExplosivesBase()	{		m_DeleteTimer 	= new Timer();		m_AmmoTypes 	= new array<string>();		SetAmmoType(DEFAULT_AMMO_TYPE);				SetParticleExplosion(ParticleList.INVALID); //! no effect		SetParticlePosition(WorldToModel(GetPosition()));		SetParticleOrientation(vector.Zero);				RegisterNetSyncVariableBool("m_Armed");		RegisterNetSyncVariableBool("m_Defused");	}			override bool IsExplosive()	{		return true;	}		override void OnExplosionEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)	{		super.OnExplosionEffects(source, directHit, componentIndex, surface, pos, surfNormal, energyFactor, explosionFactor, isWater, ammoType);		if (m_ParticleExplosionId > ParticleList.INVALID)		{			EntityAI parent = this;			if (GetHierarchyParent())			{				parent = GetHierarchyParent();			}			ParticleSource p = ParticleManager.GetInstance().PlayOnObject(m_ParticleExplosionId, parent, m_ParticlePosition, m_ParticleOrientation);			m_ParticleExplosionArr.Insert(p);			m_ParticleExplosion = p;		}		CreateLight();	}	override void EEDelete(EntityAI parent)	{		super.EEDelete(parent);				if (m_ParticleExplosion)		{			foreach (ParticleSource p : m_ParticleExplosionArr)			{				DestroyParticle(p);			}		}	}		override void EEKilled(Object killer)	{		super.EEKilled(killer);				//! should be called only here to avoid multiple explosion calculations, call SetHealth("","",0.0) instead	 	InitiateExplosion();				UnpairRemote();		}		override void OnCEUpdate()	{		super.OnCEUpdate();				if (!IsRuined() && GetArmed() && GetPairDevice())		{			if (vector.DistanceSq(GetPosition(), GetPairDevice().GetPosition()) <= Math.SqrFloat(UAMaxDistances.EXPLOSIVE_REMOTE_ACTIVATION))			{				UpdateLED(ERemoteDetonatorLEDState.LIT);								return;			}		}				UpdateLED(ERemoteDetonatorLEDState.OFF);	}		override void UnpairRemote()	{		if (GetRemotelyActivatedItemBehaviour())		{			if (GetPairDevice())			{				GetPairDevice().UnpairRemote();			}			GetRemotelyActivatedItemBehaviour().Unpair();		}				}	override void OnPlacementComplete(Man player, vector position = "0 0 0", vector orientation = "0 0 0")	{		super.OnPlacementComplete(player, position, orientation);				if (GetGame().IsServer())		{			SetOrientation(orientation);			SetPosition(position);			PlaceOnSurface();		}	}		protected void CreateLight()	{		m_Light = ExplosiveLight.Cast(ScriptedLightBase.CreateLight(ExplosiveLight, GetPosition()));	}		protected void DestroyParticle(Particle p)	{		#ifndef SERVER		if (p != null)		{			p.Stop();		}		#endif	}		protected void InitiateExplosion()	{		int count = m_AmmoTypes.Count();		for (int i = 0; i < count; i++)		{			Explode(DamageType.EXPLOSION, m_AmmoTypes[i]);		}		OnExplode();	}	protected void OnExplode()	{		if (GetGame().IsServer())		{			m_DeleteTimer.Run(0.25, this, "DeleteSafe");		}	}		override void SetActions()	{		super.SetActions();		AddAction(ActionAttach);		AddAction(ActionDetach);	}		override bool IsInventoryVisible()	{		if (!super.IsInventoryVisible())		{			return false;		}				return GetAnimationPhase("Visibility") == 0;	}		override bool IsTakeable()	{		return super.IsTakeable() && GetAnimationPhase("Visibility") == 0;	}		bool IsTimerDetonable()	{		return false;	}		void Arm()	{		SetArmed(true);				OnArmed();	}		void OnArmed();		bool CanBeArmed()	{		return true;	}		void Disarm(bool pWithTool = false)	{		SetArmed(false);				OnDisarmed(pWithTool);	}	void OnBeforeDisarm();	void OnDisarmed(bool pWithTool);		bool CanBeDisarmed()	{		return false;	}		bool GetArmed()	{		return m_Armed;		}	protected void SetArmed(bool state)	{		m_Armed = state;		SetSynchDirty();	}		override bool CanPutInCargo(EntityAI parent)	{		if (!super.CanPutInCargo(parent))		{			return false;		}		return IsTakeable();	}		override bool CanPutIntoHands(EntityAI parent)	{		if (!super.CanPutIntoHands(parent))		{			return false;		}		return IsTakeable();	}	override bool CanRemoveFromHands(EntityAI parent)	{		return IsTakeable();	}		bool GetDefused()	{		return m_Defused;		}	protected void SetDefused(bool state)	{		m_Defused = state;		SetSynchDirty();	}		void SetAmmoType(string pAmmoType)	{		SetAmmoTypes({pAmmoType});	}		void SetAmmoTypes(array<string> pAmmoTypes)	{		m_AmmoTypes.Clear();		m_AmmoTypes = pAmmoTypes;	}		void SetParticleExplosion(int particle)	{		m_ParticleExplosionId = particle;	}	//! set position for smoke particle - needs to be in Local Space 	void SetParticlePosition(vector local_pos)	{		m_ParticlePosition = local_pos;		if (GetHierarchyParent())		{			m_ParticlePosition = GetHierarchyParent().WorldToModel(GetPosition());		}	}		void SetParticleOrientation(vector local_ori)	{		m_ParticleOrientation = local_ori;		if (GetHierarchyParent())		{			m_ParticleOrientation = GetHierarchyParent().WorldToModel(GetOrientation());		}	}		override void OnStoreSave(ParamsWriteContext ctx)	{		super.OnStoreSave(ctx);				ctx.Write(m_Armed);	}		override bool OnStoreLoad(ParamsReadContext ctx, int version)	{		if (!super.OnStoreLoad(ctx, version))			return false;		if (version > 129)		{					bool armed = false;			if (!ctx.Read(armed))			{				return false;			}					SetArmed(armed);		}		return true;	}		//! HELPERS	void UpdateLED(int pState);	bool HasLockedTriggerSlots()	{		return false;	}	void LockTriggerSlots();	void UnlockTriggerSlots();		void LockExplosivesSlots();	void UnlockExplosivesSlots();	}
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