dayzplayerimplementswimming.c 3.0 KB

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  1. class DayZPlayerImplementSwimming
  2. {
  3. DayZPlayer m_pPlayer;
  4. SHumanCommandSwimSettings m_pSettings;
  5. bool m_bWasSwimming = false; // important for shallow water, so we know if we should get back into swimming when other fullbody command (like damage) finished
  6. void DayZPlayerImplementSwimming(DayZPlayer pPlayer)
  7. {
  8. m_pPlayer = pPlayer;
  9. m_pSettings = pPlayer.GetDayZPlayerType().CommandSwimSettingsW();
  10. }
  11. float GetWaterDepth()
  12. {
  13. vector pp = m_pPlayer.PhysicsGetPositionWS();
  14. vector wl = HumanCommandSwim.WaterLevelCheck(m_pPlayer, pp);
  15. return wl[0];
  16. }
  17. float GetCharacterDepth()
  18. {
  19. vector pp = m_pPlayer.PhysicsGetPositionWS();
  20. vector wl = HumanCommandSwim.WaterLevelCheck(m_pPlayer, pp);
  21. return wl[1];
  22. }
  23. bool CheckSwimmingStart(out vector waterLevel)
  24. {
  25. return DayZPlayerUtils.CheckWaterLevel(m_pPlayer,waterLevel) == EWaterLevels.LEVEL_SWIM_START;
  26. }
  27. //! ha
  28. bool HandleSwimming(int pCurrentCommandID, HumanCommandMove pCMove, HumanMovementState pState)
  29. {
  30. if ( pCurrentCommandID == DayZPlayerConstants.COMMANDID_UNCONSCIOUS || pCurrentCommandID == DayZPlayerConstants.COMMANDID_DAMAGE )
  31. return false;
  32. m_bWasSwimming = false;
  33. //! get water level
  34. if (pCurrentCommandID != DayZPlayerConstants.COMMANDID_SWIM)
  35. {
  36. vector wl;
  37. if (CheckSwimmingStart(wl))
  38. {
  39. m_pPlayer.StartCommand_Swim();
  40. m_bWasSwimming = true;
  41. return true;
  42. }
  43. //! now movement
  44. if ((pCurrentCommandID == DayZPlayerConstants.COMMANDID_MOVE) && (pCMove != null))
  45. {
  46. pCMove.SetCurrentWaterLevel(wl[1]);
  47. m_pPlayer.SetCurrentWaterLevel(wl[1]);
  48. if (wl[1] > m_pSettings.m_fToErectLevel && pState.m_iStanceIdx != DayZPlayerConstants.STANCEIDX_ERECT && pState.m_iStanceIdx != DayZPlayerConstants.STANCEIDX_RAISEDERECT )
  49. {
  50. if ( DayZPlayerUtils.PlayerCanChangeStance(m_pPlayer, DayZPlayerConstants.STANCEIDX_ERECT) )
  51. {
  52. pCMove.ForceStanceUp(DayZPlayerConstants.STANCEIDX_ERECT);
  53. }
  54. else
  55. {
  56. m_pPlayer.StartCommand_Swim();
  57. m_bWasSwimming = true;
  58. return true;
  59. }
  60. }
  61. else if (wl[1] > m_pSettings.m_fToCrouchLevel && (pState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE || pState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE))
  62. {
  63. if ( DayZPlayerUtils.PlayerCanChangeStance(m_pPlayer, DayZPlayerConstants.STANCEIDX_CROUCH) )
  64. {
  65. pCMove.ForceStanceUp(DayZPlayerConstants.STANCEIDX_CROUCH);
  66. }
  67. else
  68. {
  69. m_pPlayer.StartCommand_Swim();
  70. m_bWasSwimming = true;
  71. return true;
  72. }
  73. }
  74. }
  75. // not handled
  76. return false;
  77. }
  78. else // if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_SWIM)
  79. {
  80. if (GetWaterDepth() < m_pSettings.m_fWaterLevelOut)
  81. {
  82. if (DayZPlayerUtils.PlayerCanChangeStance(m_pPlayer, DayZPlayerConstants.STANCEIDX_ERECT, true))
  83. {
  84. HumanCommandSwim hcs = m_pPlayer.GetCommand_Swim();
  85. hcs.StopSwimming();
  86. m_bWasSwimming = false;
  87. return true;
  88. }
  89. }
  90. //! handled !
  91. m_bWasSwimming = true;
  92. return true;
  93. }
  94. }
  95. }