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- class NVGoggles extends PoweredOptic_Base
- {
- bool m_IsLowered;
- Clothing m_Strap;
- ref Timer m_WorkCheckTimer;
-
- void NVGoggles()
- {
- RotateGoggles(true);
- m_WorkCheckTimer = new Timer;
- }
-
- override void SetActions()
- {
- super.SetActions();
-
- RemoveAction(ActionViewOptics);
- AddAction(ActionViewBinoculars);
- }
-
- override void EEItemAttached(EntityAI item, string slot_name)
- {
- super.EEItemAttached( item, slot_name );
-
- if ( GetCompEM().CanWork() && m_IsLowered )
- m_WorkCheckTimer.Run(0.1,this,"SwitchOnNVGCheck",null,true);
- //GetCompEM().SwitchOn();
- }
-
- override void EEItemDetached(EntityAI item, string slot_name)
- {
- super.EEItemDetached( item, slot_name );
-
- GetCompEM().SwitchOff();
- }
-
- override void OnWasAttached( EntityAI parent, int slot_id )
- {
- super.OnWasAttached(parent, slot_id);
- RotateGoggles(true);
-
- m_Strap = Clothing.Cast(parent);
- /*if (m_Strap)
- SetPlayer(PlayerBase.Cast(m_Strap.GetHierarchyParent()));*/
- }
-
- override void OnWasDetached( EntityAI parent, int slot_id )
- {
- super.OnWasDetached(parent, slot_id);
- RotateGoggles(true);
-
- PlayerBase player;
- if ( m_Strap == parent && PlayerBase.CastTo(player, parent.GetHierarchyRootPlayer()) )
- {
- if ( parent && Clothing.Cast(parent) )
- {
- Clothing.Cast(parent).UpdateNVGStatus(player,false,true);
- }
- }
-
- m_Strap = null;
- //SetPlayer(null);
- }
-
- override void OnWorkStart()
- {
- PlayerBase player;
- EntityAI headgear;
- EntityAI glasses;
- if ( m_Strap && PlayerBase.CastTo(player, m_Strap.GetHierarchyParent()) )
- {
- headgear = player.FindAttachmentBySlotName("Headgear");
- glasses = player.FindAttachmentBySlotName("Eyewear");
-
- //adjust on load - ComponentEnergyManager stores the 'working' state independently
- if ( !m_IsLowered )
- {
- RotateGoggles(false);
- }
-
- if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() ) // Client side
- {
- if ( (headgear == m_Strap || glasses == m_Strap) && player.IsControlledPlayer() )
- {
- player.AddActiveNV(NVTypes.NV_GOGGLES);
- }
- }
- }
- }
-
- override void OnWorkStop()
- {
- PlayerBase player;
- EntityAI headgear;
- EntityAI glasses;
- if ( m_Strap && PlayerBase.CastTo(player, m_Strap.GetHierarchyParent()) )
- {
- headgear = player.FindAttachmentBySlotName("Headgear");
- glasses = player.FindAttachmentBySlotName("Eyewear");
-
- if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() ) // Client side
- {
- if ( (headgear == m_Strap || glasses == m_Strap) && player.IsControlledPlayer() )
- {
- player.RemoveActiveNV(NVTypes.NV_GOGGLES);
- }
- }
- }
- }
-
- override void OnWork( float consumed_energy )
- {
- //adjust on load - ComponentEnergyManager stores the 'working' state independently
- if ( !m_IsLowered )
- {
- RotateGoggles(false);
- }
-
- PlayerBase player;
- EntityAI headgear;
- EntityAI glasses;
- if ( m_Strap && PlayerBase.CastTo(player, m_Strap.GetHierarchyParent()) )
- {
- headgear = player.FindAttachmentBySlotName("Headgear");
- glasses = player.FindAttachmentBySlotName("Eyewear");
-
- if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() ) // Client side
- {
- if ( (headgear == m_Strap || glasses == m_Strap) && player.IsControlledPlayer() )
- {
- player.AddActiveNV(NVTypes.NV_GOGGLES);
- }
- }
- }
- }
-
- void LoweredCheck() //check for animation state, if another player lowered them first (or solve by synced variable)
- {
- if ( GetAnimationPhase("rotate") != m_IsLowered )
- {
- m_IsLowered = GetAnimationPhase("rotate");
- }
- }
-
- void RotateGoggles(bool state)
- {
- if (!m_Strap && !state) // disable non default rotation while not strapped
- return;
-
- //if ( GetAnimationPhase("rotate") != state ) //useless?
- SetAnimationPhase("rotate",!state);
- m_IsLowered = !state;
-
- PlayerBase player;
- int slot_id;
- string slot_name;
- if ( m_Strap && m_Strap.GetInventory().GetCurrentAttachmentSlotInfo(slot_id,slot_name) && PlayerBase.CastTo(player, m_Strap.GetHierarchyParent())/*&& slot_id == InventorySlots.EYEWEAR*/ )
- {
- player.SetNVGLowered(m_IsLowered);
- }
-
- if ( GetCompEM() )
- {
- if ( !state && GetCompEM().CanWork() )
- GetCompEM().SwitchOn();
- else
- GetCompEM().SwitchOff();
- }
- }
-
- void SwitchOnNVGCheck()
- {
- //Print("SwitchOnNVGCheck");
- GetCompEM().SwitchOn();
- if (GetCompEM().IsSwitchedOn())
- {
- m_WorkCheckTimer.Stop();
- }
- }
-
- override int GetCurrentNVType()
- {
- if (IsWorking())
- {
- //m_CurrentOpticMode
- switch (m_CurrentOpticMode)
- {
- /*case GameConstants.OPTICS_STATE_DAY:
- return NVTypes.NV_GOGGLES_WHATEVER;
-
- case GameConstants.OPTICS_STATE_NIGHTVISION:
- return NVTypes.NV_GOGGLES;*/
- default:
- return NVTypes.NV_GOGGLES;
- }
- Error("Undefined optic mode of " + this);
- return NVTypes.NONE;
- }
- else
- {
- return NVTypes.NV_GOGGLES_OFF;
- }
- }
-
- override bool IsNVG()
- {
- return true;
- }
- }
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