flies.c 1.6 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677
  1. class FliesMdfr: ModifierBase
  2. {
  3. const float DISTANCE_SENSITIVITY_SQR = Math.SqrFloat(0.05/*actual distance in meters*/);
  4. const int TICK_FREQUENCY = 15;
  5. const int IDLE_COUNT_THRESHOLD = 40;
  6. vector m_PrevPosition;
  7. int m_IdleCount;
  8. override void Init()
  9. {
  10. m_TrackActivatedTime = false;
  11. m_ID = eModifiers.MDF_FLIES;
  12. m_TickIntervalInactive = DEFAULT_TICK_TIME_INACTIVE;
  13. m_TickIntervalActive = TICK_FREQUENCY;
  14. DisableActivateCheck();
  15. DisableDeactivateCheck();
  16. }
  17. override bool ActivateCondition(PlayerBase player)
  18. {
  19. return false;
  20. }
  21. override bool DeactivateCondition(PlayerBase player)
  22. {
  23. return false;
  24. }
  25. override void OnTick(PlayerBase player, float deltaT)
  26. {
  27. float dist_sqr = vector.DistanceSq(player.GetPosition(), m_PrevPosition);
  28. if( dist_sqr < DISTANCE_SENSITIVITY_SQR)//has the player stayed still since last check
  29. {
  30. m_IdleCount++;
  31. }
  32. else
  33. {
  34. if(m_IdleCount >= IDLE_COUNT_THRESHOLD)//disable the effect
  35. {
  36. player.m_CorpseState = -PlayerConstants.CORPSE_STATE_DECAYED;
  37. player.SetSynchDirty();
  38. }
  39. m_IdleCount = 0;//player moved, reset the count
  40. }
  41. m_PrevPosition = player.GetPosition();
  42. if( m_IdleCount == IDLE_COUNT_THRESHOLD)//should we play the effect ?
  43. {
  44. player.m_CorpseState = PlayerConstants.CORPSE_STATE_DECAYED;
  45. player.SetSynchDirty();
  46. }
  47. }
  48. override void OnReconnect(PlayerBase player)
  49. {
  50. OnActivate(player);
  51. }
  52. override void OnActivate(PlayerBase player)
  53. {
  54. m_IdleCount = 0;
  55. player.m_CorpseState = -PlayerConstants.CORPSE_STATE_DECAYED;
  56. player.SetSynchDirty();
  57. }
  58. override void OnDeactivate(PlayerBase player)
  59. {
  60. }
  61. };