| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409 | 
							- enum eCaptureState
 
- {
 
- 	CAPTURE = 0,
 
- 	RELEASE = 1,
 
- 	STASIS = 2,
 
- 	CAPTUREFX = 3,
 
- 	RELEASEFX = 4,
 
- 	
 
- 	//Keep this last value at the end, add any new states before
 
- 	END
 
- }
 
- class EasterEgg : Inventory_Base
 
- {
 
- 	//Capture parameters
 
- 	private DayZCreatureAI 			m_StoredCreature = null;
 
- 	private string 					m_CreatureType;
 
- 	private int 					m_CreatureHash = 0; //Used for sync
 
- 	private int 					m_CaptureState = eCaptureState.STASIS;
 
- 	private const vector 			CAPTURE_VELOCITY = { 0, 0, 0 };
 
- 	
 
- 	//VFX
 
- 	protected Particle 				m_ParCapture;
 
- 	private   float 				m_ParScale = 1;
 
- 	private const float 			PARTICLE_SCALE_MULT = 0.1; //Used because we use DistanceSqr to get relevant scale
 
- 	
 
- 	//SFX
 
- 	protected EffectSound 			m_CaptureSound; //Egg SFX
 
- 	protected EffectSound 			m_CreatureSound; //Creature specific SFX
 
- 	protected bool					m_DangerSound = false; //Used to determine if release animal is dangerous and play sound accordingly
 
- 	
 
- 	protected ref map<int, string>	m_CreatureSoundMap; //Store all possible creature sound sets mapped to their respective hash
 
- 	protected int 					m_CaptureSoundHash; //Used to find capture sound set in map
 
- 	protected int 					m_ReleaseSoundHash; //Used to find release sound set in map
 
- 	
 
- 	
 
- 	void EasterEgg()
 
- 	{
 
- 		m_CreatureType = "";
 
- 		SetEventMask( EntityEvent.CONTACT | EntityEvent.TOUCH );
 
- 		SetFlags( EntityFlags.TRIGGER, false );
 
- 		RegisterNetSyncVariableInt( "m_CaptureState", 0, eCaptureState.END );
 
- 		RegisterNetSyncVariableInt( "m_CreatureHash", 0, 0 );
 
- 		RegisterNetSyncVariableFloat( "m_ParScale", 0, 0, 0.1 );
 
- 		RegisterNetSyncVariableBool( "m_DangerSound" );
 
- 		RegisterNetSyncVariableInt( "m_CaptureSoundHash", 0, 0 );
 
- 		RegisterNetSyncVariableInt( "m_ReleaseSoundHash", 0, 0 );
 
- 		
 
- 		RegisterSoundSetMap();
 
- 	}
 
- 	
 
- 	void ~EasterEgg()
 
- 	{
 
- 		if ( m_ParCapture )
 
- 			m_ParCapture.Stop();
 
- 	}
 
- 	
 
- 	// ------------------------------
 
- 	// CORE EXECUTION DEPENDING ON CURRENT STATE
 
- 	// ------------------------------
 
- 	void ContactEvent( IEntity other, vector pos )
 
- 	{
 
- 		switch ( m_CaptureState )
 
- 		{
 
- 			case eCaptureState.CAPTURE:
 
- 			DayZCreatureAI capAnimal = DayZCreatureAI.Cast( other );
 
- 			if ( capAnimal && capAnimal.IsAlive() )
 
- 			{
 
- 				if ( GetGame().IsServer() )
 
- 					Capture( capAnimal );
 
- 			}
 
- 			else
 
- 				m_CaptureState = eCaptureState.STASIS; //We did not capture anything, go back to stasis
 
- 		break;
 
- 		
 
- 			case eCaptureState.RELEASE:
 
- 			Release( pos );
 
- 			PlayVFX();
 
- 			PlaySFX( eCaptureState.RELEASE );
 
- 		break;
 
- 			
 
- 			case eCaptureState.CAPTUREFX:
 
- 			case eCaptureState.RELEASEFX:
 
- 			//Intermediate state to play FX on next client side contact event
 
- 			//Creates slight delay but saves network traffic
 
- 			if ( m_CreatureHash != 0 )
 
- 			{
 
- 				//Make sure to go back in stasis
 
- 				m_CaptureState = eCaptureState.STASIS;
 
- 				SetSynchDirty();
 
- 			}
 
- 		break;
 
- 			
 
- 			case eCaptureState.STASIS:
 
- 			//Do nothing here, feel free to add logic for fun fumble effects when nothing happens :) 
 
- 			
 
- 		break;
 
- 			
 
- 			default: //default in case state is somehow not initialized 
 
- 			
 
- 		break;
 
- 		}
 
- 	}
 
- 	
 
- 	//Used for capture
 
- 	override void EOnTouch( IEntity other, int extra )
 
- 	{
 
- 		ContactEvent( other, GetPosition() );
 
- 	}
 
- 	
 
- 	//Used for release
 
- 	override void EOnContact( IEntity other, Contact extra )
 
- 	{
 
- 		ContactEvent( other, extra.Position );
 
- 	}
 
- 	
 
- 	override void OnInventoryExit( Man player )
 
- 	{
 
- 		//Do not execute on simple drop as it may cause issues
 
- 		PlayerBase player_PB = PlayerBase.Cast( player );
 
- 		if ( player_PB && player_PB.GetThrowing().IsThrowingAnimationPlaying() )
 
- 		{
 
- 			if ( m_CreatureType != "" )
 
- 				m_CaptureState = eCaptureState.RELEASE;
 
- 			else
 
- 				m_CaptureState = eCaptureState.CAPTURE;
 
- 		}
 
- 		else
 
- 		{
 
- 			m_CaptureState = eCaptureState.STASIS;
 
- 		}
 
- 		
 
- 		//Make sure state is properly synchronized or VFX might bug out
 
- 		SetSynchDirty();
 
- 	}
 
- 	
 
- 	override void OnInventoryEnter( Man player )
 
- 	{
 
- 		//Make sure to stop particles once in inventory
 
- 		if ( GetGame().IsClient() && m_ParCapture )
 
- 		{
 
- 			m_ParCapture.Stop();
 
- 			m_ParCapture.Delete();
 
- 		}
 
- 	}
 
- 	
 
- 	override void EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
 
- 	{
 
- 		super.EEItemLocationChanged(oldLoc, newLoc);
 
- 		
 
- 		//DestroyEg();
 
- 	}
 
- 	
 
- 	// ------------------------------
 
- 	// CAPTURE AND RELEASE LOGIC
 
- 	// ------------------------------
 
- 	private void Capture( DayZCreatureAI capAnimal )
 
- 	{
 
- 		if ( !IsAlive() )
 
- 		{
 
- 			if ( m_ParCapture )
 
- 				m_ParCapture.Delete();
 
- 			Delete();
 
- 			return;
 
- 		}
 
- 		
 
- 		m_StoredCreature = capAnimal;
 
- 		m_CreatureType = m_StoredCreature.GetType();
 
- 		m_CreatureHash = m_CreatureType.Hash();
 
- 		m_CaptureState = eCaptureState.CAPTUREFX;
 
- 		m_DangerSound = m_StoredCreature.IsDanger();
 
- 		m_CaptureSoundHash = m_StoredCreature.CaptureSound().Hash();
 
- 		m_ReleaseSoundHash = m_StoredCreature.ReleaseSound().Hash();
 
- 		
 
- 		//Resize particle upon capture as there is enough delay to be sure value is synced 
 
- 		ResizeParticle( capAnimal );
 
- 		
 
- 		SetSynchDirty();
 
- 	
 
- 		capAnimal.Delete();
 
- 		SetQuantity( GetQuantityMax() );
 
- 		SetVelocity( this, CAPTURE_VELOCITY );
 
- 	}
 
- 	
 
- 	private void Release( vector pos )
 
- 	{
 
- 		if ( GetGame().IsServer() )
 
- 		{
 
- 			m_CaptureState = eCaptureState.RELEASEFX;
 
- 			m_CreatureHash = 0;
 
- 			SetSynchDirty();
 
- 			
 
- 			GetGame().CreateObject( m_CreatureType, pos, false, true );
 
- 			m_CreatureType = "";
 
- 			
 
- 			DecreaseHealth( "", "", GetMaxHealth() * 0.4 );
 
- 			SetQuantity( GetQuantityMin(), false );
 
- 			SetVelocity( this, CAPTURE_VELOCITY );
 
- 			
 
- 			if ( !IsAlive() )
 
- 			{
 
- 				if ( m_ParCapture )
 
- 					m_ParCapture.Delete();
 
- 				Delete();
 
- 			}
 
- 		}
 
- 	}
 
- 	
 
- 	// ------------------------------
 
- 	// CAPTURE AND RELEASE EFFECTS
 
- 	// ------------------------------
 
- 	private void PlayVFX()
 
- 	{
 
- 		if ( !GetGame().IsDedicatedServer() )
 
- 		{
 
- 			if ( !m_ParCapture && m_CaptureState != eCaptureState.STASIS )
 
- 			{
 
- 				//Ideally play a one time effect such as an explosion
 
- 				m_ParCapture = ParticleManager.GetInstance().PlayInWorld( ParticleList.EASTER_EGG_ACTIVATE, GetPosition() );
 
- 				
 
- 				//Resize, -1 signifies ALL emitors
 
- 				m_ParCapture.SetParameter( -1, EmitorParam.SIZE, m_ParScale );
 
- 				m_ParCapture.SetWiggle( 7, 0.3 );
 
- 			}
 
- 		}
 
- 	}
 
- 	
 
- 	private void ResizeParticle( DayZCreatureAI capAnimal )
 
- 	{
 
- 		//Determine particle scale depending on captured animal scale
 
- 		vector mins, maxs;
 
- 		capAnimal.GetWorldBounds( mins, maxs );
 
- 		m_ParScale = vector.DistanceSq( mins, maxs );
 
- 		
 
- 		//Multiply to rescale down as fed values can be really large
 
- 		m_ParScale *= PARTICLE_SCALE_MULT;
 
- 	}
 
- 	
 
- 	private void PlaySFX( int releaseCase = eCaptureState.CAPTURE )
 
- 	{
 
- 		if ( !GetGame().IsDedicatedServer() )
 
- 		{
 
- 			string soundSet = "";
 
- 			if ( releaseCase == eCaptureState.CAPTURE )
 
- 			{
 
- 				PlaySoundSet( m_CaptureSound, "EasterEgg_Catch_SoundSet", 0, 0 );
 
- 				
 
- 				m_CreatureSoundMap.Find( m_CaptureSoundHash, soundSet );
 
- 				PlaySoundSet( m_CreatureSound, soundSet, 0, 0 );
 
- 			}
 
- 			else
 
- 			{
 
- 				if ( !m_DangerSound )
 
- 				{
 
- 					PlaySoundSet( m_CaptureSound, "EasterEgg_Spawn_SoundSet", 0, 0 );
 
- 					
 
- 					m_CreatureSoundMap.Find( m_ReleaseSoundHash, soundSet );
 
- 					PlaySoundSet( m_CreatureSound, soundSet, 0, 0 );
 
- 				}
 
- 				else
 
- 				{
 
- 					PlaySoundSet( m_CaptureSound, "EasterEgg_Spawn_Danger_SoundSet", 0, 0 );
 
- 					
 
- 					m_CreatureSoundMap.Find( m_ReleaseSoundHash, soundSet );
 
- 					PlaySoundSet( m_CreatureSound, soundSet, 0, 0 );
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	
 
- 	
 
- 	override void OnVariablesSynchronized()
 
- 	{
 
- 		if ( m_CaptureState == eCaptureState.CAPTUREFX )
 
- 		{
 
- 			PlayVFX();
 
- 			PlaySFX();
 
- 		}
 
- 		else if ( m_CaptureState == eCaptureState.RELEASEFX )
 
- 		{
 
- 			PlayVFX();
 
- 			PlaySFX( eCaptureState.RELEASE );
 
- 		}
 
- 	}
 
- 	
 
- 	// ------------------------------
 
- 	// SOUNDSET MAP REGISTRATION
 
- 	// ------------------------------
 
- 	void RegisterSoundSetMap()
 
- 	{
 
- 		//Register all possible creature sounds in map with their respective hash
 
- 		string soundSet;
 
- 		m_CreatureSoundMap = new map<int, string>;
 
- 		
 
- 		//Cow sounds
 
- 		soundSet = "CattleMooA_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		soundSet = "CattleBellow_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		
 
- 		//Deer sounds
 
- 		soundSet = "DeerRoar_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		soundSet = "DeerBleat_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		
 
- 		//Goat sounds
 
- 		soundSet = "GoatBleat_A_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		soundSet = "GoatBleat_B_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		
 
- 		//Hare sounds
 
- 		soundSet = "HareChirp_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		soundSet = "HareSquawk_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		//Hen sounds
 
- 		soundSet = "HenCluck_X_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		soundSet = "HenScream_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		//Hog sounds
 
- 		soundSet = "HogGrunt_G_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		soundSet = "HogSqueal_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		//Sheep sounds
 
- 		soundSet = "SheepBleat_G_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		soundSet = "SheepBleat_E_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		//Wolf sounds
 
- 		soundSet = "WolfBark_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		soundSet = "WolfWhimper_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		//Zmb F sounds
 
- 		soundSet = "ZmbF_Normal_CallToArmsShort_Soundset";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		soundSet = "ZmbF_Normal_HeavyHit_Soundset";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		//Zmb M sounds
 
- 		soundSet = "ZmbM_Normal_CallToArmsShort_Soundset";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		soundSet = "ZmbM_Normal_HeavyHit_Soundset";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		//Bear sounds
 
- 		soundSet = "BearRoarShort_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 		soundSet = "BearSnarl_SoundSet";
 
- 		m_CreatureSoundMap.Insert( soundSet.Hash(), soundSet );
 
- 	}
 
- 	
 
- 	
 
- 	// ------------------------------
 
- 	// STORAGE SAVING AND LOADING 
 
- 	// ------------------------------
 
- 	override void OnStoreSave( ParamsWriteContext ctx )
 
- 	{
 
- 		super.OnStoreSave( ctx );
 
- 		
 
- 		ctx.Write( m_CaptureState );
 
- 		ctx.Write( m_CreatureType );
 
- 		ctx.Write( m_ParScale );
 
- 		ctx.Write( m_DangerSound );
 
- 		ctx.Write( m_CaptureSoundHash );
 
- 		ctx.Write( m_ReleaseSoundHash );
 
- 	}
 
- 	
 
- 	override bool OnStoreLoad( ParamsReadContext ctx, int version )
 
- 	{
 
- 		if ( !super.OnStoreLoad( ctx, version ) )
 
- 			return false;
 
- 		
 
- 		if ( !ctx.Read( m_CaptureState ) )
 
- 			return false;
 
- 		
 
- 		if ( !ctx.Read( m_CreatureType ) )
 
- 			return false;
 
- 		
 
- 		if ( !ctx.Read( m_ParScale ) )
 
- 			return false;
 
- 		
 
- 		if ( !ctx.Read( m_DangerSound ) )
 
- 			return false;
 
- 		
 
- 		if ( !ctx.Read( m_CaptureSoundHash ) )
 
- 			return false;
 
- 		
 
- 		if ( !ctx.Read( m_ReleaseSoundHash ) )
 
- 			return false;
 
- 		
 
- 		return true;
 
- 	}
 
- 	
 
- 	//Protection against dupers  during 1.12
 
- 	private void DestroyEg()
 
- 	{
 
- 		Delete();
 
- 	}
 
- };
 
 
  |