pluginconfigscene.c 20 KB

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  1. class PluginConfigScene extends PluginConfigHandler
  2. {
  3. protected string FILE_ROOT = "$saves:";
  4. protected const string FILE_ROOT_SCENES = "scenes";
  5. protected const string PARAM_MISSION = "Mission";
  6. protected const string PARAM_TIME = "InitTime";
  7. protected const string PARAM_YEAR = "InitYear";
  8. protected const string PARAM_MONTH = "InitMonth";
  9. protected const string PARAM_DAY = "InitDay";
  10. protected const string PARAM_HOUR = "InitHour";
  11. protected const string PARAM_MINUTE = "InitMinute";
  12. protected const string PARAM_OVERCAST = "WeatherInitOvercast";
  13. protected const string PARAM_RAIN = "WeatherInitRain";
  14. protected const string PARAM_FOG = "WeatherInitFog";
  15. protected const string PARAM_WIND_F = "WeatherInitWindForce";
  16. protected const string PARAM_PLAYER = "Player";
  17. protected const string PARAM_OBJ_COUNT = "SceneObjectsCount";
  18. protected const string PARAM_OBJ_NAME = "SceneObject";
  19. protected const string PARAM_OBJ_ATT = "Att";
  20. protected const string PARAM_OBJ_LNK = "Lnk";
  21. protected const string PARAM_OBJ_TYPE = "type";
  22. protected const string PARAM_OBJ_POS = "position";
  23. protected const string PARAM_OBJ_ROT = "rotation";
  24. protected const string PARAM_OBJ_DMG = "damage";
  25. protected const string PARAM_OBJ_HLT = "health";
  26. protected const string PARAM_OBJ_ISCR = "init_script";
  27. TStringArray m_CfgTemplate;
  28. protected string m_FileSceneName;
  29. //========================================
  30. // OnInit
  31. //========================================
  32. override void OnInit()
  33. {
  34. //super.OnInit();
  35. FILE_ROOT = g_Game.GetMissionFolderPath();
  36. }
  37. //========================================
  38. // GetPathScenes
  39. //========================================
  40. string GetPathScenes()
  41. {
  42. return FILE_ROOT+"\\"+FILE_ROOT_SCENES;
  43. }
  44. //========================================
  45. // GetFileName
  46. //========================================
  47. override string GetFileName()
  48. {
  49. return GetPathScenes()+"\\"+m_FileSceneName;
  50. }
  51. //========================================
  52. // SceneRename
  53. //========================================
  54. void SceneRename(string scene_name, string scene_name_new)
  55. {
  56. string file_path = GetPathScenes()+"\\"+scene_name+"."+PluginSceneManager.SCENE_SUFIX;
  57. string file_path_new = GetPathScenes()+"\\"+scene_name_new+"."+PluginSceneManager.SCENE_SUFIX;
  58. PluginFileHandler.FileRename(file_path, file_path_new);
  59. }
  60. //========================================
  61. // SceneDelete
  62. //========================================
  63. void SceneDelete(string scene_name)
  64. {
  65. string file_path = GetPathScenes()+"\\"+scene_name+"."+PluginSceneManager.SCENE_SUFIX;
  66. PluginFileHandler.FileDelete(file_path);
  67. }
  68. //========================================
  69. // SceneDuplicate
  70. //========================================
  71. void SceneDuplicate(string scene_name)
  72. {
  73. string file_path = GetPathScenes()+"\\"+scene_name+"."+PluginSceneManager.SCENE_SUFIX;
  74. string file_path_new = file_path;
  75. int i = 0;
  76. while ( FileExist(file_path_new) )
  77. {
  78. file_path_new = GetPathScenes()+"\\"+scene_name+"_copy"+i.ToString()+"."+PluginSceneManager.SCENE_SUFIX;
  79. i++;
  80. }
  81. PluginFileHandler.FileDuplicate(file_path, file_path_new);
  82. }
  83. //========================================
  84. // GetSceneList
  85. //========================================
  86. TStringArray GetSceneList()
  87. {
  88. if ( !FileExist( GetPathScenes() ) )
  89. {
  90. MakeDirectory( GetPathScenes() );
  91. }
  92. string file_name;
  93. int file_attr;
  94. int flags;
  95. TStringArray list = new TStringArray;
  96. string path_find_pattern = GetPathScenes()+"/*."+PluginSceneManager.SCENE_SUFIX; //*/
  97. FindFileHandle file_handler = FindFile(path_find_pattern, file_name, file_attr, flags);
  98. bool found = true;
  99. while ( found )
  100. {
  101. int pos = file_name.IndexOf(".");
  102. if ( pos > -1 )
  103. {
  104. list.Insert( file_name.Substring(0, pos) );
  105. }
  106. found = FindNextFile(file_handler, file_name, file_attr);
  107. }
  108. return list;
  109. }
  110. //========================================
  111. // EncodeInitScript
  112. //========================================
  113. string EncodeInitScript( string script )
  114. {
  115. script.Replace( "\"", "^" );
  116. script.Replace( "\n", "$" );
  117. return script;
  118. }
  119. //========================================
  120. // DecodeInitScript
  121. //========================================
  122. string DecodeInitScript( string script )
  123. {
  124. script.Replace( "^", "\"" );
  125. script.Replace( "$", "\n" );
  126. return script;
  127. }
  128. //=====================================================================================
  129. //=====================================================================================
  130. // SAVE SCENE
  131. //=====================================================================================
  132. //=====================================================================================
  133. //========================================
  134. // SceneSave
  135. //========================================
  136. void SceneDataSave(SceneData scene)
  137. {
  138. PluginSceneManager module_scene_editor = PluginSceneManager.Cast( GetPlugin(PluginSceneManager) );
  139. EntityAI player = PluginSceneManager.PLAYER;
  140. // Log("Saving started....")
  141. m_FileSceneName = scene.GetNameScene()+"."+PluginSceneManager.SCENE_SUFIX;
  142. // Save Settings
  143. SaveSceneSettings(scene);
  144. // Save Weater
  145. SaveSceneWeather(scene);
  146. // Save Players
  147. SaveScenePlayer(scene);
  148. // Save Objects
  149. SaveSceneObjects(scene);
  150. // Save To File
  151. SaveConfigToFile();
  152. }
  153. //=============================================
  154. // SAVE: SaveSceneSettings (Mission Name, Time, Year, Month, Day, Hour, Minute)
  155. //=============================================
  156. void SaveSceneSettings(SceneData scene)
  157. {
  158. // Save Mission Name
  159. CfgParamString cfg_mission = CfgParamString.Cast( GetParamByName(PARAM_MISSION, CFG_TYPE_STRING) );
  160. cfg_mission.SetValue(scene.GetNameMission());
  161. // Save Time
  162. CfgParamFloat cfg_time = CfgParamFloat.Cast( GetParamByName(PARAM_TIME, CFG_TYPE_FLOAT) );
  163. cfg_time.SetValue(scene.GetInitTime());
  164. // Save Year
  165. CfgParamInt cfg_year = CfgParamInt.Cast( GetParamByName(PARAM_YEAR, CFG_TYPE_INT) );
  166. cfg_year.SetValue(scene.GetInitYear());
  167. // Save Month
  168. CfgParamInt cfg_month = CfgParamInt.Cast( GetParamByName(PARAM_MONTH, CFG_TYPE_INT) );
  169. cfg_month.SetValue(scene.GetInitMonth());
  170. // Save Day
  171. CfgParamInt cfg_day = CfgParamInt.Cast( GetParamByName(PARAM_DAY, CFG_TYPE_INT) );
  172. cfg_day.SetValue(scene.GetInitDay());
  173. // Save Hour
  174. CfgParamInt cfg_hour = CfgParamInt.Cast( GetParamByName(PARAM_HOUR, CFG_TYPE_INT) );
  175. cfg_hour.SetValue(scene.GetInitHour());
  176. // Save Minute
  177. CfgParamInt cfg_minute = CfgParamInt.Cast( GetParamByName(PARAM_MINUTE, CFG_TYPE_INT) );
  178. cfg_minute.SetValue(scene.GetInitMinute());
  179. }
  180. //=============================================
  181. // SAVE: SaveSceneWeather (Overcast, Rain, Fog, Wind Force)
  182. //=============================================
  183. void SaveSceneWeather(SceneData scene)
  184. {
  185. // Save Weather Overcast
  186. CfgParamFloat cfg_overcast = CfgParamFloat.Cast( GetParamByName(PARAM_OVERCAST, CFG_TYPE_FLOAT) );
  187. cfg_overcast.SetValue(scene.GetInitOvercast());
  188. // Save Weather Rain
  189. CfgParamFloat cfg_rain = CfgParamFloat.Cast( GetParamByName(PARAM_RAIN, CFG_TYPE_FLOAT) );
  190. cfg_rain.SetValue(scene.GetInitRain());
  191. // Save Weather Fog
  192. CfgParamFloat cfg_fog = CfgParamFloat.Cast( GetParamByName(PARAM_FOG, CFG_TYPE_FLOAT) );
  193. cfg_fog.SetValue(scene.GetInitFog());
  194. // Save Weather Wind Force
  195. CfgParamFloat cfg_wind_force = CfgParamFloat.Cast( GetParamByName(PARAM_WIND_F, CFG_TYPE_FLOAT) );
  196. cfg_wind_force.SetValue(scene.GetInitWindForce());
  197. }
  198. //=============================================
  199. // SAVE: SaveScenePlayer (position, rotation, health, script)
  200. //=============================================
  201. void SaveScenePlayer(SceneData scene)
  202. {
  203. array<ref ScenePlayer> players = scene.GetScenePlayers();
  204. if ( players.Count() > 0 )
  205. {
  206. ScenePlayer plyr = players.Get(0);
  207. // Save Player
  208. CfgParamArray cfg_param_player = CfgParamArray.Cast( GetParamByName(PARAM_PLAYER, CFG_TYPE_ARRAY) );
  209. // Obj Position
  210. CfgParamString cfg_param_player_pos = CfgParamString.Cast( cfg_param_player.GetValueByName(PARAM_OBJ_POS, CFG_TYPE_STRING) );
  211. cfg_param_player_pos.SetValue(plyr.GetPositionAsString());
  212. // Obj Rotation
  213. CfgParamFloat cfg_param_player_rot = CfgParamFloat.Cast( cfg_param_player.GetValueByName(PARAM_OBJ_ROT, CFG_TYPE_FLOAT) );
  214. cfg_param_player_rot.SetValue(plyr.GetRotation());
  215. // Obj Health
  216. CfgParamFloat cfg_param_player_hlt = CfgParamFloat.Cast( cfg_param_player.GetValueByName(PARAM_OBJ_HLT, CFG_TYPE_FLOAT) );
  217. cfg_param_player_hlt.SetValue(plyr.GetHealth());
  218. // Obj Init Script
  219. CfgParamString cfg_param_player_iscr = CfgParamString.Cast( cfg_param_player.GetValueByName(PARAM_OBJ_ISCR, CFG_TYPE_STRING) );
  220. cfg_param_player_iscr.SetValue( EncodeInitScript(plyr.GetInitScript()) );
  221. }
  222. }
  223. //=============================================
  224. // SAVE: SaveSceneObjects (position, rotation, health, script, scripted links)
  225. //=============================================
  226. void SaveSceneObjects(SceneData scene)
  227. {
  228. array<ref SceneObject> objects = scene.GetSceneObjects();
  229. // Save Objects
  230. for ( int i = 0; i < objects.Count(); ++i )
  231. {
  232. SceneObject obj = objects.Get(i);
  233. string param_name;
  234. param_name = PARAM_OBJ_NAME+"_"+i.ToString();
  235. // Save Scene Object
  236. CfgParamArray cfg_param_obj = CfgParamArray.Cast( GetParamByName(param_name, CFG_TYPE_ARRAY) );
  237. // Obj Type Name
  238. CfgParamString cfg_param_obj_type = CfgParamString.Cast( cfg_param_obj.GetValueByName(PARAM_OBJ_TYPE, CFG_TYPE_STRING) );
  239. cfg_param_obj_type.SetValue(obj.GetTypeName());
  240. // Obj Position
  241. CfgParamString cfg_param_obj_pos = CfgParamString.Cast( cfg_param_obj.GetValueByName(PARAM_OBJ_POS, CFG_TYPE_STRING) );
  242. cfg_param_obj_pos.SetValue(obj.GetPositionAsString());
  243. // Obj Rotation
  244. CfgParamFloat cfg_param_obj_rot = CfgParamFloat.Cast( cfg_param_obj.GetValueByName(PARAM_OBJ_ROT, CFG_TYPE_FLOAT) );
  245. cfg_param_obj_rot.SetValue(obj.GetRotation());
  246. // Obj Health
  247. CfgParamFloat cfg_param_obj_hlt = CfgParamFloat.Cast( cfg_param_obj.GetValueByName(PARAM_OBJ_HLT, CFG_TYPE_FLOAT) );
  248. cfg_param_obj_hlt.SetValue(obj.GetHealth());
  249. // Obj Init Script
  250. CfgParamString cfg_param_obj_iscr = CfgParamString.Cast( cfg_param_obj.GetValueByName(PARAM_OBJ_ISCR, CFG_TYPE_STRING) );
  251. cfg_param_obj_iscr.SetValue( EncodeInitScript(obj.GetInitScript()) );
  252. EntityAI e_obj = obj.GetObject();
  253. int attcount = e_obj.GetInventory().AttachmentCount();
  254. if ( attcount > 0 )
  255. {
  256. string param_name_att = param_name+"_"+PARAM_OBJ_ATT;
  257. CfgParamArray cfg_param_att = CfgParamArray.Cast( GetParamByName(param_name_att, CFG_TYPE_ARRAY) );
  258. cfg_param_att.Clear();
  259. for (int att = 0; att < attcount; att++)
  260. {
  261. EntityAI attachment = e_obj.GetInventory().GetAttachmentFromIndex(att);
  262. CfgParamString cfg_param_att_str = new CfgParamString("");
  263. cfg_param_att_str.SetValue( attachment.GetType() );
  264. cfg_param_att.InsertValue( cfg_param_att_str );
  265. }
  266. }
  267. array<SceneObject> linked_scene_objects = obj.GetLinkedSceneObjects();
  268. if ( linked_scene_objects.Count() > 0 )
  269. {
  270. string param_name_lnk = param_name + "_" + PARAM_OBJ_LNK;
  271. CfgParamArray cfg_param_lnk = CfgParamArray.Cast( GetParamByName( param_name_lnk, CFG_TYPE_ARRAY ) );
  272. cfg_param_lnk.Clear();
  273. for ( int lnk = 0; lnk < linked_scene_objects.Count(); lnk++ )
  274. {
  275. CfgParamInt cfg_param_lnk_int = new CfgParamInt("");
  276. int index = objects.Find( linked_scene_objects.Get(lnk) );
  277. if ( index >= 0 )
  278. {
  279. cfg_param_lnk_int.SetValue( index );
  280. cfg_param_lnk.InsertValue( cfg_param_lnk_int );
  281. }
  282. }
  283. }
  284. }
  285. // Save Count Of objects
  286. CfgParamInt cfg_obj_count = CfgParamInt.Cast( GetParamByName(PARAM_OBJ_COUNT, CFG_TYPE_INT) );
  287. cfg_obj_count.SetValue(objects.Count());
  288. }
  289. //=====================================================================================
  290. //=====================================================================================
  291. // LOAD SCENE
  292. //=====================================================================================
  293. //=====================================================================================
  294. //=============================================
  295. // LOAD: SceneDataLoad (Settings, Weather, Player, Objects)
  296. //=============================================
  297. SceneData SceneDataLoad(string scene_name)
  298. {
  299. m_FileSceneName = scene_name+"."+PluginSceneManager.SCENE_SUFIX;
  300. //PrintString("Loading scene: "+ scene_name);
  301. LoadConfigFile();
  302. // Load Scene name
  303. SceneData scene = new SceneData;
  304. scene.SetNameScene(scene_name);
  305. // Load Scene settings
  306. LoadSceneSettings(scene);
  307. // Load Scene Weather
  308. LoadSceneWeather(scene);
  309. // Load Scene Player
  310. LoadScenePlayer(scene);
  311. // Load Scene Objects
  312. LoadSceneObjects(scene);
  313. if ( !FileExist(GetFileName()) )
  314. {
  315. SceneDataSave(scene);
  316. }
  317. return scene;
  318. }
  319. //=============================================
  320. // LOAD: LoadSceneSettings (Mission Name, Time, Year, Month, Day, Hour, Minute)
  321. //=============================================
  322. void LoadSceneSettings(SceneData scene)
  323. {
  324. // Load Mission Name
  325. CfgParamString cfg_mission = CfgParamString.Cast( GetParamByName(PARAM_MISSION, CFG_TYPE_STRING) );
  326. scene.SetNameMission(cfg_mission.GetValue());
  327. // Load Time
  328. CfgParamFloat cfg_time = CfgParamFloat.Cast( GetParamByName(PARAM_TIME, CFG_TYPE_FLOAT) );
  329. scene.SetInitTime(cfg_time.GetValue());
  330. int year, month, day, hour, minute;
  331. GetGame().GetWorld().GetDate( year, month, day, hour, minute );
  332. // Load Year
  333. if ( ParamExist(PARAM_YEAR) )
  334. {
  335. CfgParamInt cfg_year = CfgParamInt.Cast( GetParamByName( PARAM_YEAR, CFG_TYPE_INT ) );
  336. scene.SetInitYear( cfg_year.GetValue() );
  337. }
  338. else
  339. {
  340. scene.SetInitYear( year );
  341. }
  342. // Load Month
  343. if ( ParamExist(PARAM_MONTH) )
  344. {
  345. CfgParamInt cfg_month = CfgParamInt.Cast( GetParamByName( PARAM_MONTH, CFG_TYPE_INT ) );
  346. scene.SetInitMonth( cfg_month.GetValue() );
  347. }
  348. else
  349. {
  350. scene.SetInitMonth( month );
  351. }
  352. // Load Day
  353. if ( ParamExist(PARAM_DAY) )
  354. {
  355. CfgParamInt cfg_day = CfgParamInt.Cast( GetParamByName( PARAM_DAY, CFG_TYPE_INT ) );
  356. scene.SetInitDay( cfg_day.GetValue() );
  357. }
  358. else
  359. {
  360. scene.SetInitDay( day );
  361. }
  362. // Load Hour
  363. if ( ParamExist(PARAM_HOUR) )
  364. {
  365. CfgParamInt cfg_hour = CfgParamInt.Cast( GetParamByName( PARAM_HOUR, CFG_TYPE_INT ) );
  366. scene.SetInitHour( cfg_hour.GetValue() );
  367. }
  368. else
  369. {
  370. scene.SetInitHour( hour );
  371. }
  372. // Load Minute
  373. if ( ParamExist(PARAM_MINUTE) )
  374. {
  375. CfgParamInt cfg_minute = CfgParamInt.Cast( GetParamByName( PARAM_MINUTE, CFG_TYPE_INT ) );
  376. scene.SetInitMinute( cfg_minute.GetValue() );
  377. }
  378. else
  379. {
  380. scene.SetInitMinute( minute );
  381. }
  382. }
  383. //=============================================
  384. // LOAD: LoadSceneWeather (Overcast, Rain, Fog, Wind Force)
  385. //=============================================
  386. void LoadSceneWeather(SceneData scene)
  387. {
  388. //Load Weather Overcast
  389. if ( ParamExist(PARAM_OVERCAST) )
  390. {
  391. CfgParamFloat cfg_overcast = CfgParamFloat.Cast( GetParamByName(PARAM_OVERCAST, CFG_TYPE_FLOAT) );
  392. scene.SetInitOvercast(cfg_overcast.GetValue());
  393. }
  394. //Load Weather Rain
  395. if ( ParamExist(PARAM_RAIN) )
  396. {
  397. CfgParamFloat cfg_rain = CfgParamFloat.Cast( GetParamByName(PARAM_RAIN, CFG_TYPE_FLOAT) );
  398. scene.SetInitRain(cfg_rain.GetValue());
  399. }
  400. //Load Weather Fog
  401. if ( ParamExist(PARAM_FOG) )
  402. {
  403. CfgParamFloat cfg_fog = CfgParamFloat.Cast( GetParamByName(PARAM_FOG, CFG_TYPE_FLOAT) );
  404. scene.SetInitFog(cfg_fog.GetValue());
  405. }
  406. //Load Weather Wind Force
  407. if ( ParamExist(PARAM_WIND_F) )
  408. {
  409. CfgParamFloat cfg_wind_force = CfgParamFloat.Cast( GetParamByName(PARAM_WIND_F, CFG_TYPE_FLOAT) );
  410. scene.SetInitWindForce(cfg_wind_force.GetValue());
  411. }
  412. }
  413. //=============================================
  414. // LOAD: LoadScenePlayer (position, rotation, health, script)
  415. //=============================================
  416. void LoadScenePlayer(SceneData scene)
  417. {
  418. // Only in local game (without server, (GetGame.GetPlayer is null on server! -> by design)
  419. if ( GetGame().GetPlayer() != NULL )
  420. {
  421. CfgParamArray cfg_player = CfgParamArray.Cast( GetParamByName(PARAM_PLAYER, CFG_TYPE_ARRAY) );
  422. CfgParamString cfg_ply_pos = CfgParamString.Cast( cfg_player.GetValueByName(PARAM_OBJ_POS, CFG_TYPE_STRING) );
  423. CfgParamFloat cfg_ply_rot = CfgParamFloat.Cast( cfg_player.GetValueByName(PARAM_OBJ_ROT, CFG_TYPE_FLOAT) );
  424. CfgParamFloat cfg_ply_hlt = CfgParamFloat.Cast( cfg_player.GetValueByName(PARAM_OBJ_HLT, CFG_TYPE_FLOAT) );
  425. CfgParamString cfg_ply_iscr = CfgParamString.Cast( cfg_player.GetValueByName(PARAM_OBJ_ISCR, CFG_TYPE_STRING) );
  426. ScenePlayer scn_player = scene.CreateScenePlayer();
  427. scn_player.LinkEntityAI(GetGame().GetPlayer());
  428. if ( PluginSceneManager.GetInstance().GetLoadPlayerPos() )
  429. {
  430. // start scene position
  431. vector start_pos = cfg_ply_pos.GetValue().ToVector();
  432. if ( start_pos != vector.Zero )
  433. {
  434. // Set Position
  435. scn_player.SetPosition(cfg_ply_pos.GetValue().ToVector());
  436. // Set Rotation
  437. scn_player.SetRotation(cfg_ply_rot.GetValue());
  438. }
  439. }
  440. // Set Health
  441. // Health check. Do not spawn player character as dead. He can still be spawned as injured.
  442. float health2 = cfg_ply_hlt.GetValue();
  443. if (health2 <= 0)
  444. health2 = scn_player.GetMaxHealth();
  445. scn_player.SetHealth(health2);
  446. // Exe Script
  447. scn_player.SetInitScript( DecodeInitScript(cfg_ply_iscr.GetValue()) );
  448. }
  449. //PrintString("LoadScenePlayer.. Finished");
  450. }
  451. //=============================================
  452. // LOAD: LoadSceneObjects (position, rotation, health, script, scripted links)
  453. //=============================================
  454. void LoadSceneObjects(SceneData scene)
  455. {
  456. CfgParamInt cfg_obj_count = CfgParamInt.Cast( GetParamByName(PARAM_OBJ_COUNT, CFG_TYPE_INT) );
  457. int obj_count = cfg_obj_count.GetValue();
  458. for ( int i = 0; i < obj_count; ++i )
  459. {
  460. string param_name = PARAM_OBJ_NAME+"_"+i.ToString();
  461. // Load scene object name
  462. CfgParamArray cfg_obj = CfgParamArray.Cast( GetParamByName(param_name, CFG_TYPE_ARRAY) );
  463. CfgParamString cfg_obj_type = CfgParamString.Cast( cfg_obj.GetValueByName(PARAM_OBJ_TYPE, CFG_TYPE_STRING) );
  464. CfgParamString cfg_obj_pos = CfgParamString.Cast( cfg_obj.GetValueByName(PARAM_OBJ_POS, CFG_TYPE_STRING) );
  465. CfgParamFloat cfg_obj_rot = CfgParamFloat.Cast( cfg_obj.GetValueByName(PARAM_OBJ_ROT, CFG_TYPE_FLOAT) );
  466. CfgParamFloat cfg_obj_hlt = CfgParamFloat.Cast( cfg_obj.GetValueByName(PARAM_OBJ_HLT, CFG_TYPE_FLOAT) );
  467. CfgParamString cfg_obj_iscr = CfgParamString.Cast( cfg_obj.GetValueByName(PARAM_OBJ_ISCR, CFG_TYPE_STRING) );
  468. //PrintString(itoa(i)+ " Loading param_name: "+ param_name+ " => object type: "+ cfg_obj_type.GetValue());
  469. // Create Scene Object + position
  470. SceneObject scn_obj = scene.CreateSceneObject(cfg_obj_type.GetValue(), cfg_obj_pos.GetValue().ToVector());
  471. // Setup rotation
  472. scn_obj.SetRotation(cfg_obj_rot.GetValue());
  473. // Setup health
  474. scn_obj.SetHealth(cfg_obj_hlt.GetValue());
  475. // Setup init script
  476. scn_obj.SetInitScript( DecodeInitScript(cfg_obj_iscr.GetValue()) );
  477. // Setup indices for linked objects
  478. CfgParamArray cfg_obj_param_links = CfgParamArray.Cast( GetParamByName(param_name + "_" + PARAM_OBJ_LNK, CFG_TYPE_ARRAY) );
  479. array<ref CfgParam> cfg_obj_links = cfg_obj_param_links.GetValues();
  480. for ( int lnko = 0; lnko < cfg_obj_links.Count(); lnko++ )
  481. {
  482. CfgParamInt cfg_obj_param_lnk_int = CfgParamInt.Cast( cfg_obj_links.Get(lnko) );
  483. scn_obj.m_LinkedSceneObjectsIndices.Insert( cfg_obj_param_lnk_int.GetValue() );
  484. }
  485. string param_name_att = param_name +"_"+ PARAM_OBJ_ATT;
  486. if ( ParamExist(param_name_att) )
  487. {
  488. CfgParamArray cfg_param_att = CfgParamArray.Cast( GetParamByName(param_name_att, CFG_TYPE_ARRAY) );
  489. array<ref CfgParam> cfg_param_attachments = cfg_param_att.GetValues();
  490. for ( int j = 0; j < cfg_param_attachments.Count(); ++j )
  491. {
  492. CfgParamString cfg_param_att_str = CfgParamString.Cast( cfg_param_attachments.Get(j) );
  493. scn_obj.GetObject().GetInventory().CreateAttachment( cfg_param_att_str.GetValue() );
  494. }
  495. }
  496. }
  497. }
  498. }