3 static private const float SOUND_CONTACT_SKIP = 0.33;
11 private bool m_IsMeleeWeapon =
false;
35 InitImpactSoundData();
37 if (ConfigIsExisting(
"isMeleeWeapon"))
38 m_IsMeleeWeapon = ConfigGetBool(
"isMeleeWeapon");
56 if (!DescriptionOverride(
temp))
57 temp = ConfigGetString(
"descriptionShort");
83 return m_IsMeleeWeapon;
94 if (!m_SoundImpactTable)
118 if (ConfigIsExisting(
"soundImpactType"))
203 if (m_SoundContactTickTime + SOUND_CONTACT_SKIP >
tickTime)
class AnimSoundObjectBuilderBank AnimSoundLookupTableBank()
class SoundObjectBuilder SoundObject(SoundParams soundParams)
class JsonUndergroundAreaTriggerData GetPosition
static proto bool GetHitSurfaceAndLiquid(Object other, vector begPos, vector endPos, string surface, out int liquidType)
string GetImpactSurfaceTypeEx(IEntity other, Contact impact, out int liquid)
proto native bool IsOn()
Some inventoryItem devices can be switched on/off (radios, transmitters)
string GetRuinedMeleeAmmoType()
returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use
void InitImpactSoundData()
SoundLookupTable m_SoundImpactTable
proto native void ThrowPhysically(DayZPlayer player, vector force, bool collideWithCharacters=true)
float ProcessImpactSound(IEntity other, Contact extra, float weight, out int surfaceHash)
string GetTooltip()
Get tooltip text.
override bool IsMeleeWeapon()
proto native bool HasCollisionsWithCharacter()
AbstractWave PlaySound(SoundObject so, SoundObjectBuilder sob)
proto native void SwitchOn(bool onOff)
Some inventoryItem devices can be switched on/off (radios, transmitters)
void PlaySoundByAnimEvent(EAnimSoundEventID id)
proto native void EnableCollisionsWithCharacter(bool state)
collisions with character
proto native MeleeCombatData GetMeleeCombatData()
event bool OnUseFromInventory(Man owner)
proto native InventoryItemType GetInventoryItemType()
void PlayImpactSound(float weight, float velocity, int surfaceHash)
override bool IsInventoryItem()
proto native void ForceFarBubble(bool state)
Sets the item to use the server configured 'networkRangeFar' instead of 'networkRangeNear'.
float ProcessImpactSoundEx(IEntity other, Contact extra, float weight, out int surfaceHash, out int liquidType)
float m_SoundContactTickTime
string GetImpactSurfaceType(IEntity other, Contact impact)
SoundObjectBuilder GetSoundBuilder(int parameterHash)
proto native CGame GetGame()
static proto native void End()
static proto native void Begin(string windowTitle, float x=0, float y=0)
static proto native void Text(string label)