DayZ 1.24
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House Class Reference
Inheritance diagram for House:
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Collaboration diagram for House:
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Private Member Functions

override void EEOnCECreate ()
 
void RequestSoundEvent ()
 
string GetSoundSet ()
 
override void EEInit ()
 
override void EEDelete (EntityAI parent)
 
void House ()
 
void ChristmasTree ()
 
override void EEInit ()
 
override void EEDelete (EntityAI parent)
 

Static Private Member Functions

static bool Init ()
 

Private Attributes

Particle m_ParticleEfx
 
XmasTreeLight m_TreeLight
 
EffectSound m_AmbientSoundLoop
 
const string LOOP_SOUND = "ChristmasMusic_SoundSet"
 

Static Private Attributes

static bool m_Init = Init()
 

Detailed Description

Definition at line 1 of file CrashBase.c.

Constructor & Destructor Documentation

◆ House()

void House::House ( )
inlineprivate

Definition at line 3 of file Building.c.

4 {
5 }

Member Function Documentation

◆ ChristmasTree()

void House::ChristmasTree ( )
inlineprivate

Definition at line 7 of file ChristmasTree.c.

8 {
9 if (!GetGame().IsDedicatedServer())
10 {
11 m_TreeLight = XmasTreeLight.Cast(ScriptedLightBase.CreateLight(XmasTreeLight, "0 0 0"));
12 m_TreeLight.AttachOnMemoryPoint(this, "action");
13 }
14 }
XmasTreeLight m_TreeLight
proto native CGame GetGame()

References GetGame().

◆ EEDelete() [1/2]

override void House::EEDelete ( EntityAI parent)
inlineprivate

Definition at line 44 of file CrashBase.c.

45 {
46 if (!GetGame().IsDedicatedServer())
47 {
48 if (m_ParticleEfx)
50 }
51 }
Particle m_ParticleEfx
Definition CrashBase.c:3
void Stop()
Legacy function for backwards compatibility with 1.14 and below.
Definition Particle.c:262

References GetGame(), and Particle::Stop().

◆ EEDelete() [2/2]

override void House::EEDelete ( EntityAI parent)
inlineprivate

Definition at line 22 of file ChristmasTree.c.

23 {
24 if (!GetGame().IsDedicatedServer())
25 {
26 if (m_TreeLight)
27 m_TreeLight.Destroy();
30 }
31 }
EffectSound m_AmbientSoundLoop
Manager class for managing Effect (EffectParticle, EffectSound)
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.

References SEffectManager::DestroyEffect(), and GetGame().

◆ EEInit() [1/2]

override void House::EEInit ( )
inlineprivate

Definition at line 31 of file CrashBase.c.

32 {
33 super.EEInit();
34 //Setup for local sound tests
35#ifdef DEVELOPER
36 if (!GetGame().IsMultiplayer())
37 {
39 eff.SetAutodestroy(true);
40 }
41#endif
42 }
class JsonUndergroundAreaTriggerData GetPosition
Wrapper class for managing sound through SEffectManager.
Definition EffectSound.c:5
string GetSoundSet()
Definition CrashBase.c:26
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.

References GetGame(), GetPosition, CrashBase::GetSoundSet(), and SEffectManager::PlaySound().

◆ EEInit() [2/2]

override void House::EEInit ( )
inlineprivate

Definition at line 16 of file ChristmasTree.c.

17 {
18 if (!GetGame().IsDedicatedServer())
19 PlaySoundSetLoop(m_AmbientSoundLoop, LOOP_SOUND, 0, 0);
20 }
const string LOOP_SOUND

References GetGame().

◆ EEOnCECreate()

override void House::EEOnCECreate ( )
inlineprivate

Definition at line 13 of file CrashBase.c.

14 {
15 super.EEOnCECreate();
17 }
void RequestSoundEvent()
Definition CrashBase.c:19

◆ GetSoundSet()

string House::GetSoundSet ( )
inlineprivate

Definition at line 26 of file CrashBase.c.

27 {
28 return "HeliCrash_Distant_SoundSet";
29 }

◆ Init()

static bool House::Init ( )
inlinestaticprivate

Definition at line 6 of file CrashBase.c.

7 {
8 CrashSoundSets.RegisterSoundSet("HeliCrash_Distant_SoundSet");
9 CrashSoundSets.RegisterSoundSet("SledgeCrash_Distant_SoundSet");
10 return true;
11 }
static void RegisterSoundSet(string sound_set)
Definition DayZGame.c:48

References CrashSoundSets::RegisterSoundSet().

◆ RequestSoundEvent()

void House::RequestSoundEvent ( )
inlineprivate

Definition at line 19 of file CrashBase.c.

20 {
22 GetGame().RPCSingleParam(null, ERPCs.RPC_SOUND_HELICRASH, playSound, true);
23 }
ERPCs
Definition ERPCs.c:2

References GetGame(), GetPosition, and CrashBase::GetSoundSet().

Member Data Documentation

◆ LOOP_SOUND

const string House::LOOP_SOUND = "ChristmasMusic_SoundSet"
private

Definition at line 5 of file ChristmasTree.c.

◆ m_AmbientSoundLoop

EffectSound House::m_AmbientSoundLoop
private

Definition at line 4 of file ChristmasTree.c.

◆ m_Init

bool House::m_Init = Init()
staticprivate

Definition at line 4 of file CrashBase.c.

◆ m_ParticleEfx

Particle House::m_ParticleEfx
private

Definition at line 3 of file CrashBase.c.

◆ m_TreeLight

XmasTreeLight House::m_TreeLight
private

Definition at line 3 of file ChristmasTree.c.


The documentation for this class was generated from the following files: