示例#1
0
void CArtefact::Load(LPCSTR section) 
{
	inherited::Load			(section);


	if (pSettings->line_exist(section, "particles"))
		m_sParticlesName	= pSettings->r_string(section, "particles");

	m_bLightsEnabled		= !!pSettings->r_bool(section, "lights_enabled");
	if(m_bLightsEnabled){
		sscanf(pSettings->r_string(section,"trail_light_color"), "%f,%f,%f", 
			&m_TrailLightColor.r, &m_TrailLightColor.g, &m_TrailLightColor.b);
		m_fTrailLightRange	= pSettings->r_float(section,"trail_light_range");
	}


	{
		m_fHealthRestoreSpeed = pSettings->r_float		(section,"health_restore_speed"		);
		m_fRadiationRestoreSpeed = pSettings->r_float	(section,"radiation_restore_speed"	);
		m_fSatietyRestoreSpeed = pSettings->r_float		(section,"satiety_restore_speed"	);
		m_fPowerRestoreSpeed = pSettings->r_float		(section,"power_restore_speed"		);
		m_fBleedingRestoreSpeed = pSettings->r_float	(section,"bleeding_restore_speed"	);
		if(pSettings->section_exist(/**cNameSect(), */pSettings->r_string(section,"hit_absorbation_sect")))
			m_ArtefactHitImmunities.LoadImmunities(pSettings->r_string(section,"hit_absorbation_sect"),pSettings);
	}
	m_bCanSpawnZone = !!pSettings->line_exist("artefact_spawn_zones", section);


	animGet				(m_anim_idle,					pSettings->r_string(*hud_sect,"anim_idle"));
	animGet				(m_anim_idle_sprint,			pSettings->r_string(*hud_sect,"anim_idle_sprint"));
	animGet				(m_anim_hide,					pSettings->r_string(*hud_sect,"anim_hide"));
	animGet				(m_anim_show,					pSettings->r_string(*hud_sect,"anim_show"));
	animGet				(m_anim_activate,				pSettings->r_string(*hud_sect,"anim_activate"));
}
示例#2
0
void CWeaponKnife::Load	(LPCSTR section)
{
	// verify class
	inherited::Load		(section);

	fWallmarkSize = pSettings->r_float(section,"wm_size");

	// HUD :: Anims
	R_ASSERT			(m_pHUD);
	animGet				(mhud_idle,		pSettings->r_string(*hud_sect,"anim_idle"));
	animGet				(mhud_hide,		pSettings->r_string(*hud_sect,"anim_hide"));
	animGet				(mhud_show,		pSettings->r_string(*hud_sect,"anim_draw"));
	animGet				(mhud_attack,	pSettings->r_string(*hud_sect,"anim_shoot1_start"));
	animGet				(mhud_attack2,	pSettings->r_string(*hud_sect,"anim_shoot2_start"));
	animGet				(mhud_attack_e,	pSettings->r_string(*hud_sect,"anim_shoot1_end"));
	animGet				(mhud_attack2_e,pSettings->r_string(*hud_sect,"anim_shoot2_end"));
#if defined(KNIFE_SPRINT_MOTION)
	animGet(mhud_idle_sprint, pSettings->r_string(*hud_sect,"anim_idle_sprint") );
#endif

	HUD_SOUND::LoadSound(section,"snd_shoot"		, m_sndShot		, ESoundTypes(SOUND_TYPE_WEAPON_SHOOTING)		);
	
	knife_material_idx =  GMLib.GetMaterialIdx(KNIFE_MATERIAL_NAME);
}
示例#3
0
void CWeaponMagazined::Load(LPCSTR section)
{
	inherited::Load(section);

	// Sounds
	HUD_SOUND::LoadSound(section, "snd_draw", sndShow, m_eSoundShow);
	HUD_SOUND::LoadSound(section, "snd_holster", sndHide, m_eSoundHide);
	HUD_SOUND::LoadSound(section, "snd_shoot", sndShot, m_eSoundShot);
	HUD_SOUND::LoadSound(section, "snd_empty", sndEmptyClick, m_eSoundEmptyClick);
	HUD_SOUND::LoadSound(section, "snd_reload", sndReload, m_eSoundReload);
	HUD_SOUND::LoadSound(section, "snd_SightsUp", sndSightsUp, m_eSoundSightsUp);		//added by Daemonion for ironsight audio in weapon parameters - sights being raised
	HUD_SOUND::LoadSound(section, "snd_SightsDown", sndSightsDown, m_eSoundSightsDown);	//added by Daemonion for ironsight audio in weapon parameters - sights being lowered


	m_pSndShotCurrent = &sndShot;

	// HUD :: Anims
	R_ASSERT(m_pHUD);
	animGet(mhud.mhud_idle, pSettings->r_string(*hud_sect, "anim_idle"));
	animGet(mhud.mhud_reload, pSettings->r_string(*hud_sect, "anim_reload"));
	animGet(mhud.mhud_show, pSettings->r_string(*hud_sect, "anim_draw"));
	animGet(mhud.mhud_hide, pSettings->r_string(*hud_sect, "anim_holster"));
	animGet(mhud.mhud_shots, pSettings->r_string(*hud_sect, "anim_shoot"));

	if (pSettings->line_exist(*hud_sect, "anim_idle_sprint"))
		animGet(mhud.mhud_idle_sprint, pSettings->r_string(*hud_sect, "anim_idle_sprint"));

	if (IsZoomEnabled())
		animGet(mhud.mhud_idle_aim, pSettings->r_string(*hud_sect, "anim_idle_aim"));

	//звуки и партиклы глушителя, еслит такой есть
	if (m_eSilencerStatus == ALife::eAddonAttachable)
	{
		if (pSettings->line_exist(section, "silencer_flame_particles"))
			m_sSilencerFlameParticles = pSettings->r_string(section, "silencer_flame_particles");
		if (pSettings->line_exist(section, "silencer_smoke_particles"))
			m_sSilencerSmokeParticles = pSettings->r_string(section, "silencer_smoke_particles");
		HUD_SOUND::LoadSound(section, "snd_silncer_shot", sndSilencerShot, m_eSoundShot);
	}
	//  [7/20/2005]
	if (pSettings->line_exist(section, "dispersion_start"))
		m_iShootEffectorStart = pSettings->r_u8(section, "dispersion_start");
	else
		m_iShootEffectorStart = 0;
	//  [7/20/2005]
	//  [7/21/2005]
	if (pSettings->line_exist(section, "fire_modes"))
	{
		m_bHasDifferentFireModes = true;
		shared_str FireModesList = pSettings->r_string(section, "fire_modes");
		int ModesCount = _GetItemCount(FireModesList.c_str());
		m_aFireModes.clear();
		for (int i = 0; i < ModesCount; i++)
		{
			string16 sItem;
			_GetItem(FireModesList.c_str(), i, sItem);
			int FireMode = atoi(sItem);
			m_aFireModes.push_back(FireMode);
		}
		m_iCurFireMode = ModesCount - 1;
		m_iPrefferedFireMode = READ_IF_EXISTS(pSettings, r_s16, section, "preffered_fire_mode", -1);
	}
	else
		m_bHasDifferentFireModes = false;
	//  [7/21/2005]
}
示例#4
0
void CWeaponPistol::Load	(LPCSTR section)
{
	inherited::Load		(section);

	HUD_SOUND::LoadSound(section, "snd_close", sndClose, m_eSoundClose);

	animGet				(mhud_pistol.mhud_empty,		pSettings->r_string(*hud_sect, "anim_empty"));
	animGet				(mhud_pistol.mhud_shot_l,		pSettings->r_string(*hud_sect, "anim_shot_last"));
	animGet				(mhud_pistol.mhud_close,		pSettings->r_string(*hud_sect, "anim_close"));
	animGet				(mhud_pistol.mhud_show_empty,	pSettings->r_string(*hud_sect, "anim_draw_empty"));
	animGet				(mhud_pistol.mhud_reload_empty,	pSettings->r_string(*hud_sect, "anim_reload_empty"));

	string128			str;
	strconcat(sizeof(str),str,pSettings->r_string(*hud_sect, "anim_empty"),"_r");
	animGet				(mhud_pistol_r.mhud_empty,		str);

	strconcat(sizeof(str),str,pSettings->r_string(*hud_sect, "anim_shot_last"),"_r");
	animGet				(mhud_pistol_r.mhud_shot_l,		str);

	strconcat(sizeof(str),str,pSettings->r_string(*hud_sect, "anim_close"),"_r");
	animGet				(mhud_pistol_r.mhud_close,		str);

	strconcat(sizeof(str),str,pSettings->r_string(*hud_sect, "anim_draw_empty"),"_r");
	animGet				(mhud_pistol_r.mhud_show_empty,	str);

	strconcat(sizeof(str),str,pSettings->r_string(*hud_sect, "anim_reload_empty"),"_r");
	animGet				(mhud_pistol_r.mhud_reload_empty,	str);



	strconcat(sizeof(str),str,pSettings->r_string(*hud_sect, "anim_idle"),"_r");
	animGet				(wm_mhud_r.mhud_idle,	str);

	strconcat(sizeof(str),str,pSettings->r_string(*hud_sect, "anim_reload"),"_r");
	animGet				(wm_mhud_r.mhud_reload,	str);

	strconcat(sizeof(str),str,pSettings->r_string(*hud_sect, "anim_draw"),"_r");
	animGet				(wm_mhud_r.mhud_show,	str);

	strconcat(sizeof(str),str,pSettings->r_string(*hud_sect, "anim_holster"),"_r");
	animGet				(wm_mhud_r.mhud_hide,	str);

	strconcat(sizeof(str),str,pSettings->r_string(*hud_sect, "anim_shoot"),"_r");
	animGet				(wm_mhud_r.mhud_shots,	str);

	if(IsZoomEnabled()){
		strconcat(sizeof(str),str,pSettings->r_string(*hud_sect, "anim_idle_aim"),"_r");
		animGet				(wm_mhud_r.mhud_idle_aim,		str);
	}

}