104enum AnimUpperBodyType
127enum AnimRangedWeaponType
144 void AnimSoundEvent(
string soundPath)
146 m_iID =
GetGame().ConfigGetInt(soundPath +
"id");
151 if (
GetGame().ConfigGetText(soundPath +
"soundSet", soundSetName))
154 if (m_SoundParams.IsValid())
162 if (
GetGame().ConfigGetText(soundPath +
"soundLookupTable", tableName))
179 if (
GetGame().ConfigGetText(soundPath +
"noise", noiseName))
199 return m_SoundObjectBuilder;
204 if (m_Table && paramHash)
206 return m_Table.GetSoundBuilder(paramHash);
208 return m_SoundObjectBuilder;
213 GetSoundBuilderEx().AddEnvSoundVariables(position);
214 return GetSoundBuilderEx().BuildSoundObject();
218class AnimSoundVoiceEvent
226 void AnimSoundVoiceEvent(
string soundPath)
228 m_iID =
GetGame().ConfigGetInt(soundPath +
"id");
230 if ( !
GetGame().IsDedicatedServer() )
233 GetGame().ConfigGetText(soundPath +
"soundSet", soundSetName);
235 if ( m_SoundParams.IsValid() )
245 if (
GetGame().ConfigGetText(soundPath +
"noise", noiseName))
265 return m_SoundObjectBuilder;
270 m_SoundObjectBuilder.AddEnvSoundVariables(position);
271 return m_SoundObjectBuilder.BuildSoundObject();
278 string m_sSoundLookupTableName;
282 void AnimStepEvent(
string stepPath)
284 m_iID =
GetGame().ConfigGetInt(stepPath +
"id");
286 if ( !
GetGame().IsDedicatedServer() )
288 GetGame().ConfigGetText(stepPath +
"soundLookupTable", m_sSoundLookupTableName);
295 if (
GetGame().ConfigGetText(stepPath +
"noise",noiseName))
305 return m_soundLookupTable.GetSoundBuilder(surfaceHash);
312 autoptr AnimDamageParams m_DamageParams;
314 void AnimDamageEvent(
string damagePath)
316 m_iID =
GetGame().ConfigGetInt(damagePath +
"id");
319 GetGame().ConfigGetText(damagePath +
"damage", damageName);
320 m_DamageParams =
new AnimDamageParams(damageName);
324class AnimDamageParams
333 static const string DAMAGE_CFG_CLASS =
"CfgDamages ";
334 void AnimDamageParams(
string damageName)
336 m_sName = damageName;
337 string damagePath = DAMAGE_CFG_CLASS + damageName +
" ";
339 GetGame().ConfigGetText(damagePath +
"bone", m_sBoneName);
340 GetGame().ConfigGetText(damagePath +
"ammo", m_sAmmoName);
341 m_fRadius =
GetGame().ConfigGetFloat(damagePath +
"radius");
342 m_fDuration =
GetGame().ConfigGetFloat(damagePath +
"duration");
344 m_bInvertTeams =
false;
345 string str_invert_teams_cfg;
346 GetGame().ConfigGetText(damagePath +
"invertTeams", str_invert_teams_cfg);
347 str_invert_teams_cfg.ToLower();
348 if (str_invert_teams_cfg ==
"true")
350 m_bInvertTeams =
true;
355class AnimEffectParams
359 static const string EFFECT_CFG_CLASS =
"CfgEffects ";
360 void AnimEffectParams(
string effectName)
362 m_sName = effectName;
363 string effectPath = EFFECT_CFG_CLASS + effectName +
" ";
class AnimSoundObjectBuilderBank AnimSoundLookupTableBank()
class AttachmentSoundLookupTable extends SoundLookupTable m_NoiseParams
class SoundLookupTable StepSoundLookupTable()
SoundObjectBuilder GetSoundBuilder(int parameterHash)
enum AnimBootsType NylonJacket
enum AnimBootsType TShirt
enum AnimBootsType Chainmail
enum AnimBootsType Ghillie
enum AnimBootsType Outdoor
enum AnimBootsType ChemlonDress
enum AnimBootsType Military
enum AnimBootsType WoolShirt
enum AnimBootsType LeatherJacket
enum AnimBootsType HeavyJacket
proto native CGame GetGame()
class AbstractSoundScene SoundObjectBuilder(SoundParams soundParams)
class SoundObject SoundParams(string name)
class NoiseSystem NoiseParams()