Dayz Explorer 1.28.160049
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undergroundbunkerhandlerclient.c
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1class UndergroundBunkerHandlerClient : UndergroundHandlerClient
2{
3 protected bool m_IsDoorOpening;
4 protected float m_AnimPhasePrev;
5
6 override protected bool CalculateEyeAcco(float timeSlice)
7 {
9 {
10 float adjustedOpen = Math.InverseLerp(0, 1, m_EyeAccoTarget);
11 adjustedOpen = Math.Clamp(adjustedOpen,0,1);
12 m_EyeAcco = Easing.EaseInOutCubic(adjustedOpen);
13 }
14 else
15 {
16 float adjustedClose = Math.InverseLerp(0.07, 1, m_EyeAccoTarget);
17 adjustedClose = Math.Clamp(adjustedClose,0,1);
18 m_EyeAcco = Easing.EaseOutQuad(adjustedClose);
19 }
20
21 return true;
22 }
23
24 override protected void CalculateEyeAccoTarget()
25 {
27 if (trigger)
28 {
29 EntityAI building = EntityAI.Cast(trigger.GetParent());
30 if (building)
31 {
32 float animPhase = building.GetAnimationPhase(trigger.m_LinkedDoorSelection);
33 m_IsDoorOpening = animPhase > m_AnimPhasePrev;
34 m_AnimPhasePrev = animPhase;
35 m_EyeAccoTarget = animPhase;
36
37 }
38
39 }
40 }
41
42 override protected void ProcessLighting(float timeSlice)
43 {
44 //we don't want to change the lighting
45 }
46
47 override protected void ApplyEyeAcco()
48 {
50 super.ApplyEyeAcco();
51 }
52
53 override protected void ProcessSound(float timeSlice)
54 {
55 GetGame().GetWorld().SetExplicitVolumeFactor_EnvSounds2D(m_EyeAcco, 0);
56 }
57
58 override protected void PlayAmbientSound()
59 {
60 m_Player.PlaySoundSetLoop(m_AmbientSound, "Warhead_Storage_Ambient_SoundSet",3,3);
61 }
62}
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
Definition easing.c:3
Definition enmath.c:7
proto native CGame GetGame()
DayZPlayer m_Player
Definition hand_events.c:42
UndergroundTrigger m_TransitionalTrigger
EffectSound m_AmbientSound
float m_EyeAcco
float m_EyeAccoTarget
float m_LightingLerp