Bonfire.c
class Bonfire extends BuildingSuper
{
const float TIMER_HEATING_UPDATE_INTERVAL = 2;
const float PARAM_HEAT_RADIUS = 15;
const float PARAM_FULL_HEAT_RADIUS = 5;
const float PARAM_MAX_TRANSFERED_TEMPERATURE = 25; //! maximum value for temperature that will be transfered to player (environment)
const float CONST_FIRE_TEMP = 1000;
const float PARAM_DRY_MODIFIER = 8.0;
protected BonfireLight m_Light;
protected Particle m_ParticleFire;
protected Particle m_ParticleSmoke;
protected EffectSound m_SoundFireLoop;
//Heating related variables
protected ref Timer m_BonfireHeatingTimer; //! DEPRECATED
// UniversalTemperatureSource
protected ref UniversalTemperatureSource m_UTSource;
protected ref UniversalTemperatureSourceSettings m_UTSSettings;
protected ref UniversalTemperatureSourceLambdaConstant m_UTSLBonfire;
override void EEInit()
{
super.EEInit();
#ifndef SERVER
// object creation - create effects (light, particles, sound)
// light
if (!m_Light)
{
m_Light = BonfireLight.Cast(ScriptedLightBase.CreateLight(BonfireLight, Vector(0,0,0), 1));
m_Light.AttachOnMemoryPoint(this, m_Light.m_MemoryPoint);
m_Light.FadeBrightnessTo(m_Light.m_FireBrightness, 0);
m_Light.FadeRadiusTo(m_Light.m_FireRadius, 0);
}
// particles
if (!m_ParticleSmoke)
{
m_ParticleSmoke = ParticleManager.GetInstance().PlayOnObject(ParticleList.BONFIRE_SMOKE, this, GetMemoryPointPos("bonfire_smoke"), Vector(0,0,0), true);
}
if (!m_ParticleFire)
{
m_ParticleFire = ParticleManager.GetInstance().PlayOnObject(ParticleList.BONFIRE_FIRE, this, GetMemoryPointPos("bonfire_fire"), Vector(0,0,0), true);
}
// sounds
if (!m_SoundFireLoop)
{
PlaySoundSetLoop(m_SoundFireLoop, "HeavyFire_SoundSet", 1.0, 2.0);
}
#endif
if (g_Game.IsServer() || !g_Game.IsMultiplayer())
{
m_UTSSettings = new UniversalTemperatureSourceSettings();
m_UTSSettings.m_UpdateInterval = TIMER_HEATING_UPDATE_INTERVAL;
m_UTSSettings.m_Updateable = true;
m_UTSSettings.m_TemperatureItemCap = GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE;
m_UTSSettings.m_TemperatureCap = PARAM_MAX_TRANSFERED_TEMPERATURE;
m_UTSSettings.m_RangeFull = PARAM_FULL_HEAT_RADIUS;
m_UTSSettings.m_RangeMax = PARAM_HEAT_RADIUS;
m_UTSSettings.m_ItemDryModifier = PARAM_DRY_MODIFIER;
m_UTSLBonfire = new UniversalTemperatureSourceLambdaConstant();
m_UTSource = new UniversalTemperatureSource(this, m_UTSSettings, m_UTSLBonfire);
m_UTSource.SetActive(true);
}
}
override void EEDelete(EntityAI parent)
{
super.EEDelete(parent);
#ifndef SERVER
// outside of bubble - do effects cleanup (light, particles, sound)
// light
if (m_Light)
{
m_Light.FadeOut();
}
// particles
if (m_ParticleSmoke)
{
m_ParticleSmoke.Stop();
}
if (m_ParticleFire)
{
m_ParticleFire.Stop();
}
// sounds
if (m_SoundFireLoop)
{
m_SoundFireLoop.SoundStop();
}
#endif
if (g_Game.IsServer() || !g_Game.IsMultiplayer())
{
m_UTSource.SetActive(false);
}
}
//! DEPRECATED
protected void BonfireHeating() {};
}