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https://github.com/EpochModTeam/DayZ-Epoch.git
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This commit fixes partly the floating loot issue. The whole problem is not fixable. It is a problem with different components. The main point is that the position can be half water and half not. The second is the building collision and the collision of the loot object. Normally setPosATL should do its work but the object moves on the placement. Adding a special handling for buildings that are mostly over water did the best job so far. With fixWaterPos = 1; in the building class which has those floating loot problems, the position gets converted to ASL which is better over water but not always. Some loot objects are still floating a bit but I could reach all of them. It is a way better as before.
96 lines
2.6 KiB
C++
96 lines
2.6 KiB
C++
#include "LootDefines.hpp"
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class CfgLoot
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{
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class Groups
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{
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// General groups
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#include "Groups\Ammo.hpp"
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#include "Groups\AmmoBox.hpp"
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#include "Groups\Attachments.hpp"
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#include "Groups\Medical.hpp"
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#include "Groups\Generic.hpp"
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#include "Groups\Trash.hpp"
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#include "Groups\Consumable.hpp"
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#include "Groups\ConsumableItems.hpp"
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#include "Groups\Fuel.hpp"
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#include "Groups\Parts.hpp"
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#include "Groups\Weapons.hpp"
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#include "Groups\Clothes.hpp"
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#include "Groups\Backpacks.hpp"
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#include "Groups\Wrecks.hpp"
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#include "Groups\Vanilla.hpp"
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#include "Groups\Tools.hpp"
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#include "Groups\Documents.hpp"
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// Points of interest
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#include "Groups\CrashSite.hpp"
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#include "Groups\CarePackage.hpp"
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#include "Groups\InfectedCamp.hpp"
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// Buildings
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#include "CfgBuildingLoot.hpp"
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// Zombies
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#include "Groups\Zombies\Civilian.hpp"
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#include "Groups\Zombies\Hunter.hpp"
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#include "Groups\Zombies\Police.hpp"
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#include "Groups\Zombies\Military.hpp"
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#include "Groups\Zombies\Worker.hpp" //DZE
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#include "Groups\Zombies\Suit.hpp" //DZE
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#include "Groups\Zombies\Doctor.hpp" //DZE
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#include "Groups\Zombies\Pilot.hpp" //DZE
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//New 1.0.7
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#include "Groups\Zombies\Bodyguard.hpp" //DZE
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#include "Groups\Zombies\Crewman.hpp" //DZE
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#include "Groups\Zombies\Ghillie.hpp" //DZE
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#include "Groups\Zombies\Lumberjack.hpp" //DZE
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#include "Groups\Zombies\Officer.hpp" //DZE
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#include "Groups\Zombies\Rebels.hpp" //DZE
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#include "Groups\Zombies\Rocker.hpp" //DZE
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#include "Groups\Zombies\SpecialForces.hpp" //DZE
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#include "Groups\Zombies\Firefighter.hpp" //DZE
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#include "Groups\Zombies\Postman.hpp" //DZE
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#include "Groups\Zombies\Teacher.hpp" //DZE
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#include "Groups\Zombies\Gardener.hpp" //DZE
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#include "Groups\Zombies\Stalker.hpp" //DZE
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#include "Groups\Zombies\Apo.hpp" //DZE
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#include "Groups\Zombies\DrugDealer.hpp" //DZE
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#include "Groups\Zombies\Prisoner.hpp" //DZE
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};
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class Buildings
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{
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class Default
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{
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zombieChance = 0.2;
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minRoaming = 0;
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maxRoaming = 2;
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fixWaterPos = 0; // Add fixWaterPos = 1; to the building class that have floating loot if the building is over water.
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zombieClass[] =
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{
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// "zZombie_Base",
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"z_hunter",
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"z_teacher",
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"z_suit1",
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"z_suit2",
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"z_worker1",
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"z_worker2",
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"z_worker3",
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"z_villager1",
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"z_villager2",
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"z_villager3"
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};
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lootChance = 0;
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lootRefreshTimer = 900;
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lootGroup = "";
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lootPos[] = {};
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};
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// Buildings
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#include "CfgBuildingPos.hpp"
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};
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};
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