Warhorse ScripBind documentation
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EnableOceanRendering
Syntax
C++
int EnableOceanRendering(IFunctionHandler * pH);
Parameters 
Description 
bOcean 
True to activate the ocean rendering, false to deactivate it. 

Syntax: System.EnableOceanRendering() 

Enables/disables ocean rendering. 

int CScriptBindSystem::IndoorSoundAllowed(IFunctionHandler * pH) { SCRIPT_CHECK_PARAMETERS(2); CScriptVector pVecOrigin(m_pSS,false); CScriptVector pVecDestination(m_pSS,false); 

IGraph *pGraph = gEnv->pAISystem->GetNodeGraph(); 

Vec3 start = pVecOrigin.Get(); Vec3 end = pVecDestination.Get(); 

if ((start.x<0)||(start.x>2000.f)||(start.y<0)||(start.y>2000.f)) { m_pLog->LogError("[CRASHWARNING] Unnaturally high value placed for sound detection"); return pH->EndFunction(true); // there is no sound occlusion in outdoor } 

if ((end.x<0)||(end.x>2000.f)||(end.y<0)||(end.y>2000.f)) { m_pLog->LogError("[CRASHWARNING] Unnaturally high value placed for sound detection"); return pH->EndFunction(true); // there is no sound occlusion in outdoor } 

GraphNode *pStart = pGraph->GetEnclosing(pVecOrigin.Get()); 

if (pStart->nBuildingID<0) return pH->EndFunction(true); // there is no sound occlusion in outdoor 

GraphNode *pEnd = pGraph->GetEnclosing(pVecDestination.Get()); 

if (pStart->nBuildingID!=pEnd->nBuildingID) return pH->EndFunction(false); // if in 2 different buildings we cannot hear the sound for sure 

// make the real indoor sound occlusion check (doors, sectors etc.) return (gEnv->p3DEngine->IsVisAreasConnected(pStart->pArea,pEnd->pArea,1,false)); 

//IIndoorBase *pIndoor = m_p3DEngine->GetBuildingManager(); //if (pIndoor) { // make the real indoor sound occlusion check (doors, sectors etc.) return pH->EndFunction(pIndoor->IsSoundPotentiallyHearable(pStart->nBuildingID,pStart->nSector,pEnd->nSector)); //} 

return pH->EndFunction(true);

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