DayZ 1.28
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ OnPartDismantledClient()

void bsbDebugPrint::OnPartDismantledClient ( string part_name,
int action_id )
protected

См. определение в файле BaseBuildingBase.c строка 1969

1971{
1972 const string ANIMATION_DEPLOYED = "Deployed";
1973
1974 float m_ConstructionKitHealth; //stored health value for used construction kit
1975
1977
1978 bool m_HasBase;
1979 //variables for synchronization of base building parts (2x31 is the current limit)
1980 int m_SyncParts01; //synchronization for already built parts (31 parts)
1981 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1982 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1983 int m_InteractedPartId; //construction part id that an action was performed on
1984 int m_PerformedActionId; //action id that was performed on a construction part
1985
1986 //Sounds
1987 //build
1988 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1989 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1990 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1991 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1992 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1993 //dismantle
1994 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1995 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1996 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1997 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1998 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1999
2000 protected EffectSound m_Sound;
2001
2005
2006 // Constructor
2007 void BaseBuildingBase()
2008 {
2010
2011 //synchronized variables
2012 RegisterNetSyncVariableInt( "m_SyncParts01" );
2013 RegisterNetSyncVariableInt( "m_SyncParts02" );
2014 RegisterNetSyncVariableInt( "m_SyncParts03" );
2015 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2016 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2017 RegisterNetSyncVariableBool( "m_HasBase" );
2018
2019 //Construction init
2021
2022 if (ConfigIsExisting("hybridAttachments"))
2023 {
2025 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2026 }
2027 if (ConfigIsExisting("mountables"))
2028 {
2030 ConfigGetTextArray("mountables", m_Mountables);
2031 }
2032
2033 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2034 }
2035
2036 override void EEDelete(EntityAI parent)
2037 {
2038 super.EEDelete(parent);
2039
2040 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2041 {
2042 areaDamage.Destroy();
2043 }
2044
2045 }
2046
2047 override string GetInvulnerabilityTypeString()
2048 {
2049 return "disableBaseDamage";
2050 }
2051
2052 override bool CanObstruct()
2053 {
2054 return true;
2055 }
2056
2057 override int GetHideIconMask()
2058 {
2059 return EInventoryIconVisibility.HIDE_VICINITY;
2060 }
2061
2062 override void InitItemSounds()
2063 {
2064 super.InitItemSounds();
2065
2067 SoundParameters params = new SoundParameters();
2068 params.m_Loop = true;
2069
2070 if (GetFoldSoundset() != string.Empty)
2071 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2072 if (GetLoopFoldSoundset() != string.Empty)
2073 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2074 }
2075
2076 override string GetFoldSoundset()
2077 {
2078 return "putDown_FenceKit_SoundSet";
2079 }
2080
2081 override string GetLoopFoldSoundset()
2082 {
2083 return "Shelter_Site_Build_Loop_SoundSet";
2084 }
2085
2086 // --- SYNCHRONIZATION
2088 {
2089 if ( GetGame().IsServer() )
2090 {
2091 SetSynchDirty();
2092 }
2093 }
2094
2095 override void OnVariablesSynchronized()
2096 {
2097 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2098 super.OnVariablesSynchronized();
2099
2101 }
2102
2103 protected void OnSynchronizedClient()
2104 {
2105 //update parts
2107
2108 //update action on part
2110
2111 //update visuals (client)
2112 UpdateVisuals();
2113 }
2114
2115 //parts synchronization
2116 void RegisterPartForSync( int part_id )
2117 {
2118 //part_id must starts from index = 1
2119 int offset;
2120 int mask;
2121
2122 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2123 {
2124 offset = part_id - 1;
2125 mask = 1 << offset;
2126
2127 m_SyncParts01 = m_SyncParts01 | mask;
2128 }
2129 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2130 {
2131 offset = ( part_id % 32 );
2132 mask = 1 << offset;
2133
2134 m_SyncParts02 = m_SyncParts02 | mask;
2135 }
2136 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2137 {
2138 offset = ( part_id % 63 );
2139 mask = 1 << offset;
2140
2141 m_SyncParts03 = m_SyncParts03 | mask;
2142 }
2143 }
2144
2145 void UnregisterPartForSync( int part_id )
2146 {
2147 //part_id must starts from index = 1
2148 int offset;
2149 int mask;
2150
2151 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2152 {
2153 offset = part_id - 1;
2154 mask = 1 << offset;
2155
2156 m_SyncParts01 = m_SyncParts01 & ~mask;
2157 }
2158 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2159 {
2160 offset = ( part_id % 32 );
2161 mask = 1 << offset;
2162
2163 m_SyncParts02 = m_SyncParts02 & ~mask;
2164 }
2165 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2166 {
2167 offset = ( part_id % 63 );
2168 mask = 1 << offset;
2169
2170 m_SyncParts03 = m_SyncParts03 & ~mask;
2171 }
2172 }
2173
2174 bool IsPartBuildInSyncData( int part_id )
2175 {
2176 //part_id must starts from index = 1
2177 int offset;
2178 int mask;
2179
2180 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2181 {
2182 offset = part_id - 1;
2183 mask = 1 << offset;
2184
2185 if ( ( m_SyncParts01 & mask ) > 0 )
2186 {
2187 return true;
2188 }
2189 }
2190 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2191 {
2192 offset = ( part_id % 32 );
2193 mask = 1 << offset;
2194
2195 if ( ( m_SyncParts02 & mask ) > 0 )
2196 {
2197 return true;
2198 }
2199 }
2200 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2201 {
2202 offset = ( part_id % 63 );
2203 mask = 1 << offset;
2204
2205 if ( ( m_SyncParts03 & mask ) > 0 )
2206 {
2207 return true;
2208 }
2209 }
2210
2211 return false;
2212 }
2213
2214 protected void RegisterActionForSync( int part_id, int action_id )
2215 {
2216 m_InteractedPartId = part_id;
2217 m_PerformedActionId = action_id;
2218 }
2219
2220 protected void ResetActionSyncData()
2221 {
2222 //reset data
2223 m_InteractedPartId = -1;
2225 }
2226
2227 protected void SetActionFromSyncData()
2228 {
2229 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2230 {
2232 int build_action_id = m_PerformedActionId;
2233
2234 switch( build_action_id )
2235 {
2236 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2237 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2238 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2239 }
2240 }
2241 }
2242 //------
2243
2245 {
2246 string key = part.m_PartName;
2247 bool is_base = part.IsBase();
2248 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2249 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2250 if ( is_part_built_sync )
2251 {
2252 if ( !part.IsBuilt() )
2253 {
2254 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2255 GetConstruction().AddToConstructedParts( key );
2256 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2257
2258 if (is_base)
2259 {
2261 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2262 }
2263 }
2264 }
2265 else
2266 {
2267 if ( part.IsBuilt() )
2268 {
2269 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2270 GetConstruction().RemoveFromConstructedParts( key );
2271 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2272
2273 if (is_base)
2274 {
2276 AddProxyPhysics( ANIMATION_DEPLOYED );
2277 }
2278 }
2279 }
2280
2281 //check slot lock for material attachments
2282 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2283 }
2284
2285 //set construction parts based on synchronized data
2287 {
2288 Construction construction = GetConstruction();
2289 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2290
2291 for ( int i = 0; i < construction_parts.Count(); ++i )
2292 {
2293 string key = construction_parts.GetKey( i );
2294 ConstructionPart value = construction_parts.Get( key );
2295 SetPartFromSyncData(value);
2296 }
2297
2298 //regenerate navmesh
2299 UpdateNavmesh();
2300 }
2301
2302 protected ConstructionPart GetConstructionPartById( int id )
2303 {
2304 Construction construction = GetConstruction();
2305 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2306
2307 for ( int i = 0; i < construction_parts.Count(); ++i )
2308 {
2309 string key = construction_parts.GetKey( i );
2310 ConstructionPart value = construction_parts.Get( key );
2311
2312 if ( value.GetId() == id )
2313 {
2314 return value;
2315 }
2316 }
2317
2318 return NULL;
2319 }
2320 //
2321
2322 //Base
2323 bool HasBase()
2324 {
2325 return m_HasBase;
2326 }
2327
2328 void SetBaseState( bool has_base )
2329 {
2330 m_HasBase = has_base;
2331 }
2332
2333 override bool IsDeployable()
2334 {
2335 return true;
2336 }
2337
2338 bool IsOpened()
2339 {
2340 return false;
2341 }
2342
2343 //--- CONSTRUCTION KIT
2345 {
2346 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2347 if ( m_ConstructionKitHealth > 0 )
2348 {
2349 construction_kit.SetHealth( m_ConstructionKitHealth );
2350 }
2351
2352 return construction_kit;
2353 }
2354
2355 void CreateConstructionKitInHands(notnull PlayerBase player)
2356 {
2357 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2358 if ( m_ConstructionKitHealth > 0 )
2359 {
2360 construction_kit.SetHealth( m_ConstructionKitHealth );
2361 }
2362 }
2363
2364 protected vector GetKitSpawnPosition()
2365 {
2366 return GetPosition();
2367 }
2368
2369 protected string GetConstructionKitType()
2370 {
2371 return "";
2372 }
2373
2374 void DestroyConstructionKit( ItemBase construction_kit )
2375 {
2376 m_ConstructionKitHealth = construction_kit.GetHealth();
2377 GetGame().ObjectDelete( construction_kit );
2378 }
2379
2380 //--- CONSTRUCTION
2381 void DestroyConstruction()
2382 {
2383 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2384 GetGame().ObjectDelete( this );
2385 }
2386
2387 // --- EVENTS
2388 override void OnStoreSave( ParamsWriteContext ctx )
2389 {
2390 super.OnStoreSave( ctx );
2391
2392 //sync parts 01
2393 ctx.Write( m_SyncParts01 );
2394 ctx.Write( m_SyncParts02 );
2395 ctx.Write( m_SyncParts03 );
2396
2397 ctx.Write( m_HasBase );
2398 }
2399
2400 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2401 {
2402 if ( !super.OnStoreLoad( ctx, version ) )
2403 return false;
2404
2405 //--- Base building data ---
2406 //Restore synced parts data
2407 if ( !ctx.Read( m_SyncParts01 ) )
2408 {
2409 m_SyncParts01 = 0; //set default
2410 return false;
2411 }
2412 if ( !ctx.Read( m_SyncParts02 ) )
2413 {
2414 m_SyncParts02 = 0; //set default
2415 return false;
2416 }
2417 if ( !ctx.Read( m_SyncParts03 ) )
2418 {
2419 m_SyncParts03 = 0; //set default
2420 return false;
2421 }
2422
2423 //has base
2424 if ( !ctx.Read( m_HasBase ) )
2425 {
2426 m_HasBase = false;
2427 return false;
2428 }
2429 //---
2430
2431 return true;
2432 }
2433
2434 override void AfterStoreLoad()
2435 {
2436 super.AfterStoreLoad();
2437
2439 {
2441 }
2442 }
2443
2445 {
2446 //update server data
2448
2449 //set base state
2450 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2451 SetBaseState( construction_part.IsBuilt() ) ;
2452
2453 //synchronize after load
2455 }
2456
2457 override void OnCreatePhysics()
2458 {
2459 super.OnCreatePhysics();
2462 }
2463
2464 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2465 {
2467 return;
2468
2469 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2470
2471 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2472 return;
2473
2474 Construction construction = GetConstruction();
2475 string part_name = zone;
2476 part_name.ToLower();
2477
2478 if ( newLevel == GameConstants.STATE_RUINED )
2479 {
2480 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2481
2482 if ( construction_part && construction.IsPartConstructed( part_name ) )
2483 {
2484 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2485 construction.DestroyConnectedParts(part_name);
2486 }
2487
2488 //barbed wire handling (hack-ish)
2489 if ( part_name.Contains("barbed") )
2490 {
2491 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2492 if (barbed_wire)
2493 barbed_wire.SetMountedState( false );
2494 }
2495 }
2496 }
2497
2498 override void EEOnAfterLoad()
2499 {
2501 {
2503 }
2504
2505 super.EEOnAfterLoad();
2506 }
2507
2508 override void EEInit()
2509 {
2510 super.EEInit();
2511
2512 // init visuals and physics
2513 InitBaseState();
2514
2515 //debug
2516 #ifdef DEVELOPER
2518 #endif
2519 }
2520
2521 override void EEItemAttached( EntityAI item, string slot_name )
2522 {
2523 super.EEItemAttached( item, slot_name );
2524
2525 CheckForHybridAttachments( item, slot_name );
2526 UpdateVisuals();
2527 UpdateAttachmentPhysics( slot_name, false );
2528 }
2529
2530 override void EEItemDetached( EntityAI item, string slot_name )
2531 {
2532 super.EEItemDetached( item, slot_name );
2533
2534 UpdateVisuals();
2535 UpdateAttachmentPhysics( slot_name, false );
2536 }
2537
2538 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2539 {
2540 string slot_name = InventorySlots.GetSlotName( slotId );
2541 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2542
2543 UpdateAttachmentVisuals( slot_name, locked );
2544 UpdateAttachmentPhysics( slot_name, locked );
2545 }
2546
2547 //ignore out of reach condition
2548 override bool IgnoreOutOfReachCondition()
2549 {
2550 return true;
2551 }
2552
2553 //CONSTRUCTION EVENTS
2554 //Build
2555 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2556 {
2557 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2558
2559 //check base state
2560 if (construtionPart.IsBase())
2561 {
2562 SetBaseState(true);
2563
2564 //spawn kit
2566 }
2567
2568 //register constructed parts for synchronization
2569 RegisterPartForSync(construtionPart.GetId());
2570
2571 //register action that was performed on part
2572 RegisterActionForSync(construtionPart.GetId(), action_id);
2573
2574 //synchronize
2576
2577 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2578
2579 UpdateNavmesh();
2580
2581 //update visuals
2582 UpdateVisuals();
2583
2584 //reset action sync data
2586 }
2587
2588 void OnPartBuiltClient(string part_name, int action_id)
2589 {
2590 //play sound
2591 SoundBuildStart( part_name );
2592 }
2593
2594 //Dismantle
2595 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2596 {
2597 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2598 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2599
2600 //register constructed parts for synchronization
2601 UnregisterPartForSync(construtionPart.GetId());
2602
2603 //register action that was performed on part
2604 RegisterActionForSync(construtionPart.GetId(), action_id);
2605
2606 //synchronize
2608
2609 // server part of sync, client will be synced from SetPartsFromSyncData
2610 SetPartFromSyncData(construtionPart);
2611
2612 UpdateNavmesh();
2613
2614 //update visuals
2615 UpdateVisuals();
2616
2617 //reset action sync data
2619
2620 //check base state
2621 if (construtionPart.IsBase())
2622 {
2623 //Destroy construction
2625 }
2626 }
2627
2628 void OnPartDismantledClient( string part_name, int action_id )
2629 {
2630 //play sound
2631 SoundDismantleStart( part_name );
2632 }
2633
2634 //Destroy
2635 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2636 {
2637 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2638 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2639
2640 //register constructed parts for synchronization
2641 UnregisterPartForSync(construtionPart.GetId());
2642
2643 //register action that was performed on part
2644 RegisterActionForSync(construtionPart.GetId(), action_id);
2645
2646 //synchronize
2648
2649 // server part of sync, client will be synced from SetPartsFromSyncData
2650 SetPartFromSyncData(construtionPart);
2651
2652 UpdateNavmesh();
2653
2654 //update visuals
2655 UpdateVisuals();
2656
2657 //reset action sync data
2659
2660 //check base state
2661 if (construtionPart.IsBase())
2662 {
2663 //Destroy construction
2665 }
2666 }
2667
2668 void OnPartDestroyedClient( string part_name, int action_id )
2669 {
2670 //play sound
2671 SoundDestroyStart( part_name );
2672 }
2673
2675 protected void HandleItemFalling(ConstructionPart part)
2676 {
2677 bool process = false;
2678
2679 //TODO: add a parameter to parts' config classes?
2680 process |= part.m_PartName.Contains("_roof");
2681 process |= part.m_PartName.Contains("_platform");
2682 process |= part.m_PartName.Contains("_stair");
2683
2684 if (process)
2685 {
2686 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2687 {
2688 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2689 return;
2690 }
2691
2692 vector mins, maxs;
2693 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2694 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2695
2696 //sanitize minmaxs
2697 vector minTmp, maxTmp;
2698 minTmp[0] = Math.Min(mins[0],maxs[0]);
2699 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2700 minTmp[1] = Math.Min(mins[1],maxs[1]);
2701 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2702 minTmp[2] = Math.Min(mins[2],maxs[2]);
2703 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2704 mins = minTmp;
2705 maxs = maxTmp;
2706
2707 maxs[1] = maxs[1] + 0.35; //reach a little above..
2708
2709 ItemFall(mins,maxs);
2710 }
2711 }
2712
2714 protected void ItemFall(vector min, vector max)
2715 {
2716 array<EntityAI> foundEntities = new array<EntityAI>();
2717 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2718
2719 //filtering
2720 ItemBase item;
2721 foreach (EntityAI entity : foundEntities)
2722 {
2723 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2724 item.ThrowPhysically(null,vector.Zero);
2725 }
2726 }
2727
2728 // --- UPDATE
2729 void InitBaseState()
2730 {
2731 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2732
2733 InitVisuals();
2734 UpdateNavmesh(); //regenerate navmesh
2735 GetConstruction().InitBaseState();
2736 }
2737
2738 void InitVisuals()
2739 {
2740 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2741 //check base
2742 if ( !HasBase() )
2743 {
2744 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2745 }
2746 else
2747 {
2748 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2749 }
2750
2751 GetConstruction().UpdateVisuals();
2752 }
2753
2754 void UpdateVisuals()
2755 {
2756 array<string> attachmentSlots = new array<string>;
2757
2758 GetAttachmentSlots(this, attachmentSlots);
2759 foreach (string slotName : attachmentSlots)
2760 {
2762 }
2763
2764 //check base
2765 if (!HasBase())
2766 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2767 else
2768 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2769
2770 GetConstruction().UpdateVisuals();
2771 }
2772
2773 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2774 {
2775 string slotNameMounted = slot_name + "_Mounted";
2776 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2777
2778 if (attachment)
2779 {
2780 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2781 if (barbedWire && barbedWire.IsMounted())
2782 CreateAreaDamage(slotNameMounted);
2783 else
2784 DestroyAreaDamage(slotNameMounted);
2785
2786 if (is_locked)
2787 {
2788 SetAnimationPhase(slotNameMounted, 0);
2789 SetAnimationPhase(slot_name, 1);
2790 }
2791 else
2792 {
2793 SetAnimationPhase(slotNameMounted, 1);
2794 SetAnimationPhase(slot_name, 0);
2795 }
2796 }
2797 else
2798 {
2799 SetAnimationPhase(slotNameMounted, 1);
2800 SetAnimationPhase(slot_name, 1);
2801
2802 DestroyAreaDamage(slotNameMounted);
2803 }
2804 }
2805
2806 // avoid calling this function on frequent occasions, it's a massive performance hit
2807 void UpdatePhysics()
2808 {
2810 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2811
2812 array<string> attachmentSlots = new array<string>;
2813 GetAttachmentSlots(this, attachmentSlots);
2814
2816 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2817
2818 foreach (string slotName : attachmentSlots)
2819 {
2821 }
2822
2823 //check base
2824 if (!HasBase())
2825 {
2827 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2828
2829 AddProxyPhysics(ANIMATION_DEPLOYED);
2830 }
2831 else
2832 {
2834 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2835
2836 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2837 }
2838
2839 GetConstruction().UpdatePhysics();
2840 UpdateNavmesh();
2841 }
2842
2843 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2844 {
2845 //checks for invalid appends; hotfix
2846 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2847 return;
2848 //----------------------------------
2849 string slot_name_mounted = slot_name + "_Mounted";
2850 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2851
2852 //remove proxy physics
2853 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2854 RemoveProxyPhysics( slot_name_mounted );
2855 RemoveProxyPhysics( slot_name );
2856
2857 if ( attachment )
2858 {
2859 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2860 if ( is_locked )
2861 {
2862 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2863 AddProxyPhysics( slot_name_mounted );
2864 }
2865 else
2866 {
2867 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2868 AddProxyPhysics( slot_name );
2869 }
2870 }
2871 }
2872
2873 protected void UpdateNavmesh()
2874 {
2875 SetAffectPathgraph( true, false );
2876 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2877 }
2878
2879 override bool CanUseConstruction()
2880 {
2881 return true;
2882 }
2883
2884 override bool CanUseConstructionBuild()
2885 {
2886 return true;
2887 }
2888
2889 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2890 {
2891 if ( attachment )
2892 {
2893 InventoryLocation inventory_location = new InventoryLocation;
2894 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2895
2896 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2897 }
2898
2899 return false;
2900 }
2901
2902 protected bool IsAttachmentSlotLocked( string slot_name )
2903 {
2904 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2905 }
2906
2907 //--- ATTACHMENT SLOTS
2908 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2909 {
2910 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2911 if ( GetGame().ConfigIsExisting( config_path ) )
2912 {
2913 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2914 }
2915 }
2916
2917 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2918 {
2919 return true;
2920 }
2921
2922 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2923 {
2924 return true;
2925 }
2926
2927 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2928 {
2929 return true;
2930 }
2931
2932 // --- INIT
2933 void ConstructionInit()
2934 {
2935 if ( !m_Construction )
2936 {
2937 m_Construction = new Construction( this );
2938 }
2939
2940 GetConstruction().Init();
2941 }
2942
2944 {
2945 return m_Construction;
2946 }
2947
2948 //--- INVENTORY/ATTACHMENTS CONDITIONS
2949 //attachments
2950 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2951 {
2952 return super.CanReceiveAttachment(attachment, slotId);
2953 }
2954
2956 {
2957 int attachment_count = GetInventory().AttachmentCount();
2958 if ( attachment_count > 0 )
2959 {
2960 if ( HasBase() && attachment_count == 1 )
2961 {
2962 return false;
2963 }
2964
2965 return true;
2966 }
2967
2968 return false;
2969 }
2970
2971 override bool ShowZonesHealth()
2972 {
2973 return true;
2974 }
2975
2976 override bool IsTakeable()
2977 {
2978 return false;
2979 }
2980
2981 //this into/outo parent.Cargo
2982 override bool CanPutInCargo( EntityAI parent )
2983 {
2984 return false;
2985 }
2986
2987 override bool CanRemoveFromCargo( EntityAI parent )
2988 {
2989 return false;
2990 }
2991
2992 //hands
2993 override bool CanPutIntoHands( EntityAI parent )
2994 {
2995 return false;
2996 }
2997
2998 //--- ACTION CONDITIONS
2999 //direction
3000 override bool IsFacingPlayer( PlayerBase player, string selection )
3001 {
3002 return true;
3003 }
3004
3005 override bool IsPlayerInside( PlayerBase player, string selection )
3006 {
3007 return true;
3008 }
3009
3012 {
3013 return false;
3014 }
3015
3016 //camera direction check
3017 bool IsFacingCamera( string selection )
3018 {
3019 return true;
3020 }
3021
3022 //roof check
3023 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3024 {
3025 return false;
3026 }
3027
3028 //selection->player distance check
3029 bool HasProperDistance( string selection, PlayerBase player )
3030 {
3031 return true;
3032 }
3033
3034 //folding
3036 {
3037 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3038 {
3039 return false;
3040 }
3041
3042 return true;
3043 }
3044
3046 {
3049
3050 return item;
3051 }
3052
3053 //Damage triggers (barbed wire)
3054 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3055 {
3056 if ( GetGame() && GetGame().IsServer() )
3057 {
3058 //destroy area damage if some already exists
3059 DestroyAreaDamage( slot_name );
3060
3061 //create new area damage
3063 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3064
3065 vector min_max[2];
3066 if ( MemoryPointExists( slot_name + "_min" ) )
3067 {
3068 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3069 }
3070 if ( MemoryPointExists( slot_name + "_max" ) )
3071 {
3072 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3073 }
3074
3075 //get proper trigger extents (min<max)
3076 vector extents[2];
3077 GetConstruction().GetTriggerExtents( min_max, extents );
3078
3079 //get box center
3080 vector center;
3081 center = GetConstruction().GetBoxCenter( min_max );
3082 center = ModelToWorld( center );
3083
3084 //rotate center if needed
3085 vector orientation = GetOrientation();;
3086 CalcDamageAreaRotation( rotation_angle, center, orientation );
3087
3088 areaDamage.SetExtents( extents[0], extents[1] );
3089 areaDamage.SetAreaPosition( center );
3090 areaDamage.SetAreaOrientation( orientation );
3091 areaDamage.SetLoopInterval( 1.0 );
3092 areaDamage.SetDeferDuration( 0.2 );
3093 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3094 areaDamage.SetAmmoName( "BarbedWireHit" );
3095 areaDamage.Spawn();
3096
3097 m_DamageTriggers.Insert( slot_name, areaDamage );
3098 }
3099 }
3100
3101 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3102 {
3103 if ( angle_deg != 0 )
3104 {
3105 //orientation
3106 orientation[0] = orientation[0] - angle_deg;
3107
3108 //center
3109 vector rotate_axis;
3110 if ( MemoryPointExists( "rotate_axis" ) )
3111 {
3112 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3113 }
3114 float r_center_x = ( Math.Cos( angle_deg * Math.DEG2RAD ) * ( center[0] - rotate_axis[0] ) ) - ( Math.Sin( angle_deg * Math.DEG2RAD ) * ( center[2] - rotate_axis[2] ) ) + rotate_axis[0];
3115 float r_center_z = ( Math.Sin( angle_deg * Math.DEG2RAD ) * ( center[0] - rotate_axis[0] ) ) + ( Math.Cos( angle_deg * Math.DEG2RAD ) * ( center[2] - rotate_axis[2] ) ) + rotate_axis[2];
3116 center[0] = r_center_x;
3117 center[2] = r_center_z;
3118 }
3119 }
3120
3121 void DestroyAreaDamage( string slot_name )
3122 {
3123 if (GetGame() && GetGame().IsServer())
3124 {
3126 if (m_DamageTriggers.Find(slot_name, areaDamage))
3127 {
3128 if (areaDamage)
3129 {
3130 areaDamage.Destroy();
3131 }
3132
3133 m_DamageTriggers.Remove( slot_name );
3134 }
3135 }
3136 }
3137
3138 override bool IsIgnoredByConstruction()
3139 {
3140 return true;
3141 }
3142
3143 //================================================================
3144 // SOUNDS
3145 //================================================================
3146 protected void SoundBuildStart( string part_name )
3147 {
3148 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3149 }
3150
3151 protected void SoundDismantleStart( string part_name )
3152 {
3153 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3154 }
3155
3156 protected void SoundDestroyStart( string part_name )
3157 {
3158 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3159 }
3160
3161 protected string GetBuildSoundByMaterial( string part_name )
3162 {
3163 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3164
3165 switch ( material_type )
3166 {
3167 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3168 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3169 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3170 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3171 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3172 }
3173
3174 return "";
3175 }
3176
3177 protected string GetDismantleSoundByMaterial( string part_name )
3178 {
3179 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3180
3181 switch ( material_type )
3182 {
3183 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3184 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3185 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3186 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3187 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3188 }
3189
3190 return "";
3191 }
3192
3193 //misc
3194 void CheckForHybridAttachments( EntityAI item, string slot_name )
3195 {
3196 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3197 {
3198 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3199 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3200 {
3201 SetHealth(slot_name,"Health",item.GetHealth());
3202 }
3203 }
3204 }
3205
3206 override int GetDamageSystemVersionChange()
3207 {
3208 return 111;
3209 }
3210
3211 override void SetActions()
3212 {
3213 super.SetActions();
3214
3218 }
3219
3220 //================================================================
3221 // DEBUG
3222 //================================================================
3223 protected void DebugCustomState()
3224 {
3225 }
3226
3229 {
3230 return null;
3231 }
3232
3233 override void OnDebugSpawn()
3234 {
3235 FullyBuild();
3236 }
3237
3238 void FullyBuild()
3239 {
3241 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3242
3243 Man p;
3244
3245 #ifdef SERVER
3246 array<Man> players = new array<Man>;
3247 GetGame().GetWorld().GetPlayerList(players);
3248 if (players.Count())
3249 p = players[0];
3250 #else
3251 p = GetGame().GetPlayer();
3252 #endif
3253
3254 foreach (ConstructionPart part : parts)
3255 {
3256 bool excluded = false;
3257 string partName = part.GetPartName();
3258 if (excludes)
3259 {
3260 foreach (string exclude : excludes)
3261 {
3262 if (partName.Contains(exclude))
3263 {
3264 excluded = true;
3265 break;
3266 }
3267 }
3268 }
3269
3270 if (!excluded)
3271 {
3272 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3273 }
3274 }
3275
3276 GetConstruction().UpdateVisuals();
3277 }
3278}
3279
3280void bsbDebugPrint (string s)
3281{
3282#ifdef BSB_DEBUG
3283 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3284#else
3285 //Print("" + s); // comment/uncomment to hide/see debug logs
3286#endif
3287}
3288void bsbDebugSpam (string s)
3289{
3290#ifdef BSB_DEBUG_SPAM
3291 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3292#else
3293 //Print("" + s); // comment/uncomment to hide/see debug logs
3294#endif
3295}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8

Используется в ItemBase::SetActionFromSyncData().