DayZ 1.27
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◆ GetHideIconMask()

override int bsbDebugPrint::GetHideIconMask ( )
protected

См. определение в файле BaseBuildingBase.c строка 1378

1380{
1381 const string ANIMATION_DEPLOYED = "Deployed";
1382
1383 float m_ConstructionKitHealth; //stored health value for used construction kit
1384
1386
1387 bool m_HasBase;
1388 //variables for synchronization of base building parts (2x31 is the current limit)
1389 int m_SyncParts01; //synchronization for already built parts (31 parts)
1390 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1391 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1392 int m_InteractedPartId; //construction part id that an action was performed on
1393 int m_PerformedActionId; //action id that was performed on a construction part
1394
1395 //Sounds
1396 //build
1397 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1398 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1399 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1400 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1401 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1402 //dismantle
1403 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1404 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1405 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1406 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1407 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1408
1409 protected EffectSound m_Sound;
1410
1414
1415 // Constructor
1416 void BaseBuildingBase()
1417 {
1419
1420 //synchronized variables
1421 RegisterNetSyncVariableInt( "m_SyncParts01" );
1422 RegisterNetSyncVariableInt( "m_SyncParts02" );
1423 RegisterNetSyncVariableInt( "m_SyncParts03" );
1424 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1425 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1426 RegisterNetSyncVariableBool( "m_HasBase" );
1427
1428 //Construction init
1430
1431 if (ConfigIsExisting("hybridAttachments"))
1432 {
1434 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1435 }
1436 if (ConfigIsExisting("mountables"))
1437 {
1439 ConfigGetTextArray("mountables", m_Mountables);
1440 }
1441
1442 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1443 }
1444
1445 override void EEDelete(EntityAI parent)
1446 {
1447 super.EEDelete(parent);
1448
1449 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1450 {
1451 areaDamage.Destroy();
1452 }
1453
1454 }
1455
1456 override string GetInvulnerabilityTypeString()
1457 {
1458 return "disableBaseDamage";
1459 }
1460
1461 override bool CanObstruct()
1462 {
1463 return true;
1464 }
1465
1466 override int GetHideIconMask()
1467 {
1468 return EInventoryIconVisibility.HIDE_VICINITY;
1469 }
1470
1471 // --- SYNCHRONIZATION
1473 {
1474 if ( GetGame().IsServer() )
1475 {
1476 SetSynchDirty();
1477 }
1478 }
1479
1480 override void OnVariablesSynchronized()
1481 {
1482 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1483 super.OnVariablesSynchronized();
1484
1486 }
1487
1488 protected void OnSynchronizedClient()
1489 {
1490 //update parts
1492
1493 //update action on part
1495
1496 //update visuals (client)
1497 UpdateVisuals();
1498 }
1499
1500 //parts synchronization
1501 void RegisterPartForSync( int part_id )
1502 {
1503 //part_id must starts from index = 1
1504 int offset;
1505 int mask;
1506
1507 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1508 {
1509 offset = part_id - 1;
1510 mask = 1 << offset;
1511
1512 m_SyncParts01 = m_SyncParts01 | mask;
1513 }
1514 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1515 {
1516 offset = ( part_id % 32 );
1517 mask = 1 << offset;
1518
1519 m_SyncParts02 = m_SyncParts02 | mask;
1520 }
1521 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1522 {
1523 offset = ( part_id % 63 );
1524 mask = 1 << offset;
1525
1526 m_SyncParts03 = m_SyncParts03 | mask;
1527 }
1528 }
1529
1530 void UnregisterPartForSync( int part_id )
1531 {
1532 //part_id must starts from index = 1
1533 int offset;
1534 int mask;
1535
1536 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1537 {
1538 offset = part_id - 1;
1539 mask = 1 << offset;
1540
1541 m_SyncParts01 = m_SyncParts01 & ~mask;
1542 }
1543 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1544 {
1545 offset = ( part_id % 32 );
1546 mask = 1 << offset;
1547
1548 m_SyncParts02 = m_SyncParts02 & ~mask;
1549 }
1550 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1551 {
1552 offset = ( part_id % 63 );
1553 mask = 1 << offset;
1554
1555 m_SyncParts03 = m_SyncParts03 & ~mask;
1556 }
1557 }
1558
1559 bool IsPartBuildInSyncData( int part_id )
1560 {
1561 //part_id must starts from index = 1
1562 int offset;
1563 int mask;
1564
1565 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1566 {
1567 offset = part_id - 1;
1568 mask = 1 << offset;
1569
1570 if ( ( m_SyncParts01 & mask ) > 0 )
1571 {
1572 return true;
1573 }
1574 }
1575 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1576 {
1577 offset = ( part_id % 32 );
1578 mask = 1 << offset;
1579
1580 if ( ( m_SyncParts02 & mask ) > 0 )
1581 {
1582 return true;
1583 }
1584 }
1585 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1586 {
1587 offset = ( part_id % 63 );
1588 mask = 1 << offset;
1589
1590 if ( ( m_SyncParts03 & mask ) > 0 )
1591 {
1592 return true;
1593 }
1594 }
1595
1596 return false;
1597 }
1598
1599 protected void RegisterActionForSync( int part_id, int action_id )
1600 {
1601 m_InteractedPartId = part_id;
1602 m_PerformedActionId = action_id;
1603 }
1604
1605 protected void ResetActionSyncData()
1606 {
1607 //reset data
1608 m_InteractedPartId = -1;
1610 }
1611
1612 protected void SetActionFromSyncData()
1613 {
1614 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1615 {
1617 int build_action_id = m_PerformedActionId;
1618
1619 switch( build_action_id )
1620 {
1621 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1622 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1623 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1624 }
1625 }
1626 }
1627 //------
1628
1630 {
1631 string key = part.m_PartName;
1632 bool is_base = part.IsBase();
1633 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1634 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1635 if ( is_part_built_sync )
1636 {
1637 if ( !part.IsBuilt() )
1638 {
1639 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1640 GetConstruction().AddToConstructedParts( key );
1641 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1642
1643 if (is_base)
1644 {
1646 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1647 }
1648 }
1649 }
1650 else
1651 {
1652 if ( part.IsBuilt() )
1653 {
1654 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1655 GetConstruction().RemoveFromConstructedParts( key );
1656 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1657
1658 if (is_base)
1659 {
1661 AddProxyPhysics( ANIMATION_DEPLOYED );
1662 }
1663 }
1664 }
1665
1666 //check slot lock for material attachments
1667 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1668 }
1669
1670 //set construction parts based on synchronized data
1672 {
1673 Construction construction = GetConstruction();
1674 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1675
1676 for ( int i = 0; i < construction_parts.Count(); ++i )
1677 {
1678 string key = construction_parts.GetKey( i );
1679 ConstructionPart value = construction_parts.Get( key );
1680 SetPartFromSyncData(value);
1681 }
1682
1683 //regenerate navmesh
1684 UpdateNavmesh();
1685 }
1686
1687 protected ConstructionPart GetConstructionPartById( int id )
1688 {
1689 Construction construction = GetConstruction();
1690 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1691
1692 for ( int i = 0; i < construction_parts.Count(); ++i )
1693 {
1694 string key = construction_parts.GetKey( i );
1695 ConstructionPart value = construction_parts.Get( key );
1696
1697 if ( value.GetId() == id )
1698 {
1699 return value;
1700 }
1701 }
1702
1703 return NULL;
1704 }
1705 //
1706
1707 //Base
1708 bool HasBase()
1709 {
1710 return m_HasBase;
1711 }
1712
1713 void SetBaseState( bool has_base )
1714 {
1715 m_HasBase = has_base;
1716 }
1717
1718 override bool IsDeployable()
1719 {
1720 return true;
1721 }
1722
1723 bool IsOpened()
1724 {
1725 return false;
1726 }
1727
1728 //--- CONSTRUCTION KIT
1730 {
1731 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1732 if ( m_ConstructionKitHealth > 0 )
1733 {
1734 construction_kit.SetHealth( m_ConstructionKitHealth );
1735 }
1736
1737 return construction_kit;
1738 }
1739
1740 void CreateConstructionKitInHands(notnull PlayerBase player)
1741 {
1742 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1743 if ( m_ConstructionKitHealth > 0 )
1744 {
1745 construction_kit.SetHealth( m_ConstructionKitHealth );
1746 }
1747 }
1748
1749 protected vector GetKitSpawnPosition()
1750 {
1751 return GetPosition();
1752 }
1753
1754 protected string GetConstructionKitType()
1755 {
1756 return "";
1757 }
1758
1759 void DestroyConstructionKit( ItemBase construction_kit )
1760 {
1761 m_ConstructionKitHealth = construction_kit.GetHealth();
1762 GetGame().ObjectDelete( construction_kit );
1763 }
1764
1765 //--- CONSTRUCTION
1766 void DestroyConstruction()
1767 {
1768 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1769 GetGame().ObjectDelete( this );
1770 }
1771
1772 // --- EVENTS
1773 override void OnStoreSave( ParamsWriteContext ctx )
1774 {
1775 super.OnStoreSave( ctx );
1776
1777 //sync parts 01
1778 ctx.Write( m_SyncParts01 );
1779 ctx.Write( m_SyncParts02 );
1780 ctx.Write( m_SyncParts03 );
1781
1782 ctx.Write( m_HasBase );
1783 }
1784
1785 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1786 {
1787 if ( !super.OnStoreLoad( ctx, version ) )
1788 return false;
1789
1790 //--- Base building data ---
1791 //Restore synced parts data
1792 if ( !ctx.Read( m_SyncParts01 ) )
1793 {
1794 m_SyncParts01 = 0; //set default
1795 return false;
1796 }
1797 if ( !ctx.Read( m_SyncParts02 ) )
1798 {
1799 m_SyncParts02 = 0; //set default
1800 return false;
1801 }
1802 if ( !ctx.Read( m_SyncParts03 ) )
1803 {
1804 m_SyncParts03 = 0; //set default
1805 return false;
1806 }
1807
1808 //has base
1809 if ( !ctx.Read( m_HasBase ) )
1810 {
1811 m_HasBase = false;
1812 return false;
1813 }
1814 //---
1815
1816 return true;
1817 }
1818
1819 override void AfterStoreLoad()
1820 {
1821 super.AfterStoreLoad();
1822
1824 {
1826 }
1827 }
1828
1830 {
1831 //update server data
1833
1834 //set base state
1835 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
1836 SetBaseState( construction_part.IsBuilt() ) ;
1837
1838 //synchronize after load
1840 }
1841
1842 override void OnCreatePhysics()
1843 {
1844 super.OnCreatePhysics();
1847 }
1848
1849 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1850 {
1852 return;
1853
1854 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1855
1856 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
1857 return;
1858
1859 Construction construction = GetConstruction();
1860 string part_name = zone;
1861 part_name.ToLower();
1862
1863 if ( newLevel == GameConstants.STATE_RUINED )
1864 {
1865 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
1866
1867 if ( construction_part && construction.IsPartConstructed( part_name ) )
1868 {
1869 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
1870 construction.DestroyConnectedParts(part_name);
1871 }
1872
1873 //barbed wire handling (hack-ish)
1874 if ( part_name.Contains("barbed") )
1875 {
1876 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
1877 if (barbed_wire)
1878 barbed_wire.SetMountedState( false );
1879 }
1880 }
1881 }
1882
1883 override void EEOnAfterLoad()
1884 {
1886 {
1888 }
1889
1890 super.EEOnAfterLoad();
1891 }
1892
1893 override void EEInit()
1894 {
1895 super.EEInit();
1896
1897 // init visuals and physics
1898 InitBaseState();
1899
1900 //debug
1901 #ifdef DEVELOPER
1903 #endif
1904 }
1905
1906 override void EEItemAttached( EntityAI item, string slot_name )
1907 {
1908 super.EEItemAttached( item, slot_name );
1909
1910 CheckForHybridAttachments( item, slot_name );
1911 UpdateVisuals();
1912 UpdateAttachmentPhysics( slot_name, false );
1913 }
1914
1915 override void EEItemDetached( EntityAI item, string slot_name )
1916 {
1917 super.EEItemDetached( item, slot_name );
1918
1919 UpdateVisuals();
1920 UpdateAttachmentPhysics( slot_name, false );
1921 }
1922
1923 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1924 {
1925 string slot_name = InventorySlots.GetSlotName( slotId );
1926 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1927
1928 UpdateAttachmentVisuals( slot_name, locked );
1929 UpdateAttachmentPhysics( slot_name, locked );
1930 }
1931
1932 //ignore out of reach condition
1933 override bool IgnoreOutOfReachCondition()
1934 {
1935 return true;
1936 }
1937
1938 //CONSTRUCTION EVENTS
1939 //Build
1940 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1941 {
1942 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1943
1944 //check base state
1945 if (construtionPart.IsBase())
1946 {
1947 SetBaseState(true);
1948
1949 //spawn kit
1951 }
1952
1953 //register constructed parts for synchronization
1954 RegisterPartForSync(construtionPart.GetId());
1955
1956 //register action that was performed on part
1957 RegisterActionForSync(construtionPart.GetId(), action_id);
1958
1959 //synchronize
1961
1962 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1963
1964 UpdateNavmesh();
1965
1966 //update visuals
1967 UpdateVisuals();
1968
1969 //reset action sync data
1971 }
1972
1973 void OnPartBuiltClient(string part_name, int action_id)
1974 {
1975 //play sound
1976 SoundBuildStart( part_name );
1977 }
1978
1979 //Dismantle
1980 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1981 {
1982 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1983 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1984
1985 //register constructed parts for synchronization
1986 UnregisterPartForSync(construtionPart.GetId());
1987
1988 //register action that was performed on part
1989 RegisterActionForSync(construtionPart.GetId(), action_id);
1990
1991 //synchronize
1993
1994 // server part of sync, client will be synced from SetPartsFromSyncData
1995 SetPartFromSyncData(construtionPart);
1996
1997 UpdateNavmesh();
1998
1999 //update visuals
2000 UpdateVisuals();
2001
2002 //reset action sync data
2004
2005 //check base state
2006 if (construtionPart.IsBase())
2007 {
2008 //Destroy construction
2010 }
2011
2012 if (GetGame().IsServer())
2013 HandleItemFalling(construtionPart);
2014 }
2015
2016 void OnPartDismantledClient( string part_name, int action_id )
2017 {
2018 //play sound
2019 SoundDismantleStart( part_name );
2020 }
2021
2022 //Destroy
2023 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2024 {
2025 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2026 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2027
2028 //register constructed parts for synchronization
2029 UnregisterPartForSync(construtionPart.GetId());
2030
2031 //register action that was performed on part
2032 RegisterActionForSync(construtionPart.GetId(), action_id);
2033
2034 //synchronize
2036
2037 // server part of sync, client will be synced from SetPartsFromSyncData
2038 SetPartFromSyncData(construtionPart);
2039
2040 UpdateNavmesh();
2041
2042 //update visuals
2043 UpdateVisuals();
2044
2045 //reset action sync data
2047
2048 //check base state
2049 if (construtionPart.IsBase())
2050 {
2051 //Destroy construction
2053 }
2054
2055 if (GetGame().IsServer())
2056 HandleItemFalling(construtionPart);
2057 }
2058
2059 void OnPartDestroyedClient( string part_name, int action_id )
2060 {
2061 //play sound
2062 SoundDestroyStart( part_name );
2063 }
2064
2065 protected void HandleItemFalling(ConstructionPart part)
2066 {
2067 bool process = false;
2068
2069 //TODO: add a parameter to parts' config classes?
2070 process |= part.m_PartName.Contains("_roof");
2071 process |= part.m_PartName.Contains("_platform");
2072 process |= part.m_PartName.Contains("_stair");
2073
2074 if (process)
2075 {
2076 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2077 {
2078 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2079 return;
2080 }
2081
2082 vector mins, maxs;
2083 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2084 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2085
2086 //sanitize minmaxs
2087 vector minTmp, maxTmp;
2088 minTmp[0] = Math.Min(mins[0],maxs[0]);
2089 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2090 minTmp[1] = Math.Min(mins[1],maxs[1]);
2091 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2092 minTmp[2] = Math.Min(mins[2],maxs[2]);
2093 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2094 mins = minTmp;
2095 maxs = maxTmp;
2096
2097 maxs[1] = maxs[1] + 0.35; //reach a little above..
2098
2099 ItemFall(mins,maxs);
2100 }
2101 }
2102
2103 protected void ItemFall(vector min, vector max)
2104 {
2105 array<EntityAI> foundEntities = new array<EntityAI>();
2106 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2107
2108 //filtering
2109 ItemBase item;
2110 foreach (EntityAI entity : foundEntities)
2111 {
2112 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2113 item.ThrowPhysically(null,vector.Zero);
2114 }
2115 }
2116
2117 // --- UPDATE
2118 void InitBaseState()
2119 {
2120 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2121
2122 InitVisuals();
2123 UpdateNavmesh(); //regenerate navmesh
2124 GetConstruction().InitBaseState();
2125 }
2126
2127 void InitVisuals()
2128 {
2129 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2130 //check base
2131 if ( !HasBase() )
2132 {
2133 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2134 }
2135 else
2136 {
2137 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2138 }
2139
2140 GetConstruction().UpdateVisuals();
2141 }
2142
2143 void UpdateVisuals()
2144 {
2145 array<string> attachmentSlots = new array<string>;
2146
2147 GetAttachmentSlots(this, attachmentSlots);
2148 foreach (string slotName : attachmentSlots)
2149 {
2151 }
2152
2153 //check base
2154 if (!HasBase())
2155 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2156 else
2157 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2158
2159 GetConstruction().UpdateVisuals();
2160 }
2161
2162 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2163 {
2164 string slotNameMounted = slot_name + "_Mounted";
2165 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2166
2167 if (attachment)
2168 {
2169 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2170 if (barbedWire && barbedWire.IsMounted())
2171 CreateAreaDamage(slotNameMounted);
2172 else
2173 DestroyAreaDamage(slotNameMounted);
2174
2175 if (is_locked)
2176 {
2177 SetAnimationPhase(slotNameMounted, 0);
2178 SetAnimationPhase(slot_name, 1);
2179 }
2180 else
2181 {
2182 SetAnimationPhase(slotNameMounted, 1);
2183 SetAnimationPhase(slot_name, 0);
2184 }
2185 }
2186 else
2187 {
2188 SetAnimationPhase(slotNameMounted, 1);
2189 SetAnimationPhase(slot_name, 1);
2190
2191 DestroyAreaDamage(slotNameMounted);
2192 }
2193 }
2194
2195 // avoid calling this function on frequent occasions, it's a massive performance hit
2196 void UpdatePhysics()
2197 {
2199 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2200
2201 array<string> attachmentSlots = new array<string>;
2202 GetAttachmentSlots(this, attachmentSlots);
2203
2205 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2206
2207 foreach (string slotName : attachmentSlots)
2208 {
2210 }
2211
2212 //check base
2213 if (!HasBase())
2214 {
2216 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2217
2218 AddProxyPhysics(ANIMATION_DEPLOYED);
2219 }
2220 else
2221 {
2223 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2224
2225 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2226 }
2227
2228 GetConstruction().UpdatePhysics();
2229 UpdateNavmesh();
2230 }
2231
2232 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2233 {
2234 //checks for invalid appends; hotfix
2235 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2236 return;
2237 //----------------------------------
2238 string slot_name_mounted = slot_name + "_Mounted";
2239 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2240
2241 //remove proxy physics
2242 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2243 RemoveProxyPhysics( slot_name_mounted );
2244 RemoveProxyPhysics( slot_name );
2245
2246 if ( attachment )
2247 {
2248 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2249 if ( is_locked )
2250 {
2251 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2252 AddProxyPhysics( slot_name_mounted );
2253 }
2254 else
2255 {
2256 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2257 AddProxyPhysics( slot_name );
2258 }
2259 }
2260 }
2261
2262 protected void UpdateNavmesh()
2263 {
2264 SetAffectPathgraph( true, false );
2265 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2266 }
2267
2268 override bool CanUseConstruction()
2269 {
2270 return true;
2271 }
2272
2273 override bool CanUseConstructionBuild()
2274 {
2275 return true;
2276 }
2277
2278 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2279 {
2280 if ( attachment )
2281 {
2282 InventoryLocation inventory_location = new InventoryLocation;
2283 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2284
2285 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2286 }
2287
2288 return false;
2289 }
2290
2291 protected bool IsAttachmentSlotLocked( string slot_name )
2292 {
2293 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2294 }
2295
2296 //--- ATTACHMENT SLOTS
2297 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2298 {
2299 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2300 if ( GetGame().ConfigIsExisting( config_path ) )
2301 {
2302 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2303 }
2304 }
2305
2306 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2307 {
2308 return true;
2309 }
2310
2311 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2312 {
2313 return true;
2314 }
2315
2316 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2317 {
2318 return true;
2319 }
2320
2321 // --- INIT
2322 void ConstructionInit()
2323 {
2324 if ( !m_Construction )
2325 {
2326 m_Construction = new Construction( this );
2327 }
2328
2329 GetConstruction().Init();
2330 }
2331
2333 {
2334 return m_Construction;
2335 }
2336
2337 //--- INVENTORY/ATTACHMENTS CONDITIONS
2338 //attachments
2339 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2340 {
2341 return super.CanReceiveAttachment(attachment, slotId);
2342 }
2343
2345 {
2346 int attachment_count = GetInventory().AttachmentCount();
2347 if ( attachment_count > 0 )
2348 {
2349 if ( HasBase() && attachment_count == 1 )
2350 {
2351 return false;
2352 }
2353
2354 return true;
2355 }
2356
2357 return false;
2358 }
2359
2360 override bool ShowZonesHealth()
2361 {
2362 return true;
2363 }
2364
2365 override bool IsTakeable()
2366 {
2367 return false;
2368 }
2369
2370 //this into/outo parent.Cargo
2371 override bool CanPutInCargo( EntityAI parent )
2372 {
2373 return false;
2374 }
2375
2376 override bool CanRemoveFromCargo( EntityAI parent )
2377 {
2378 return false;
2379 }
2380
2381 //hands
2382 override bool CanPutIntoHands( EntityAI parent )
2383 {
2384 return false;
2385 }
2386
2387 //--- ACTION CONDITIONS
2388 //direction
2389 override bool IsFacingPlayer( PlayerBase player, string selection )
2390 {
2391 return true;
2392 }
2393
2394 override bool IsPlayerInside( PlayerBase player, string selection )
2395 {
2396 return true;
2397 }
2398
2401 {
2402 return false;
2403 }
2404
2405 //camera direction check
2406 bool IsFacingCamera( string selection )
2407 {
2408 return true;
2409 }
2410
2411 //roof check
2412 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2413 {
2414 return false;
2415 }
2416
2417 //selection->player distance check
2418 bool HasProperDistance( string selection, PlayerBase player )
2419 {
2420 return true;
2421 }
2422
2423 //folding
2425 {
2426 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2427 {
2428 return false;
2429 }
2430
2431 return true;
2432 }
2433
2435 {
2438
2439 return item;
2440 }
2441
2442 //Damage triggers (barbed wire)
2443 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2444 {
2445 if ( GetGame() && GetGame().IsServer() )
2446 {
2447 //destroy area damage if some already exists
2448 DestroyAreaDamage( slot_name );
2449
2450 //create new area damage
2452 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2453
2454 vector min_max[2];
2455 if ( MemoryPointExists( slot_name + "_min" ) )
2456 {
2457 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2458 }
2459 if ( MemoryPointExists( slot_name + "_max" ) )
2460 {
2461 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2462 }
2463
2464 //get proper trigger extents (min<max)
2465 vector extents[2];
2466 GetConstruction().GetTriggerExtents( min_max, extents );
2467
2468 //get box center
2469 vector center;
2470 center = GetConstruction().GetBoxCenter( min_max );
2471 center = ModelToWorld( center );
2472
2473 //rotate center if needed
2474 vector orientation = GetOrientation();;
2475 CalcDamageAreaRotation( rotation_angle, center, orientation );
2476
2477 areaDamage.SetExtents( extents[0], extents[1] );
2478 areaDamage.SetAreaPosition( center );
2479 areaDamage.SetAreaOrientation( orientation );
2480 areaDamage.SetLoopInterval( 1.0 );
2481 areaDamage.SetDeferDuration( 0.2 );
2482 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2483 areaDamage.SetAmmoName( "BarbedWireHit" );
2484 areaDamage.Spawn();
2485
2486 m_DamageTriggers.Insert( slot_name, areaDamage );
2487 }
2488 }
2489
2490 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2491 {
2492 if ( angle_deg != 0 )
2493 {
2494 //orientation
2495 orientation[0] = orientation[0] - angle_deg;
2496
2497 //center
2498 vector rotate_axis;
2499 if ( MemoryPointExists( "rotate_axis" ) )
2500 {
2501 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2502 }
2503 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];
2504 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];
2505 center[0] = r_center_x;
2506 center[2] = r_center_z;
2507 }
2508 }
2509
2510 void DestroyAreaDamage( string slot_name )
2511 {
2512 if (GetGame() && GetGame().IsServer())
2513 {
2515 if (m_DamageTriggers.Find(slot_name, areaDamage))
2516 {
2517 if (areaDamage)
2518 {
2519 areaDamage.Destroy();
2520 }
2521
2522 m_DamageTriggers.Remove( slot_name );
2523 }
2524 }
2525 }
2526
2527 override bool IsIgnoredByConstruction()
2528 {
2529 return true;
2530 }
2531
2532 //================================================================
2533 // SOUNDS
2534 //================================================================
2535 protected void SoundBuildStart( string part_name )
2536 {
2537 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2538 }
2539
2540 protected void SoundDismantleStart( string part_name )
2541 {
2542 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2543 }
2544
2545 protected void SoundDestroyStart( string part_name )
2546 {
2547 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2548 }
2549
2550 protected string GetBuildSoundByMaterial( string part_name )
2551 {
2552 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2553
2554 switch ( material_type )
2555 {
2556 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2557 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2558 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2559 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2560 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2561 }
2562
2563 return "";
2564 }
2565
2566 protected string GetDismantleSoundByMaterial( string part_name )
2567 {
2568 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2569
2570 switch ( material_type )
2571 {
2572 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2573 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2574 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2575 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2576 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2577 }
2578
2579 return "";
2580 }
2581
2582 //misc
2583 void CheckForHybridAttachments( EntityAI item, string slot_name )
2584 {
2585 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2586 {
2587 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2588 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2589 {
2590 SetHealth(slot_name,"Health",item.GetHealth());
2591 }
2592 }
2593 }
2594
2595 override int GetDamageSystemVersionChange()
2596 {
2597 return 111;
2598 }
2599
2600 override void SetActions()
2601 {
2602 super.SetActions();
2603
2607 }
2608
2609 //================================================================
2610 // DEBUG
2611 //================================================================
2612 protected void DebugCustomState()
2613 {
2614 }
2615
2618 {
2619 return null;
2620 }
2621
2622 override void OnDebugSpawn()
2623 {
2624 FullyBuild();
2625 }
2626
2627 void FullyBuild()
2628 {
2630 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2631
2632 Man p;
2633
2634 #ifdef SERVER
2635 array<Man> players = new array<Man>;
2636 GetGame().GetWorld().GetPlayerList(players);
2637 if (players.Count())
2638 p = players[0];
2639 #else
2640 p = GetGame().GetPlayer();
2641 #endif
2642
2643 foreach (ConstructionPart part : parts)
2644 {
2645 bool excluded = false;
2646 string partName = part.GetPartName();
2647 if (excludes)
2648 {
2649 foreach (string exclude : excludes)
2650 {
2651 if (partName.Contains(exclude))
2652 {
2653 excluded = true;
2654 break;
2655 }
2656 }
2657 }
2658
2659 if (!excluded)
2660 {
2661 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2662 }
2663 }
2664
2665 GetConstruction().UpdateVisuals();
2666 }
2667}
2668
2669void bsbDebugPrint (string s)
2670{
2671#ifdef BSB_DEBUG
2672 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2673#else
2674 //Print("" + s); // comment/uncomment to hide/see debug logs
2675#endif
2676}
2677void bsbDebugSpam (string s)
2678{
2679#ifdef BSB_DEBUG_SPAM
2680 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2681#else
2682 //Print("" + s); // comment/uncomment to hide/see debug logs
2683#endif
2684}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
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:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
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:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
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 Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
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:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения 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)
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 constants.c:846
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 tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8