DayZ 1.28
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◆ UpdateVisuals()

void bsbDebugPrint::UpdateVisuals ( )
protected

См. определение в файле BaseBuildingBase.c строка 2095

2097{
2098 const string ANIMATION_DEPLOYED = "Deployed";
2099
2100 float m_ConstructionKitHealth; //stored health value for used construction kit
2101
2103
2104 bool m_HasBase;
2105 //variables for synchronization of base building parts (2x31 is the current limit)
2106 int m_SyncParts01; //synchronization for already built parts (31 parts)
2107 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2108 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2109 int m_InteractedPartId; //construction part id that an action was performed on
2110 int m_PerformedActionId; //action id that was performed on a construction part
2111
2112 //Sounds
2113 //build
2114 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2115 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2116 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2117 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2118 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2119 //dismantle
2120 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2121 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2122 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2123 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2124 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2125
2126 protected EffectSound m_Sound;
2127
2131
2132 // Constructor
2133 void BaseBuildingBase()
2134 {
2136
2137 //synchronized variables
2138 RegisterNetSyncVariableInt( "m_SyncParts01" );
2139 RegisterNetSyncVariableInt( "m_SyncParts02" );
2140 RegisterNetSyncVariableInt( "m_SyncParts03" );
2141 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2142 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2143 RegisterNetSyncVariableBool( "m_HasBase" );
2144
2145 //Construction init
2147
2148 if (ConfigIsExisting("hybridAttachments"))
2149 {
2151 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2152 }
2153 if (ConfigIsExisting("mountables"))
2154 {
2156 ConfigGetTextArray("mountables", m_Mountables);
2157 }
2158
2159 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2160 }
2161
2162 override void EEDelete(EntityAI parent)
2163 {
2164 super.EEDelete(parent);
2165
2166 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2167 {
2168 areaDamage.Destroy();
2169 }
2170
2171 }
2172
2173 override string GetInvulnerabilityTypeString()
2174 {
2175 return "disableBaseDamage";
2176 }
2177
2178 override bool CanObstruct()
2179 {
2180 return true;
2181 }
2182
2183 override int GetHideIconMask()
2184 {
2185 return EInventoryIconVisibility.HIDE_VICINITY;
2186 }
2187
2188 override void InitItemSounds()
2189 {
2190 super.InitItemSounds();
2191
2193 SoundParameters params = new SoundParameters();
2194 params.m_Loop = true;
2195
2196 if (GetFoldSoundset() != string.Empty)
2197 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2198 if (GetLoopFoldSoundset() != string.Empty)
2199 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2200 }
2201
2202 override string GetFoldSoundset()
2203 {
2204 return "putDown_FenceKit_SoundSet";
2205 }
2206
2207 override string GetLoopFoldSoundset()
2208 {
2209 return "Shelter_Site_Build_Loop_SoundSet";
2210 }
2211
2212 // --- SYNCHRONIZATION
2214 {
2215 if ( GetGame().IsServer() )
2216 {
2217 SetSynchDirty();
2218 }
2219 }
2220
2221 override void OnVariablesSynchronized()
2222 {
2223 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2224 super.OnVariablesSynchronized();
2225
2227 }
2228
2229 protected void OnSynchronizedClient()
2230 {
2231 //update parts
2233
2234 //update action on part
2236
2237 //update visuals (client)
2238 UpdateVisuals();
2239 }
2240
2241 //parts synchronization
2242 void RegisterPartForSync( int part_id )
2243 {
2244 //part_id must starts from index = 1
2245 int offset;
2246 int mask;
2247
2248 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2249 {
2250 offset = part_id - 1;
2251 mask = 1 << offset;
2252
2253 m_SyncParts01 = m_SyncParts01 | mask;
2254 }
2255 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2256 {
2257 offset = ( part_id % 32 );
2258 mask = 1 << offset;
2259
2260 m_SyncParts02 = m_SyncParts02 | mask;
2261 }
2262 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2263 {
2264 offset = ( part_id % 63 );
2265 mask = 1 << offset;
2266
2267 m_SyncParts03 = m_SyncParts03 | mask;
2268 }
2269 }
2270
2271 void UnregisterPartForSync( int part_id )
2272 {
2273 //part_id must starts from index = 1
2274 int offset;
2275 int mask;
2276
2277 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2278 {
2279 offset = part_id - 1;
2280 mask = 1 << offset;
2281
2282 m_SyncParts01 = m_SyncParts01 & ~mask;
2283 }
2284 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2285 {
2286 offset = ( part_id % 32 );
2287 mask = 1 << offset;
2288
2289 m_SyncParts02 = m_SyncParts02 & ~mask;
2290 }
2291 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2292 {
2293 offset = ( part_id % 63 );
2294 mask = 1 << offset;
2295
2296 m_SyncParts03 = m_SyncParts03 & ~mask;
2297 }
2298 }
2299
2300 bool IsPartBuildInSyncData( int part_id )
2301 {
2302 //part_id must starts from index = 1
2303 int offset;
2304 int mask;
2305
2306 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2307 {
2308 offset = part_id - 1;
2309 mask = 1 << offset;
2310
2311 if ( ( m_SyncParts01 & mask ) > 0 )
2312 {
2313 return true;
2314 }
2315 }
2316 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2317 {
2318 offset = ( part_id % 32 );
2319 mask = 1 << offset;
2320
2321 if ( ( m_SyncParts02 & mask ) > 0 )
2322 {
2323 return true;
2324 }
2325 }
2326 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2327 {
2328 offset = ( part_id % 63 );
2329 mask = 1 << offset;
2330
2331 if ( ( m_SyncParts03 & mask ) > 0 )
2332 {
2333 return true;
2334 }
2335 }
2336
2337 return false;
2338 }
2339
2340 protected void RegisterActionForSync( int part_id, int action_id )
2341 {
2342 m_InteractedPartId = part_id;
2343 m_PerformedActionId = action_id;
2344 }
2345
2346 protected void ResetActionSyncData()
2347 {
2348 //reset data
2349 m_InteractedPartId = -1;
2351 }
2352
2353 protected void SetActionFromSyncData()
2354 {
2355 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2356 {
2358 int build_action_id = m_PerformedActionId;
2359
2360 switch( build_action_id )
2361 {
2362 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2363 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2364 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2365 }
2366 }
2367 }
2368 //------
2369
2371 {
2372 string key = part.m_PartName;
2373 bool is_base = part.IsBase();
2374 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2375 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2376 if ( is_part_built_sync )
2377 {
2378 if ( !part.IsBuilt() )
2379 {
2380 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2381 GetConstruction().AddToConstructedParts( key );
2382 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2383
2384 if (is_base)
2385 {
2387 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2388 }
2389 }
2390 }
2391 else
2392 {
2393 if ( part.IsBuilt() )
2394 {
2395 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2396 GetConstruction().RemoveFromConstructedParts( key );
2397 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2398
2399 if (is_base)
2400 {
2402 AddProxyPhysics( ANIMATION_DEPLOYED );
2403 }
2404 }
2405 }
2406
2407 //check slot lock for material attachments
2408 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2409 }
2410
2411 //set construction parts based on synchronized data
2413 {
2414 Construction construction = GetConstruction();
2415 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2416
2417 for ( int i = 0; i < construction_parts.Count(); ++i )
2418 {
2419 string key = construction_parts.GetKey( i );
2420 ConstructionPart value = construction_parts.Get( key );
2421 SetPartFromSyncData(value);
2422 }
2423
2424 //regenerate navmesh
2425 UpdateNavmesh();
2426 }
2427
2428 protected ConstructionPart GetConstructionPartById( int id )
2429 {
2430 Construction construction = GetConstruction();
2431 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2432
2433 for ( int i = 0; i < construction_parts.Count(); ++i )
2434 {
2435 string key = construction_parts.GetKey( i );
2436 ConstructionPart value = construction_parts.Get( key );
2437
2438 if ( value.GetId() == id )
2439 {
2440 return value;
2441 }
2442 }
2443
2444 return NULL;
2445 }
2446 //
2447
2448 //Base
2449 bool HasBase()
2450 {
2451 return m_HasBase;
2452 }
2453
2454 void SetBaseState( bool has_base )
2455 {
2456 m_HasBase = has_base;
2457 }
2458
2459 override bool IsDeployable()
2460 {
2461 return true;
2462 }
2463
2464 bool IsOpened()
2465 {
2466 return false;
2467 }
2468
2469 //--- CONSTRUCTION KIT
2471 {
2472 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2473 if ( m_ConstructionKitHealth > 0 )
2474 {
2475 construction_kit.SetHealth( m_ConstructionKitHealth );
2476 }
2477
2478 return construction_kit;
2479 }
2480
2481 void CreateConstructionKitInHands(notnull PlayerBase player)
2482 {
2483 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2484 if ( m_ConstructionKitHealth > 0 )
2485 {
2486 construction_kit.SetHealth( m_ConstructionKitHealth );
2487 }
2488 }
2489
2490 protected vector GetKitSpawnPosition()
2491 {
2492 return GetPosition();
2493 }
2494
2495 protected string GetConstructionKitType()
2496 {
2497 return "";
2498 }
2499
2500 void DestroyConstructionKit( ItemBase construction_kit )
2501 {
2502 m_ConstructionKitHealth = construction_kit.GetHealth();
2503 GetGame().ObjectDelete( construction_kit );
2504 }
2505
2506 //--- CONSTRUCTION
2507 void DestroyConstruction()
2508 {
2509 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2510 GetGame().ObjectDelete( this );
2511 }
2512
2513 // --- EVENTS
2514 override void OnStoreSave( ParamsWriteContext ctx )
2515 {
2516 super.OnStoreSave( ctx );
2517
2518 //sync parts 01
2519 ctx.Write( m_SyncParts01 );
2520 ctx.Write( m_SyncParts02 );
2521 ctx.Write( m_SyncParts03 );
2522
2523 ctx.Write( m_HasBase );
2524 }
2525
2526 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2527 {
2528 if ( !super.OnStoreLoad( ctx, version ) )
2529 return false;
2530
2531 //--- Base building data ---
2532 //Restore synced parts data
2533 if ( !ctx.Read( m_SyncParts01 ) )
2534 {
2535 m_SyncParts01 = 0; //set default
2536 return false;
2537 }
2538 if ( !ctx.Read( m_SyncParts02 ) )
2539 {
2540 m_SyncParts02 = 0; //set default
2541 return false;
2542 }
2543 if ( !ctx.Read( m_SyncParts03 ) )
2544 {
2545 m_SyncParts03 = 0; //set default
2546 return false;
2547 }
2548
2549 //has base
2550 if ( !ctx.Read( m_HasBase ) )
2551 {
2552 m_HasBase = false;
2553 return false;
2554 }
2555 //---
2556
2557 return true;
2558 }
2559
2560 override void AfterStoreLoad()
2561 {
2562 super.AfterStoreLoad();
2563
2565 {
2567 }
2568 }
2569
2571 {
2572 //update server data
2574
2575 //set base state
2576 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2577 SetBaseState( construction_part.IsBuilt() ) ;
2578
2579 //synchronize after load
2581 }
2582
2583 override void OnCreatePhysics()
2584 {
2585 super.OnCreatePhysics();
2588 }
2589
2590 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2591 {
2593 return;
2594
2595 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2596
2597 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2598 return;
2599
2600 Construction construction = GetConstruction();
2601 string part_name = zone;
2602 part_name.ToLower();
2603
2604 if ( newLevel == GameConstants.STATE_RUINED )
2605 {
2606 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2607
2608 if ( construction_part && construction.IsPartConstructed( part_name ) )
2609 {
2610 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2611 construction.DestroyConnectedParts(part_name);
2612 }
2613
2614 //barbed wire handling (hack-ish)
2615 if ( part_name.Contains("barbed") )
2616 {
2617 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2618 if (barbed_wire)
2619 barbed_wire.SetMountedState( false );
2620 }
2621 }
2622 }
2623
2624 override void EEOnAfterLoad()
2625 {
2627 {
2629 }
2630
2631 super.EEOnAfterLoad();
2632 }
2633
2634 override void EEInit()
2635 {
2636 super.EEInit();
2637
2638 // init visuals and physics
2639 InitBaseState();
2640
2641 //debug
2642 #ifdef DEVELOPER
2644 #endif
2645 }
2646
2647 override void EEItemAttached( EntityAI item, string slot_name )
2648 {
2649 super.EEItemAttached( item, slot_name );
2650
2651 CheckForHybridAttachments( item, slot_name );
2652 UpdateVisuals();
2653 UpdateAttachmentPhysics( slot_name, false );
2654 }
2655
2656 override void EEItemDetached( EntityAI item, string slot_name )
2657 {
2658 super.EEItemDetached( item, slot_name );
2659
2660 UpdateVisuals();
2661 UpdateAttachmentPhysics( slot_name, false );
2662 }
2663
2664 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2665 {
2666 string slot_name = InventorySlots.GetSlotName( slotId );
2667 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2668
2669 UpdateAttachmentVisuals( slot_name, locked );
2670 UpdateAttachmentPhysics( slot_name, locked );
2671 }
2672
2673 //ignore out of reach condition
2674 override bool IgnoreOutOfReachCondition()
2675 {
2676 return true;
2677 }
2678
2679 //CONSTRUCTION EVENTS
2680 //Build
2681 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2682 {
2683 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2684
2685 //check base state
2686 if (construtionPart.IsBase())
2687 {
2688 SetBaseState(true);
2689
2690 //spawn kit
2692 }
2693
2694 //register constructed parts for synchronization
2695 RegisterPartForSync(construtionPart.GetId());
2696
2697 //register action that was performed on part
2698 RegisterActionForSync(construtionPart.GetId(), action_id);
2699
2700 //synchronize
2702
2703 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2704
2705 UpdateNavmesh();
2706
2707 //update visuals
2708 UpdateVisuals();
2709
2710 //reset action sync data
2712 }
2713
2714 void OnPartBuiltClient(string part_name, int action_id)
2715 {
2716 //play sound
2717 SoundBuildStart( part_name );
2718 }
2719
2720 //Dismantle
2721 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2722 {
2723 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2724 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2725
2726 //register constructed parts for synchronization
2727 UnregisterPartForSync(construtionPart.GetId());
2728
2729 //register action that was performed on part
2730 RegisterActionForSync(construtionPart.GetId(), action_id);
2731
2732 //synchronize
2734
2735 // server part of sync, client will be synced from SetPartsFromSyncData
2736 SetPartFromSyncData(construtionPart);
2737
2738 UpdateNavmesh();
2739
2740 //update visuals
2741 UpdateVisuals();
2742
2743 //reset action sync data
2745
2746 //check base state
2747 if (construtionPart.IsBase())
2748 {
2749 //Destroy construction
2751 }
2752 }
2753
2754 void OnPartDismantledClient( string part_name, int action_id )
2755 {
2756 //play sound
2757 SoundDismantleStart( part_name );
2758 }
2759
2760 //Destroy
2761 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2762 {
2763 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2764 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2765
2766 //register constructed parts for synchronization
2767 UnregisterPartForSync(construtionPart.GetId());
2768
2769 //register action that was performed on part
2770 RegisterActionForSync(construtionPart.GetId(), action_id);
2771
2772 //synchronize
2774
2775 // server part of sync, client will be synced from SetPartsFromSyncData
2776 SetPartFromSyncData(construtionPart);
2777
2778 UpdateNavmesh();
2779
2780 //update visuals
2781 UpdateVisuals();
2782
2783 //reset action sync data
2785
2786 //check base state
2787 if (construtionPart.IsBase())
2788 {
2789 //Destroy construction
2791 }
2792 }
2793
2794 void OnPartDestroyedClient( string part_name, int action_id )
2795 {
2796 //play sound
2797 SoundDestroyStart( part_name );
2798 }
2799
2801 protected void HandleItemFalling(ConstructionPart part)
2802 {
2803 bool process = false;
2804
2805 //TODO: add a parameter to parts' config classes?
2806 process |= part.m_PartName.Contains("_roof");
2807 process |= part.m_PartName.Contains("_platform");
2808 process |= part.m_PartName.Contains("_stair");
2809
2810 if (process)
2811 {
2812 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2813 {
2814 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2815 return;
2816 }
2817
2818 vector mins, maxs;
2819 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2820 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2821
2822 //sanitize minmaxs
2823 vector minTmp, maxTmp;
2824 minTmp[0] = Math.Min(mins[0],maxs[0]);
2825 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2826 minTmp[1] = Math.Min(mins[1],maxs[1]);
2827 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2828 minTmp[2] = Math.Min(mins[2],maxs[2]);
2829 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2830 mins = minTmp;
2831 maxs = maxTmp;
2832
2833 maxs[1] = maxs[1] + 0.35; //reach a little above..
2834
2835 ItemFall(mins,maxs);
2836 }
2837 }
2838
2840 protected void ItemFall(vector min, vector max)
2841 {
2842 array<EntityAI> foundEntities = new array<EntityAI>();
2843 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2844
2845 //filtering
2846 ItemBase item;
2847 foreach (EntityAI entity : foundEntities)
2848 {
2849 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2850 item.ThrowPhysically(null,vector.Zero);
2851 }
2852 }
2853
2854 // --- UPDATE
2855 void InitBaseState()
2856 {
2857 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2858
2859 InitVisuals();
2860 UpdateNavmesh(); //regenerate navmesh
2861 GetConstruction().InitBaseState();
2862 }
2863
2864 void InitVisuals()
2865 {
2866 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2867 //check base
2868 if ( !HasBase() )
2869 {
2870 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2871 }
2872 else
2873 {
2874 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2875 }
2876
2877 GetConstruction().UpdateVisuals();
2878 }
2879
2880 void UpdateVisuals()
2881 {
2882 array<string> attachmentSlots = new array<string>;
2883
2884 GetAttachmentSlots(this, attachmentSlots);
2885 foreach (string slotName : attachmentSlots)
2886 {
2888 }
2889
2890 //check base
2891 if (!HasBase())
2892 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2893 else
2894 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2895
2896 GetConstruction().UpdateVisuals();
2897 }
2898
2899 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2900 {
2901 string slotNameMounted = slot_name + "_Mounted";
2902 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2903
2904 if (attachment)
2905 {
2906 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2907 if (barbedWire && barbedWire.IsMounted())
2908 CreateAreaDamage(slotNameMounted);
2909 else
2910 DestroyAreaDamage(slotNameMounted);
2911
2912 if (is_locked)
2913 {
2914 SetAnimationPhase(slotNameMounted, 0);
2915 SetAnimationPhase(slot_name, 1);
2916 }
2917 else
2918 {
2919 SetAnimationPhase(slotNameMounted, 1);
2920 SetAnimationPhase(slot_name, 0);
2921 }
2922 }
2923 else
2924 {
2925 SetAnimationPhase(slotNameMounted, 1);
2926 SetAnimationPhase(slot_name, 1);
2927
2928 DestroyAreaDamage(slotNameMounted);
2929 }
2930 }
2931
2932 // avoid calling this function on frequent occasions, it's a massive performance hit
2933 void UpdatePhysics()
2934 {
2936 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2937
2938 array<string> attachmentSlots = new array<string>;
2939 GetAttachmentSlots(this, attachmentSlots);
2940
2942 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2943
2944 foreach (string slotName : attachmentSlots)
2945 {
2947 }
2948
2949 //check base
2950 if (!HasBase())
2951 {
2953 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2954
2955 AddProxyPhysics(ANIMATION_DEPLOYED);
2956 }
2957 else
2958 {
2960 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2961
2962 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2963 }
2964
2965 GetConstruction().UpdatePhysics();
2966 UpdateNavmesh();
2967 }
2968
2969 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2970 {
2971 //checks for invalid appends; hotfix
2972 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2973 return;
2974 //----------------------------------
2975 string slot_name_mounted = slot_name + "_Mounted";
2976 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2977
2978 //remove proxy physics
2979 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2980 RemoveProxyPhysics( slot_name_mounted );
2981 RemoveProxyPhysics( slot_name );
2982
2983 if ( attachment )
2984 {
2985 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2986 if ( is_locked )
2987 {
2988 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2989 AddProxyPhysics( slot_name_mounted );
2990 }
2991 else
2992 {
2993 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2994 AddProxyPhysics( slot_name );
2995 }
2996 }
2997 }
2998
2999 protected void UpdateNavmesh()
3000 {
3001 SetAffectPathgraph( true, false );
3002 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3003 }
3004
3005 override bool CanUseConstruction()
3006 {
3007 return true;
3008 }
3009
3010 override bool CanUseConstructionBuild()
3011 {
3012 return true;
3013 }
3014
3015 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3016 {
3017 if ( attachment )
3018 {
3019 InventoryLocation inventory_location = new InventoryLocation;
3020 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3021
3022 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3023 }
3024
3025 return false;
3026 }
3027
3028 protected bool IsAttachmentSlotLocked( string slot_name )
3029 {
3030 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3031 }
3032
3033 //--- ATTACHMENT SLOTS
3034 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3035 {
3036 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3037 if ( GetGame().ConfigIsExisting( config_path ) )
3038 {
3039 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3040 }
3041 }
3042
3043 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3044 {
3045 return true;
3046 }
3047
3048 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3049 {
3050 return true;
3051 }
3052
3053 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3054 {
3055 return true;
3056 }
3057
3058 // --- INIT
3059 void ConstructionInit()
3060 {
3061 if ( !m_Construction )
3062 {
3063 m_Construction = new Construction( this );
3064 }
3065
3066 GetConstruction().Init();
3067 }
3068
3070 {
3071 return m_Construction;
3072 }
3073
3074 //--- INVENTORY/ATTACHMENTS CONDITIONS
3075 //attachments
3076 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3077 {
3078 return super.CanReceiveAttachment(attachment, slotId);
3079 }
3080
3082 {
3083 int attachment_count = GetInventory().AttachmentCount();
3084 if ( attachment_count > 0 )
3085 {
3086 if ( HasBase() && attachment_count == 1 )
3087 {
3088 return false;
3089 }
3090
3091 return true;
3092 }
3093
3094 return false;
3095 }
3096
3097 override bool ShowZonesHealth()
3098 {
3099 return true;
3100 }
3101
3102 override bool IsTakeable()
3103 {
3104 return false;
3105 }
3106
3107 //this into/outo parent.Cargo
3108 override bool CanPutInCargo( EntityAI parent )
3109 {
3110 return false;
3111 }
3112
3113 override bool CanRemoveFromCargo( EntityAI parent )
3114 {
3115 return false;
3116 }
3117
3118 //hands
3119 override bool CanPutIntoHands( EntityAI parent )
3120 {
3121 return false;
3122 }
3123
3124 //--- ACTION CONDITIONS
3125 //direction
3126 override bool IsFacingPlayer( PlayerBase player, string selection )
3127 {
3128 return true;
3129 }
3130
3131 override bool IsPlayerInside( PlayerBase player, string selection )
3132 {
3133 return true;
3134 }
3135
3138 {
3139 return false;
3140 }
3141
3142 //camera direction check
3143 bool IsFacingCamera( string selection )
3144 {
3145 return true;
3146 }
3147
3148 //roof check
3149 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3150 {
3151 return false;
3152 }
3153
3154 //selection->player distance check
3155 bool HasProperDistance( string selection, PlayerBase player )
3156 {
3157 return true;
3158 }
3159
3160 //folding
3162 {
3163 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3164 {
3165 return false;
3166 }
3167
3168 return true;
3169 }
3170
3172 {
3175
3176 return item;
3177 }
3178
3179 //Damage triggers (barbed wire)
3180 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3181 {
3182 if ( GetGame() && GetGame().IsServer() )
3183 {
3184 //destroy area damage if some already exists
3185 DestroyAreaDamage( slot_name );
3186
3187 //create new area damage
3189 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3190
3191 vector min_max[2];
3192 if ( MemoryPointExists( slot_name + "_min" ) )
3193 {
3194 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3195 }
3196 if ( MemoryPointExists( slot_name + "_max" ) )
3197 {
3198 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3199 }
3200
3201 //get proper trigger extents (min<max)
3202 vector extents[2];
3203 GetConstruction().GetTriggerExtents( min_max, extents );
3204
3205 //get box center
3206 vector center;
3207 center = GetConstruction().GetBoxCenter( min_max );
3208 center = ModelToWorld( center );
3209
3210 //rotate center if needed
3211 vector orientation = GetOrientation();;
3212 CalcDamageAreaRotation( rotation_angle, center, orientation );
3213
3214 areaDamage.SetExtents( extents[0], extents[1] );
3215 areaDamage.SetAreaPosition( center );
3216 areaDamage.SetAreaOrientation( orientation );
3217 areaDamage.SetLoopInterval( 1.0 );
3218 areaDamage.SetDeferDuration( 0.2 );
3219 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3220 areaDamage.SetAmmoName( "BarbedWireHit" );
3221 areaDamage.Spawn();
3222
3223 m_DamageTriggers.Insert( slot_name, areaDamage );
3224 }
3225 }
3226
3227 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3228 {
3229 if ( angle_deg != 0 )
3230 {
3231 //orientation
3232 orientation[0] = orientation[0] - angle_deg;
3233
3234 //center
3235 vector rotate_axis;
3236 if ( MemoryPointExists( "rotate_axis" ) )
3237 {
3238 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3239 }
3240 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];
3241 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];
3242 center[0] = r_center_x;
3243 center[2] = r_center_z;
3244 }
3245 }
3246
3247 void DestroyAreaDamage( string slot_name )
3248 {
3249 if (GetGame() && GetGame().IsServer())
3250 {
3252 if (m_DamageTriggers.Find(slot_name, areaDamage))
3253 {
3254 if (areaDamage)
3255 {
3256 areaDamage.Destroy();
3257 }
3258
3259 m_DamageTriggers.Remove( slot_name );
3260 }
3261 }
3262 }
3263
3264 override bool IsIgnoredByConstruction()
3265 {
3266 return true;
3267 }
3268
3269 //================================================================
3270 // SOUNDS
3271 //================================================================
3272 protected void SoundBuildStart( string part_name )
3273 {
3274 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3275 }
3276
3277 protected void SoundDismantleStart( string part_name )
3278 {
3279 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3280 }
3281
3282 protected void SoundDestroyStart( string part_name )
3283 {
3284 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3285 }
3286
3287 protected string GetBuildSoundByMaterial( string part_name )
3288 {
3289 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3290
3291 switch ( material_type )
3292 {
3293 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3294 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3295 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3296 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3297 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3298 }
3299
3300 return "";
3301 }
3302
3303 protected string GetDismantleSoundByMaterial( string part_name )
3304 {
3305 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3306
3307 switch ( material_type )
3308 {
3309 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3310 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3311 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3312 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3313 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3314 }
3315
3316 return "";
3317 }
3318
3319 //misc
3320 void CheckForHybridAttachments( EntityAI item, string slot_name )
3321 {
3322 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3323 {
3324 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3325 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3326 {
3327 SetHealth(slot_name,"Health",item.GetHealth());
3328 }
3329 }
3330 }
3331
3332 override int GetDamageSystemVersionChange()
3333 {
3334 return 111;
3335 }
3336
3337 override void SetActions()
3338 {
3339 super.SetActions();
3340
3344 }
3345
3346 //================================================================
3347 // DEBUG
3348 //================================================================
3349 protected void DebugCustomState()
3350 {
3351 }
3352
3355 {
3356 return null;
3357 }
3358
3359 override void OnDebugSpawn()
3360 {
3361 FullyBuild();
3362 }
3363
3364 void FullyBuild()
3365 {
3367 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3368
3369 Man p;
3370
3371 #ifdef SERVER
3372 array<Man> players = new array<Man>;
3373 GetGame().GetWorld().GetPlayerList(players);
3374 if (players.Count())
3375 p = players[0];
3376 #else
3377 p = GetGame().GetPlayer();
3378 #endif
3379
3380 foreach (ConstructionPart part : parts)
3381 {
3382 bool excluded = false;
3383 string partName = part.GetPartName();
3384 if (excludes)
3385 {
3386 foreach (string exclude : excludes)
3387 {
3388 if (partName.Contains(exclude))
3389 {
3390 excluded = true;
3391 break;
3392 }
3393 }
3394 }
3395
3396 if (!excluded)
3397 {
3398 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3399 }
3400 }
3401
3402 GetConstruction().UpdateVisuals();
3403 }
3404}
3405
3406void bsbDebugPrint (string s)
3407{
3408#ifdef BSB_DEBUG
3409 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3410#else
3411 //Print("" + s); // comment/uncomment to hide/see debug logs
3412#endif
3413}
3414void bsbDebugSpam (string s)
3415{
3416#ifdef BSB_DEBUG_SPAM
3417 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3418#else
3419 //Print("" + s); // comment/uncomment to hide/see debug logs
3420#endif
3421}
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