DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ UpdateVisuals()

void bsbDebugPrint::UpdateVisuals ( )
protected

См. определение в файле BaseBuildingBase.c строка 2055

2057{
2058 const string ANIMATION_DEPLOYED = "Deployed";
2059
2060 float m_ConstructionKitHealth; //stored health value for used construction kit
2061
2063
2064 bool m_HasBase;
2065 //variables for synchronization of base building parts (2x31 is the current limit)
2066 int m_SyncParts01; //synchronization for already built parts (31 parts)
2067 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2068 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2069 int m_InteractedPartId; //construction part id that an action was performed on
2070 int m_PerformedActionId; //action id that was performed on a construction part
2071
2072 //Sounds
2073 //build
2074 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2075 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2076 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2077 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2078 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2079 //dismantle
2080 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2081 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2082 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2083 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2084 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2085
2086 protected EffectSound m_Sound;
2087
2091
2092 // Constructor
2093 void BaseBuildingBase()
2094 {
2096
2097 //synchronized variables
2098 RegisterNetSyncVariableInt( "m_SyncParts01" );
2099 RegisterNetSyncVariableInt( "m_SyncParts02" );
2100 RegisterNetSyncVariableInt( "m_SyncParts03" );
2101 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2102 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2103 RegisterNetSyncVariableBool( "m_HasBase" );
2104
2105 //Construction init
2107
2108 if (ConfigIsExisting("hybridAttachments"))
2109 {
2111 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2112 }
2113 if (ConfigIsExisting("mountables"))
2114 {
2116 ConfigGetTextArray("mountables", m_Mountables);
2117 }
2118
2119 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2120 }
2121
2122 override void EEDelete(EntityAI parent)
2123 {
2124 super.EEDelete(parent);
2125
2126 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2127 {
2128 areaDamage.Destroy();
2129 }
2130
2131 }
2132
2133 override string GetInvulnerabilityTypeString()
2134 {
2135 return "disableBaseDamage";
2136 }
2137
2138 override bool CanObstruct()
2139 {
2140 return true;
2141 }
2142
2143 override int GetHideIconMask()
2144 {
2145 return EInventoryIconVisibility.HIDE_VICINITY;
2146 }
2147
2148 // --- SYNCHRONIZATION
2150 {
2151 if ( GetGame().IsServer() )
2152 {
2153 SetSynchDirty();
2154 }
2155 }
2156
2157 override void OnVariablesSynchronized()
2158 {
2159 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2160 super.OnVariablesSynchronized();
2161
2163 }
2164
2165 protected void OnSynchronizedClient()
2166 {
2167 //update parts
2169
2170 //update action on part
2172
2173 //update visuals (client)
2174 UpdateVisuals();
2175 }
2176
2177 //parts synchronization
2178 void RegisterPartForSync( int part_id )
2179 {
2180 //part_id must starts from index = 1
2181 int offset;
2182 int mask;
2183
2184 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2185 {
2186 offset = part_id - 1;
2187 mask = 1 << offset;
2188
2189 m_SyncParts01 = m_SyncParts01 | mask;
2190 }
2191 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2192 {
2193 offset = ( part_id % 32 );
2194 mask = 1 << offset;
2195
2196 m_SyncParts02 = m_SyncParts02 | mask;
2197 }
2198 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2199 {
2200 offset = ( part_id % 63 );
2201 mask = 1 << offset;
2202
2203 m_SyncParts03 = m_SyncParts03 | mask;
2204 }
2205 }
2206
2207 void UnregisterPartForSync( int part_id )
2208 {
2209 //part_id must starts from index = 1
2210 int offset;
2211 int mask;
2212
2213 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2214 {
2215 offset = part_id - 1;
2216 mask = 1 << offset;
2217
2218 m_SyncParts01 = m_SyncParts01 & ~mask;
2219 }
2220 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2221 {
2222 offset = ( part_id % 32 );
2223 mask = 1 << offset;
2224
2225 m_SyncParts02 = m_SyncParts02 & ~mask;
2226 }
2227 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2228 {
2229 offset = ( part_id % 63 );
2230 mask = 1 << offset;
2231
2232 m_SyncParts03 = m_SyncParts03 & ~mask;
2233 }
2234 }
2235
2236 bool IsPartBuildInSyncData( int part_id )
2237 {
2238 //part_id must starts from index = 1
2239 int offset;
2240 int mask;
2241
2242 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2243 {
2244 offset = part_id - 1;
2245 mask = 1 << offset;
2246
2247 if ( ( m_SyncParts01 & mask ) > 0 )
2248 {
2249 return true;
2250 }
2251 }
2252 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2253 {
2254 offset = ( part_id % 32 );
2255 mask = 1 << offset;
2256
2257 if ( ( m_SyncParts02 & mask ) > 0 )
2258 {
2259 return true;
2260 }
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 if ( ( m_SyncParts03 & mask ) > 0 )
2268 {
2269 return true;
2270 }
2271 }
2272
2273 return false;
2274 }
2275
2276 protected void RegisterActionForSync( int part_id, int action_id )
2277 {
2278 m_InteractedPartId = part_id;
2279 m_PerformedActionId = action_id;
2280 }
2281
2282 protected void ResetActionSyncData()
2283 {
2284 //reset data
2285 m_InteractedPartId = -1;
2287 }
2288
2289 protected void SetActionFromSyncData()
2290 {
2291 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2292 {
2294 int build_action_id = m_PerformedActionId;
2295
2296 switch( build_action_id )
2297 {
2298 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2299 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2300 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2301 }
2302 }
2303 }
2304 //------
2305
2307 {
2308 string key = part.m_PartName;
2309 bool is_base = part.IsBase();
2310 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2311 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2312 if ( is_part_built_sync )
2313 {
2314 if ( !part.IsBuilt() )
2315 {
2316 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2317 GetConstruction().AddToConstructedParts( key );
2318 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2319
2320 if (is_base)
2321 {
2323 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2324 }
2325 }
2326 }
2327 else
2328 {
2329 if ( part.IsBuilt() )
2330 {
2331 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2332 GetConstruction().RemoveFromConstructedParts( key );
2333 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2334
2335 if (is_base)
2336 {
2338 AddProxyPhysics( ANIMATION_DEPLOYED );
2339 }
2340 }
2341 }
2342
2343 //check slot lock for material attachments
2344 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2345 }
2346
2347 //set construction parts based on synchronized data
2349 {
2350 Construction construction = GetConstruction();
2351 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2352
2353 for ( int i = 0; i < construction_parts.Count(); ++i )
2354 {
2355 string key = construction_parts.GetKey( i );
2356 ConstructionPart value = construction_parts.Get( key );
2357 SetPartFromSyncData(value);
2358 }
2359
2360 //regenerate navmesh
2361 UpdateNavmesh();
2362 }
2363
2364 protected ConstructionPart GetConstructionPartById( int id )
2365 {
2366 Construction construction = GetConstruction();
2367 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2368
2369 for ( int i = 0; i < construction_parts.Count(); ++i )
2370 {
2371 string key = construction_parts.GetKey( i );
2372 ConstructionPart value = construction_parts.Get( key );
2373
2374 if ( value.GetId() == id )
2375 {
2376 return value;
2377 }
2378 }
2379
2380 return NULL;
2381 }
2382 //
2383
2384 //Base
2385 bool HasBase()
2386 {
2387 return m_HasBase;
2388 }
2389
2390 void SetBaseState( bool has_base )
2391 {
2392 m_HasBase = has_base;
2393 }
2394
2395 override bool IsDeployable()
2396 {
2397 return true;
2398 }
2399
2400 bool IsOpened()
2401 {
2402 return false;
2403 }
2404
2405 //--- CONSTRUCTION KIT
2407 {
2408 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2409 if ( m_ConstructionKitHealth > 0 )
2410 {
2411 construction_kit.SetHealth( m_ConstructionKitHealth );
2412 }
2413
2414 return construction_kit;
2415 }
2416
2417 void CreateConstructionKitInHands(notnull PlayerBase player)
2418 {
2419 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2420 if ( m_ConstructionKitHealth > 0 )
2421 {
2422 construction_kit.SetHealth( m_ConstructionKitHealth );
2423 }
2424 }
2425
2426 protected vector GetKitSpawnPosition()
2427 {
2428 return GetPosition();
2429 }
2430
2431 protected string GetConstructionKitType()
2432 {
2433 return "";
2434 }
2435
2436 void DestroyConstructionKit( ItemBase construction_kit )
2437 {
2438 m_ConstructionKitHealth = construction_kit.GetHealth();
2439 GetGame().ObjectDelete( construction_kit );
2440 }
2441
2442 //--- CONSTRUCTION
2443 void DestroyConstruction()
2444 {
2445 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2446 GetGame().ObjectDelete( this );
2447 }
2448
2449 // --- EVENTS
2450 override void OnStoreSave( ParamsWriteContext ctx )
2451 {
2452 super.OnStoreSave( ctx );
2453
2454 //sync parts 01
2455 ctx.Write( m_SyncParts01 );
2456 ctx.Write( m_SyncParts02 );
2457 ctx.Write( m_SyncParts03 );
2458
2459 ctx.Write( m_HasBase );
2460 }
2461
2462 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2463 {
2464 if ( !super.OnStoreLoad( ctx, version ) )
2465 return false;
2466
2467 //--- Base building data ---
2468 //Restore synced parts data
2469 if ( !ctx.Read( m_SyncParts01 ) )
2470 {
2471 m_SyncParts01 = 0; //set default
2472 return false;
2473 }
2474 if ( !ctx.Read( m_SyncParts02 ) )
2475 {
2476 m_SyncParts02 = 0; //set default
2477 return false;
2478 }
2479 if ( !ctx.Read( m_SyncParts03 ) )
2480 {
2481 m_SyncParts03 = 0; //set default
2482 return false;
2483 }
2484
2485 //has base
2486 if ( !ctx.Read( m_HasBase ) )
2487 {
2488 m_HasBase = false;
2489 return false;
2490 }
2491 //---
2492
2493 return true;
2494 }
2495
2496 override void AfterStoreLoad()
2497 {
2498 super.AfterStoreLoad();
2499
2501 {
2503 }
2504 }
2505
2507 {
2508 //update server data
2510
2511 //set base state
2512 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2513 SetBaseState( construction_part.IsBuilt() ) ;
2514
2515 //synchronize after load
2517 }
2518
2519 override void OnCreatePhysics()
2520 {
2521 super.OnCreatePhysics();
2524 }
2525
2526 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2527 {
2529 return;
2530
2531 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2532
2533 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2534 return;
2535
2536 Construction construction = GetConstruction();
2537 string part_name = zone;
2538 part_name.ToLower();
2539
2540 if ( newLevel == GameConstants.STATE_RUINED )
2541 {
2542 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2543
2544 if ( construction_part && construction.IsPartConstructed( part_name ) )
2545 {
2546 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2547 construction.DestroyConnectedParts(part_name);
2548 }
2549
2550 //barbed wire handling (hack-ish)
2551 if ( part_name.Contains("barbed") )
2552 {
2553 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2554 if (barbed_wire)
2555 barbed_wire.SetMountedState( false );
2556 }
2557 }
2558 }
2559
2560 override void EEOnAfterLoad()
2561 {
2563 {
2565 }
2566
2567 super.EEOnAfterLoad();
2568 }
2569
2570 override void EEInit()
2571 {
2572 super.EEInit();
2573
2574 // init visuals and physics
2575 InitBaseState();
2576
2577 //debug
2578 #ifdef DEVELOPER
2580 #endif
2581 }
2582
2583 override void EEItemAttached( EntityAI item, string slot_name )
2584 {
2585 super.EEItemAttached( item, slot_name );
2586
2587 CheckForHybridAttachments( item, slot_name );
2588 UpdateVisuals();
2589 UpdateAttachmentPhysics( slot_name, false );
2590 }
2591
2592 override void EEItemDetached( EntityAI item, string slot_name )
2593 {
2594 super.EEItemDetached( item, slot_name );
2595
2596 UpdateVisuals();
2597 UpdateAttachmentPhysics( slot_name, false );
2598 }
2599
2600 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2601 {
2602 string slot_name = InventorySlots.GetSlotName( slotId );
2603 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2604
2605 UpdateAttachmentVisuals( slot_name, locked );
2606 UpdateAttachmentPhysics( slot_name, locked );
2607 }
2608
2609 //ignore out of reach condition
2610 override bool IgnoreOutOfReachCondition()
2611 {
2612 return true;
2613 }
2614
2615 //CONSTRUCTION EVENTS
2616 //Build
2617 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2618 {
2619 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2620
2621 //check base state
2622 if (construtionPart.IsBase())
2623 {
2624 SetBaseState(true);
2625
2626 //spawn kit
2628 }
2629
2630 //register constructed parts for synchronization
2631 RegisterPartForSync(construtionPart.GetId());
2632
2633 //register action that was performed on part
2634 RegisterActionForSync(construtionPart.GetId(), action_id);
2635
2636 //synchronize
2638
2639 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2640
2641 UpdateNavmesh();
2642
2643 //update visuals
2644 UpdateVisuals();
2645
2646 //reset action sync data
2648 }
2649
2650 void OnPartBuiltClient(string part_name, int action_id)
2651 {
2652 //play sound
2653 SoundBuildStart( part_name );
2654 }
2655
2656 //Dismantle
2657 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2658 {
2659 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2660 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2661
2662 //register constructed parts for synchronization
2663 UnregisterPartForSync(construtionPart.GetId());
2664
2665 //register action that was performed on part
2666 RegisterActionForSync(construtionPart.GetId(), action_id);
2667
2668 //synchronize
2670
2671 // server part of sync, client will be synced from SetPartsFromSyncData
2672 SetPartFromSyncData(construtionPart);
2673
2674 UpdateNavmesh();
2675
2676 //update visuals
2677 UpdateVisuals();
2678
2679 //reset action sync data
2681
2682 //check base state
2683 if (construtionPart.IsBase())
2684 {
2685 //Destroy construction
2687 }
2688
2689 if (GetGame().IsServer())
2690 HandleItemFalling(construtionPart);
2691 }
2692
2693 void OnPartDismantledClient( string part_name, int action_id )
2694 {
2695 //play sound
2696 SoundDismantleStart( part_name );
2697 }
2698
2699 //Destroy
2700 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2701 {
2702 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2703 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2704
2705 //register constructed parts for synchronization
2706 UnregisterPartForSync(construtionPart.GetId());
2707
2708 //register action that was performed on part
2709 RegisterActionForSync(construtionPart.GetId(), action_id);
2710
2711 //synchronize
2713
2714 // server part of sync, client will be synced from SetPartsFromSyncData
2715 SetPartFromSyncData(construtionPart);
2716
2717 UpdateNavmesh();
2718
2719 //update visuals
2720 UpdateVisuals();
2721
2722 //reset action sync data
2724
2725 //check base state
2726 if (construtionPart.IsBase())
2727 {
2728 //Destroy construction
2730 }
2731
2732 if (GetGame().IsServer())
2733 HandleItemFalling(construtionPart);
2734 }
2735
2736 void OnPartDestroyedClient( string part_name, int action_id )
2737 {
2738 //play sound
2739 SoundDestroyStart( part_name );
2740 }
2741
2742 protected void HandleItemFalling(ConstructionPart part)
2743 {
2744 bool process = false;
2745
2746 //TODO: add a parameter to parts' config classes?
2747 process |= part.m_PartName.Contains("_roof");
2748 process |= part.m_PartName.Contains("_platform");
2749 process |= part.m_PartName.Contains("_stair");
2750
2751 if (process)
2752 {
2753 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2754 {
2755 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2756 return;
2757 }
2758
2759 vector mins, maxs;
2760 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2761 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2762
2763 //sanitize minmaxs
2764 vector minTmp, maxTmp;
2765 minTmp[0] = Math.Min(mins[0],maxs[0]);
2766 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2767 minTmp[1] = Math.Min(mins[1],maxs[1]);
2768 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2769 minTmp[2] = Math.Min(mins[2],maxs[2]);
2770 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2771 mins = minTmp;
2772 maxs = maxTmp;
2773
2774 maxs[1] = maxs[1] + 0.35; //reach a little above..
2775
2776 ItemFall(mins,maxs);
2777 }
2778 }
2779
2780 protected void ItemFall(vector min, vector max)
2781 {
2782 array<EntityAI> foundEntities = new array<EntityAI>();
2783 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2784
2785 //filtering
2786 ItemBase item;
2787 foreach (EntityAI entity : foundEntities)
2788 {
2789 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2790 item.ThrowPhysically(null,vector.Zero);
2791 }
2792 }
2793
2794 // --- UPDATE
2795 void InitBaseState()
2796 {
2797 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2798
2799 InitVisuals();
2800 UpdateNavmesh(); //regenerate navmesh
2801 GetConstruction().InitBaseState();
2802 }
2803
2804 void InitVisuals()
2805 {
2806 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2807 //check base
2808 if ( !HasBase() )
2809 {
2810 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2811 }
2812 else
2813 {
2814 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2815 }
2816
2817 GetConstruction().UpdateVisuals();
2818 }
2819
2820 void UpdateVisuals()
2821 {
2822 array<string> attachmentSlots = new array<string>;
2823
2824 GetAttachmentSlots(this, attachmentSlots);
2825 foreach (string slotName : attachmentSlots)
2826 {
2828 }
2829
2830 //check base
2831 if (!HasBase())
2832 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2833 else
2834 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2835
2836 GetConstruction().UpdateVisuals();
2837 }
2838
2839 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2840 {
2841 string slotNameMounted = slot_name + "_Mounted";
2842 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2843
2844 if (attachment)
2845 {
2846 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2847 if (barbedWire && barbedWire.IsMounted())
2848 CreateAreaDamage(slotNameMounted);
2849 else
2850 DestroyAreaDamage(slotNameMounted);
2851
2852 if (is_locked)
2853 {
2854 SetAnimationPhase(slotNameMounted, 0);
2855 SetAnimationPhase(slot_name, 1);
2856 }
2857 else
2858 {
2859 SetAnimationPhase(slotNameMounted, 1);
2860 SetAnimationPhase(slot_name, 0);
2861 }
2862 }
2863 else
2864 {
2865 SetAnimationPhase(slotNameMounted, 1);
2866 SetAnimationPhase(slot_name, 1);
2867
2868 DestroyAreaDamage(slotNameMounted);
2869 }
2870 }
2871
2872 // avoid calling this function on frequent occasions, it's a massive performance hit
2873 void UpdatePhysics()
2874 {
2876 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2877
2878 array<string> attachmentSlots = new array<string>;
2879 GetAttachmentSlots(this, attachmentSlots);
2880
2882 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2883
2884 foreach (string slotName : attachmentSlots)
2885 {
2887 }
2888
2889 //check base
2890 if (!HasBase())
2891 {
2893 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2894
2895 AddProxyPhysics(ANIMATION_DEPLOYED);
2896 }
2897 else
2898 {
2900 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2901
2902 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2903 }
2904
2905 GetConstruction().UpdatePhysics();
2906 UpdateNavmesh();
2907 }
2908
2909 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2910 {
2911 //checks for invalid appends; hotfix
2912 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2913 return;
2914 //----------------------------------
2915 string slot_name_mounted = slot_name + "_Mounted";
2916 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2917
2918 //remove proxy physics
2919 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2920 RemoveProxyPhysics( slot_name_mounted );
2921 RemoveProxyPhysics( slot_name );
2922
2923 if ( attachment )
2924 {
2925 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2926 if ( is_locked )
2927 {
2928 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2929 AddProxyPhysics( slot_name_mounted );
2930 }
2931 else
2932 {
2933 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2934 AddProxyPhysics( slot_name );
2935 }
2936 }
2937 }
2938
2939 protected void UpdateNavmesh()
2940 {
2941 SetAffectPathgraph( true, false );
2942 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2943 }
2944
2945 override bool CanUseConstruction()
2946 {
2947 return true;
2948 }
2949
2950 override bool CanUseConstructionBuild()
2951 {
2952 return true;
2953 }
2954
2955 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2956 {
2957 if ( attachment )
2958 {
2959 InventoryLocation inventory_location = new InventoryLocation;
2960 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2961
2962 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2963 }
2964
2965 return false;
2966 }
2967
2968 protected bool IsAttachmentSlotLocked( string slot_name )
2969 {
2970 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2971 }
2972
2973 //--- ATTACHMENT SLOTS
2974 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2975 {
2976 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2977 if ( GetGame().ConfigIsExisting( config_path ) )
2978 {
2979 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2980 }
2981 }
2982
2983 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2984 {
2985 return true;
2986 }
2987
2988 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2989 {
2990 return true;
2991 }
2992
2993 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2994 {
2995 return true;
2996 }
2997
2998 // --- INIT
2999 void ConstructionInit()
3000 {
3001 if ( !m_Construction )
3002 {
3003 m_Construction = new Construction( this );
3004 }
3005
3006 GetConstruction().Init();
3007 }
3008
3010 {
3011 return m_Construction;
3012 }
3013
3014 //--- INVENTORY/ATTACHMENTS CONDITIONS
3015 //attachments
3016 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3017 {
3018 return super.CanReceiveAttachment(attachment, slotId);
3019 }
3020
3022 {
3023 int attachment_count = GetInventory().AttachmentCount();
3024 if ( attachment_count > 0 )
3025 {
3026 if ( HasBase() && attachment_count == 1 )
3027 {
3028 return false;
3029 }
3030
3031 return true;
3032 }
3033
3034 return false;
3035 }
3036
3037 override bool ShowZonesHealth()
3038 {
3039 return true;
3040 }
3041
3042 override bool IsTakeable()
3043 {
3044 return false;
3045 }
3046
3047 //this into/outo parent.Cargo
3048 override bool CanPutInCargo( EntityAI parent )
3049 {
3050 return false;
3051 }
3052
3053 override bool CanRemoveFromCargo( EntityAI parent )
3054 {
3055 return false;
3056 }
3057
3058 //hands
3059 override bool CanPutIntoHands( EntityAI parent )
3060 {
3061 return false;
3062 }
3063
3064 //--- ACTION CONDITIONS
3065 //direction
3066 override bool IsFacingPlayer( PlayerBase player, string selection )
3067 {
3068 return true;
3069 }
3070
3071 override bool IsPlayerInside( PlayerBase player, string selection )
3072 {
3073 return true;
3074 }
3075
3078 {
3079 return false;
3080 }
3081
3082 //camera direction check
3083 bool IsFacingCamera( string selection )
3084 {
3085 return true;
3086 }
3087
3088 //roof check
3089 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3090 {
3091 return false;
3092 }
3093
3094 //selection->player distance check
3095 bool HasProperDistance( string selection, PlayerBase player )
3096 {
3097 return true;
3098 }
3099
3100 //folding
3102 {
3103 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3104 {
3105 return false;
3106 }
3107
3108 return true;
3109 }
3110
3112 {
3115
3116 return item;
3117 }
3118
3119 //Damage triggers (barbed wire)
3120 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3121 {
3122 if ( GetGame() && GetGame().IsServer() )
3123 {
3124 //destroy area damage if some already exists
3125 DestroyAreaDamage( slot_name );
3126
3127 //create new area damage
3129 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3130
3131 vector min_max[2];
3132 if ( MemoryPointExists( slot_name + "_min" ) )
3133 {
3134 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3135 }
3136 if ( MemoryPointExists( slot_name + "_max" ) )
3137 {
3138 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3139 }
3140
3141 //get proper trigger extents (min<max)
3142 vector extents[2];
3143 GetConstruction().GetTriggerExtents( min_max, extents );
3144
3145 //get box center
3146 vector center;
3147 center = GetConstruction().GetBoxCenter( min_max );
3148 center = ModelToWorld( center );
3149
3150 //rotate center if needed
3151 vector orientation = GetOrientation();;
3152 CalcDamageAreaRotation( rotation_angle, center, orientation );
3153
3154 areaDamage.SetExtents( extents[0], extents[1] );
3155 areaDamage.SetAreaPosition( center );
3156 areaDamage.SetAreaOrientation( orientation );
3157 areaDamage.SetLoopInterval( 1.0 );
3158 areaDamage.SetDeferDuration( 0.2 );
3159 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3160 areaDamage.SetAmmoName( "BarbedWireHit" );
3161 areaDamage.Spawn();
3162
3163 m_DamageTriggers.Insert( slot_name, areaDamage );
3164 }
3165 }
3166
3167 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3168 {
3169 if ( angle_deg != 0 )
3170 {
3171 //orientation
3172 orientation[0] = orientation[0] - angle_deg;
3173
3174 //center
3175 vector rotate_axis;
3176 if ( MemoryPointExists( "rotate_axis" ) )
3177 {
3178 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3179 }
3180 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];
3181 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];
3182 center[0] = r_center_x;
3183 center[2] = r_center_z;
3184 }
3185 }
3186
3187 void DestroyAreaDamage( string slot_name )
3188 {
3189 if (GetGame() && GetGame().IsServer())
3190 {
3192 if (m_DamageTriggers.Find(slot_name, areaDamage))
3193 {
3194 if (areaDamage)
3195 {
3196 areaDamage.Destroy();
3197 }
3198
3199 m_DamageTriggers.Remove( slot_name );
3200 }
3201 }
3202 }
3203
3204 override bool IsIgnoredByConstruction()
3205 {
3206 return true;
3207 }
3208
3209 //================================================================
3210 // SOUNDS
3211 //================================================================
3212 protected void SoundBuildStart( string part_name )
3213 {
3214 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3215 }
3216
3217 protected void SoundDismantleStart( string part_name )
3218 {
3219 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3220 }
3221
3222 protected void SoundDestroyStart( string part_name )
3223 {
3224 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3225 }
3226
3227 protected string GetBuildSoundByMaterial( string part_name )
3228 {
3229 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3230
3231 switch ( material_type )
3232 {
3233 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3234 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3235 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3236 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3237 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3238 }
3239
3240 return "";
3241 }
3242
3243 protected string GetDismantleSoundByMaterial( string part_name )
3244 {
3245 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3246
3247 switch ( material_type )
3248 {
3249 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3250 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3251 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3252 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3253 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3254 }
3255
3256 return "";
3257 }
3258
3259 //misc
3260 void CheckForHybridAttachments( EntityAI item, string slot_name )
3261 {
3262 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3263 {
3264 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3265 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3266 {
3267 SetHealth(slot_name,"Health",item.GetHealth());
3268 }
3269 }
3270 }
3271
3272 override int GetDamageSystemVersionChange()
3273 {
3274 return 111;
3275 }
3276
3277 override void SetActions()
3278 {
3279 super.SetActions();
3280
3284 }
3285
3286 //================================================================
3287 // DEBUG
3288 //================================================================
3289 protected void DebugCustomState()
3290 {
3291 }
3292
3295 {
3296 return null;
3297 }
3298
3299 override void OnDebugSpawn()
3300 {
3301 FullyBuild();
3302 }
3303
3304 void FullyBuild()
3305 {
3307 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3308
3309 Man p;
3310
3311 #ifdef SERVER
3312 array<Man> players = new array<Man>;
3313 GetGame().GetWorld().GetPlayerList(players);
3314 if (players.Count())
3315 p = players[0];
3316 #else
3317 p = GetGame().GetPlayer();
3318 #endif
3319
3320 foreach (ConstructionPart part : parts)
3321 {
3322 bool excluded = false;
3323 string partName = part.GetPartName();
3324 if (excludes)
3325 {
3326 foreach (string exclude : excludes)
3327 {
3328 if (partName.Contains(exclude))
3329 {
3330 excluded = true;
3331 break;
3332 }
3333 }
3334 }
3335
3336 if (!excluded)
3337 {
3338 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3339 }
3340 }
3341
3342 GetConstruction().UpdateVisuals();
3343 }
3344}
3345
3346void bsbDebugPrint (string s)
3347{
3348#ifdef BSB_DEBUG
3349 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3350#else
3351 //Print("" + s); // comment/uncomment to hide/see debug logs
3352#endif
3353}
3354void bsbDebugSpam (string s)
3355{
3356#ifdef BSB_DEBUG_SPAM
3357 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3358#else
3359 //Print("" + s); // comment/uncomment to hide/see debug logs
3360#endif
3361}
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