DayZ 1.27
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◆ CheckMemoryPointVerticalDistance()

bool bsbDebugPrint::CheckMemoryPointVerticalDistance ( float max_dist,
string selection,
PlayerBase player )
protected

См. определение в файле BaseBuildingBase.c строка 2223

2225{
2226 const string ANIMATION_DEPLOYED = "Deployed";
2227
2228 float m_ConstructionKitHealth; //stored health value for used construction kit
2229
2231
2232 bool m_HasBase;
2233 //variables for synchronization of base building parts (2x31 is the current limit)
2234 int m_SyncParts01; //synchronization for already built parts (31 parts)
2235 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2236 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2237 int m_InteractedPartId; //construction part id that an action was performed on
2238 int m_PerformedActionId; //action id that was performed on a construction part
2239
2240 //Sounds
2241 //build
2242 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2243 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2244 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2245 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2246 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2247 //dismantle
2248 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2249 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2250 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2251 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2252 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2253
2254 protected EffectSound m_Sound;
2255
2259
2260 // Constructor
2261 void BaseBuildingBase()
2262 {
2264
2265 //synchronized variables
2266 RegisterNetSyncVariableInt( "m_SyncParts01" );
2267 RegisterNetSyncVariableInt( "m_SyncParts02" );
2268 RegisterNetSyncVariableInt( "m_SyncParts03" );
2269 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2270 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2271 RegisterNetSyncVariableBool( "m_HasBase" );
2272
2273 //Construction init
2275
2276 if (ConfigIsExisting("hybridAttachments"))
2277 {
2279 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2280 }
2281 if (ConfigIsExisting("mountables"))
2282 {
2284 ConfigGetTextArray("mountables", m_Mountables);
2285 }
2286
2287 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2288 }
2289
2290 override void EEDelete(EntityAI parent)
2291 {
2292 super.EEDelete(parent);
2293
2294 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2295 {
2296 areaDamage.Destroy();
2297 }
2298
2299 }
2300
2301 override string GetInvulnerabilityTypeString()
2302 {
2303 return "disableBaseDamage";
2304 }
2305
2306 override bool CanObstruct()
2307 {
2308 return true;
2309 }
2310
2311 override int GetHideIconMask()
2312 {
2313 return EInventoryIconVisibility.HIDE_VICINITY;
2314 }
2315
2316 // --- SYNCHRONIZATION
2318 {
2319 if ( GetGame().IsServer() )
2320 {
2321 SetSynchDirty();
2322 }
2323 }
2324
2325 override void OnVariablesSynchronized()
2326 {
2327 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2328 super.OnVariablesSynchronized();
2329
2331 }
2332
2333 protected void OnSynchronizedClient()
2334 {
2335 //update parts
2337
2338 //update action on part
2340
2341 //update visuals (client)
2342 UpdateVisuals();
2343 }
2344
2345 //parts synchronization
2346 void RegisterPartForSync( int part_id )
2347 {
2348 //part_id must starts from index = 1
2349 int offset;
2350 int mask;
2351
2352 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2353 {
2354 offset = part_id - 1;
2355 mask = 1 << offset;
2356
2357 m_SyncParts01 = m_SyncParts01 | mask;
2358 }
2359 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2360 {
2361 offset = ( part_id % 32 );
2362 mask = 1 << offset;
2363
2364 m_SyncParts02 = m_SyncParts02 | mask;
2365 }
2366 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2367 {
2368 offset = ( part_id % 63 );
2369 mask = 1 << offset;
2370
2371 m_SyncParts03 = m_SyncParts03 | mask;
2372 }
2373 }
2374
2375 void UnregisterPartForSync( int part_id )
2376 {
2377 //part_id must starts from index = 1
2378 int offset;
2379 int mask;
2380
2381 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2382 {
2383 offset = part_id - 1;
2384 mask = 1 << offset;
2385
2386 m_SyncParts01 = m_SyncParts01 & ~mask;
2387 }
2388 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2389 {
2390 offset = ( part_id % 32 );
2391 mask = 1 << offset;
2392
2393 m_SyncParts02 = m_SyncParts02 & ~mask;
2394 }
2395 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2396 {
2397 offset = ( part_id % 63 );
2398 mask = 1 << offset;
2399
2400 m_SyncParts03 = m_SyncParts03 & ~mask;
2401 }
2402 }
2403
2404 bool IsPartBuildInSyncData( int part_id )
2405 {
2406 //part_id must starts from index = 1
2407 int offset;
2408 int mask;
2409
2410 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2411 {
2412 offset = part_id - 1;
2413 mask = 1 << offset;
2414
2415 if ( ( m_SyncParts01 & mask ) > 0 )
2416 {
2417 return true;
2418 }
2419 }
2420 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2421 {
2422 offset = ( part_id % 32 );
2423 mask = 1 << offset;
2424
2425 if ( ( m_SyncParts02 & mask ) > 0 )
2426 {
2427 return true;
2428 }
2429 }
2430 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2431 {
2432 offset = ( part_id % 63 );
2433 mask = 1 << offset;
2434
2435 if ( ( m_SyncParts03 & mask ) > 0 )
2436 {
2437 return true;
2438 }
2439 }
2440
2441 return false;
2442 }
2443
2444 protected void RegisterActionForSync( int part_id, int action_id )
2445 {
2446 m_InteractedPartId = part_id;
2447 m_PerformedActionId = action_id;
2448 }
2449
2450 protected void ResetActionSyncData()
2451 {
2452 //reset data
2453 m_InteractedPartId = -1;
2455 }
2456
2457 protected void SetActionFromSyncData()
2458 {
2459 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2460 {
2462 int build_action_id = m_PerformedActionId;
2463
2464 switch( build_action_id )
2465 {
2466 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2467 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2468 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2469 }
2470 }
2471 }
2472 //------
2473
2475 {
2476 string key = part.m_PartName;
2477 bool is_base = part.IsBase();
2478 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2479 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2480 if ( is_part_built_sync )
2481 {
2482 if ( !part.IsBuilt() )
2483 {
2484 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2485 GetConstruction().AddToConstructedParts( key );
2486 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2487
2488 if (is_base)
2489 {
2491 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2492 }
2493 }
2494 }
2495 else
2496 {
2497 if ( part.IsBuilt() )
2498 {
2499 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2500 GetConstruction().RemoveFromConstructedParts( key );
2501 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2502
2503 if (is_base)
2504 {
2506 AddProxyPhysics( ANIMATION_DEPLOYED );
2507 }
2508 }
2509 }
2510
2511 //check slot lock for material attachments
2512 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2513 }
2514
2515 //set construction parts based on synchronized data
2517 {
2518 Construction construction = GetConstruction();
2519 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2520
2521 for ( int i = 0; i < construction_parts.Count(); ++i )
2522 {
2523 string key = construction_parts.GetKey( i );
2524 ConstructionPart value = construction_parts.Get( key );
2525 SetPartFromSyncData(value);
2526 }
2527
2528 //regenerate navmesh
2529 UpdateNavmesh();
2530 }
2531
2532 protected ConstructionPart GetConstructionPartById( int id )
2533 {
2534 Construction construction = GetConstruction();
2535 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2536
2537 for ( int i = 0; i < construction_parts.Count(); ++i )
2538 {
2539 string key = construction_parts.GetKey( i );
2540 ConstructionPart value = construction_parts.Get( key );
2541
2542 if ( value.GetId() == id )
2543 {
2544 return value;
2545 }
2546 }
2547
2548 return NULL;
2549 }
2550 //
2551
2552 //Base
2553 bool HasBase()
2554 {
2555 return m_HasBase;
2556 }
2557
2558 void SetBaseState( bool has_base )
2559 {
2560 m_HasBase = has_base;
2561 }
2562
2563 override bool IsDeployable()
2564 {
2565 return true;
2566 }
2567
2568 bool IsOpened()
2569 {
2570 return false;
2571 }
2572
2573 //--- CONSTRUCTION KIT
2575 {
2576 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2577 if ( m_ConstructionKitHealth > 0 )
2578 {
2579 construction_kit.SetHealth( m_ConstructionKitHealth );
2580 }
2581
2582 return construction_kit;
2583 }
2584
2585 void CreateConstructionKitInHands(notnull PlayerBase player)
2586 {
2587 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2588 if ( m_ConstructionKitHealth > 0 )
2589 {
2590 construction_kit.SetHealth( m_ConstructionKitHealth );
2591 }
2592 }
2593
2594 protected vector GetKitSpawnPosition()
2595 {
2596 return GetPosition();
2597 }
2598
2599 protected string GetConstructionKitType()
2600 {
2601 return "";
2602 }
2603
2604 void DestroyConstructionKit( ItemBase construction_kit )
2605 {
2606 m_ConstructionKitHealth = construction_kit.GetHealth();
2607 GetGame().ObjectDelete( construction_kit );
2608 }
2609
2610 //--- CONSTRUCTION
2611 void DestroyConstruction()
2612 {
2613 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2614 GetGame().ObjectDelete( this );
2615 }
2616
2617 // --- EVENTS
2618 override void OnStoreSave( ParamsWriteContext ctx )
2619 {
2620 super.OnStoreSave( ctx );
2621
2622 //sync parts 01
2623 ctx.Write( m_SyncParts01 );
2624 ctx.Write( m_SyncParts02 );
2625 ctx.Write( m_SyncParts03 );
2626
2627 ctx.Write( m_HasBase );
2628 }
2629
2630 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2631 {
2632 if ( !super.OnStoreLoad( ctx, version ) )
2633 return false;
2634
2635 //--- Base building data ---
2636 //Restore synced parts data
2637 if ( !ctx.Read( m_SyncParts01 ) )
2638 {
2639 m_SyncParts01 = 0; //set default
2640 return false;
2641 }
2642 if ( !ctx.Read( m_SyncParts02 ) )
2643 {
2644 m_SyncParts02 = 0; //set default
2645 return false;
2646 }
2647 if ( !ctx.Read( m_SyncParts03 ) )
2648 {
2649 m_SyncParts03 = 0; //set default
2650 return false;
2651 }
2652
2653 //has base
2654 if ( !ctx.Read( m_HasBase ) )
2655 {
2656 m_HasBase = false;
2657 return false;
2658 }
2659 //---
2660
2661 return true;
2662 }
2663
2664 override void AfterStoreLoad()
2665 {
2666 super.AfterStoreLoad();
2667
2669 {
2671 }
2672 }
2673
2675 {
2676 //update server data
2678
2679 //set base state
2680 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2681 SetBaseState( construction_part.IsBuilt() ) ;
2682
2683 //synchronize after load
2685 }
2686
2687 override void OnCreatePhysics()
2688 {
2689 super.OnCreatePhysics();
2692 }
2693
2694 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2695 {
2697 return;
2698
2699 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2700
2701 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2702 return;
2703
2704 Construction construction = GetConstruction();
2705 string part_name = zone;
2706 part_name.ToLower();
2707
2708 if ( newLevel == GameConstants.STATE_RUINED )
2709 {
2710 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2711
2712 if ( construction_part && construction.IsPartConstructed( part_name ) )
2713 {
2714 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2715 construction.DestroyConnectedParts(part_name);
2716 }
2717
2718 //barbed wire handling (hack-ish)
2719 if ( part_name.Contains("barbed") )
2720 {
2721 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2722 if (barbed_wire)
2723 barbed_wire.SetMountedState( false );
2724 }
2725 }
2726 }
2727
2728 override void EEOnAfterLoad()
2729 {
2731 {
2733 }
2734
2735 super.EEOnAfterLoad();
2736 }
2737
2738 override void EEInit()
2739 {
2740 super.EEInit();
2741
2742 // init visuals and physics
2743 InitBaseState();
2744
2745 //debug
2746 #ifdef DEVELOPER
2748 #endif
2749 }
2750
2751 override void EEItemAttached( EntityAI item, string slot_name )
2752 {
2753 super.EEItemAttached( item, slot_name );
2754
2755 CheckForHybridAttachments( item, slot_name );
2756 UpdateVisuals();
2757 UpdateAttachmentPhysics( slot_name, false );
2758 }
2759
2760 override void EEItemDetached( EntityAI item, string slot_name )
2761 {
2762 super.EEItemDetached( item, slot_name );
2763
2764 UpdateVisuals();
2765 UpdateAttachmentPhysics( slot_name, false );
2766 }
2767
2768 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2769 {
2770 string slot_name = InventorySlots.GetSlotName( slotId );
2771 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2772
2773 UpdateAttachmentVisuals( slot_name, locked );
2774 UpdateAttachmentPhysics( slot_name, locked );
2775 }
2776
2777 //ignore out of reach condition
2778 override bool IgnoreOutOfReachCondition()
2779 {
2780 return true;
2781 }
2782
2783 //CONSTRUCTION EVENTS
2784 //Build
2785 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2786 {
2787 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2788
2789 //check base state
2790 if (construtionPart.IsBase())
2791 {
2792 SetBaseState(true);
2793
2794 //spawn kit
2796 }
2797
2798 //register constructed parts for synchronization
2799 RegisterPartForSync(construtionPart.GetId());
2800
2801 //register action that was performed on part
2802 RegisterActionForSync(construtionPart.GetId(), action_id);
2803
2804 //synchronize
2806
2807 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2808
2809 UpdateNavmesh();
2810
2811 //update visuals
2812 UpdateVisuals();
2813
2814 //reset action sync data
2816 }
2817
2818 void OnPartBuiltClient(string part_name, int action_id)
2819 {
2820 //play sound
2821 SoundBuildStart( part_name );
2822 }
2823
2824 //Dismantle
2825 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2826 {
2827 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2828 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2829
2830 //register constructed parts for synchronization
2831 UnregisterPartForSync(construtionPart.GetId());
2832
2833 //register action that was performed on part
2834 RegisterActionForSync(construtionPart.GetId(), action_id);
2835
2836 //synchronize
2838
2839 // server part of sync, client will be synced from SetPartsFromSyncData
2840 SetPartFromSyncData(construtionPart);
2841
2842 UpdateNavmesh();
2843
2844 //update visuals
2845 UpdateVisuals();
2846
2847 //reset action sync data
2849
2850 //check base state
2851 if (construtionPart.IsBase())
2852 {
2853 //Destroy construction
2855 }
2856
2857 if (GetGame().IsServer())
2858 HandleItemFalling(construtionPart);
2859 }
2860
2861 void OnPartDismantledClient( string part_name, int action_id )
2862 {
2863 //play sound
2864 SoundDismantleStart( part_name );
2865 }
2866
2867 //Destroy
2868 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2869 {
2870 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2871 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2872
2873 //register constructed parts for synchronization
2874 UnregisterPartForSync(construtionPart.GetId());
2875
2876 //register action that was performed on part
2877 RegisterActionForSync(construtionPart.GetId(), action_id);
2878
2879 //synchronize
2881
2882 // server part of sync, client will be synced from SetPartsFromSyncData
2883 SetPartFromSyncData(construtionPart);
2884
2885 UpdateNavmesh();
2886
2887 //update visuals
2888 UpdateVisuals();
2889
2890 //reset action sync data
2892
2893 //check base state
2894 if (construtionPart.IsBase())
2895 {
2896 //Destroy construction
2898 }
2899
2900 if (GetGame().IsServer())
2901 HandleItemFalling(construtionPart);
2902 }
2903
2904 void OnPartDestroyedClient( string part_name, int action_id )
2905 {
2906 //play sound
2907 SoundDestroyStart( part_name );
2908 }
2909
2910 protected void HandleItemFalling(ConstructionPart part)
2911 {
2912 bool process = false;
2913
2914 //TODO: add a parameter to parts' config classes?
2915 process |= part.m_PartName.Contains("_roof");
2916 process |= part.m_PartName.Contains("_platform");
2917 process |= part.m_PartName.Contains("_stair");
2918
2919 if (process)
2920 {
2921 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2922 {
2923 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2924 return;
2925 }
2926
2927 vector mins, maxs;
2928 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2929 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2930
2931 //sanitize minmaxs
2932 vector minTmp, maxTmp;
2933 minTmp[0] = Math.Min(mins[0],maxs[0]);
2934 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2935 minTmp[1] = Math.Min(mins[1],maxs[1]);
2936 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2937 minTmp[2] = Math.Min(mins[2],maxs[2]);
2938 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2939 mins = minTmp;
2940 maxs = maxTmp;
2941
2942 maxs[1] = maxs[1] + 0.35; //reach a little above..
2943
2944 ItemFall(mins,maxs);
2945 }
2946 }
2947
2948 protected void ItemFall(vector min, vector max)
2949 {
2950 array<EntityAI> foundEntities = new array<EntityAI>();
2951 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2952
2953 //filtering
2954 ItemBase item;
2955 foreach (EntityAI entity : foundEntities)
2956 {
2957 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2958 item.ThrowPhysically(null,vector.Zero);
2959 }
2960 }
2961
2962 // --- UPDATE
2963 void InitBaseState()
2964 {
2965 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2966
2967 InitVisuals();
2968 UpdateNavmesh(); //regenerate navmesh
2969 GetConstruction().InitBaseState();
2970 }
2971
2972 void InitVisuals()
2973 {
2974 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2975 //check base
2976 if ( !HasBase() )
2977 {
2978 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2979 }
2980 else
2981 {
2982 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2983 }
2984
2985 GetConstruction().UpdateVisuals();
2986 }
2987
2988 void UpdateVisuals()
2989 {
2990 array<string> attachmentSlots = new array<string>;
2991
2992 GetAttachmentSlots(this, attachmentSlots);
2993 foreach (string slotName : attachmentSlots)
2994 {
2996 }
2997
2998 //check base
2999 if (!HasBase())
3000 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3001 else
3002 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3003
3004 GetConstruction().UpdateVisuals();
3005 }
3006
3007 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3008 {
3009 string slotNameMounted = slot_name + "_Mounted";
3010 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3011
3012 if (attachment)
3013 {
3014 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3015 if (barbedWire && barbedWire.IsMounted())
3016 CreateAreaDamage(slotNameMounted);
3017 else
3018 DestroyAreaDamage(slotNameMounted);
3019
3020 if (is_locked)
3021 {
3022 SetAnimationPhase(slotNameMounted, 0);
3023 SetAnimationPhase(slot_name, 1);
3024 }
3025 else
3026 {
3027 SetAnimationPhase(slotNameMounted, 1);
3028 SetAnimationPhase(slot_name, 0);
3029 }
3030 }
3031 else
3032 {
3033 SetAnimationPhase(slotNameMounted, 1);
3034 SetAnimationPhase(slot_name, 1);
3035
3036 DestroyAreaDamage(slotNameMounted);
3037 }
3038 }
3039
3040 // avoid calling this function on frequent occasions, it's a massive performance hit
3041 void UpdatePhysics()
3042 {
3044 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3045
3046 array<string> attachmentSlots = new array<string>;
3047 GetAttachmentSlots(this, attachmentSlots);
3048
3050 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3051
3052 foreach (string slotName : attachmentSlots)
3053 {
3055 }
3056
3057 //check base
3058 if (!HasBase())
3059 {
3061 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3062
3063 AddProxyPhysics(ANIMATION_DEPLOYED);
3064 }
3065 else
3066 {
3068 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3069
3070 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3071 }
3072
3073 GetConstruction().UpdatePhysics();
3074 UpdateNavmesh();
3075 }
3076
3077 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3078 {
3079 //checks for invalid appends; hotfix
3080 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3081 return;
3082 //----------------------------------
3083 string slot_name_mounted = slot_name + "_Mounted";
3084 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3085
3086 //remove proxy physics
3087 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3088 RemoveProxyPhysics( slot_name_mounted );
3089 RemoveProxyPhysics( slot_name );
3090
3091 if ( attachment )
3092 {
3093 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3094 if ( is_locked )
3095 {
3096 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3097 AddProxyPhysics( slot_name_mounted );
3098 }
3099 else
3100 {
3101 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3102 AddProxyPhysics( slot_name );
3103 }
3104 }
3105 }
3106
3107 protected void UpdateNavmesh()
3108 {
3109 SetAffectPathgraph( true, false );
3110 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3111 }
3112
3113 override bool CanUseConstruction()
3114 {
3115 return true;
3116 }
3117
3118 override bool CanUseConstructionBuild()
3119 {
3120 return true;
3121 }
3122
3123 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3124 {
3125 if ( attachment )
3126 {
3127 InventoryLocation inventory_location = new InventoryLocation;
3128 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3129
3130 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3131 }
3132
3133 return false;
3134 }
3135
3136 protected bool IsAttachmentSlotLocked( string slot_name )
3137 {
3138 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3139 }
3140
3141 //--- ATTACHMENT SLOTS
3142 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3143 {
3144 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3145 if ( GetGame().ConfigIsExisting( config_path ) )
3146 {
3147 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3148 }
3149 }
3150
3151 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3152 {
3153 return true;
3154 }
3155
3156 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3157 {
3158 return true;
3159 }
3160
3161 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3162 {
3163 return true;
3164 }
3165
3166 // --- INIT
3167 void ConstructionInit()
3168 {
3169 if ( !m_Construction )
3170 {
3171 m_Construction = new Construction( this );
3172 }
3173
3174 GetConstruction().Init();
3175 }
3176
3178 {
3179 return m_Construction;
3180 }
3181
3182 //--- INVENTORY/ATTACHMENTS CONDITIONS
3183 //attachments
3184 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3185 {
3186 return super.CanReceiveAttachment(attachment, slotId);
3187 }
3188
3190 {
3191 int attachment_count = GetInventory().AttachmentCount();
3192 if ( attachment_count > 0 )
3193 {
3194 if ( HasBase() && attachment_count == 1 )
3195 {
3196 return false;
3197 }
3198
3199 return true;
3200 }
3201
3202 return false;
3203 }
3204
3205 override bool ShowZonesHealth()
3206 {
3207 return true;
3208 }
3209
3210 override bool IsTakeable()
3211 {
3212 return false;
3213 }
3214
3215 //this into/outo parent.Cargo
3216 override bool CanPutInCargo( EntityAI parent )
3217 {
3218 return false;
3219 }
3220
3221 override bool CanRemoveFromCargo( EntityAI parent )
3222 {
3223 return false;
3224 }
3225
3226 //hands
3227 override bool CanPutIntoHands( EntityAI parent )
3228 {
3229 return false;
3230 }
3231
3232 //--- ACTION CONDITIONS
3233 //direction
3234 override bool IsFacingPlayer( PlayerBase player, string selection )
3235 {
3236 return true;
3237 }
3238
3239 override bool IsPlayerInside( PlayerBase player, string selection )
3240 {
3241 return true;
3242 }
3243
3246 {
3247 return false;
3248 }
3249
3250 //camera direction check
3251 bool IsFacingCamera( string selection )
3252 {
3253 return true;
3254 }
3255
3256 //roof check
3257 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3258 {
3259 return false;
3260 }
3261
3262 //selection->player distance check
3263 bool HasProperDistance( string selection, PlayerBase player )
3264 {
3265 return true;
3266 }
3267
3268 //folding
3270 {
3271 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3272 {
3273 return false;
3274 }
3275
3276 return true;
3277 }
3278
3280 {
3283
3284 return item;
3285 }
3286
3287 //Damage triggers (barbed wire)
3288 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3289 {
3290 if ( GetGame() && GetGame().IsServer() )
3291 {
3292 //destroy area damage if some already exists
3293 DestroyAreaDamage( slot_name );
3294
3295 //create new area damage
3297 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3298
3299 vector min_max[2];
3300 if ( MemoryPointExists( slot_name + "_min" ) )
3301 {
3302 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3303 }
3304 if ( MemoryPointExists( slot_name + "_max" ) )
3305 {
3306 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3307 }
3308
3309 //get proper trigger extents (min<max)
3310 vector extents[2];
3311 GetConstruction().GetTriggerExtents( min_max, extents );
3312
3313 //get box center
3314 vector center;
3315 center = GetConstruction().GetBoxCenter( min_max );
3316 center = ModelToWorld( center );
3317
3318 //rotate center if needed
3319 vector orientation = GetOrientation();;
3320 CalcDamageAreaRotation( rotation_angle, center, orientation );
3321
3322 areaDamage.SetExtents( extents[0], extents[1] );
3323 areaDamage.SetAreaPosition( center );
3324 areaDamage.SetAreaOrientation( orientation );
3325 areaDamage.SetLoopInterval( 1.0 );
3326 areaDamage.SetDeferDuration( 0.2 );
3327 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3328 areaDamage.SetAmmoName( "BarbedWireHit" );
3329 areaDamage.Spawn();
3330
3331 m_DamageTriggers.Insert( slot_name, areaDamage );
3332 }
3333 }
3334
3335 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3336 {
3337 if ( angle_deg != 0 )
3338 {
3339 //orientation
3340 orientation[0] = orientation[0] - angle_deg;
3341
3342 //center
3343 vector rotate_axis;
3344 if ( MemoryPointExists( "rotate_axis" ) )
3345 {
3346 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3347 }
3348 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];
3349 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];
3350 center[0] = r_center_x;
3351 center[2] = r_center_z;
3352 }
3353 }
3354
3355 void DestroyAreaDamage( string slot_name )
3356 {
3357 if (GetGame() && GetGame().IsServer())
3358 {
3360 if (m_DamageTriggers.Find(slot_name, areaDamage))
3361 {
3362 if (areaDamage)
3363 {
3364 areaDamage.Destroy();
3365 }
3366
3367 m_DamageTriggers.Remove( slot_name );
3368 }
3369 }
3370 }
3371
3372 override bool IsIgnoredByConstruction()
3373 {
3374 return true;
3375 }
3376
3377 //================================================================
3378 // SOUNDS
3379 //================================================================
3380 protected void SoundBuildStart( string part_name )
3381 {
3382 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3383 }
3384
3385 protected void SoundDismantleStart( string part_name )
3386 {
3387 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3388 }
3389
3390 protected void SoundDestroyStart( string part_name )
3391 {
3392 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3393 }
3394
3395 protected string GetBuildSoundByMaterial( string part_name )
3396 {
3397 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3398
3399 switch ( material_type )
3400 {
3401 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3402 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3403 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3404 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3405 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3406 }
3407
3408 return "";
3409 }
3410
3411 protected string GetDismantleSoundByMaterial( string part_name )
3412 {
3413 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3414
3415 switch ( material_type )
3416 {
3417 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3418 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3419 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3420 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3421 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3422 }
3423
3424 return "";
3425 }
3426
3427 //misc
3428 void CheckForHybridAttachments( EntityAI item, string slot_name )
3429 {
3430 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3431 {
3432 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3433 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3434 {
3435 SetHealth(slot_name,"Health",item.GetHealth());
3436 }
3437 }
3438 }
3439
3440 override int GetDamageSystemVersionChange()
3441 {
3442 return 111;
3443 }
3444
3445 override void SetActions()
3446 {
3447 super.SetActions();
3448
3452 }
3453
3454 //================================================================
3455 // DEBUG
3456 //================================================================
3457 protected void DebugCustomState()
3458 {
3459 }
3460
3463 {
3464 return null;
3465 }
3466
3467 override void OnDebugSpawn()
3468 {
3469 FullyBuild();
3470 }
3471
3472 void FullyBuild()
3473 {
3475 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3476
3477 Man p;
3478
3479 #ifdef SERVER
3480 array<Man> players = new array<Man>;
3481 GetGame().GetWorld().GetPlayerList(players);
3482 if (players.Count())
3483 p = players[0];
3484 #else
3485 p = GetGame().GetPlayer();
3486 #endif
3487
3488 foreach (ConstructionPart part : parts)
3489 {
3490 bool excluded = false;
3491 string partName = part.GetPartName();
3492 if (excludes)
3493 {
3494 foreach (string exclude : excludes)
3495 {
3496 if (partName.Contains(exclude))
3497 {
3498 excluded = true;
3499 break;
3500 }
3501 }
3502 }
3503
3504 if (!excluded)
3505 {
3506 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3507 }
3508 }
3509
3510 GetConstruction().UpdateVisuals();
3511 }
3512}
3513
3514void bsbDebugPrint (string s)
3515{
3516#ifdef BSB_DEBUG
3517 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3518#else
3519 //Print("" + s); // comment/uncomment to hide/see debug logs
3520#endif
3521}
3522void bsbDebugSpam (string s)
3523{
3524#ifdef BSB_DEBUG_SPAM
3525 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3526#else
3527 //Print("" + s); // comment/uncomment to hide/see debug logs
3528#endif
3529}
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