DayZ 1.28
DayZ Explorer by KGB
 
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◆ CheckMemoryPointVerticalDistance()

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

См. определение в файле BaseBuildingBase.c строка 2263

2265{
2266 const string ANIMATION_DEPLOYED = "Deployed";
2267
2268 float m_ConstructionKitHealth; //stored health value for used construction kit
2269
2271
2272 bool m_HasBase;
2273 //variables for synchronization of base building parts (2x31 is the current limit)
2274 int m_SyncParts01; //synchronization for already built parts (31 parts)
2275 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2276 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2277 int m_InteractedPartId; //construction part id that an action was performed on
2278 int m_PerformedActionId; //action id that was performed on a construction part
2279
2280 //Sounds
2281 //build
2282 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2283 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2284 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2285 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2286 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2287 //dismantle
2288 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2289 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2290 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2291 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2292 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2293
2294 protected EffectSound m_Sound;
2295
2299
2300 // Constructor
2301 void BaseBuildingBase()
2302 {
2304
2305 //synchronized variables
2306 RegisterNetSyncVariableInt( "m_SyncParts01" );
2307 RegisterNetSyncVariableInt( "m_SyncParts02" );
2308 RegisterNetSyncVariableInt( "m_SyncParts03" );
2309 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2310 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2311 RegisterNetSyncVariableBool( "m_HasBase" );
2312
2313 //Construction init
2315
2316 if (ConfigIsExisting("hybridAttachments"))
2317 {
2319 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2320 }
2321 if (ConfigIsExisting("mountables"))
2322 {
2324 ConfigGetTextArray("mountables", m_Mountables);
2325 }
2326
2327 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2328 }
2329
2330 override void EEDelete(EntityAI parent)
2331 {
2332 super.EEDelete(parent);
2333
2334 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2335 {
2336 areaDamage.Destroy();
2337 }
2338
2339 }
2340
2341 override string GetInvulnerabilityTypeString()
2342 {
2343 return "disableBaseDamage";
2344 }
2345
2346 override bool CanObstruct()
2347 {
2348 return true;
2349 }
2350
2351 override int GetHideIconMask()
2352 {
2353 return EInventoryIconVisibility.HIDE_VICINITY;
2354 }
2355
2356 override void InitItemSounds()
2357 {
2358 super.InitItemSounds();
2359
2361 SoundParameters params = new SoundParameters();
2362 params.m_Loop = true;
2363
2364 if (GetFoldSoundset() != string.Empty)
2365 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2366 if (GetLoopFoldSoundset() != string.Empty)
2367 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2368 }
2369
2370 override string GetFoldSoundset()
2371 {
2372 return "putDown_FenceKit_SoundSet";
2373 }
2374
2375 override string GetLoopFoldSoundset()
2376 {
2377 return "Shelter_Site_Build_Loop_SoundSet";
2378 }
2379
2380 // --- SYNCHRONIZATION
2382 {
2383 if ( GetGame().IsServer() )
2384 {
2385 SetSynchDirty();
2386 }
2387 }
2388
2389 override void OnVariablesSynchronized()
2390 {
2391 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2392 super.OnVariablesSynchronized();
2393
2395 }
2396
2397 protected void OnSynchronizedClient()
2398 {
2399 //update parts
2401
2402 //update action on part
2404
2405 //update visuals (client)
2406 UpdateVisuals();
2407 }
2408
2409 //parts synchronization
2410 void RegisterPartForSync( int part_id )
2411 {
2412 //part_id must starts from index = 1
2413 int offset;
2414 int mask;
2415
2416 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2417 {
2418 offset = part_id - 1;
2419 mask = 1 << offset;
2420
2421 m_SyncParts01 = m_SyncParts01 | mask;
2422 }
2423 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2424 {
2425 offset = ( part_id % 32 );
2426 mask = 1 << offset;
2427
2428 m_SyncParts02 = m_SyncParts02 | mask;
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 m_SyncParts03 = m_SyncParts03 | mask;
2436 }
2437 }
2438
2439 void UnregisterPartForSync( int part_id )
2440 {
2441 //part_id must starts from index = 1
2442 int offset;
2443 int mask;
2444
2445 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2446 {
2447 offset = part_id - 1;
2448 mask = 1 << offset;
2449
2450 m_SyncParts01 = m_SyncParts01 & ~mask;
2451 }
2452 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2453 {
2454 offset = ( part_id % 32 );
2455 mask = 1 << offset;
2456
2457 m_SyncParts02 = m_SyncParts02 & ~mask;
2458 }
2459 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2460 {
2461 offset = ( part_id % 63 );
2462 mask = 1 << offset;
2463
2464 m_SyncParts03 = m_SyncParts03 & ~mask;
2465 }
2466 }
2467
2468 bool IsPartBuildInSyncData( int part_id )
2469 {
2470 //part_id must starts from index = 1
2471 int offset;
2472 int mask;
2473
2474 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2475 {
2476 offset = part_id - 1;
2477 mask = 1 << offset;
2478
2479 if ( ( m_SyncParts01 & mask ) > 0 )
2480 {
2481 return true;
2482 }
2483 }
2484 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2485 {
2486 offset = ( part_id % 32 );
2487 mask = 1 << offset;
2488
2489 if ( ( m_SyncParts02 & mask ) > 0 )
2490 {
2491 return true;
2492 }
2493 }
2494 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2495 {
2496 offset = ( part_id % 63 );
2497 mask = 1 << offset;
2498
2499 if ( ( m_SyncParts03 & mask ) > 0 )
2500 {
2501 return true;
2502 }
2503 }
2504
2505 return false;
2506 }
2507
2508 protected void RegisterActionForSync( int part_id, int action_id )
2509 {
2510 m_InteractedPartId = part_id;
2511 m_PerformedActionId = action_id;
2512 }
2513
2514 protected void ResetActionSyncData()
2515 {
2516 //reset data
2517 m_InteractedPartId = -1;
2519 }
2520
2521 protected void SetActionFromSyncData()
2522 {
2523 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2524 {
2526 int build_action_id = m_PerformedActionId;
2527
2528 switch( build_action_id )
2529 {
2530 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2531 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2532 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2533 }
2534 }
2535 }
2536 //------
2537
2539 {
2540 string key = part.m_PartName;
2541 bool is_base = part.IsBase();
2542 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2543 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2544 if ( is_part_built_sync )
2545 {
2546 if ( !part.IsBuilt() )
2547 {
2548 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2549 GetConstruction().AddToConstructedParts( key );
2550 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2551
2552 if (is_base)
2553 {
2555 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2556 }
2557 }
2558 }
2559 else
2560 {
2561 if ( part.IsBuilt() )
2562 {
2563 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2564 GetConstruction().RemoveFromConstructedParts( key );
2565 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2566
2567 if (is_base)
2568 {
2570 AddProxyPhysics( ANIMATION_DEPLOYED );
2571 }
2572 }
2573 }
2574
2575 //check slot lock for material attachments
2576 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2577 }
2578
2579 //set construction parts based on synchronized data
2581 {
2582 Construction construction = GetConstruction();
2583 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2584
2585 for ( int i = 0; i < construction_parts.Count(); ++i )
2586 {
2587 string key = construction_parts.GetKey( i );
2588 ConstructionPart value = construction_parts.Get( key );
2589 SetPartFromSyncData(value);
2590 }
2591
2592 //regenerate navmesh
2593 UpdateNavmesh();
2594 }
2595
2596 protected ConstructionPart GetConstructionPartById( int id )
2597 {
2598 Construction construction = GetConstruction();
2599 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2600
2601 for ( int i = 0; i < construction_parts.Count(); ++i )
2602 {
2603 string key = construction_parts.GetKey( i );
2604 ConstructionPart value = construction_parts.Get( key );
2605
2606 if ( value.GetId() == id )
2607 {
2608 return value;
2609 }
2610 }
2611
2612 return NULL;
2613 }
2614 //
2615
2616 //Base
2617 bool HasBase()
2618 {
2619 return m_HasBase;
2620 }
2621
2622 void SetBaseState( bool has_base )
2623 {
2624 m_HasBase = has_base;
2625 }
2626
2627 override bool IsDeployable()
2628 {
2629 return true;
2630 }
2631
2632 bool IsOpened()
2633 {
2634 return false;
2635 }
2636
2637 //--- CONSTRUCTION KIT
2639 {
2640 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2641 if ( m_ConstructionKitHealth > 0 )
2642 {
2643 construction_kit.SetHealth( m_ConstructionKitHealth );
2644 }
2645
2646 return construction_kit;
2647 }
2648
2649 void CreateConstructionKitInHands(notnull PlayerBase player)
2650 {
2651 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2652 if ( m_ConstructionKitHealth > 0 )
2653 {
2654 construction_kit.SetHealth( m_ConstructionKitHealth );
2655 }
2656 }
2657
2658 protected vector GetKitSpawnPosition()
2659 {
2660 return GetPosition();
2661 }
2662
2663 protected string GetConstructionKitType()
2664 {
2665 return "";
2666 }
2667
2668 void DestroyConstructionKit( ItemBase construction_kit )
2669 {
2670 m_ConstructionKitHealth = construction_kit.GetHealth();
2671 GetGame().ObjectDelete( construction_kit );
2672 }
2673
2674 //--- CONSTRUCTION
2675 void DestroyConstruction()
2676 {
2677 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2678 GetGame().ObjectDelete( this );
2679 }
2680
2681 // --- EVENTS
2682 override void OnStoreSave( ParamsWriteContext ctx )
2683 {
2684 super.OnStoreSave( ctx );
2685
2686 //sync parts 01
2687 ctx.Write( m_SyncParts01 );
2688 ctx.Write( m_SyncParts02 );
2689 ctx.Write( m_SyncParts03 );
2690
2691 ctx.Write( m_HasBase );
2692 }
2693
2694 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2695 {
2696 if ( !super.OnStoreLoad( ctx, version ) )
2697 return false;
2698
2699 //--- Base building data ---
2700 //Restore synced parts data
2701 if ( !ctx.Read( m_SyncParts01 ) )
2702 {
2703 m_SyncParts01 = 0; //set default
2704 return false;
2705 }
2706 if ( !ctx.Read( m_SyncParts02 ) )
2707 {
2708 m_SyncParts02 = 0; //set default
2709 return false;
2710 }
2711 if ( !ctx.Read( m_SyncParts03 ) )
2712 {
2713 m_SyncParts03 = 0; //set default
2714 return false;
2715 }
2716
2717 //has base
2718 if ( !ctx.Read( m_HasBase ) )
2719 {
2720 m_HasBase = false;
2721 return false;
2722 }
2723 //---
2724
2725 return true;
2726 }
2727
2728 override void AfterStoreLoad()
2729 {
2730 super.AfterStoreLoad();
2731
2733 {
2735 }
2736 }
2737
2739 {
2740 //update server data
2742
2743 //set base state
2744 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2745 SetBaseState( construction_part.IsBuilt() ) ;
2746
2747 //synchronize after load
2749 }
2750
2751 override void OnCreatePhysics()
2752 {
2753 super.OnCreatePhysics();
2756 }
2757
2758 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2759 {
2761 return;
2762
2763 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2764
2765 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2766 return;
2767
2768 Construction construction = GetConstruction();
2769 string part_name = zone;
2770 part_name.ToLower();
2771
2772 if ( newLevel == GameConstants.STATE_RUINED )
2773 {
2774 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2775
2776 if ( construction_part && construction.IsPartConstructed( part_name ) )
2777 {
2778 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2779 construction.DestroyConnectedParts(part_name);
2780 }
2781
2782 //barbed wire handling (hack-ish)
2783 if ( part_name.Contains("barbed") )
2784 {
2785 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2786 if (barbed_wire)
2787 barbed_wire.SetMountedState( false );
2788 }
2789 }
2790 }
2791
2792 override void EEOnAfterLoad()
2793 {
2795 {
2797 }
2798
2799 super.EEOnAfterLoad();
2800 }
2801
2802 override void EEInit()
2803 {
2804 super.EEInit();
2805
2806 // init visuals and physics
2807 InitBaseState();
2808
2809 //debug
2810 #ifdef DEVELOPER
2812 #endif
2813 }
2814
2815 override void EEItemAttached( EntityAI item, string slot_name )
2816 {
2817 super.EEItemAttached( item, slot_name );
2818
2819 CheckForHybridAttachments( item, slot_name );
2820 UpdateVisuals();
2821 UpdateAttachmentPhysics( slot_name, false );
2822 }
2823
2824 override void EEItemDetached( EntityAI item, string slot_name )
2825 {
2826 super.EEItemDetached( item, slot_name );
2827
2828 UpdateVisuals();
2829 UpdateAttachmentPhysics( slot_name, false );
2830 }
2831
2832 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2833 {
2834 string slot_name = InventorySlots.GetSlotName( slotId );
2835 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2836
2837 UpdateAttachmentVisuals( slot_name, locked );
2838 UpdateAttachmentPhysics( slot_name, locked );
2839 }
2840
2841 //ignore out of reach condition
2842 override bool IgnoreOutOfReachCondition()
2843 {
2844 return true;
2845 }
2846
2847 //CONSTRUCTION EVENTS
2848 //Build
2849 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2850 {
2851 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2852
2853 //check base state
2854 if (construtionPart.IsBase())
2855 {
2856 SetBaseState(true);
2857
2858 //spawn kit
2860 }
2861
2862 //register constructed parts for synchronization
2863 RegisterPartForSync(construtionPart.GetId());
2864
2865 //register action that was performed on part
2866 RegisterActionForSync(construtionPart.GetId(), action_id);
2867
2868 //synchronize
2870
2871 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2872
2873 UpdateNavmesh();
2874
2875 //update visuals
2876 UpdateVisuals();
2877
2878 //reset action sync data
2880 }
2881
2882 void OnPartBuiltClient(string part_name, int action_id)
2883 {
2884 //play sound
2885 SoundBuildStart( part_name );
2886 }
2887
2888 //Dismantle
2889 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2890 {
2891 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2892 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2893
2894 //register constructed parts for synchronization
2895 UnregisterPartForSync(construtionPart.GetId());
2896
2897 //register action that was performed on part
2898 RegisterActionForSync(construtionPart.GetId(), action_id);
2899
2900 //synchronize
2902
2903 // server part of sync, client will be synced from SetPartsFromSyncData
2904 SetPartFromSyncData(construtionPart);
2905
2906 UpdateNavmesh();
2907
2908 //update visuals
2909 UpdateVisuals();
2910
2911 //reset action sync data
2913
2914 //check base state
2915 if (construtionPart.IsBase())
2916 {
2917 //Destroy construction
2919 }
2920 }
2921
2922 void OnPartDismantledClient( string part_name, int action_id )
2923 {
2924 //play sound
2925 SoundDismantleStart( part_name );
2926 }
2927
2928 //Destroy
2929 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2930 {
2931 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2932 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2933
2934 //register constructed parts for synchronization
2935 UnregisterPartForSync(construtionPart.GetId());
2936
2937 //register action that was performed on part
2938 RegisterActionForSync(construtionPart.GetId(), action_id);
2939
2940 //synchronize
2942
2943 // server part of sync, client will be synced from SetPartsFromSyncData
2944 SetPartFromSyncData(construtionPart);
2945
2946 UpdateNavmesh();
2947
2948 //update visuals
2949 UpdateVisuals();
2950
2951 //reset action sync data
2953
2954 //check base state
2955 if (construtionPart.IsBase())
2956 {
2957 //Destroy construction
2959 }
2960 }
2961
2962 void OnPartDestroyedClient( string part_name, int action_id )
2963 {
2964 //play sound
2965 SoundDestroyStart( part_name );
2966 }
2967
2969 protected void HandleItemFalling(ConstructionPart part)
2970 {
2971 bool process = false;
2972
2973 //TODO: add a parameter to parts' config classes?
2974 process |= part.m_PartName.Contains("_roof");
2975 process |= part.m_PartName.Contains("_platform");
2976 process |= part.m_PartName.Contains("_stair");
2977
2978 if (process)
2979 {
2980 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2981 {
2982 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2983 return;
2984 }
2985
2986 vector mins, maxs;
2987 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2988 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2989
2990 //sanitize minmaxs
2991 vector minTmp, maxTmp;
2992 minTmp[0] = Math.Min(mins[0],maxs[0]);
2993 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2994 minTmp[1] = Math.Min(mins[1],maxs[1]);
2995 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2996 minTmp[2] = Math.Min(mins[2],maxs[2]);
2997 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2998 mins = minTmp;
2999 maxs = maxTmp;
3000
3001 maxs[1] = maxs[1] + 0.35; //reach a little above..
3002
3003 ItemFall(mins,maxs);
3004 }
3005 }
3006
3008 protected void ItemFall(vector min, vector max)
3009 {
3010 array<EntityAI> foundEntities = new array<EntityAI>();
3011 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3012
3013 //filtering
3014 ItemBase item;
3015 foreach (EntityAI entity : foundEntities)
3016 {
3017 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3018 item.ThrowPhysically(null,vector.Zero);
3019 }
3020 }
3021
3022 // --- UPDATE
3023 void InitBaseState()
3024 {
3025 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3026
3027 InitVisuals();
3028 UpdateNavmesh(); //regenerate navmesh
3029 GetConstruction().InitBaseState();
3030 }
3031
3032 void InitVisuals()
3033 {
3034 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3035 //check base
3036 if ( !HasBase() )
3037 {
3038 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3039 }
3040 else
3041 {
3042 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3043 }
3044
3045 GetConstruction().UpdateVisuals();
3046 }
3047
3048 void UpdateVisuals()
3049 {
3050 array<string> attachmentSlots = new array<string>;
3051
3052 GetAttachmentSlots(this, attachmentSlots);
3053 foreach (string slotName : attachmentSlots)
3054 {
3056 }
3057
3058 //check base
3059 if (!HasBase())
3060 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3061 else
3062 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3063
3064 GetConstruction().UpdateVisuals();
3065 }
3066
3067 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3068 {
3069 string slotNameMounted = slot_name + "_Mounted";
3070 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3071
3072 if (attachment)
3073 {
3074 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3075 if (barbedWire && barbedWire.IsMounted())
3076 CreateAreaDamage(slotNameMounted);
3077 else
3078 DestroyAreaDamage(slotNameMounted);
3079
3080 if (is_locked)
3081 {
3082 SetAnimationPhase(slotNameMounted, 0);
3083 SetAnimationPhase(slot_name, 1);
3084 }
3085 else
3086 {
3087 SetAnimationPhase(slotNameMounted, 1);
3088 SetAnimationPhase(slot_name, 0);
3089 }
3090 }
3091 else
3092 {
3093 SetAnimationPhase(slotNameMounted, 1);
3094 SetAnimationPhase(slot_name, 1);
3095
3096 DestroyAreaDamage(slotNameMounted);
3097 }
3098 }
3099
3100 // avoid calling this function on frequent occasions, it's a massive performance hit
3101 void UpdatePhysics()
3102 {
3104 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3105
3106 array<string> attachmentSlots = new array<string>;
3107 GetAttachmentSlots(this, attachmentSlots);
3108
3110 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3111
3112 foreach (string slotName : attachmentSlots)
3113 {
3115 }
3116
3117 //check base
3118 if (!HasBase())
3119 {
3121 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3122
3123 AddProxyPhysics(ANIMATION_DEPLOYED);
3124 }
3125 else
3126 {
3128 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3129
3130 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3131 }
3132
3133 GetConstruction().UpdatePhysics();
3134 UpdateNavmesh();
3135 }
3136
3137 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3138 {
3139 //checks for invalid appends; hotfix
3140 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3141 return;
3142 //----------------------------------
3143 string slot_name_mounted = slot_name + "_Mounted";
3144 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3145
3146 //remove proxy physics
3147 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3148 RemoveProxyPhysics( slot_name_mounted );
3149 RemoveProxyPhysics( slot_name );
3150
3151 if ( attachment )
3152 {
3153 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3154 if ( is_locked )
3155 {
3156 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3157 AddProxyPhysics( slot_name_mounted );
3158 }
3159 else
3160 {
3161 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3162 AddProxyPhysics( slot_name );
3163 }
3164 }
3165 }
3166
3167 protected void UpdateNavmesh()
3168 {
3169 SetAffectPathgraph( true, false );
3170 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3171 }
3172
3173 override bool CanUseConstruction()
3174 {
3175 return true;
3176 }
3177
3178 override bool CanUseConstructionBuild()
3179 {
3180 return true;
3181 }
3182
3183 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3184 {
3185 if ( attachment )
3186 {
3187 InventoryLocation inventory_location = new InventoryLocation;
3188 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3189
3190 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3191 }
3192
3193 return false;
3194 }
3195
3196 protected bool IsAttachmentSlotLocked( string slot_name )
3197 {
3198 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3199 }
3200
3201 //--- ATTACHMENT SLOTS
3202 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3203 {
3204 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3205 if ( GetGame().ConfigIsExisting( config_path ) )
3206 {
3207 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3208 }
3209 }
3210
3211 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3212 {
3213 return true;
3214 }
3215
3216 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3217 {
3218 return true;
3219 }
3220
3221 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3222 {
3223 return true;
3224 }
3225
3226 // --- INIT
3227 void ConstructionInit()
3228 {
3229 if ( !m_Construction )
3230 {
3231 m_Construction = new Construction( this );
3232 }
3233
3234 GetConstruction().Init();
3235 }
3236
3238 {
3239 return m_Construction;
3240 }
3241
3242 //--- INVENTORY/ATTACHMENTS CONDITIONS
3243 //attachments
3244 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3245 {
3246 return super.CanReceiveAttachment(attachment, slotId);
3247 }
3248
3250 {
3251 int attachment_count = GetInventory().AttachmentCount();
3252 if ( attachment_count > 0 )
3253 {
3254 if ( HasBase() && attachment_count == 1 )
3255 {
3256 return false;
3257 }
3258
3259 return true;
3260 }
3261
3262 return false;
3263 }
3264
3265 override bool ShowZonesHealth()
3266 {
3267 return true;
3268 }
3269
3270 override bool IsTakeable()
3271 {
3272 return false;
3273 }
3274
3275 //this into/outo parent.Cargo
3276 override bool CanPutInCargo( EntityAI parent )
3277 {
3278 return false;
3279 }
3280
3281 override bool CanRemoveFromCargo( EntityAI parent )
3282 {
3283 return false;
3284 }
3285
3286 //hands
3287 override bool CanPutIntoHands( EntityAI parent )
3288 {
3289 return false;
3290 }
3291
3292 //--- ACTION CONDITIONS
3293 //direction
3294 override bool IsFacingPlayer( PlayerBase player, string selection )
3295 {
3296 return true;
3297 }
3298
3299 override bool IsPlayerInside( PlayerBase player, string selection )
3300 {
3301 return true;
3302 }
3303
3306 {
3307 return false;
3308 }
3309
3310 //camera direction check
3311 bool IsFacingCamera( string selection )
3312 {
3313 return true;
3314 }
3315
3316 //roof check
3317 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3318 {
3319 return false;
3320 }
3321
3322 //selection->player distance check
3323 bool HasProperDistance( string selection, PlayerBase player )
3324 {
3325 return true;
3326 }
3327
3328 //folding
3330 {
3331 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3332 {
3333 return false;
3334 }
3335
3336 return true;
3337 }
3338
3340 {
3343
3344 return item;
3345 }
3346
3347 //Damage triggers (barbed wire)
3348 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3349 {
3350 if ( GetGame() && GetGame().IsServer() )
3351 {
3352 //destroy area damage if some already exists
3353 DestroyAreaDamage( slot_name );
3354
3355 //create new area damage
3357 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3358
3359 vector min_max[2];
3360 if ( MemoryPointExists( slot_name + "_min" ) )
3361 {
3362 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3363 }
3364 if ( MemoryPointExists( slot_name + "_max" ) )
3365 {
3366 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3367 }
3368
3369 //get proper trigger extents (min<max)
3370 vector extents[2];
3371 GetConstruction().GetTriggerExtents( min_max, extents );
3372
3373 //get box center
3374 vector center;
3375 center = GetConstruction().GetBoxCenter( min_max );
3376 center = ModelToWorld( center );
3377
3378 //rotate center if needed
3379 vector orientation = GetOrientation();;
3380 CalcDamageAreaRotation( rotation_angle, center, orientation );
3381
3382 areaDamage.SetExtents( extents[0], extents[1] );
3383 areaDamage.SetAreaPosition( center );
3384 areaDamage.SetAreaOrientation( orientation );
3385 areaDamage.SetLoopInterval( 1.0 );
3386 areaDamage.SetDeferDuration( 0.2 );
3387 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3388 areaDamage.SetAmmoName( "BarbedWireHit" );
3389 areaDamage.Spawn();
3390
3391 m_DamageTriggers.Insert( slot_name, areaDamage );
3392 }
3393 }
3394
3395 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3396 {
3397 if ( angle_deg != 0 )
3398 {
3399 //orientation
3400 orientation[0] = orientation[0] - angle_deg;
3401
3402 //center
3403 vector rotate_axis;
3404 if ( MemoryPointExists( "rotate_axis" ) )
3405 {
3406 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3407 }
3408 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];
3409 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];
3410 center[0] = r_center_x;
3411 center[2] = r_center_z;
3412 }
3413 }
3414
3415 void DestroyAreaDamage( string slot_name )
3416 {
3417 if (GetGame() && GetGame().IsServer())
3418 {
3420 if (m_DamageTriggers.Find(slot_name, areaDamage))
3421 {
3422 if (areaDamage)
3423 {
3424 areaDamage.Destroy();
3425 }
3426
3427 m_DamageTriggers.Remove( slot_name );
3428 }
3429 }
3430 }
3431
3432 override bool IsIgnoredByConstruction()
3433 {
3434 return true;
3435 }
3436
3437 //================================================================
3438 // SOUNDS
3439 //================================================================
3440 protected void SoundBuildStart( string part_name )
3441 {
3442 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3443 }
3444
3445 protected void SoundDismantleStart( string part_name )
3446 {
3447 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3448 }
3449
3450 protected void SoundDestroyStart( string part_name )
3451 {
3452 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3453 }
3454
3455 protected string GetBuildSoundByMaterial( string part_name )
3456 {
3457 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3458
3459 switch ( material_type )
3460 {
3461 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3462 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3463 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3464 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3465 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3466 }
3467
3468 return "";
3469 }
3470
3471 protected string GetDismantleSoundByMaterial( string part_name )
3472 {
3473 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3474
3475 switch ( material_type )
3476 {
3477 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3478 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3479 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3480 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3481 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3482 }
3483
3484 return "";
3485 }
3486
3487 //misc
3488 void CheckForHybridAttachments( EntityAI item, string slot_name )
3489 {
3490 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3491 {
3492 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3493 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3494 {
3495 SetHealth(slot_name,"Health",item.GetHealth());
3496 }
3497 }
3498 }
3499
3500 override int GetDamageSystemVersionChange()
3501 {
3502 return 111;
3503 }
3504
3505 override void SetActions()
3506 {
3507 super.SetActions();
3508
3512 }
3513
3514 //================================================================
3515 // DEBUG
3516 //================================================================
3517 protected void DebugCustomState()
3518 {
3519 }
3520
3523 {
3524 return null;
3525 }
3526
3527 override void OnDebugSpawn()
3528 {
3529 FullyBuild();
3530 }
3531
3532 void FullyBuild()
3533 {
3535 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3536
3537 Man p;
3538
3539 #ifdef SERVER
3540 array<Man> players = new array<Man>;
3541 GetGame().GetWorld().GetPlayerList(players);
3542 if (players.Count())
3543 p = players[0];
3544 #else
3545 p = GetGame().GetPlayer();
3546 #endif
3547
3548 foreach (ConstructionPart part : parts)
3549 {
3550 bool excluded = false;
3551 string partName = part.GetPartName();
3552 if (excludes)
3553 {
3554 foreach (string exclude : excludes)
3555 {
3556 if (partName.Contains(exclude))
3557 {
3558 excluded = true;
3559 break;
3560 }
3561 }
3562 }
3563
3564 if (!excluded)
3565 {
3566 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3567 }
3568 }
3569
3570 GetConstruction().UpdateVisuals();
3571 }
3572}
3573
3574void bsbDebugPrint (string s)
3575{
3576#ifdef BSB_DEBUG
3577 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3578#else
3579 //Print("" + s); // comment/uncomment to hide/see debug logs
3580#endif
3581}
3582void bsbDebugSpam (string s)
3583{
3584#ifdef BSB_DEBUG_SPAM
3585 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3586#else
3587 //Print("" + s); // comment/uncomment to hide/see debug logs
3588#endif
3589}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8