DayZ 1.27
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◆ OnDebugSpawn()

override void bsbDebugPrint::OnDebugSpawn ( )
protected

См. определение в файле BaseBuildingBase.c строка 2534

2536{
2537 const string ANIMATION_DEPLOYED = "Deployed";
2538
2539 float m_ConstructionKitHealth; //stored health value for used construction kit
2540
2542
2543 bool m_HasBase;
2544 //variables for synchronization of base building parts (2x31 is the current limit)
2545 int m_SyncParts01; //synchronization for already built parts (31 parts)
2546 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2547 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2548 int m_InteractedPartId; //construction part id that an action was performed on
2549 int m_PerformedActionId; //action id that was performed on a construction part
2550
2551 //Sounds
2552 //build
2553 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2554 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2555 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2556 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2557 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2558 //dismantle
2559 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2560 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2561 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2562 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2563 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2564
2565 protected EffectSound m_Sound;
2566
2570
2571 // Constructor
2572 void BaseBuildingBase()
2573 {
2575
2576 //synchronized variables
2577 RegisterNetSyncVariableInt( "m_SyncParts01" );
2578 RegisterNetSyncVariableInt( "m_SyncParts02" );
2579 RegisterNetSyncVariableInt( "m_SyncParts03" );
2580 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2581 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2582 RegisterNetSyncVariableBool( "m_HasBase" );
2583
2584 //Construction init
2586
2587 if (ConfigIsExisting("hybridAttachments"))
2588 {
2590 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2591 }
2592 if (ConfigIsExisting("mountables"))
2593 {
2595 ConfigGetTextArray("mountables", m_Mountables);
2596 }
2597
2598 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2599 }
2600
2601 override void EEDelete(EntityAI parent)
2602 {
2603 super.EEDelete(parent);
2604
2605 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2606 {
2607 areaDamage.Destroy();
2608 }
2609
2610 }
2611
2612 override string GetInvulnerabilityTypeString()
2613 {
2614 return "disableBaseDamage";
2615 }
2616
2617 override bool CanObstruct()
2618 {
2619 return true;
2620 }
2621
2622 override int GetHideIconMask()
2623 {
2624 return EInventoryIconVisibility.HIDE_VICINITY;
2625 }
2626
2627 // --- SYNCHRONIZATION
2629 {
2630 if ( GetGame().IsServer() )
2631 {
2632 SetSynchDirty();
2633 }
2634 }
2635
2636 override void OnVariablesSynchronized()
2637 {
2638 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2639 super.OnVariablesSynchronized();
2640
2642 }
2643
2644 protected void OnSynchronizedClient()
2645 {
2646 //update parts
2648
2649 //update action on part
2651
2652 //update visuals (client)
2653 UpdateVisuals();
2654 }
2655
2656 //parts synchronization
2657 void RegisterPartForSync( int part_id )
2658 {
2659 //part_id must starts from index = 1
2660 int offset;
2661 int mask;
2662
2663 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2664 {
2665 offset = part_id - 1;
2666 mask = 1 << offset;
2667
2668 m_SyncParts01 = m_SyncParts01 | mask;
2669 }
2670 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2671 {
2672 offset = ( part_id % 32 );
2673 mask = 1 << offset;
2674
2675 m_SyncParts02 = m_SyncParts02 | mask;
2676 }
2677 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2678 {
2679 offset = ( part_id % 63 );
2680 mask = 1 << offset;
2681
2682 m_SyncParts03 = m_SyncParts03 | mask;
2683 }
2684 }
2685
2686 void UnregisterPartForSync( int part_id )
2687 {
2688 //part_id must starts from index = 1
2689 int offset;
2690 int mask;
2691
2692 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2693 {
2694 offset = part_id - 1;
2695 mask = 1 << offset;
2696
2697 m_SyncParts01 = m_SyncParts01 & ~mask;
2698 }
2699 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2700 {
2701 offset = ( part_id % 32 );
2702 mask = 1 << offset;
2703
2704 m_SyncParts02 = m_SyncParts02 & ~mask;
2705 }
2706 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2707 {
2708 offset = ( part_id % 63 );
2709 mask = 1 << offset;
2710
2711 m_SyncParts03 = m_SyncParts03 & ~mask;
2712 }
2713 }
2714
2715 bool IsPartBuildInSyncData( int part_id )
2716 {
2717 //part_id must starts from index = 1
2718 int offset;
2719 int mask;
2720
2721 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2722 {
2723 offset = part_id - 1;
2724 mask = 1 << offset;
2725
2726 if ( ( m_SyncParts01 & mask ) > 0 )
2727 {
2728 return true;
2729 }
2730 }
2731 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2732 {
2733 offset = ( part_id % 32 );
2734 mask = 1 << offset;
2735
2736 if ( ( m_SyncParts02 & mask ) > 0 )
2737 {
2738 return true;
2739 }
2740 }
2741 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2742 {
2743 offset = ( part_id % 63 );
2744 mask = 1 << offset;
2745
2746 if ( ( m_SyncParts03 & mask ) > 0 )
2747 {
2748 return true;
2749 }
2750 }
2751
2752 return false;
2753 }
2754
2755 protected void RegisterActionForSync( int part_id, int action_id )
2756 {
2757 m_InteractedPartId = part_id;
2758 m_PerformedActionId = action_id;
2759 }
2760
2761 protected void ResetActionSyncData()
2762 {
2763 //reset data
2764 m_InteractedPartId = -1;
2766 }
2767
2768 protected void SetActionFromSyncData()
2769 {
2770 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2771 {
2773 int build_action_id = m_PerformedActionId;
2774
2775 switch( build_action_id )
2776 {
2777 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2778 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2779 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2780 }
2781 }
2782 }
2783 //------
2784
2786 {
2787 string key = part.m_PartName;
2788 bool is_base = part.IsBase();
2789 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2790 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2791 if ( is_part_built_sync )
2792 {
2793 if ( !part.IsBuilt() )
2794 {
2795 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2796 GetConstruction().AddToConstructedParts( key );
2797 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2798
2799 if (is_base)
2800 {
2802 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2803 }
2804 }
2805 }
2806 else
2807 {
2808 if ( part.IsBuilt() )
2809 {
2810 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2811 GetConstruction().RemoveFromConstructedParts( key );
2812 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2813
2814 if (is_base)
2815 {
2817 AddProxyPhysics( ANIMATION_DEPLOYED );
2818 }
2819 }
2820 }
2821
2822 //check slot lock for material attachments
2823 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2824 }
2825
2826 //set construction parts based on synchronized data
2828 {
2829 Construction construction = GetConstruction();
2830 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2831
2832 for ( int i = 0; i < construction_parts.Count(); ++i )
2833 {
2834 string key = construction_parts.GetKey( i );
2835 ConstructionPart value = construction_parts.Get( key );
2836 SetPartFromSyncData(value);
2837 }
2838
2839 //regenerate navmesh
2840 UpdateNavmesh();
2841 }
2842
2843 protected ConstructionPart GetConstructionPartById( int id )
2844 {
2845 Construction construction = GetConstruction();
2846 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2847
2848 for ( int i = 0; i < construction_parts.Count(); ++i )
2849 {
2850 string key = construction_parts.GetKey( i );
2851 ConstructionPart value = construction_parts.Get( key );
2852
2853 if ( value.GetId() == id )
2854 {
2855 return value;
2856 }
2857 }
2858
2859 return NULL;
2860 }
2861 //
2862
2863 //Base
2864 bool HasBase()
2865 {
2866 return m_HasBase;
2867 }
2868
2869 void SetBaseState( bool has_base )
2870 {
2871 m_HasBase = has_base;
2872 }
2873
2874 override bool IsDeployable()
2875 {
2876 return true;
2877 }
2878
2879 bool IsOpened()
2880 {
2881 return false;
2882 }
2883
2884 //--- CONSTRUCTION KIT
2886 {
2887 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2888 if ( m_ConstructionKitHealth > 0 )
2889 {
2890 construction_kit.SetHealth( m_ConstructionKitHealth );
2891 }
2892
2893 return construction_kit;
2894 }
2895
2896 void CreateConstructionKitInHands(notnull PlayerBase player)
2897 {
2898 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2899 if ( m_ConstructionKitHealth > 0 )
2900 {
2901 construction_kit.SetHealth( m_ConstructionKitHealth );
2902 }
2903 }
2904
2905 protected vector GetKitSpawnPosition()
2906 {
2907 return GetPosition();
2908 }
2909
2910 protected string GetConstructionKitType()
2911 {
2912 return "";
2913 }
2914
2915 void DestroyConstructionKit( ItemBase construction_kit )
2916 {
2917 m_ConstructionKitHealth = construction_kit.GetHealth();
2918 GetGame().ObjectDelete( construction_kit );
2919 }
2920
2921 //--- CONSTRUCTION
2922 void DestroyConstruction()
2923 {
2924 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2925 GetGame().ObjectDelete( this );
2926 }
2927
2928 // --- EVENTS
2929 override void OnStoreSave( ParamsWriteContext ctx )
2930 {
2931 super.OnStoreSave( ctx );
2932
2933 //sync parts 01
2934 ctx.Write( m_SyncParts01 );
2935 ctx.Write( m_SyncParts02 );
2936 ctx.Write( m_SyncParts03 );
2937
2938 ctx.Write( m_HasBase );
2939 }
2940
2941 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2942 {
2943 if ( !super.OnStoreLoad( ctx, version ) )
2944 return false;
2945
2946 //--- Base building data ---
2947 //Restore synced parts data
2948 if ( !ctx.Read( m_SyncParts01 ) )
2949 {
2950 m_SyncParts01 = 0; //set default
2951 return false;
2952 }
2953 if ( !ctx.Read( m_SyncParts02 ) )
2954 {
2955 m_SyncParts02 = 0; //set default
2956 return false;
2957 }
2958 if ( !ctx.Read( m_SyncParts03 ) )
2959 {
2960 m_SyncParts03 = 0; //set default
2961 return false;
2962 }
2963
2964 //has base
2965 if ( !ctx.Read( m_HasBase ) )
2966 {
2967 m_HasBase = false;
2968 return false;
2969 }
2970 //---
2971
2972 return true;
2973 }
2974
2975 override void AfterStoreLoad()
2976 {
2977 super.AfterStoreLoad();
2978
2980 {
2982 }
2983 }
2984
2986 {
2987 //update server data
2989
2990 //set base state
2991 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2992 SetBaseState( construction_part.IsBuilt() ) ;
2993
2994 //synchronize after load
2996 }
2997
2998 override void OnCreatePhysics()
2999 {
3000 super.OnCreatePhysics();
3003 }
3004
3005 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
3006 {
3008 return;
3009
3010 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
3011
3012 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
3013 return;
3014
3015 Construction construction = GetConstruction();
3016 string part_name = zone;
3017 part_name.ToLower();
3018
3019 if ( newLevel == GameConstants.STATE_RUINED )
3020 {
3021 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
3022
3023 if ( construction_part && construction.IsPartConstructed( part_name ) )
3024 {
3025 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
3026 construction.DestroyConnectedParts(part_name);
3027 }
3028
3029 //barbed wire handling (hack-ish)
3030 if ( part_name.Contains("barbed") )
3031 {
3032 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
3033 if (barbed_wire)
3034 barbed_wire.SetMountedState( false );
3035 }
3036 }
3037 }
3038
3039 override void EEOnAfterLoad()
3040 {
3042 {
3044 }
3045
3046 super.EEOnAfterLoad();
3047 }
3048
3049 override void EEInit()
3050 {
3051 super.EEInit();
3052
3053 // init visuals and physics
3054 InitBaseState();
3055
3056 //debug
3057 #ifdef DEVELOPER
3059 #endif
3060 }
3061
3062 override void EEItemAttached( EntityAI item, string slot_name )
3063 {
3064 super.EEItemAttached( item, slot_name );
3065
3066 CheckForHybridAttachments( item, slot_name );
3067 UpdateVisuals();
3068 UpdateAttachmentPhysics( slot_name, false );
3069 }
3070
3071 override void EEItemDetached( EntityAI item, string slot_name )
3072 {
3073 super.EEItemDetached( item, slot_name );
3074
3075 UpdateVisuals();
3076 UpdateAttachmentPhysics( slot_name, false );
3077 }
3078
3079 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3080 {
3081 string slot_name = InventorySlots.GetSlotName( slotId );
3082 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3083
3084 UpdateAttachmentVisuals( slot_name, locked );
3085 UpdateAttachmentPhysics( slot_name, locked );
3086 }
3087
3088 //ignore out of reach condition
3089 override bool IgnoreOutOfReachCondition()
3090 {
3091 return true;
3092 }
3093
3094 //CONSTRUCTION EVENTS
3095 //Build
3096 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3097 {
3098 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3099
3100 //check base state
3101 if (construtionPart.IsBase())
3102 {
3103 SetBaseState(true);
3104
3105 //spawn kit
3107 }
3108
3109 //register constructed parts for synchronization
3110 RegisterPartForSync(construtionPart.GetId());
3111
3112 //register action that was performed on part
3113 RegisterActionForSync(construtionPart.GetId(), action_id);
3114
3115 //synchronize
3117
3118 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3119
3120 UpdateNavmesh();
3121
3122 //update visuals
3123 UpdateVisuals();
3124
3125 //reset action sync data
3127 }
3128
3129 void OnPartBuiltClient(string part_name, int action_id)
3130 {
3131 //play sound
3132 SoundBuildStart( part_name );
3133 }
3134
3135 //Dismantle
3136 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3137 {
3138 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3139 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3140
3141 //register constructed parts for synchronization
3142 UnregisterPartForSync(construtionPart.GetId());
3143
3144 //register action that was performed on part
3145 RegisterActionForSync(construtionPart.GetId(), action_id);
3146
3147 //synchronize
3149
3150 // server part of sync, client will be synced from SetPartsFromSyncData
3151 SetPartFromSyncData(construtionPart);
3152
3153 UpdateNavmesh();
3154
3155 //update visuals
3156 UpdateVisuals();
3157
3158 //reset action sync data
3160
3161 //check base state
3162 if (construtionPart.IsBase())
3163 {
3164 //Destroy construction
3166 }
3167
3168 if (GetGame().IsServer())
3169 HandleItemFalling(construtionPart);
3170 }
3171
3172 void OnPartDismantledClient( string part_name, int action_id )
3173 {
3174 //play sound
3175 SoundDismantleStart( part_name );
3176 }
3177
3178 //Destroy
3179 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3180 {
3181 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3182 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3183
3184 //register constructed parts for synchronization
3185 UnregisterPartForSync(construtionPart.GetId());
3186
3187 //register action that was performed on part
3188 RegisterActionForSync(construtionPart.GetId(), action_id);
3189
3190 //synchronize
3192
3193 // server part of sync, client will be synced from SetPartsFromSyncData
3194 SetPartFromSyncData(construtionPart);
3195
3196 UpdateNavmesh();
3197
3198 //update visuals
3199 UpdateVisuals();
3200
3201 //reset action sync data
3203
3204 //check base state
3205 if (construtionPart.IsBase())
3206 {
3207 //Destroy construction
3209 }
3210
3211 if (GetGame().IsServer())
3212 HandleItemFalling(construtionPart);
3213 }
3214
3215 void OnPartDestroyedClient( string part_name, int action_id )
3216 {
3217 //play sound
3218 SoundDestroyStart( part_name );
3219 }
3220
3221 protected void HandleItemFalling(ConstructionPart part)
3222 {
3223 bool process = false;
3224
3225 //TODO: add a parameter to parts' config classes?
3226 process |= part.m_PartName.Contains("_roof");
3227 process |= part.m_PartName.Contains("_platform");
3228 process |= part.m_PartName.Contains("_stair");
3229
3230 if (process)
3231 {
3232 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3233 {
3234 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3235 return;
3236 }
3237
3238 vector mins, maxs;
3239 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3240 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3241
3242 //sanitize minmaxs
3243 vector minTmp, maxTmp;
3244 minTmp[0] = Math.Min(mins[0],maxs[0]);
3245 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3246 minTmp[1] = Math.Min(mins[1],maxs[1]);
3247 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3248 minTmp[2] = Math.Min(mins[2],maxs[2]);
3249 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3250 mins = minTmp;
3251 maxs = maxTmp;
3252
3253 maxs[1] = maxs[1] + 0.35; //reach a little above..
3254
3255 ItemFall(mins,maxs);
3256 }
3257 }
3258
3259 protected void ItemFall(vector min, vector max)
3260 {
3261 array<EntityAI> foundEntities = new array<EntityAI>();
3262 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3263
3264 //filtering
3265 ItemBase item;
3266 foreach (EntityAI entity : foundEntities)
3267 {
3268 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3269 item.ThrowPhysically(null,vector.Zero);
3270 }
3271 }
3272
3273 // --- UPDATE
3274 void InitBaseState()
3275 {
3276 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3277
3278 InitVisuals();
3279 UpdateNavmesh(); //regenerate navmesh
3280 GetConstruction().InitBaseState();
3281 }
3282
3283 void InitVisuals()
3284 {
3285 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3286 //check base
3287 if ( !HasBase() )
3288 {
3289 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3290 }
3291 else
3292 {
3293 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3294 }
3295
3296 GetConstruction().UpdateVisuals();
3297 }
3298
3299 void UpdateVisuals()
3300 {
3301 array<string> attachmentSlots = new array<string>;
3302
3303 GetAttachmentSlots(this, attachmentSlots);
3304 foreach (string slotName : attachmentSlots)
3305 {
3307 }
3308
3309 //check base
3310 if (!HasBase())
3311 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3312 else
3313 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3314
3315 GetConstruction().UpdateVisuals();
3316 }
3317
3318 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3319 {
3320 string slotNameMounted = slot_name + "_Mounted";
3321 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3322
3323 if (attachment)
3324 {
3325 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3326 if (barbedWire && barbedWire.IsMounted())
3327 CreateAreaDamage(slotNameMounted);
3328 else
3329 DestroyAreaDamage(slotNameMounted);
3330
3331 if (is_locked)
3332 {
3333 SetAnimationPhase(slotNameMounted, 0);
3334 SetAnimationPhase(slot_name, 1);
3335 }
3336 else
3337 {
3338 SetAnimationPhase(slotNameMounted, 1);
3339 SetAnimationPhase(slot_name, 0);
3340 }
3341 }
3342 else
3343 {
3344 SetAnimationPhase(slotNameMounted, 1);
3345 SetAnimationPhase(slot_name, 1);
3346
3347 DestroyAreaDamage(slotNameMounted);
3348 }
3349 }
3350
3351 // avoid calling this function on frequent occasions, it's a massive performance hit
3352 void UpdatePhysics()
3353 {
3355 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3356
3357 array<string> attachmentSlots = new array<string>;
3358 GetAttachmentSlots(this, attachmentSlots);
3359
3361 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3362
3363 foreach (string slotName : attachmentSlots)
3364 {
3366 }
3367
3368 //check base
3369 if (!HasBase())
3370 {
3372 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3373
3374 AddProxyPhysics(ANIMATION_DEPLOYED);
3375 }
3376 else
3377 {
3379 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3380
3381 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3382 }
3383
3384 GetConstruction().UpdatePhysics();
3385 UpdateNavmesh();
3386 }
3387
3388 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3389 {
3390 //checks for invalid appends; hotfix
3391 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3392 return;
3393 //----------------------------------
3394 string slot_name_mounted = slot_name + "_Mounted";
3395 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3396
3397 //remove proxy physics
3398 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3399 RemoveProxyPhysics( slot_name_mounted );
3400 RemoveProxyPhysics( slot_name );
3401
3402 if ( attachment )
3403 {
3404 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3405 if ( is_locked )
3406 {
3407 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3408 AddProxyPhysics( slot_name_mounted );
3409 }
3410 else
3411 {
3412 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3413 AddProxyPhysics( slot_name );
3414 }
3415 }
3416 }
3417
3418 protected void UpdateNavmesh()
3419 {
3420 SetAffectPathgraph( true, false );
3421 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3422 }
3423
3424 override bool CanUseConstruction()
3425 {
3426 return true;
3427 }
3428
3429 override bool CanUseConstructionBuild()
3430 {
3431 return true;
3432 }
3433
3434 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3435 {
3436 if ( attachment )
3437 {
3438 InventoryLocation inventory_location = new InventoryLocation;
3439 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3440
3441 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3442 }
3443
3444 return false;
3445 }
3446
3447 protected bool IsAttachmentSlotLocked( string slot_name )
3448 {
3449 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3450 }
3451
3452 //--- ATTACHMENT SLOTS
3453 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3454 {
3455 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3456 if ( GetGame().ConfigIsExisting( config_path ) )
3457 {
3458 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3459 }
3460 }
3461
3462 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3463 {
3464 return true;
3465 }
3466
3467 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3468 {
3469 return true;
3470 }
3471
3472 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3473 {
3474 return true;
3475 }
3476
3477 // --- INIT
3478 void ConstructionInit()
3479 {
3480 if ( !m_Construction )
3481 {
3482 m_Construction = new Construction( this );
3483 }
3484
3485 GetConstruction().Init();
3486 }
3487
3489 {
3490 return m_Construction;
3491 }
3492
3493 //--- INVENTORY/ATTACHMENTS CONDITIONS
3494 //attachments
3495 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3496 {
3497 return super.CanReceiveAttachment(attachment, slotId);
3498 }
3499
3501 {
3502 int attachment_count = GetInventory().AttachmentCount();
3503 if ( attachment_count > 0 )
3504 {
3505 if ( HasBase() && attachment_count == 1 )
3506 {
3507 return false;
3508 }
3509
3510 return true;
3511 }
3512
3513 return false;
3514 }
3515
3516 override bool ShowZonesHealth()
3517 {
3518 return true;
3519 }
3520
3521 override bool IsTakeable()
3522 {
3523 return false;
3524 }
3525
3526 //this into/outo parent.Cargo
3527 override bool CanPutInCargo( EntityAI parent )
3528 {
3529 return false;
3530 }
3531
3532 override bool CanRemoveFromCargo( EntityAI parent )
3533 {
3534 return false;
3535 }
3536
3537 //hands
3538 override bool CanPutIntoHands( EntityAI parent )
3539 {
3540 return false;
3541 }
3542
3543 //--- ACTION CONDITIONS
3544 //direction
3545 override bool IsFacingPlayer( PlayerBase player, string selection )
3546 {
3547 return true;
3548 }
3549
3550 override bool IsPlayerInside( PlayerBase player, string selection )
3551 {
3552 return true;
3553 }
3554
3557 {
3558 return false;
3559 }
3560
3561 //camera direction check
3562 bool IsFacingCamera( string selection )
3563 {
3564 return true;
3565 }
3566
3567 //roof check
3568 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3569 {
3570 return false;
3571 }
3572
3573 //selection->player distance check
3574 bool HasProperDistance( string selection, PlayerBase player )
3575 {
3576 return true;
3577 }
3578
3579 //folding
3581 {
3582 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3583 {
3584 return false;
3585 }
3586
3587 return true;
3588 }
3589
3591 {
3594
3595 return item;
3596 }
3597
3598 //Damage triggers (barbed wire)
3599 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3600 {
3601 if ( GetGame() && GetGame().IsServer() )
3602 {
3603 //destroy area damage if some already exists
3604 DestroyAreaDamage( slot_name );
3605
3606 //create new area damage
3608 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3609
3610 vector min_max[2];
3611 if ( MemoryPointExists( slot_name + "_min" ) )
3612 {
3613 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3614 }
3615 if ( MemoryPointExists( slot_name + "_max" ) )
3616 {
3617 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3618 }
3619
3620 //get proper trigger extents (min<max)
3621 vector extents[2];
3622 GetConstruction().GetTriggerExtents( min_max, extents );
3623
3624 //get box center
3625 vector center;
3626 center = GetConstruction().GetBoxCenter( min_max );
3627 center = ModelToWorld( center );
3628
3629 //rotate center if needed
3630 vector orientation = GetOrientation();;
3631 CalcDamageAreaRotation( rotation_angle, center, orientation );
3632
3633 areaDamage.SetExtents( extents[0], extents[1] );
3634 areaDamage.SetAreaPosition( center );
3635 areaDamage.SetAreaOrientation( orientation );
3636 areaDamage.SetLoopInterval( 1.0 );
3637 areaDamage.SetDeferDuration( 0.2 );
3638 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3639 areaDamage.SetAmmoName( "BarbedWireHit" );
3640 areaDamage.Spawn();
3641
3642 m_DamageTriggers.Insert( slot_name, areaDamage );
3643 }
3644 }
3645
3646 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3647 {
3648 if ( angle_deg != 0 )
3649 {
3650 //orientation
3651 orientation[0] = orientation[0] - angle_deg;
3652
3653 //center
3654 vector rotate_axis;
3655 if ( MemoryPointExists( "rotate_axis" ) )
3656 {
3657 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3658 }
3659 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];
3660 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];
3661 center[0] = r_center_x;
3662 center[2] = r_center_z;
3663 }
3664 }
3665
3666 void DestroyAreaDamage( string slot_name )
3667 {
3668 if (GetGame() && GetGame().IsServer())
3669 {
3671 if (m_DamageTriggers.Find(slot_name, areaDamage))
3672 {
3673 if (areaDamage)
3674 {
3675 areaDamage.Destroy();
3676 }
3677
3678 m_DamageTriggers.Remove( slot_name );
3679 }
3680 }
3681 }
3682
3683 override bool IsIgnoredByConstruction()
3684 {
3685 return true;
3686 }
3687
3688 //================================================================
3689 // SOUNDS
3690 //================================================================
3691 protected void SoundBuildStart( string part_name )
3692 {
3693 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3694 }
3695
3696 protected void SoundDismantleStart( string part_name )
3697 {
3698 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3699 }
3700
3701 protected void SoundDestroyStart( string part_name )
3702 {
3703 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3704 }
3705
3706 protected string GetBuildSoundByMaterial( string part_name )
3707 {
3708 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3709
3710 switch ( material_type )
3711 {
3712 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3713 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3714 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3715 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3716 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3717 }
3718
3719 return "";
3720 }
3721
3722 protected string GetDismantleSoundByMaterial( string part_name )
3723 {
3724 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3725
3726 switch ( material_type )
3727 {
3728 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3729 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3730 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3731 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3732 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3733 }
3734
3735 return "";
3736 }
3737
3738 //misc
3739 void CheckForHybridAttachments( EntityAI item, string slot_name )
3740 {
3741 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3742 {
3743 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3744 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3745 {
3746 SetHealth(slot_name,"Health",item.GetHealth());
3747 }
3748 }
3749 }
3750
3751 override int GetDamageSystemVersionChange()
3752 {
3753 return 111;
3754 }
3755
3756 override void SetActions()
3757 {
3758 super.SetActions();
3759
3763 }
3764
3765 //================================================================
3766 // DEBUG
3767 //================================================================
3768 protected void DebugCustomState()
3769 {
3770 }
3771
3774 {
3775 return null;
3776 }
3777
3778 override void OnDebugSpawn()
3779 {
3780 FullyBuild();
3781 }
3782
3783 void FullyBuild()
3784 {
3786 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3787
3788 Man p;
3789
3790 #ifdef SERVER
3791 array<Man> players = new array<Man>;
3792 GetGame().GetWorld().GetPlayerList(players);
3793 if (players.Count())
3794 p = players[0];
3795 #else
3796 p = GetGame().GetPlayer();
3797 #endif
3798
3799 foreach (ConstructionPart part : parts)
3800 {
3801 bool excluded = false;
3802 string partName = part.GetPartName();
3803 if (excludes)
3804 {
3805 foreach (string exclude : excludes)
3806 {
3807 if (partName.Contains(exclude))
3808 {
3809 excluded = true;
3810 break;
3811 }
3812 }
3813 }
3814
3815 if (!excluded)
3816 {
3817 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3818 }
3819 }
3820
3821 GetConstruction().UpdateVisuals();
3822 }
3823}
3824
3825void bsbDebugPrint (string s)
3826{
3827#ifdef BSB_DEBUG
3828 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3829#else
3830 //Print("" + s); // comment/uncomment to hide/see debug logs
3831#endif
3832}
3833void bsbDebugSpam (string s)
3834{
3835#ifdef BSB_DEBUG_SPAM
3836 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3837#else
3838 //Print("" + s); // comment/uncomment to hide/see debug logs
3839#endif
3840}
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