DayZ 1.27
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◆ OnDebugSpawnBuildExcludes()

array< string > bsbDebugPrint::OnDebugSpawnBuildExcludes ( )
protected

Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.

См. определение в файле BaseBuildingBase.c строка 2529

2531{
2532 const string ANIMATION_DEPLOYED = "Deployed";
2533
2534 float m_ConstructionKitHealth; //stored health value for used construction kit
2535
2537
2538 bool m_HasBase;
2539 //variables for synchronization of base building parts (2x31 is the current limit)
2540 int m_SyncParts01; //synchronization for already built parts (31 parts)
2541 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2542 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2543 int m_InteractedPartId; //construction part id that an action was performed on
2544 int m_PerformedActionId; //action id that was performed on a construction part
2545
2546 //Sounds
2547 //build
2548 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2549 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2550 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2551 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2552 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2553 //dismantle
2554 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2555 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2556 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2557 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2558 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2559
2560 protected EffectSound m_Sound;
2561
2565
2566 // Constructor
2567 void BaseBuildingBase()
2568 {
2570
2571 //synchronized variables
2572 RegisterNetSyncVariableInt( "m_SyncParts01" );
2573 RegisterNetSyncVariableInt( "m_SyncParts02" );
2574 RegisterNetSyncVariableInt( "m_SyncParts03" );
2575 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2576 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2577 RegisterNetSyncVariableBool( "m_HasBase" );
2578
2579 //Construction init
2581
2582 if (ConfigIsExisting("hybridAttachments"))
2583 {
2585 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2586 }
2587 if (ConfigIsExisting("mountables"))
2588 {
2590 ConfigGetTextArray("mountables", m_Mountables);
2591 }
2592
2593 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2594 }
2595
2596 override void EEDelete(EntityAI parent)
2597 {
2598 super.EEDelete(parent);
2599
2600 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2601 {
2602 areaDamage.Destroy();
2603 }
2604
2605 }
2606
2607 override string GetInvulnerabilityTypeString()
2608 {
2609 return "disableBaseDamage";
2610 }
2611
2612 override bool CanObstruct()
2613 {
2614 return true;
2615 }
2616
2617 override int GetHideIconMask()
2618 {
2619 return EInventoryIconVisibility.HIDE_VICINITY;
2620 }
2621
2622 // --- SYNCHRONIZATION
2624 {
2625 if ( GetGame().IsServer() )
2626 {
2627 SetSynchDirty();
2628 }
2629 }
2630
2631 override void OnVariablesSynchronized()
2632 {
2633 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2634 super.OnVariablesSynchronized();
2635
2637 }
2638
2639 protected void OnSynchronizedClient()
2640 {
2641 //update parts
2643
2644 //update action on part
2646
2647 //update visuals (client)
2648 UpdateVisuals();
2649 }
2650
2651 //parts synchronization
2652 void RegisterPartForSync( int part_id )
2653 {
2654 //part_id must starts from index = 1
2655 int offset;
2656 int mask;
2657
2658 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2659 {
2660 offset = part_id - 1;
2661 mask = 1 << offset;
2662
2663 m_SyncParts01 = m_SyncParts01 | mask;
2664 }
2665 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2666 {
2667 offset = ( part_id % 32 );
2668 mask = 1 << offset;
2669
2670 m_SyncParts02 = m_SyncParts02 | mask;
2671 }
2672 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2673 {
2674 offset = ( part_id % 63 );
2675 mask = 1 << offset;
2676
2677 m_SyncParts03 = m_SyncParts03 | mask;
2678 }
2679 }
2680
2681 void UnregisterPartForSync( int part_id )
2682 {
2683 //part_id must starts from index = 1
2684 int offset;
2685 int mask;
2686
2687 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2688 {
2689 offset = part_id - 1;
2690 mask = 1 << offset;
2691
2692 m_SyncParts01 = m_SyncParts01 & ~mask;
2693 }
2694 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2695 {
2696 offset = ( part_id % 32 );
2697 mask = 1 << offset;
2698
2699 m_SyncParts02 = m_SyncParts02 & ~mask;
2700 }
2701 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2702 {
2703 offset = ( part_id % 63 );
2704 mask = 1 << offset;
2705
2706 m_SyncParts03 = m_SyncParts03 & ~mask;
2707 }
2708 }
2709
2710 bool IsPartBuildInSyncData( int part_id )
2711 {
2712 //part_id must starts from index = 1
2713 int offset;
2714 int mask;
2715
2716 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2717 {
2718 offset = part_id - 1;
2719 mask = 1 << offset;
2720
2721 if ( ( m_SyncParts01 & mask ) > 0 )
2722 {
2723 return true;
2724 }
2725 }
2726 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2727 {
2728 offset = ( part_id % 32 );
2729 mask = 1 << offset;
2730
2731 if ( ( m_SyncParts02 & mask ) > 0 )
2732 {
2733 return true;
2734 }
2735 }
2736 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2737 {
2738 offset = ( part_id % 63 );
2739 mask = 1 << offset;
2740
2741 if ( ( m_SyncParts03 & mask ) > 0 )
2742 {
2743 return true;
2744 }
2745 }
2746
2747 return false;
2748 }
2749
2750 protected void RegisterActionForSync( int part_id, int action_id )
2751 {
2752 m_InteractedPartId = part_id;
2753 m_PerformedActionId = action_id;
2754 }
2755
2756 protected void ResetActionSyncData()
2757 {
2758 //reset data
2759 m_InteractedPartId = -1;
2761 }
2762
2763 protected void SetActionFromSyncData()
2764 {
2765 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2766 {
2768 int build_action_id = m_PerformedActionId;
2769
2770 switch( build_action_id )
2771 {
2772 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2773 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2774 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2775 }
2776 }
2777 }
2778 //------
2779
2781 {
2782 string key = part.m_PartName;
2783 bool is_base = part.IsBase();
2784 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2785 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2786 if ( is_part_built_sync )
2787 {
2788 if ( !part.IsBuilt() )
2789 {
2790 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2791 GetConstruction().AddToConstructedParts( key );
2792 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2793
2794 if (is_base)
2795 {
2797 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2798 }
2799 }
2800 }
2801 else
2802 {
2803 if ( part.IsBuilt() )
2804 {
2805 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2806 GetConstruction().RemoveFromConstructedParts( key );
2807 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2808
2809 if (is_base)
2810 {
2812 AddProxyPhysics( ANIMATION_DEPLOYED );
2813 }
2814 }
2815 }
2816
2817 //check slot lock for material attachments
2818 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2819 }
2820
2821 //set construction parts based on synchronized data
2823 {
2824 Construction construction = GetConstruction();
2825 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2826
2827 for ( int i = 0; i < construction_parts.Count(); ++i )
2828 {
2829 string key = construction_parts.GetKey( i );
2830 ConstructionPart value = construction_parts.Get( key );
2831 SetPartFromSyncData(value);
2832 }
2833
2834 //regenerate navmesh
2835 UpdateNavmesh();
2836 }
2837
2838 protected ConstructionPart GetConstructionPartById( int id )
2839 {
2840 Construction construction = GetConstruction();
2841 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2842
2843 for ( int i = 0; i < construction_parts.Count(); ++i )
2844 {
2845 string key = construction_parts.GetKey( i );
2846 ConstructionPart value = construction_parts.Get( key );
2847
2848 if ( value.GetId() == id )
2849 {
2850 return value;
2851 }
2852 }
2853
2854 return NULL;
2855 }
2856 //
2857
2858 //Base
2859 bool HasBase()
2860 {
2861 return m_HasBase;
2862 }
2863
2864 void SetBaseState( bool has_base )
2865 {
2866 m_HasBase = has_base;
2867 }
2868
2869 override bool IsDeployable()
2870 {
2871 return true;
2872 }
2873
2874 bool IsOpened()
2875 {
2876 return false;
2877 }
2878
2879 //--- CONSTRUCTION KIT
2881 {
2882 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2883 if ( m_ConstructionKitHealth > 0 )
2884 {
2885 construction_kit.SetHealth( m_ConstructionKitHealth );
2886 }
2887
2888 return construction_kit;
2889 }
2890
2891 void CreateConstructionKitInHands(notnull PlayerBase player)
2892 {
2893 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2894 if ( m_ConstructionKitHealth > 0 )
2895 {
2896 construction_kit.SetHealth( m_ConstructionKitHealth );
2897 }
2898 }
2899
2900 protected vector GetKitSpawnPosition()
2901 {
2902 return GetPosition();
2903 }
2904
2905 protected string GetConstructionKitType()
2906 {
2907 return "";
2908 }
2909
2910 void DestroyConstructionKit( ItemBase construction_kit )
2911 {
2912 m_ConstructionKitHealth = construction_kit.GetHealth();
2913 GetGame().ObjectDelete( construction_kit );
2914 }
2915
2916 //--- CONSTRUCTION
2917 void DestroyConstruction()
2918 {
2919 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2920 GetGame().ObjectDelete( this );
2921 }
2922
2923 // --- EVENTS
2924 override void OnStoreSave( ParamsWriteContext ctx )
2925 {
2926 super.OnStoreSave( ctx );
2927
2928 //sync parts 01
2929 ctx.Write( m_SyncParts01 );
2930 ctx.Write( m_SyncParts02 );
2931 ctx.Write( m_SyncParts03 );
2932
2933 ctx.Write( m_HasBase );
2934 }
2935
2936 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2937 {
2938 if ( !super.OnStoreLoad( ctx, version ) )
2939 return false;
2940
2941 //--- Base building data ---
2942 //Restore synced parts data
2943 if ( !ctx.Read( m_SyncParts01 ) )
2944 {
2945 m_SyncParts01 = 0; //set default
2946 return false;
2947 }
2948 if ( !ctx.Read( m_SyncParts02 ) )
2949 {
2950 m_SyncParts02 = 0; //set default
2951 return false;
2952 }
2953 if ( !ctx.Read( m_SyncParts03 ) )
2954 {
2955 m_SyncParts03 = 0; //set default
2956 return false;
2957 }
2958
2959 //has base
2960 if ( !ctx.Read( m_HasBase ) )
2961 {
2962 m_HasBase = false;
2963 return false;
2964 }
2965 //---
2966
2967 return true;
2968 }
2969
2970 override void AfterStoreLoad()
2971 {
2972 super.AfterStoreLoad();
2973
2975 {
2977 }
2978 }
2979
2981 {
2982 //update server data
2984
2985 //set base state
2986 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2987 SetBaseState( construction_part.IsBuilt() ) ;
2988
2989 //synchronize after load
2991 }
2992
2993 override void OnCreatePhysics()
2994 {
2995 super.OnCreatePhysics();
2998 }
2999
3000 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
3001 {
3003 return;
3004
3005 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
3006
3007 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
3008 return;
3009
3010 Construction construction = GetConstruction();
3011 string part_name = zone;
3012 part_name.ToLower();
3013
3014 if ( newLevel == GameConstants.STATE_RUINED )
3015 {
3016 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
3017
3018 if ( construction_part && construction.IsPartConstructed( part_name ) )
3019 {
3020 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
3021 construction.DestroyConnectedParts(part_name);
3022 }
3023
3024 //barbed wire handling (hack-ish)
3025 if ( part_name.Contains("barbed") )
3026 {
3027 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
3028 if (barbed_wire)
3029 barbed_wire.SetMountedState( false );
3030 }
3031 }
3032 }
3033
3034 override void EEOnAfterLoad()
3035 {
3037 {
3039 }
3040
3041 super.EEOnAfterLoad();
3042 }
3043
3044 override void EEInit()
3045 {
3046 super.EEInit();
3047
3048 // init visuals and physics
3049 InitBaseState();
3050
3051 //debug
3052 #ifdef DEVELOPER
3054 #endif
3055 }
3056
3057 override void EEItemAttached( EntityAI item, string slot_name )
3058 {
3059 super.EEItemAttached( item, slot_name );
3060
3061 CheckForHybridAttachments( item, slot_name );
3062 UpdateVisuals();
3063 UpdateAttachmentPhysics( slot_name, false );
3064 }
3065
3066 override void EEItemDetached( EntityAI item, string slot_name )
3067 {
3068 super.EEItemDetached( item, slot_name );
3069
3070 UpdateVisuals();
3071 UpdateAttachmentPhysics( slot_name, false );
3072 }
3073
3074 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3075 {
3076 string slot_name = InventorySlots.GetSlotName( slotId );
3077 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3078
3079 UpdateAttachmentVisuals( slot_name, locked );
3080 UpdateAttachmentPhysics( slot_name, locked );
3081 }
3082
3083 //ignore out of reach condition
3084 override bool IgnoreOutOfReachCondition()
3085 {
3086 return true;
3087 }
3088
3089 //CONSTRUCTION EVENTS
3090 //Build
3091 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3092 {
3093 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3094
3095 //check base state
3096 if (construtionPart.IsBase())
3097 {
3098 SetBaseState(true);
3099
3100 //spawn kit
3102 }
3103
3104 //register constructed parts for synchronization
3105 RegisterPartForSync(construtionPart.GetId());
3106
3107 //register action that was performed on part
3108 RegisterActionForSync(construtionPart.GetId(), action_id);
3109
3110 //synchronize
3112
3113 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3114
3115 UpdateNavmesh();
3116
3117 //update visuals
3118 UpdateVisuals();
3119
3120 //reset action sync data
3122 }
3123
3124 void OnPartBuiltClient(string part_name, int action_id)
3125 {
3126 //play sound
3127 SoundBuildStart( part_name );
3128 }
3129
3130 //Dismantle
3131 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3132 {
3133 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3134 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3135
3136 //register constructed parts for synchronization
3137 UnregisterPartForSync(construtionPart.GetId());
3138
3139 //register action that was performed on part
3140 RegisterActionForSync(construtionPart.GetId(), action_id);
3141
3142 //synchronize
3144
3145 // server part of sync, client will be synced from SetPartsFromSyncData
3146 SetPartFromSyncData(construtionPart);
3147
3148 UpdateNavmesh();
3149
3150 //update visuals
3151 UpdateVisuals();
3152
3153 //reset action sync data
3155
3156 //check base state
3157 if (construtionPart.IsBase())
3158 {
3159 //Destroy construction
3161 }
3162
3163 if (GetGame().IsServer())
3164 HandleItemFalling(construtionPart);
3165 }
3166
3167 void OnPartDismantledClient( string part_name, int action_id )
3168 {
3169 //play sound
3170 SoundDismantleStart( part_name );
3171 }
3172
3173 //Destroy
3174 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3175 {
3176 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3177 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3178
3179 //register constructed parts for synchronization
3180 UnregisterPartForSync(construtionPart.GetId());
3181
3182 //register action that was performed on part
3183 RegisterActionForSync(construtionPart.GetId(), action_id);
3184
3185 //synchronize
3187
3188 // server part of sync, client will be synced from SetPartsFromSyncData
3189 SetPartFromSyncData(construtionPart);
3190
3191 UpdateNavmesh();
3192
3193 //update visuals
3194 UpdateVisuals();
3195
3196 //reset action sync data
3198
3199 //check base state
3200 if (construtionPart.IsBase())
3201 {
3202 //Destroy construction
3204 }
3205
3206 if (GetGame().IsServer())
3207 HandleItemFalling(construtionPart);
3208 }
3209
3210 void OnPartDestroyedClient( string part_name, int action_id )
3211 {
3212 //play sound
3213 SoundDestroyStart( part_name );
3214 }
3215
3216 protected void HandleItemFalling(ConstructionPart part)
3217 {
3218 bool process = false;
3219
3220 //TODO: add a parameter to parts' config classes?
3221 process |= part.m_PartName.Contains("_roof");
3222 process |= part.m_PartName.Contains("_platform");
3223 process |= part.m_PartName.Contains("_stair");
3224
3225 if (process)
3226 {
3227 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3228 {
3229 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3230 return;
3231 }
3232
3233 vector mins, maxs;
3234 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3235 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3236
3237 //sanitize minmaxs
3238 vector minTmp, maxTmp;
3239 minTmp[0] = Math.Min(mins[0],maxs[0]);
3240 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3241 minTmp[1] = Math.Min(mins[1],maxs[1]);
3242 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3243 minTmp[2] = Math.Min(mins[2],maxs[2]);
3244 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3245 mins = minTmp;
3246 maxs = maxTmp;
3247
3248 maxs[1] = maxs[1] + 0.35; //reach a little above..
3249
3250 ItemFall(mins,maxs);
3251 }
3252 }
3253
3254 protected void ItemFall(vector min, vector max)
3255 {
3256 array<EntityAI> foundEntities = new array<EntityAI>();
3257 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3258
3259 //filtering
3260 ItemBase item;
3261 foreach (EntityAI entity : foundEntities)
3262 {
3263 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3264 item.ThrowPhysically(null,vector.Zero);
3265 }
3266 }
3267
3268 // --- UPDATE
3269 void InitBaseState()
3270 {
3271 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3272
3273 InitVisuals();
3274 UpdateNavmesh(); //regenerate navmesh
3275 GetConstruction().InitBaseState();
3276 }
3277
3278 void InitVisuals()
3279 {
3280 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3281 //check base
3282 if ( !HasBase() )
3283 {
3284 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3285 }
3286 else
3287 {
3288 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3289 }
3290
3291 GetConstruction().UpdateVisuals();
3292 }
3293
3294 void UpdateVisuals()
3295 {
3296 array<string> attachmentSlots = new array<string>;
3297
3298 GetAttachmentSlots(this, attachmentSlots);
3299 foreach (string slotName : attachmentSlots)
3300 {
3302 }
3303
3304 //check base
3305 if (!HasBase())
3306 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3307 else
3308 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3309
3310 GetConstruction().UpdateVisuals();
3311 }
3312
3313 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3314 {
3315 string slotNameMounted = slot_name + "_Mounted";
3316 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3317
3318 if (attachment)
3319 {
3320 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3321 if (barbedWire && barbedWire.IsMounted())
3322 CreateAreaDamage(slotNameMounted);
3323 else
3324 DestroyAreaDamage(slotNameMounted);
3325
3326 if (is_locked)
3327 {
3328 SetAnimationPhase(slotNameMounted, 0);
3329 SetAnimationPhase(slot_name, 1);
3330 }
3331 else
3332 {
3333 SetAnimationPhase(slotNameMounted, 1);
3334 SetAnimationPhase(slot_name, 0);
3335 }
3336 }
3337 else
3338 {
3339 SetAnimationPhase(slotNameMounted, 1);
3340 SetAnimationPhase(slot_name, 1);
3341
3342 DestroyAreaDamage(slotNameMounted);
3343 }
3344 }
3345
3346 // avoid calling this function on frequent occasions, it's a massive performance hit
3347 void UpdatePhysics()
3348 {
3350 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3351
3352 array<string> attachmentSlots = new array<string>;
3353 GetAttachmentSlots(this, attachmentSlots);
3354
3356 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3357
3358 foreach (string slotName : attachmentSlots)
3359 {
3361 }
3362
3363 //check base
3364 if (!HasBase())
3365 {
3367 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3368
3369 AddProxyPhysics(ANIMATION_DEPLOYED);
3370 }
3371 else
3372 {
3374 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3375
3376 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3377 }
3378
3379 GetConstruction().UpdatePhysics();
3380 UpdateNavmesh();
3381 }
3382
3383 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3384 {
3385 //checks for invalid appends; hotfix
3386 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3387 return;
3388 //----------------------------------
3389 string slot_name_mounted = slot_name + "_Mounted";
3390 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3391
3392 //remove proxy physics
3393 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3394 RemoveProxyPhysics( slot_name_mounted );
3395 RemoveProxyPhysics( slot_name );
3396
3397 if ( attachment )
3398 {
3399 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3400 if ( is_locked )
3401 {
3402 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3403 AddProxyPhysics( slot_name_mounted );
3404 }
3405 else
3406 {
3407 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3408 AddProxyPhysics( slot_name );
3409 }
3410 }
3411 }
3412
3413 protected void UpdateNavmesh()
3414 {
3415 SetAffectPathgraph( true, false );
3416 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3417 }
3418
3419 override bool CanUseConstruction()
3420 {
3421 return true;
3422 }
3423
3424 override bool CanUseConstructionBuild()
3425 {
3426 return true;
3427 }
3428
3429 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3430 {
3431 if ( attachment )
3432 {
3433 InventoryLocation inventory_location = new InventoryLocation;
3434 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3435
3436 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3437 }
3438
3439 return false;
3440 }
3441
3442 protected bool IsAttachmentSlotLocked( string slot_name )
3443 {
3444 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3445 }
3446
3447 //--- ATTACHMENT SLOTS
3448 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3449 {
3450 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3451 if ( GetGame().ConfigIsExisting( config_path ) )
3452 {
3453 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3454 }
3455 }
3456
3457 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3458 {
3459 return true;
3460 }
3461
3462 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3463 {
3464 return true;
3465 }
3466
3467 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3468 {
3469 return true;
3470 }
3471
3472 // --- INIT
3473 void ConstructionInit()
3474 {
3475 if ( !m_Construction )
3476 {
3477 m_Construction = new Construction( this );
3478 }
3479
3480 GetConstruction().Init();
3481 }
3482
3484 {
3485 return m_Construction;
3486 }
3487
3488 //--- INVENTORY/ATTACHMENTS CONDITIONS
3489 //attachments
3490 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3491 {
3492 return super.CanReceiveAttachment(attachment, slotId);
3493 }
3494
3496 {
3497 int attachment_count = GetInventory().AttachmentCount();
3498 if ( attachment_count > 0 )
3499 {
3500 if ( HasBase() && attachment_count == 1 )
3501 {
3502 return false;
3503 }
3504
3505 return true;
3506 }
3507
3508 return false;
3509 }
3510
3511 override bool ShowZonesHealth()
3512 {
3513 return true;
3514 }
3515
3516 override bool IsTakeable()
3517 {
3518 return false;
3519 }
3520
3521 //this into/outo parent.Cargo
3522 override bool CanPutInCargo( EntityAI parent )
3523 {
3524 return false;
3525 }
3526
3527 override bool CanRemoveFromCargo( EntityAI parent )
3528 {
3529 return false;
3530 }
3531
3532 //hands
3533 override bool CanPutIntoHands( EntityAI parent )
3534 {
3535 return false;
3536 }
3537
3538 //--- ACTION CONDITIONS
3539 //direction
3540 override bool IsFacingPlayer( PlayerBase player, string selection )
3541 {
3542 return true;
3543 }
3544
3545 override bool IsPlayerInside( PlayerBase player, string selection )
3546 {
3547 return true;
3548 }
3549
3552 {
3553 return false;
3554 }
3555
3556 //camera direction check
3557 bool IsFacingCamera( string selection )
3558 {
3559 return true;
3560 }
3561
3562 //roof check
3563 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3564 {
3565 return false;
3566 }
3567
3568 //selection->player distance check
3569 bool HasProperDistance( string selection, PlayerBase player )
3570 {
3571 return true;
3572 }
3573
3574 //folding
3576 {
3577 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3578 {
3579 return false;
3580 }
3581
3582 return true;
3583 }
3584
3586 {
3589
3590 return item;
3591 }
3592
3593 //Damage triggers (barbed wire)
3594 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3595 {
3596 if ( GetGame() && GetGame().IsServer() )
3597 {
3598 //destroy area damage if some already exists
3599 DestroyAreaDamage( slot_name );
3600
3601 //create new area damage
3603 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3604
3605 vector min_max[2];
3606 if ( MemoryPointExists( slot_name + "_min" ) )
3607 {
3608 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3609 }
3610 if ( MemoryPointExists( slot_name + "_max" ) )
3611 {
3612 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3613 }
3614
3615 //get proper trigger extents (min<max)
3616 vector extents[2];
3617 GetConstruction().GetTriggerExtents( min_max, extents );
3618
3619 //get box center
3620 vector center;
3621 center = GetConstruction().GetBoxCenter( min_max );
3622 center = ModelToWorld( center );
3623
3624 //rotate center if needed
3625 vector orientation = GetOrientation();;
3626 CalcDamageAreaRotation( rotation_angle, center, orientation );
3627
3628 areaDamage.SetExtents( extents[0], extents[1] );
3629 areaDamage.SetAreaPosition( center );
3630 areaDamage.SetAreaOrientation( orientation );
3631 areaDamage.SetLoopInterval( 1.0 );
3632 areaDamage.SetDeferDuration( 0.2 );
3633 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3634 areaDamage.SetAmmoName( "BarbedWireHit" );
3635 areaDamage.Spawn();
3636
3637 m_DamageTriggers.Insert( slot_name, areaDamage );
3638 }
3639 }
3640
3641 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3642 {
3643 if ( angle_deg != 0 )
3644 {
3645 //orientation
3646 orientation[0] = orientation[0] - angle_deg;
3647
3648 //center
3649 vector rotate_axis;
3650 if ( MemoryPointExists( "rotate_axis" ) )
3651 {
3652 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3653 }
3654 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];
3655 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];
3656 center[0] = r_center_x;
3657 center[2] = r_center_z;
3658 }
3659 }
3660
3661 void DestroyAreaDamage( string slot_name )
3662 {
3663 if (GetGame() && GetGame().IsServer())
3664 {
3666 if (m_DamageTriggers.Find(slot_name, areaDamage))
3667 {
3668 if (areaDamage)
3669 {
3670 areaDamage.Destroy();
3671 }
3672
3673 m_DamageTriggers.Remove( slot_name );
3674 }
3675 }
3676 }
3677
3678 override bool IsIgnoredByConstruction()
3679 {
3680 return true;
3681 }
3682
3683 //================================================================
3684 // SOUNDS
3685 //================================================================
3686 protected void SoundBuildStart( string part_name )
3687 {
3688 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3689 }
3690
3691 protected void SoundDismantleStart( string part_name )
3692 {
3693 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3694 }
3695
3696 protected void SoundDestroyStart( string part_name )
3697 {
3698 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3699 }
3700
3701 protected string GetBuildSoundByMaterial( string part_name )
3702 {
3703 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3704
3705 switch ( material_type )
3706 {
3707 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3708 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3709 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3710 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3711 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3712 }
3713
3714 return "";
3715 }
3716
3717 protected string GetDismantleSoundByMaterial( string part_name )
3718 {
3719 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3720
3721 switch ( material_type )
3722 {
3723 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3724 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3725 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3726 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3727 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3728 }
3729
3730 return "";
3731 }
3732
3733 //misc
3734 void CheckForHybridAttachments( EntityAI item, string slot_name )
3735 {
3736 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3737 {
3738 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3739 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3740 {
3741 SetHealth(slot_name,"Health",item.GetHealth());
3742 }
3743 }
3744 }
3745
3746 override int GetDamageSystemVersionChange()
3747 {
3748 return 111;
3749 }
3750
3751 override void SetActions()
3752 {
3753 super.SetActions();
3754
3758 }
3759
3760 //================================================================
3761 // DEBUG
3762 //================================================================
3763 protected void DebugCustomState()
3764 {
3765 }
3766
3769 {
3770 return null;
3771 }
3772
3773 override void OnDebugSpawn()
3774 {
3775 FullyBuild();
3776 }
3777
3778 void FullyBuild()
3779 {
3781 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3782
3783 Man p;
3784
3785 #ifdef SERVER
3786 array<Man> players = new array<Man>;
3787 GetGame().GetWorld().GetPlayerList(players);
3788 if (players.Count())
3789 p = players[0];
3790 #else
3791 p = GetGame().GetPlayer();
3792 #endif
3793
3794 foreach (ConstructionPart part : parts)
3795 {
3796 bool excluded = false;
3797 string partName = part.GetPartName();
3798 if (excludes)
3799 {
3800 foreach (string exclude : excludes)
3801 {
3802 if (partName.Contains(exclude))
3803 {
3804 excluded = true;
3805 break;
3806 }
3807 }
3808 }
3809
3810 if (!excluded)
3811 {
3812 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3813 }
3814 }
3815
3816 GetConstruction().UpdateVisuals();
3817 }
3818}
3819
3820void bsbDebugPrint (string s)
3821{
3822#ifdef BSB_DEBUG
3823 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3824#else
3825 //Print("" + s); // comment/uncomment to hide/see debug logs
3826#endif
3827}
3828void bsbDebugSpam (string s)
3829{
3830#ifdef BSB_DEBUG_SPAM
3831 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3832#else
3833 //Print("" + s); // comment/uncomment to hide/see debug logs
3834#endif
3835}
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