DayZ 1.28
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◆ SoundBuildStart()

void bsbDebugPrint::SoundBuildStart ( string part_name)
protected

См. определение в файле BaseBuildingBase.c строка 2487

2489{
2490 const string ANIMATION_DEPLOYED = "Deployed";
2491
2492 float m_ConstructionKitHealth; //stored health value for used construction kit
2493
2495
2496 bool m_HasBase;
2497 //variables for synchronization of base building parts (2x31 is the current limit)
2498 int m_SyncParts01; //synchronization for already built parts (31 parts)
2499 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2500 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2501 int m_InteractedPartId; //construction part id that an action was performed on
2502 int m_PerformedActionId; //action id that was performed on a construction part
2503
2504 //Sounds
2505 //build
2506 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2507 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2508 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2509 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2510 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2511 //dismantle
2512 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2513 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2514 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2515 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2516 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2517
2518 protected EffectSound m_Sound;
2519
2523
2524 // Constructor
2525 void BaseBuildingBase()
2526 {
2528
2529 //synchronized variables
2530 RegisterNetSyncVariableInt( "m_SyncParts01" );
2531 RegisterNetSyncVariableInt( "m_SyncParts02" );
2532 RegisterNetSyncVariableInt( "m_SyncParts03" );
2533 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2534 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2535 RegisterNetSyncVariableBool( "m_HasBase" );
2536
2537 //Construction init
2539
2540 if (ConfigIsExisting("hybridAttachments"))
2541 {
2543 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2544 }
2545 if (ConfigIsExisting("mountables"))
2546 {
2548 ConfigGetTextArray("mountables", m_Mountables);
2549 }
2550
2551 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2552 }
2553
2554 override void EEDelete(EntityAI parent)
2555 {
2556 super.EEDelete(parent);
2557
2558 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2559 {
2560 areaDamage.Destroy();
2561 }
2562
2563 }
2564
2565 override string GetInvulnerabilityTypeString()
2566 {
2567 return "disableBaseDamage";
2568 }
2569
2570 override bool CanObstruct()
2571 {
2572 return true;
2573 }
2574
2575 override int GetHideIconMask()
2576 {
2577 return EInventoryIconVisibility.HIDE_VICINITY;
2578 }
2579
2580 override void InitItemSounds()
2581 {
2582 super.InitItemSounds();
2583
2585 SoundParameters params = new SoundParameters();
2586 params.m_Loop = true;
2587
2588 if (GetFoldSoundset() != string.Empty)
2589 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2590 if (GetLoopFoldSoundset() != string.Empty)
2591 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2592 }
2593
2594 override string GetFoldSoundset()
2595 {
2596 return "putDown_FenceKit_SoundSet";
2597 }
2598
2599 override string GetLoopFoldSoundset()
2600 {
2601 return "Shelter_Site_Build_Loop_SoundSet";
2602 }
2603
2604 // --- SYNCHRONIZATION
2606 {
2607 if ( GetGame().IsServer() )
2608 {
2609 SetSynchDirty();
2610 }
2611 }
2612
2613 override void OnVariablesSynchronized()
2614 {
2615 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2616 super.OnVariablesSynchronized();
2617
2619 }
2620
2621 protected void OnSynchronizedClient()
2622 {
2623 //update parts
2625
2626 //update action on part
2628
2629 //update visuals (client)
2630 UpdateVisuals();
2631 }
2632
2633 //parts synchronization
2634 void RegisterPartForSync( int part_id )
2635 {
2636 //part_id must starts from index = 1
2637 int offset;
2638 int mask;
2639
2640 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2641 {
2642 offset = part_id - 1;
2643 mask = 1 << offset;
2644
2645 m_SyncParts01 = m_SyncParts01 | mask;
2646 }
2647 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2648 {
2649 offset = ( part_id % 32 );
2650 mask = 1 << offset;
2651
2652 m_SyncParts02 = m_SyncParts02 | mask;
2653 }
2654 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2655 {
2656 offset = ( part_id % 63 );
2657 mask = 1 << offset;
2658
2659 m_SyncParts03 = m_SyncParts03 | mask;
2660 }
2661 }
2662
2663 void UnregisterPartForSync( int part_id )
2664 {
2665 //part_id must starts from index = 1
2666 int offset;
2667 int mask;
2668
2669 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2670 {
2671 offset = part_id - 1;
2672 mask = 1 << offset;
2673
2674 m_SyncParts01 = m_SyncParts01 & ~mask;
2675 }
2676 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2677 {
2678 offset = ( part_id % 32 );
2679 mask = 1 << offset;
2680
2681 m_SyncParts02 = m_SyncParts02 & ~mask;
2682 }
2683 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2684 {
2685 offset = ( part_id % 63 );
2686 mask = 1 << offset;
2687
2688 m_SyncParts03 = m_SyncParts03 & ~mask;
2689 }
2690 }
2691
2692 bool IsPartBuildInSyncData( int part_id )
2693 {
2694 //part_id must starts from index = 1
2695 int offset;
2696 int mask;
2697
2698 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2699 {
2700 offset = part_id - 1;
2701 mask = 1 << offset;
2702
2703 if ( ( m_SyncParts01 & mask ) > 0 )
2704 {
2705 return true;
2706 }
2707 }
2708 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2709 {
2710 offset = ( part_id % 32 );
2711 mask = 1 << offset;
2712
2713 if ( ( m_SyncParts02 & mask ) > 0 )
2714 {
2715 return true;
2716 }
2717 }
2718 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2719 {
2720 offset = ( part_id % 63 );
2721 mask = 1 << offset;
2722
2723 if ( ( m_SyncParts03 & mask ) > 0 )
2724 {
2725 return true;
2726 }
2727 }
2728
2729 return false;
2730 }
2731
2732 protected void RegisterActionForSync( int part_id, int action_id )
2733 {
2734 m_InteractedPartId = part_id;
2735 m_PerformedActionId = action_id;
2736 }
2737
2738 protected void ResetActionSyncData()
2739 {
2740 //reset data
2741 m_InteractedPartId = -1;
2743 }
2744
2745 protected void SetActionFromSyncData()
2746 {
2747 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2748 {
2750 int build_action_id = m_PerformedActionId;
2751
2752 switch( build_action_id )
2753 {
2754 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2755 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2756 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2757 }
2758 }
2759 }
2760 //------
2761
2763 {
2764 string key = part.m_PartName;
2765 bool is_base = part.IsBase();
2766 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2767 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2768 if ( is_part_built_sync )
2769 {
2770 if ( !part.IsBuilt() )
2771 {
2772 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2773 GetConstruction().AddToConstructedParts( key );
2774 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2775
2776 if (is_base)
2777 {
2779 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2780 }
2781 }
2782 }
2783 else
2784 {
2785 if ( part.IsBuilt() )
2786 {
2787 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2788 GetConstruction().RemoveFromConstructedParts( key );
2789 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2790
2791 if (is_base)
2792 {
2794 AddProxyPhysics( ANIMATION_DEPLOYED );
2795 }
2796 }
2797 }
2798
2799 //check slot lock for material attachments
2800 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2801 }
2802
2803 //set construction parts based on synchronized data
2805 {
2806 Construction construction = GetConstruction();
2807 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2808
2809 for ( int i = 0; i < construction_parts.Count(); ++i )
2810 {
2811 string key = construction_parts.GetKey( i );
2812 ConstructionPart value = construction_parts.Get( key );
2813 SetPartFromSyncData(value);
2814 }
2815
2816 //regenerate navmesh
2817 UpdateNavmesh();
2818 }
2819
2820 protected ConstructionPart GetConstructionPartById( int id )
2821 {
2822 Construction construction = GetConstruction();
2823 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2824
2825 for ( int i = 0; i < construction_parts.Count(); ++i )
2826 {
2827 string key = construction_parts.GetKey( i );
2828 ConstructionPart value = construction_parts.Get( key );
2829
2830 if ( value.GetId() == id )
2831 {
2832 return value;
2833 }
2834 }
2835
2836 return NULL;
2837 }
2838 //
2839
2840 //Base
2841 bool HasBase()
2842 {
2843 return m_HasBase;
2844 }
2845
2846 void SetBaseState( bool has_base )
2847 {
2848 m_HasBase = has_base;
2849 }
2850
2851 override bool IsDeployable()
2852 {
2853 return true;
2854 }
2855
2856 bool IsOpened()
2857 {
2858 return false;
2859 }
2860
2861 //--- CONSTRUCTION KIT
2863 {
2864 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2865 if ( m_ConstructionKitHealth > 0 )
2866 {
2867 construction_kit.SetHealth( m_ConstructionKitHealth );
2868 }
2869
2870 return construction_kit;
2871 }
2872
2873 void CreateConstructionKitInHands(notnull PlayerBase player)
2874 {
2875 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2876 if ( m_ConstructionKitHealth > 0 )
2877 {
2878 construction_kit.SetHealth( m_ConstructionKitHealth );
2879 }
2880 }
2881
2882 protected vector GetKitSpawnPosition()
2883 {
2884 return GetPosition();
2885 }
2886
2887 protected string GetConstructionKitType()
2888 {
2889 return "";
2890 }
2891
2892 void DestroyConstructionKit( ItemBase construction_kit )
2893 {
2894 m_ConstructionKitHealth = construction_kit.GetHealth();
2895 GetGame().ObjectDelete( construction_kit );
2896 }
2897
2898 //--- CONSTRUCTION
2899 void DestroyConstruction()
2900 {
2901 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2902 GetGame().ObjectDelete( this );
2903 }
2904
2905 // --- EVENTS
2906 override void OnStoreSave( ParamsWriteContext ctx )
2907 {
2908 super.OnStoreSave( ctx );
2909
2910 //sync parts 01
2911 ctx.Write( m_SyncParts01 );
2912 ctx.Write( m_SyncParts02 );
2913 ctx.Write( m_SyncParts03 );
2914
2915 ctx.Write( m_HasBase );
2916 }
2917
2918 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2919 {
2920 if ( !super.OnStoreLoad( ctx, version ) )
2921 return false;
2922
2923 //--- Base building data ---
2924 //Restore synced parts data
2925 if ( !ctx.Read( m_SyncParts01 ) )
2926 {
2927 m_SyncParts01 = 0; //set default
2928 return false;
2929 }
2930 if ( !ctx.Read( m_SyncParts02 ) )
2931 {
2932 m_SyncParts02 = 0; //set default
2933 return false;
2934 }
2935 if ( !ctx.Read( m_SyncParts03 ) )
2936 {
2937 m_SyncParts03 = 0; //set default
2938 return false;
2939 }
2940
2941 //has base
2942 if ( !ctx.Read( m_HasBase ) )
2943 {
2944 m_HasBase = false;
2945 return false;
2946 }
2947 //---
2948
2949 return true;
2950 }
2951
2952 override void AfterStoreLoad()
2953 {
2954 super.AfterStoreLoad();
2955
2957 {
2959 }
2960 }
2961
2963 {
2964 //update server data
2966
2967 //set base state
2968 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2969 SetBaseState( construction_part.IsBuilt() ) ;
2970
2971 //synchronize after load
2973 }
2974
2975 override void OnCreatePhysics()
2976 {
2977 super.OnCreatePhysics();
2980 }
2981
2982 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2983 {
2985 return;
2986
2987 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2988
2989 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2990 return;
2991
2992 Construction construction = GetConstruction();
2993 string part_name = zone;
2994 part_name.ToLower();
2995
2996 if ( newLevel == GameConstants.STATE_RUINED )
2997 {
2998 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2999
3000 if ( construction_part && construction.IsPartConstructed( part_name ) )
3001 {
3002 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
3003 construction.DestroyConnectedParts(part_name);
3004 }
3005
3006 //barbed wire handling (hack-ish)
3007 if ( part_name.Contains("barbed") )
3008 {
3009 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
3010 if (barbed_wire)
3011 barbed_wire.SetMountedState( false );
3012 }
3013 }
3014 }
3015
3016 override void EEOnAfterLoad()
3017 {
3019 {
3021 }
3022
3023 super.EEOnAfterLoad();
3024 }
3025
3026 override void EEInit()
3027 {
3028 super.EEInit();
3029
3030 // init visuals and physics
3031 InitBaseState();
3032
3033 //debug
3034 #ifdef DEVELOPER
3036 #endif
3037 }
3038
3039 override void EEItemAttached( EntityAI item, string slot_name )
3040 {
3041 super.EEItemAttached( item, slot_name );
3042
3043 CheckForHybridAttachments( item, slot_name );
3044 UpdateVisuals();
3045 UpdateAttachmentPhysics( slot_name, false );
3046 }
3047
3048 override void EEItemDetached( EntityAI item, string slot_name )
3049 {
3050 super.EEItemDetached( item, slot_name );
3051
3052 UpdateVisuals();
3053 UpdateAttachmentPhysics( slot_name, false );
3054 }
3055
3056 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3057 {
3058 string slot_name = InventorySlots.GetSlotName( slotId );
3059 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3060
3061 UpdateAttachmentVisuals( slot_name, locked );
3062 UpdateAttachmentPhysics( slot_name, locked );
3063 }
3064
3065 //ignore out of reach condition
3066 override bool IgnoreOutOfReachCondition()
3067 {
3068 return true;
3069 }
3070
3071 //CONSTRUCTION EVENTS
3072 //Build
3073 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3074 {
3075 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3076
3077 //check base state
3078 if (construtionPart.IsBase())
3079 {
3080 SetBaseState(true);
3081
3082 //spawn kit
3084 }
3085
3086 //register constructed parts for synchronization
3087 RegisterPartForSync(construtionPart.GetId());
3088
3089 //register action that was performed on part
3090 RegisterActionForSync(construtionPart.GetId(), action_id);
3091
3092 //synchronize
3094
3095 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3096
3097 UpdateNavmesh();
3098
3099 //update visuals
3100 UpdateVisuals();
3101
3102 //reset action sync data
3104 }
3105
3106 void OnPartBuiltClient(string part_name, int action_id)
3107 {
3108 //play sound
3109 SoundBuildStart( part_name );
3110 }
3111
3112 //Dismantle
3113 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3114 {
3115 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3116 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3117
3118 //register constructed parts for synchronization
3119 UnregisterPartForSync(construtionPart.GetId());
3120
3121 //register action that was performed on part
3122 RegisterActionForSync(construtionPart.GetId(), action_id);
3123
3124 //synchronize
3126
3127 // server part of sync, client will be synced from SetPartsFromSyncData
3128 SetPartFromSyncData(construtionPart);
3129
3130 UpdateNavmesh();
3131
3132 //update visuals
3133 UpdateVisuals();
3134
3135 //reset action sync data
3137
3138 //check base state
3139 if (construtionPart.IsBase())
3140 {
3141 //Destroy construction
3143 }
3144 }
3145
3146 void OnPartDismantledClient( string part_name, int action_id )
3147 {
3148 //play sound
3149 SoundDismantleStart( part_name );
3150 }
3151
3152 //Destroy
3153 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3154 {
3155 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3156 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3157
3158 //register constructed parts for synchronization
3159 UnregisterPartForSync(construtionPart.GetId());
3160
3161 //register action that was performed on part
3162 RegisterActionForSync(construtionPart.GetId(), action_id);
3163
3164 //synchronize
3166
3167 // server part of sync, client will be synced from SetPartsFromSyncData
3168 SetPartFromSyncData(construtionPart);
3169
3170 UpdateNavmesh();
3171
3172 //update visuals
3173 UpdateVisuals();
3174
3175 //reset action sync data
3177
3178 //check base state
3179 if (construtionPart.IsBase())
3180 {
3181 //Destroy construction
3183 }
3184 }
3185
3186 void OnPartDestroyedClient( string part_name, int action_id )
3187 {
3188 //play sound
3189 SoundDestroyStart( part_name );
3190 }
3191
3193 protected void HandleItemFalling(ConstructionPart part)
3194 {
3195 bool process = false;
3196
3197 //TODO: add a parameter to parts' config classes?
3198 process |= part.m_PartName.Contains("_roof");
3199 process |= part.m_PartName.Contains("_platform");
3200 process |= part.m_PartName.Contains("_stair");
3201
3202 if (process)
3203 {
3204 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3205 {
3206 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3207 return;
3208 }
3209
3210 vector mins, maxs;
3211 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3212 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3213
3214 //sanitize minmaxs
3215 vector minTmp, maxTmp;
3216 minTmp[0] = Math.Min(mins[0],maxs[0]);
3217 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3218 minTmp[1] = Math.Min(mins[1],maxs[1]);
3219 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3220 minTmp[2] = Math.Min(mins[2],maxs[2]);
3221 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3222 mins = minTmp;
3223 maxs = maxTmp;
3224
3225 maxs[1] = maxs[1] + 0.35; //reach a little above..
3226
3227 ItemFall(mins,maxs);
3228 }
3229 }
3230
3232 protected void ItemFall(vector min, vector max)
3233 {
3234 array<EntityAI> foundEntities = new array<EntityAI>();
3235 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3236
3237 //filtering
3238 ItemBase item;
3239 foreach (EntityAI entity : foundEntities)
3240 {
3241 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3242 item.ThrowPhysically(null,vector.Zero);
3243 }
3244 }
3245
3246 // --- UPDATE
3247 void InitBaseState()
3248 {
3249 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3250
3251 InitVisuals();
3252 UpdateNavmesh(); //regenerate navmesh
3253 GetConstruction().InitBaseState();
3254 }
3255
3256 void InitVisuals()
3257 {
3258 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3259 //check base
3260 if ( !HasBase() )
3261 {
3262 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3263 }
3264 else
3265 {
3266 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3267 }
3268
3269 GetConstruction().UpdateVisuals();
3270 }
3271
3272 void UpdateVisuals()
3273 {
3274 array<string> attachmentSlots = new array<string>;
3275
3276 GetAttachmentSlots(this, attachmentSlots);
3277 foreach (string slotName : attachmentSlots)
3278 {
3280 }
3281
3282 //check base
3283 if (!HasBase())
3284 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3285 else
3286 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3287
3288 GetConstruction().UpdateVisuals();
3289 }
3290
3291 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3292 {
3293 string slotNameMounted = slot_name + "_Mounted";
3294 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3295
3296 if (attachment)
3297 {
3298 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3299 if (barbedWire && barbedWire.IsMounted())
3300 CreateAreaDamage(slotNameMounted);
3301 else
3302 DestroyAreaDamage(slotNameMounted);
3303
3304 if (is_locked)
3305 {
3306 SetAnimationPhase(slotNameMounted, 0);
3307 SetAnimationPhase(slot_name, 1);
3308 }
3309 else
3310 {
3311 SetAnimationPhase(slotNameMounted, 1);
3312 SetAnimationPhase(slot_name, 0);
3313 }
3314 }
3315 else
3316 {
3317 SetAnimationPhase(slotNameMounted, 1);
3318 SetAnimationPhase(slot_name, 1);
3319
3320 DestroyAreaDamage(slotNameMounted);
3321 }
3322 }
3323
3324 // avoid calling this function on frequent occasions, it's a massive performance hit
3325 void UpdatePhysics()
3326 {
3328 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3329
3330 array<string> attachmentSlots = new array<string>;
3331 GetAttachmentSlots(this, attachmentSlots);
3332
3334 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3335
3336 foreach (string slotName : attachmentSlots)
3337 {
3339 }
3340
3341 //check base
3342 if (!HasBase())
3343 {
3345 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3346
3347 AddProxyPhysics(ANIMATION_DEPLOYED);
3348 }
3349 else
3350 {
3352 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3353
3354 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3355 }
3356
3357 GetConstruction().UpdatePhysics();
3358 UpdateNavmesh();
3359 }
3360
3361 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3362 {
3363 //checks for invalid appends; hotfix
3364 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3365 return;
3366 //----------------------------------
3367 string slot_name_mounted = slot_name + "_Mounted";
3368 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3369
3370 //remove proxy physics
3371 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3372 RemoveProxyPhysics( slot_name_mounted );
3373 RemoveProxyPhysics( slot_name );
3374
3375 if ( attachment )
3376 {
3377 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3378 if ( is_locked )
3379 {
3380 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3381 AddProxyPhysics( slot_name_mounted );
3382 }
3383 else
3384 {
3385 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3386 AddProxyPhysics( slot_name );
3387 }
3388 }
3389 }
3390
3391 protected void UpdateNavmesh()
3392 {
3393 SetAffectPathgraph( true, false );
3394 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3395 }
3396
3397 override bool CanUseConstruction()
3398 {
3399 return true;
3400 }
3401
3402 override bool CanUseConstructionBuild()
3403 {
3404 return true;
3405 }
3406
3407 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3408 {
3409 if ( attachment )
3410 {
3411 InventoryLocation inventory_location = new InventoryLocation;
3412 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3413
3414 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3415 }
3416
3417 return false;
3418 }
3419
3420 protected bool IsAttachmentSlotLocked( string slot_name )
3421 {
3422 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3423 }
3424
3425 //--- ATTACHMENT SLOTS
3426 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3427 {
3428 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3429 if ( GetGame().ConfigIsExisting( config_path ) )
3430 {
3431 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3432 }
3433 }
3434
3435 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3436 {
3437 return true;
3438 }
3439
3440 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3441 {
3442 return true;
3443 }
3444
3445 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3446 {
3447 return true;
3448 }
3449
3450 // --- INIT
3451 void ConstructionInit()
3452 {
3453 if ( !m_Construction )
3454 {
3455 m_Construction = new Construction( this );
3456 }
3457
3458 GetConstruction().Init();
3459 }
3460
3462 {
3463 return m_Construction;
3464 }
3465
3466 //--- INVENTORY/ATTACHMENTS CONDITIONS
3467 //attachments
3468 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3469 {
3470 return super.CanReceiveAttachment(attachment, slotId);
3471 }
3472
3474 {
3475 int attachment_count = GetInventory().AttachmentCount();
3476 if ( attachment_count > 0 )
3477 {
3478 if ( HasBase() && attachment_count == 1 )
3479 {
3480 return false;
3481 }
3482
3483 return true;
3484 }
3485
3486 return false;
3487 }
3488
3489 override bool ShowZonesHealth()
3490 {
3491 return true;
3492 }
3493
3494 override bool IsTakeable()
3495 {
3496 return false;
3497 }
3498
3499 //this into/outo parent.Cargo
3500 override bool CanPutInCargo( EntityAI parent )
3501 {
3502 return false;
3503 }
3504
3505 override bool CanRemoveFromCargo( EntityAI parent )
3506 {
3507 return false;
3508 }
3509
3510 //hands
3511 override bool CanPutIntoHands( EntityAI parent )
3512 {
3513 return false;
3514 }
3515
3516 //--- ACTION CONDITIONS
3517 //direction
3518 override bool IsFacingPlayer( PlayerBase player, string selection )
3519 {
3520 return true;
3521 }
3522
3523 override bool IsPlayerInside( PlayerBase player, string selection )
3524 {
3525 return true;
3526 }
3527
3530 {
3531 return false;
3532 }
3533
3534 //camera direction check
3535 bool IsFacingCamera( string selection )
3536 {
3537 return true;
3538 }
3539
3540 //roof check
3541 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3542 {
3543 return false;
3544 }
3545
3546 //selection->player distance check
3547 bool HasProperDistance( string selection, PlayerBase player )
3548 {
3549 return true;
3550 }
3551
3552 //folding
3554 {
3555 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3556 {
3557 return false;
3558 }
3559
3560 return true;
3561 }
3562
3564 {
3567
3568 return item;
3569 }
3570
3571 //Damage triggers (barbed wire)
3572 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3573 {
3574 if ( GetGame() && GetGame().IsServer() )
3575 {
3576 //destroy area damage if some already exists
3577 DestroyAreaDamage( slot_name );
3578
3579 //create new area damage
3581 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3582
3583 vector min_max[2];
3584 if ( MemoryPointExists( slot_name + "_min" ) )
3585 {
3586 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3587 }
3588 if ( MemoryPointExists( slot_name + "_max" ) )
3589 {
3590 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3591 }
3592
3593 //get proper trigger extents (min<max)
3594 vector extents[2];
3595 GetConstruction().GetTriggerExtents( min_max, extents );
3596
3597 //get box center
3598 vector center;
3599 center = GetConstruction().GetBoxCenter( min_max );
3600 center = ModelToWorld( center );
3601
3602 //rotate center if needed
3603 vector orientation = GetOrientation();;
3604 CalcDamageAreaRotation( rotation_angle, center, orientation );
3605
3606 areaDamage.SetExtents( extents[0], extents[1] );
3607 areaDamage.SetAreaPosition( center );
3608 areaDamage.SetAreaOrientation( orientation );
3609 areaDamage.SetLoopInterval( 1.0 );
3610 areaDamage.SetDeferDuration( 0.2 );
3611 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3612 areaDamage.SetAmmoName( "BarbedWireHit" );
3613 areaDamage.Spawn();
3614
3615 m_DamageTriggers.Insert( slot_name, areaDamage );
3616 }
3617 }
3618
3619 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3620 {
3621 if ( angle_deg != 0 )
3622 {
3623 //orientation
3624 orientation[0] = orientation[0] - angle_deg;
3625
3626 //center
3627 vector rotate_axis;
3628 if ( MemoryPointExists( "rotate_axis" ) )
3629 {
3630 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3631 }
3632 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];
3633 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];
3634 center[0] = r_center_x;
3635 center[2] = r_center_z;
3636 }
3637 }
3638
3639 void DestroyAreaDamage( string slot_name )
3640 {
3641 if (GetGame() && GetGame().IsServer())
3642 {
3644 if (m_DamageTriggers.Find(slot_name, areaDamage))
3645 {
3646 if (areaDamage)
3647 {
3648 areaDamage.Destroy();
3649 }
3650
3651 m_DamageTriggers.Remove( slot_name );
3652 }
3653 }
3654 }
3655
3656 override bool IsIgnoredByConstruction()
3657 {
3658 return true;
3659 }
3660
3661 //================================================================
3662 // SOUNDS
3663 //================================================================
3664 protected void SoundBuildStart( string part_name )
3665 {
3666 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3667 }
3668
3669 protected void SoundDismantleStart( string part_name )
3670 {
3671 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3672 }
3673
3674 protected void SoundDestroyStart( string part_name )
3675 {
3676 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3677 }
3678
3679 protected string GetBuildSoundByMaterial( string part_name )
3680 {
3681 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3682
3683 switch ( material_type )
3684 {
3685 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3686 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3687 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3688 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3689 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3690 }
3691
3692 return "";
3693 }
3694
3695 protected string GetDismantleSoundByMaterial( string part_name )
3696 {
3697 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3698
3699 switch ( material_type )
3700 {
3701 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3702 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3703 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3704 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3705 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3706 }
3707
3708 return "";
3709 }
3710
3711 //misc
3712 void CheckForHybridAttachments( EntityAI item, string slot_name )
3713 {
3714 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3715 {
3716 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3717 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3718 {
3719 SetHealth(slot_name,"Health",item.GetHealth());
3720 }
3721 }
3722 }
3723
3724 override int GetDamageSystemVersionChange()
3725 {
3726 return 111;
3727 }
3728
3729 override void SetActions()
3730 {
3731 super.SetActions();
3732
3736 }
3737
3738 //================================================================
3739 // DEBUG
3740 //================================================================
3741 protected void DebugCustomState()
3742 {
3743 }
3744
3747 {
3748 return null;
3749 }
3750
3751 override void OnDebugSpawn()
3752 {
3753 FullyBuild();
3754 }
3755
3756 void FullyBuild()
3757 {
3759 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3760
3761 Man p;
3762
3763 #ifdef SERVER
3764 array<Man> players = new array<Man>;
3765 GetGame().GetWorld().GetPlayerList(players);
3766 if (players.Count())
3767 p = players[0];
3768 #else
3769 p = GetGame().GetPlayer();
3770 #endif
3771
3772 foreach (ConstructionPart part : parts)
3773 {
3774 bool excluded = false;
3775 string partName = part.GetPartName();
3776 if (excludes)
3777 {
3778 foreach (string exclude : excludes)
3779 {
3780 if (partName.Contains(exclude))
3781 {
3782 excluded = true;
3783 break;
3784 }
3785 }
3786 }
3787
3788 if (!excluded)
3789 {
3790 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3791 }
3792 }
3793
3794 GetConstruction().UpdateVisuals();
3795 }
3796}
3797
3798void bsbDebugPrint (string s)
3799{
3800#ifdef BSB_DEBUG
3801 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3802#else
3803 //Print("" + s); // comment/uncomment to hide/see debug logs
3804#endif
3805}
3806void bsbDebugSpam (string s)
3807{
3808#ifdef BSB_DEBUG_SPAM
3809 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3810#else
3811 //Print("" + s); // comment/uncomment to hide/see debug logs
3812#endif
3813}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8

Используется в ItemBase::OnPartBuiltClient().