DayZ 1.27
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◆ UpdateAttachmentVisuals()

void bsbDebugPrint::UpdateAttachmentVisuals ( string slot_name,
bool is_locked )
protected

См. определение в файле BaseBuildingBase.c строка 2074

2076{
2077 const string ANIMATION_DEPLOYED = "Deployed";
2078
2079 float m_ConstructionKitHealth; //stored health value for used construction kit
2080
2082
2083 bool m_HasBase;
2084 //variables for synchronization of base building parts (2x31 is the current limit)
2085 int m_SyncParts01; //synchronization for already built parts (31 parts)
2086 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2087 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2088 int m_InteractedPartId; //construction part id that an action was performed on
2089 int m_PerformedActionId; //action id that was performed on a construction part
2090
2091 //Sounds
2092 //build
2093 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2094 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2095 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2096 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2097 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2098 //dismantle
2099 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2100 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2101 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2102 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2103 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2104
2105 protected EffectSound m_Sound;
2106
2110
2111 // Constructor
2112 void BaseBuildingBase()
2113 {
2115
2116 //synchronized variables
2117 RegisterNetSyncVariableInt( "m_SyncParts01" );
2118 RegisterNetSyncVariableInt( "m_SyncParts02" );
2119 RegisterNetSyncVariableInt( "m_SyncParts03" );
2120 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2121 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2122 RegisterNetSyncVariableBool( "m_HasBase" );
2123
2124 //Construction init
2126
2127 if (ConfigIsExisting("hybridAttachments"))
2128 {
2130 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2131 }
2132 if (ConfigIsExisting("mountables"))
2133 {
2135 ConfigGetTextArray("mountables", m_Mountables);
2136 }
2137
2138 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2139 }
2140
2141 override void EEDelete(EntityAI parent)
2142 {
2143 super.EEDelete(parent);
2144
2145 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2146 {
2147 areaDamage.Destroy();
2148 }
2149
2150 }
2151
2152 override string GetInvulnerabilityTypeString()
2153 {
2154 return "disableBaseDamage";
2155 }
2156
2157 override bool CanObstruct()
2158 {
2159 return true;
2160 }
2161
2162 override int GetHideIconMask()
2163 {
2164 return EInventoryIconVisibility.HIDE_VICINITY;
2165 }
2166
2167 // --- SYNCHRONIZATION
2169 {
2170 if ( GetGame().IsServer() )
2171 {
2172 SetSynchDirty();
2173 }
2174 }
2175
2176 override void OnVariablesSynchronized()
2177 {
2178 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2179 super.OnVariablesSynchronized();
2180
2182 }
2183
2184 protected void OnSynchronizedClient()
2185 {
2186 //update parts
2188
2189 //update action on part
2191
2192 //update visuals (client)
2193 UpdateVisuals();
2194 }
2195
2196 //parts synchronization
2197 void RegisterPartForSync( int part_id )
2198 {
2199 //part_id must starts from index = 1
2200 int offset;
2201 int mask;
2202
2203 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2204 {
2205 offset = part_id - 1;
2206 mask = 1 << offset;
2207
2208 m_SyncParts01 = m_SyncParts01 | mask;
2209 }
2210 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2211 {
2212 offset = ( part_id % 32 );
2213 mask = 1 << offset;
2214
2215 m_SyncParts02 = m_SyncParts02 | mask;
2216 }
2217 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2218 {
2219 offset = ( part_id % 63 );
2220 mask = 1 << offset;
2221
2222 m_SyncParts03 = m_SyncParts03 | mask;
2223 }
2224 }
2225
2226 void UnregisterPartForSync( int part_id )
2227 {
2228 //part_id must starts from index = 1
2229 int offset;
2230 int mask;
2231
2232 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2233 {
2234 offset = part_id - 1;
2235 mask = 1 << offset;
2236
2237 m_SyncParts01 = m_SyncParts01 & ~mask;
2238 }
2239 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2240 {
2241 offset = ( part_id % 32 );
2242 mask = 1 << offset;
2243
2244 m_SyncParts02 = m_SyncParts02 & ~mask;
2245 }
2246 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2247 {
2248 offset = ( part_id % 63 );
2249 mask = 1 << offset;
2250
2251 m_SyncParts03 = m_SyncParts03 & ~mask;
2252 }
2253 }
2254
2255 bool IsPartBuildInSyncData( int part_id )
2256 {
2257 //part_id must starts from index = 1
2258 int offset;
2259 int mask;
2260
2261 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2262 {
2263 offset = part_id - 1;
2264 mask = 1 << offset;
2265
2266 if ( ( m_SyncParts01 & mask ) > 0 )
2267 {
2268 return true;
2269 }
2270 }
2271 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2272 {
2273 offset = ( part_id % 32 );
2274 mask = 1 << offset;
2275
2276 if ( ( m_SyncParts02 & mask ) > 0 )
2277 {
2278 return true;
2279 }
2280 }
2281 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2282 {
2283 offset = ( part_id % 63 );
2284 mask = 1 << offset;
2285
2286 if ( ( m_SyncParts03 & mask ) > 0 )
2287 {
2288 return true;
2289 }
2290 }
2291
2292 return false;
2293 }
2294
2295 protected void RegisterActionForSync( int part_id, int action_id )
2296 {
2297 m_InteractedPartId = part_id;
2298 m_PerformedActionId = action_id;
2299 }
2300
2301 protected void ResetActionSyncData()
2302 {
2303 //reset data
2304 m_InteractedPartId = -1;
2306 }
2307
2308 protected void SetActionFromSyncData()
2309 {
2310 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2311 {
2313 int build_action_id = m_PerformedActionId;
2314
2315 switch( build_action_id )
2316 {
2317 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2318 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2319 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2320 }
2321 }
2322 }
2323 //------
2324
2326 {
2327 string key = part.m_PartName;
2328 bool is_base = part.IsBase();
2329 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2330 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2331 if ( is_part_built_sync )
2332 {
2333 if ( !part.IsBuilt() )
2334 {
2335 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2336 GetConstruction().AddToConstructedParts( key );
2337 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2338
2339 if (is_base)
2340 {
2342 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2343 }
2344 }
2345 }
2346 else
2347 {
2348 if ( part.IsBuilt() )
2349 {
2350 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2351 GetConstruction().RemoveFromConstructedParts( key );
2352 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2353
2354 if (is_base)
2355 {
2357 AddProxyPhysics( ANIMATION_DEPLOYED );
2358 }
2359 }
2360 }
2361
2362 //check slot lock for material attachments
2363 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2364 }
2365
2366 //set construction parts based on synchronized data
2368 {
2369 Construction construction = GetConstruction();
2370 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2371
2372 for ( int i = 0; i < construction_parts.Count(); ++i )
2373 {
2374 string key = construction_parts.GetKey( i );
2375 ConstructionPart value = construction_parts.Get( key );
2376 SetPartFromSyncData(value);
2377 }
2378
2379 //regenerate navmesh
2380 UpdateNavmesh();
2381 }
2382
2383 protected ConstructionPart GetConstructionPartById( int id )
2384 {
2385 Construction construction = GetConstruction();
2386 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2387
2388 for ( int i = 0; i < construction_parts.Count(); ++i )
2389 {
2390 string key = construction_parts.GetKey( i );
2391 ConstructionPart value = construction_parts.Get( key );
2392
2393 if ( value.GetId() == id )
2394 {
2395 return value;
2396 }
2397 }
2398
2399 return NULL;
2400 }
2401 //
2402
2403 //Base
2404 bool HasBase()
2405 {
2406 return m_HasBase;
2407 }
2408
2409 void SetBaseState( bool has_base )
2410 {
2411 m_HasBase = has_base;
2412 }
2413
2414 override bool IsDeployable()
2415 {
2416 return true;
2417 }
2418
2419 bool IsOpened()
2420 {
2421 return false;
2422 }
2423
2424 //--- CONSTRUCTION KIT
2426 {
2427 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2428 if ( m_ConstructionKitHealth > 0 )
2429 {
2430 construction_kit.SetHealth( m_ConstructionKitHealth );
2431 }
2432
2433 return construction_kit;
2434 }
2435
2436 void CreateConstructionKitInHands(notnull PlayerBase player)
2437 {
2438 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2439 if ( m_ConstructionKitHealth > 0 )
2440 {
2441 construction_kit.SetHealth( m_ConstructionKitHealth );
2442 }
2443 }
2444
2445 protected vector GetKitSpawnPosition()
2446 {
2447 return GetPosition();
2448 }
2449
2450 protected string GetConstructionKitType()
2451 {
2452 return "";
2453 }
2454
2455 void DestroyConstructionKit( ItemBase construction_kit )
2456 {
2457 m_ConstructionKitHealth = construction_kit.GetHealth();
2458 GetGame().ObjectDelete( construction_kit );
2459 }
2460
2461 //--- CONSTRUCTION
2462 void DestroyConstruction()
2463 {
2464 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2465 GetGame().ObjectDelete( this );
2466 }
2467
2468 // --- EVENTS
2469 override void OnStoreSave( ParamsWriteContext ctx )
2470 {
2471 super.OnStoreSave( ctx );
2472
2473 //sync parts 01
2474 ctx.Write( m_SyncParts01 );
2475 ctx.Write( m_SyncParts02 );
2476 ctx.Write( m_SyncParts03 );
2477
2478 ctx.Write( m_HasBase );
2479 }
2480
2481 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2482 {
2483 if ( !super.OnStoreLoad( ctx, version ) )
2484 return false;
2485
2486 //--- Base building data ---
2487 //Restore synced parts data
2488 if ( !ctx.Read( m_SyncParts01 ) )
2489 {
2490 m_SyncParts01 = 0; //set default
2491 return false;
2492 }
2493 if ( !ctx.Read( m_SyncParts02 ) )
2494 {
2495 m_SyncParts02 = 0; //set default
2496 return false;
2497 }
2498 if ( !ctx.Read( m_SyncParts03 ) )
2499 {
2500 m_SyncParts03 = 0; //set default
2501 return false;
2502 }
2503
2504 //has base
2505 if ( !ctx.Read( m_HasBase ) )
2506 {
2507 m_HasBase = false;
2508 return false;
2509 }
2510 //---
2511
2512 return true;
2513 }
2514
2515 override void AfterStoreLoad()
2516 {
2517 super.AfterStoreLoad();
2518
2520 {
2522 }
2523 }
2524
2526 {
2527 //update server data
2529
2530 //set base state
2531 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2532 SetBaseState( construction_part.IsBuilt() ) ;
2533
2534 //synchronize after load
2536 }
2537
2538 override void OnCreatePhysics()
2539 {
2540 super.OnCreatePhysics();
2543 }
2544
2545 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2546 {
2548 return;
2549
2550 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2551
2552 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2553 return;
2554
2555 Construction construction = GetConstruction();
2556 string part_name = zone;
2557 part_name.ToLower();
2558
2559 if ( newLevel == GameConstants.STATE_RUINED )
2560 {
2561 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2562
2563 if ( construction_part && construction.IsPartConstructed( part_name ) )
2564 {
2565 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2566 construction.DestroyConnectedParts(part_name);
2567 }
2568
2569 //barbed wire handling (hack-ish)
2570 if ( part_name.Contains("barbed") )
2571 {
2572 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2573 if (barbed_wire)
2574 barbed_wire.SetMountedState( false );
2575 }
2576 }
2577 }
2578
2579 override void EEOnAfterLoad()
2580 {
2582 {
2584 }
2585
2586 super.EEOnAfterLoad();
2587 }
2588
2589 override void EEInit()
2590 {
2591 super.EEInit();
2592
2593 // init visuals and physics
2594 InitBaseState();
2595
2596 //debug
2597 #ifdef DEVELOPER
2599 #endif
2600 }
2601
2602 override void EEItemAttached( EntityAI item, string slot_name )
2603 {
2604 super.EEItemAttached( item, slot_name );
2605
2606 CheckForHybridAttachments( item, slot_name );
2607 UpdateVisuals();
2608 UpdateAttachmentPhysics( slot_name, false );
2609 }
2610
2611 override void EEItemDetached( EntityAI item, string slot_name )
2612 {
2613 super.EEItemDetached( item, slot_name );
2614
2615 UpdateVisuals();
2616 UpdateAttachmentPhysics( slot_name, false );
2617 }
2618
2619 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2620 {
2621 string slot_name = InventorySlots.GetSlotName( slotId );
2622 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2623
2624 UpdateAttachmentVisuals( slot_name, locked );
2625 UpdateAttachmentPhysics( slot_name, locked );
2626 }
2627
2628 //ignore out of reach condition
2629 override bool IgnoreOutOfReachCondition()
2630 {
2631 return true;
2632 }
2633
2634 //CONSTRUCTION EVENTS
2635 //Build
2636 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2637 {
2638 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2639
2640 //check base state
2641 if (construtionPart.IsBase())
2642 {
2643 SetBaseState(true);
2644
2645 //spawn kit
2647 }
2648
2649 //register constructed parts for synchronization
2650 RegisterPartForSync(construtionPart.GetId());
2651
2652 //register action that was performed on part
2653 RegisterActionForSync(construtionPart.GetId(), action_id);
2654
2655 //synchronize
2657
2658 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2659
2660 UpdateNavmesh();
2661
2662 //update visuals
2663 UpdateVisuals();
2664
2665 //reset action sync data
2667 }
2668
2669 void OnPartBuiltClient(string part_name, int action_id)
2670 {
2671 //play sound
2672 SoundBuildStart( part_name );
2673 }
2674
2675 //Dismantle
2676 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2677 {
2678 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2679 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2680
2681 //register constructed parts for synchronization
2682 UnregisterPartForSync(construtionPart.GetId());
2683
2684 //register action that was performed on part
2685 RegisterActionForSync(construtionPart.GetId(), action_id);
2686
2687 //synchronize
2689
2690 // server part of sync, client will be synced from SetPartsFromSyncData
2691 SetPartFromSyncData(construtionPart);
2692
2693 UpdateNavmesh();
2694
2695 //update visuals
2696 UpdateVisuals();
2697
2698 //reset action sync data
2700
2701 //check base state
2702 if (construtionPart.IsBase())
2703 {
2704 //Destroy construction
2706 }
2707
2708 if (GetGame().IsServer())
2709 HandleItemFalling(construtionPart);
2710 }
2711
2712 void OnPartDismantledClient( string part_name, int action_id )
2713 {
2714 //play sound
2715 SoundDismantleStart( part_name );
2716 }
2717
2718 //Destroy
2719 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2720 {
2721 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2722 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2723
2724 //register constructed parts for synchronization
2725 UnregisterPartForSync(construtionPart.GetId());
2726
2727 //register action that was performed on part
2728 RegisterActionForSync(construtionPart.GetId(), action_id);
2729
2730 //synchronize
2732
2733 // server part of sync, client will be synced from SetPartsFromSyncData
2734 SetPartFromSyncData(construtionPart);
2735
2736 UpdateNavmesh();
2737
2738 //update visuals
2739 UpdateVisuals();
2740
2741 //reset action sync data
2743
2744 //check base state
2745 if (construtionPart.IsBase())
2746 {
2747 //Destroy construction
2749 }
2750
2751 if (GetGame().IsServer())
2752 HandleItemFalling(construtionPart);
2753 }
2754
2755 void OnPartDestroyedClient( string part_name, int action_id )
2756 {
2757 //play sound
2758 SoundDestroyStart( part_name );
2759 }
2760
2761 protected void HandleItemFalling(ConstructionPart part)
2762 {
2763 bool process = false;
2764
2765 //TODO: add a parameter to parts' config classes?
2766 process |= part.m_PartName.Contains("_roof");
2767 process |= part.m_PartName.Contains("_platform");
2768 process |= part.m_PartName.Contains("_stair");
2769
2770 if (process)
2771 {
2772 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2773 {
2774 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2775 return;
2776 }
2777
2778 vector mins, maxs;
2779 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2780 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2781
2782 //sanitize minmaxs
2783 vector minTmp, maxTmp;
2784 minTmp[0] = Math.Min(mins[0],maxs[0]);
2785 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2786 minTmp[1] = Math.Min(mins[1],maxs[1]);
2787 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2788 minTmp[2] = Math.Min(mins[2],maxs[2]);
2789 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2790 mins = minTmp;
2791 maxs = maxTmp;
2792
2793 maxs[1] = maxs[1] + 0.35; //reach a little above..
2794
2795 ItemFall(mins,maxs);
2796 }
2797 }
2798
2799 protected void ItemFall(vector min, vector max)
2800 {
2801 array<EntityAI> foundEntities = new array<EntityAI>();
2802 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2803
2804 //filtering
2805 ItemBase item;
2806 foreach (EntityAI entity : foundEntities)
2807 {
2808 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2809 item.ThrowPhysically(null,vector.Zero);
2810 }
2811 }
2812
2813 // --- UPDATE
2814 void InitBaseState()
2815 {
2816 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2817
2818 InitVisuals();
2819 UpdateNavmesh(); //regenerate navmesh
2820 GetConstruction().InitBaseState();
2821 }
2822
2823 void InitVisuals()
2824 {
2825 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2826 //check base
2827 if ( !HasBase() )
2828 {
2829 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2830 }
2831 else
2832 {
2833 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2834 }
2835
2836 GetConstruction().UpdateVisuals();
2837 }
2838
2839 void UpdateVisuals()
2840 {
2841 array<string> attachmentSlots = new array<string>;
2842
2843 GetAttachmentSlots(this, attachmentSlots);
2844 foreach (string slotName : attachmentSlots)
2845 {
2847 }
2848
2849 //check base
2850 if (!HasBase())
2851 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2852 else
2853 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2854
2855 GetConstruction().UpdateVisuals();
2856 }
2857
2858 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2859 {
2860 string slotNameMounted = slot_name + "_Mounted";
2861 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2862
2863 if (attachment)
2864 {
2865 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2866 if (barbedWire && barbedWire.IsMounted())
2867 CreateAreaDamage(slotNameMounted);
2868 else
2869 DestroyAreaDamage(slotNameMounted);
2870
2871 if (is_locked)
2872 {
2873 SetAnimationPhase(slotNameMounted, 0);
2874 SetAnimationPhase(slot_name, 1);
2875 }
2876 else
2877 {
2878 SetAnimationPhase(slotNameMounted, 1);
2879 SetAnimationPhase(slot_name, 0);
2880 }
2881 }
2882 else
2883 {
2884 SetAnimationPhase(slotNameMounted, 1);
2885 SetAnimationPhase(slot_name, 1);
2886
2887 DestroyAreaDamage(slotNameMounted);
2888 }
2889 }
2890
2891 // avoid calling this function on frequent occasions, it's a massive performance hit
2892 void UpdatePhysics()
2893 {
2895 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2896
2897 array<string> attachmentSlots = new array<string>;
2898 GetAttachmentSlots(this, attachmentSlots);
2899
2901 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2902
2903 foreach (string slotName : attachmentSlots)
2904 {
2906 }
2907
2908 //check base
2909 if (!HasBase())
2910 {
2912 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2913
2914 AddProxyPhysics(ANIMATION_DEPLOYED);
2915 }
2916 else
2917 {
2919 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2920
2921 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2922 }
2923
2924 GetConstruction().UpdatePhysics();
2925 UpdateNavmesh();
2926 }
2927
2928 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2929 {
2930 //checks for invalid appends; hotfix
2931 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2932 return;
2933 //----------------------------------
2934 string slot_name_mounted = slot_name + "_Mounted";
2935 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2936
2937 //remove proxy physics
2938 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2939 RemoveProxyPhysics( slot_name_mounted );
2940 RemoveProxyPhysics( slot_name );
2941
2942 if ( attachment )
2943 {
2944 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2945 if ( is_locked )
2946 {
2947 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2948 AddProxyPhysics( slot_name_mounted );
2949 }
2950 else
2951 {
2952 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2953 AddProxyPhysics( slot_name );
2954 }
2955 }
2956 }
2957
2958 protected void UpdateNavmesh()
2959 {
2960 SetAffectPathgraph( true, false );
2961 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2962 }
2963
2964 override bool CanUseConstruction()
2965 {
2966 return true;
2967 }
2968
2969 override bool CanUseConstructionBuild()
2970 {
2971 return true;
2972 }
2973
2974 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2975 {
2976 if ( attachment )
2977 {
2978 InventoryLocation inventory_location = new InventoryLocation;
2979 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2980
2981 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2982 }
2983
2984 return false;
2985 }
2986
2987 protected bool IsAttachmentSlotLocked( string slot_name )
2988 {
2989 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2990 }
2991
2992 //--- ATTACHMENT SLOTS
2993 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2994 {
2995 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2996 if ( GetGame().ConfigIsExisting( config_path ) )
2997 {
2998 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2999 }
3000 }
3001
3002 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3003 {
3004 return true;
3005 }
3006
3007 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3008 {
3009 return true;
3010 }
3011
3012 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3013 {
3014 return true;
3015 }
3016
3017 // --- INIT
3018 void ConstructionInit()
3019 {
3020 if ( !m_Construction )
3021 {
3022 m_Construction = new Construction( this );
3023 }
3024
3025 GetConstruction().Init();
3026 }
3027
3029 {
3030 return m_Construction;
3031 }
3032
3033 //--- INVENTORY/ATTACHMENTS CONDITIONS
3034 //attachments
3035 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3036 {
3037 return super.CanReceiveAttachment(attachment, slotId);
3038 }
3039
3041 {
3042 int attachment_count = GetInventory().AttachmentCount();
3043 if ( attachment_count > 0 )
3044 {
3045 if ( HasBase() && attachment_count == 1 )
3046 {
3047 return false;
3048 }
3049
3050 return true;
3051 }
3052
3053 return false;
3054 }
3055
3056 override bool ShowZonesHealth()
3057 {
3058 return true;
3059 }
3060
3061 override bool IsTakeable()
3062 {
3063 return false;
3064 }
3065
3066 //this into/outo parent.Cargo
3067 override bool CanPutInCargo( EntityAI parent )
3068 {
3069 return false;
3070 }
3071
3072 override bool CanRemoveFromCargo( EntityAI parent )
3073 {
3074 return false;
3075 }
3076
3077 //hands
3078 override bool CanPutIntoHands( EntityAI parent )
3079 {
3080 return false;
3081 }
3082
3083 //--- ACTION CONDITIONS
3084 //direction
3085 override bool IsFacingPlayer( PlayerBase player, string selection )
3086 {
3087 return true;
3088 }
3089
3090 override bool IsPlayerInside( PlayerBase player, string selection )
3091 {
3092 return true;
3093 }
3094
3097 {
3098 return false;
3099 }
3100
3101 //camera direction check
3102 bool IsFacingCamera( string selection )
3103 {
3104 return true;
3105 }
3106
3107 //roof check
3108 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3109 {
3110 return false;
3111 }
3112
3113 //selection->player distance check
3114 bool HasProperDistance( string selection, PlayerBase player )
3115 {
3116 return true;
3117 }
3118
3119 //folding
3121 {
3122 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3123 {
3124 return false;
3125 }
3126
3127 return true;
3128 }
3129
3131 {
3134
3135 return item;
3136 }
3137
3138 //Damage triggers (barbed wire)
3139 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3140 {
3141 if ( GetGame() && GetGame().IsServer() )
3142 {
3143 //destroy area damage if some already exists
3144 DestroyAreaDamage( slot_name );
3145
3146 //create new area damage
3148 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3149
3150 vector min_max[2];
3151 if ( MemoryPointExists( slot_name + "_min" ) )
3152 {
3153 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3154 }
3155 if ( MemoryPointExists( slot_name + "_max" ) )
3156 {
3157 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3158 }
3159
3160 //get proper trigger extents (min<max)
3161 vector extents[2];
3162 GetConstruction().GetTriggerExtents( min_max, extents );
3163
3164 //get box center
3165 vector center;
3166 center = GetConstruction().GetBoxCenter( min_max );
3167 center = ModelToWorld( center );
3168
3169 //rotate center if needed
3170 vector orientation = GetOrientation();;
3171 CalcDamageAreaRotation( rotation_angle, center, orientation );
3172
3173 areaDamage.SetExtents( extents[0], extents[1] );
3174 areaDamage.SetAreaPosition( center );
3175 areaDamage.SetAreaOrientation( orientation );
3176 areaDamage.SetLoopInterval( 1.0 );
3177 areaDamage.SetDeferDuration( 0.2 );
3178 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3179 areaDamage.SetAmmoName( "BarbedWireHit" );
3180 areaDamage.Spawn();
3181
3182 m_DamageTriggers.Insert( slot_name, areaDamage );
3183 }
3184 }
3185
3186 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3187 {
3188 if ( angle_deg != 0 )
3189 {
3190 //orientation
3191 orientation[0] = orientation[0] - angle_deg;
3192
3193 //center
3194 vector rotate_axis;
3195 if ( MemoryPointExists( "rotate_axis" ) )
3196 {
3197 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3198 }
3199 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];
3200 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];
3201 center[0] = r_center_x;
3202 center[2] = r_center_z;
3203 }
3204 }
3205
3206 void DestroyAreaDamage( string slot_name )
3207 {
3208 if (GetGame() && GetGame().IsServer())
3209 {
3211 if (m_DamageTriggers.Find(slot_name, areaDamage))
3212 {
3213 if (areaDamage)
3214 {
3215 areaDamage.Destroy();
3216 }
3217
3218 m_DamageTriggers.Remove( slot_name );
3219 }
3220 }
3221 }
3222
3223 override bool IsIgnoredByConstruction()
3224 {
3225 return true;
3226 }
3227
3228 //================================================================
3229 // SOUNDS
3230 //================================================================
3231 protected void SoundBuildStart( string part_name )
3232 {
3233 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3234 }
3235
3236 protected void SoundDismantleStart( string part_name )
3237 {
3238 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3239 }
3240
3241 protected void SoundDestroyStart( string part_name )
3242 {
3243 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3244 }
3245
3246 protected string GetBuildSoundByMaterial( string part_name )
3247 {
3248 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3249
3250 switch ( material_type )
3251 {
3252 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3253 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3254 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3255 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3256 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3257 }
3258
3259 return "";
3260 }
3261
3262 protected string GetDismantleSoundByMaterial( string part_name )
3263 {
3264 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3265
3266 switch ( material_type )
3267 {
3268 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3269 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3270 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3271 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3272 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3273 }
3274
3275 return "";
3276 }
3277
3278 //misc
3279 void CheckForHybridAttachments( EntityAI item, string slot_name )
3280 {
3281 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3282 {
3283 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3284 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3285 {
3286 SetHealth(slot_name,"Health",item.GetHealth());
3287 }
3288 }
3289 }
3290
3291 override int GetDamageSystemVersionChange()
3292 {
3293 return 111;
3294 }
3295
3296 override void SetActions()
3297 {
3298 super.SetActions();
3299
3303 }
3304
3305 //================================================================
3306 // DEBUG
3307 //================================================================
3308 protected void DebugCustomState()
3309 {
3310 }
3311
3314 {
3315 return null;
3316 }
3317
3318 override void OnDebugSpawn()
3319 {
3320 FullyBuild();
3321 }
3322
3323 void FullyBuild()
3324 {
3326 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3327
3328 Man p;
3329
3330 #ifdef SERVER
3331 array<Man> players = new array<Man>;
3332 GetGame().GetWorld().GetPlayerList(players);
3333 if (players.Count())
3334 p = players[0];
3335 #else
3336 p = GetGame().GetPlayer();
3337 #endif
3338
3339 foreach (ConstructionPart part : parts)
3340 {
3341 bool excluded = false;
3342 string partName = part.GetPartName();
3343 if (excludes)
3344 {
3345 foreach (string exclude : excludes)
3346 {
3347 if (partName.Contains(exclude))
3348 {
3349 excluded = true;
3350 break;
3351 }
3352 }
3353 }
3354
3355 if (!excluded)
3356 {
3357 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3358 }
3359 }
3360
3361 GetConstruction().UpdateVisuals();
3362 }
3363}
3364
3365void bsbDebugPrint (string s)
3366{
3367#ifdef BSB_DEBUG
3368 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3369#else
3370 //Print("" + s); // comment/uncomment to hide/see debug logs
3371#endif
3372}
3373void bsbDebugSpam (string s)
3374{
3375#ifdef BSB_DEBUG_SPAM
3376 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3377#else
3378 //Print("" + s); // comment/uncomment to hide/see debug logs
3379#endif
3380}
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

Используется в ItemBase::OnSetSlotLock() и ItemBase::UpdateVisuals().