DayZ 1.28
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ HasAttachmentsBesidesBase()

bool bsbDebugPrint::HasAttachmentsBesidesBase ( )
protected

См. определение в файле BaseBuildingBase.c строка 2296

2298{
2299 const string ANIMATION_DEPLOYED = "Deployed";
2300
2301 float m_ConstructionKitHealth; //stored health value for used construction kit
2302
2304
2305 bool m_HasBase;
2306 //variables for synchronization of base building parts (2x31 is the current limit)
2307 int m_SyncParts01; //synchronization for already built parts (31 parts)
2308 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2309 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2310 int m_InteractedPartId; //construction part id that an action was performed on
2311 int m_PerformedActionId; //action id that was performed on a construction part
2312
2313 //Sounds
2314 //build
2315 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2316 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2317 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2318 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2319 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2320 //dismantle
2321 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2322 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2323 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2324 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2325 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2326
2327 protected EffectSound m_Sound;
2328
2332
2333 // Constructor
2334 void BaseBuildingBase()
2335 {
2337
2338 //synchronized variables
2339 RegisterNetSyncVariableInt( "m_SyncParts01" );
2340 RegisterNetSyncVariableInt( "m_SyncParts02" );
2341 RegisterNetSyncVariableInt( "m_SyncParts03" );
2342 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2343 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2344 RegisterNetSyncVariableBool( "m_HasBase" );
2345
2346 //Construction init
2348
2349 if (ConfigIsExisting("hybridAttachments"))
2350 {
2352 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2353 }
2354 if (ConfigIsExisting("mountables"))
2355 {
2357 ConfigGetTextArray("mountables", m_Mountables);
2358 }
2359
2360 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2361 }
2362
2363 override void EEDelete(EntityAI parent)
2364 {
2365 super.EEDelete(parent);
2366
2367 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2368 {
2369 areaDamage.Destroy();
2370 }
2371
2372 }
2373
2374 override string GetInvulnerabilityTypeString()
2375 {
2376 return "disableBaseDamage";
2377 }
2378
2379 override bool CanObstruct()
2380 {
2381 return true;
2382 }
2383
2384 override int GetHideIconMask()
2385 {
2386 return EInventoryIconVisibility.HIDE_VICINITY;
2387 }
2388
2389 override void InitItemSounds()
2390 {
2391 super.InitItemSounds();
2392
2394 SoundParameters params = new SoundParameters();
2395 params.m_Loop = true;
2396
2397 if (GetFoldSoundset() != string.Empty)
2398 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2399 if (GetLoopFoldSoundset() != string.Empty)
2400 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2401 }
2402
2403 override string GetFoldSoundset()
2404 {
2405 return "putDown_FenceKit_SoundSet";
2406 }
2407
2408 override string GetLoopFoldSoundset()
2409 {
2410 return "Shelter_Site_Build_Loop_SoundSet";
2411 }
2412
2413 // --- SYNCHRONIZATION
2415 {
2416 if ( GetGame().IsServer() )
2417 {
2418 SetSynchDirty();
2419 }
2420 }
2421
2422 override void OnVariablesSynchronized()
2423 {
2424 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2425 super.OnVariablesSynchronized();
2426
2428 }
2429
2430 protected void OnSynchronizedClient()
2431 {
2432 //update parts
2434
2435 //update action on part
2437
2438 //update visuals (client)
2439 UpdateVisuals();
2440 }
2441
2442 //parts synchronization
2443 void RegisterPartForSync( int part_id )
2444 {
2445 //part_id must starts from index = 1
2446 int offset;
2447 int mask;
2448
2449 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2450 {
2451 offset = part_id - 1;
2452 mask = 1 << offset;
2453
2454 m_SyncParts01 = m_SyncParts01 | mask;
2455 }
2456 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2457 {
2458 offset = ( part_id % 32 );
2459 mask = 1 << offset;
2460
2461 m_SyncParts02 = m_SyncParts02 | mask;
2462 }
2463 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2464 {
2465 offset = ( part_id % 63 );
2466 mask = 1 << offset;
2467
2468 m_SyncParts03 = m_SyncParts03 | mask;
2469 }
2470 }
2471
2472 void UnregisterPartForSync( int part_id )
2473 {
2474 //part_id must starts from index = 1
2475 int offset;
2476 int mask;
2477
2478 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2479 {
2480 offset = part_id - 1;
2481 mask = 1 << offset;
2482
2483 m_SyncParts01 = m_SyncParts01 & ~mask;
2484 }
2485 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2486 {
2487 offset = ( part_id % 32 );
2488 mask = 1 << offset;
2489
2490 m_SyncParts02 = m_SyncParts02 & ~mask;
2491 }
2492 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2493 {
2494 offset = ( part_id % 63 );
2495 mask = 1 << offset;
2496
2497 m_SyncParts03 = m_SyncParts03 & ~mask;
2498 }
2499 }
2500
2501 bool IsPartBuildInSyncData( int part_id )
2502 {
2503 //part_id must starts from index = 1
2504 int offset;
2505 int mask;
2506
2507 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2508 {
2509 offset = part_id - 1;
2510 mask = 1 << offset;
2511
2512 if ( ( m_SyncParts01 & mask ) > 0 )
2513 {
2514 return true;
2515 }
2516 }
2517 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2518 {
2519 offset = ( part_id % 32 );
2520 mask = 1 << offset;
2521
2522 if ( ( m_SyncParts02 & mask ) > 0 )
2523 {
2524 return true;
2525 }
2526 }
2527 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2528 {
2529 offset = ( part_id % 63 );
2530 mask = 1 << offset;
2531
2532 if ( ( m_SyncParts03 & mask ) > 0 )
2533 {
2534 return true;
2535 }
2536 }
2537
2538 return false;
2539 }
2540
2541 protected void RegisterActionForSync( int part_id, int action_id )
2542 {
2543 m_InteractedPartId = part_id;
2544 m_PerformedActionId = action_id;
2545 }
2546
2547 protected void ResetActionSyncData()
2548 {
2549 //reset data
2550 m_InteractedPartId = -1;
2552 }
2553
2554 protected void SetActionFromSyncData()
2555 {
2556 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2557 {
2559 int build_action_id = m_PerformedActionId;
2560
2561 switch( build_action_id )
2562 {
2563 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2564 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2565 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2566 }
2567 }
2568 }
2569 //------
2570
2572 {
2573 string key = part.m_PartName;
2574 bool is_base = part.IsBase();
2575 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2576 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2577 if ( is_part_built_sync )
2578 {
2579 if ( !part.IsBuilt() )
2580 {
2581 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2582 GetConstruction().AddToConstructedParts( key );
2583 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2584
2585 if (is_base)
2586 {
2588 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2589 }
2590 }
2591 }
2592 else
2593 {
2594 if ( part.IsBuilt() )
2595 {
2596 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2597 GetConstruction().RemoveFromConstructedParts( key );
2598 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2599
2600 if (is_base)
2601 {
2603 AddProxyPhysics( ANIMATION_DEPLOYED );
2604 }
2605 }
2606 }
2607
2608 //check slot lock for material attachments
2609 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2610 }
2611
2612 //set construction parts based on synchronized data
2614 {
2615 Construction construction = GetConstruction();
2616 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2617
2618 for ( int i = 0; i < construction_parts.Count(); ++i )
2619 {
2620 string key = construction_parts.GetKey( i );
2621 ConstructionPart value = construction_parts.Get( key );
2622 SetPartFromSyncData(value);
2623 }
2624
2625 //regenerate navmesh
2626 UpdateNavmesh();
2627 }
2628
2629 protected ConstructionPart GetConstructionPartById( int id )
2630 {
2631 Construction construction = GetConstruction();
2632 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2633
2634 for ( int i = 0; i < construction_parts.Count(); ++i )
2635 {
2636 string key = construction_parts.GetKey( i );
2637 ConstructionPart value = construction_parts.Get( key );
2638
2639 if ( value.GetId() == id )
2640 {
2641 return value;
2642 }
2643 }
2644
2645 return NULL;
2646 }
2647 //
2648
2649 //Base
2650 bool HasBase()
2651 {
2652 return m_HasBase;
2653 }
2654
2655 void SetBaseState( bool has_base )
2656 {
2657 m_HasBase = has_base;
2658 }
2659
2660 override bool IsDeployable()
2661 {
2662 return true;
2663 }
2664
2665 bool IsOpened()
2666 {
2667 return false;
2668 }
2669
2670 //--- CONSTRUCTION KIT
2672 {
2673 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2674 if ( m_ConstructionKitHealth > 0 )
2675 {
2676 construction_kit.SetHealth( m_ConstructionKitHealth );
2677 }
2678
2679 return construction_kit;
2680 }
2681
2682 void CreateConstructionKitInHands(notnull PlayerBase player)
2683 {
2684 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2685 if ( m_ConstructionKitHealth > 0 )
2686 {
2687 construction_kit.SetHealth( m_ConstructionKitHealth );
2688 }
2689 }
2690
2691 protected vector GetKitSpawnPosition()
2692 {
2693 return GetPosition();
2694 }
2695
2696 protected string GetConstructionKitType()
2697 {
2698 return "";
2699 }
2700
2701 void DestroyConstructionKit( ItemBase construction_kit )
2702 {
2703 m_ConstructionKitHealth = construction_kit.GetHealth();
2704 GetGame().ObjectDelete( construction_kit );
2705 }
2706
2707 //--- CONSTRUCTION
2708 void DestroyConstruction()
2709 {
2710 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2711 GetGame().ObjectDelete( this );
2712 }
2713
2714 // --- EVENTS
2715 override void OnStoreSave( ParamsWriteContext ctx )
2716 {
2717 super.OnStoreSave( ctx );
2718
2719 //sync parts 01
2720 ctx.Write( m_SyncParts01 );
2721 ctx.Write( m_SyncParts02 );
2722 ctx.Write( m_SyncParts03 );
2723
2724 ctx.Write( m_HasBase );
2725 }
2726
2727 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2728 {
2729 if ( !super.OnStoreLoad( ctx, version ) )
2730 return false;
2731
2732 //--- Base building data ---
2733 //Restore synced parts data
2734 if ( !ctx.Read( m_SyncParts01 ) )
2735 {
2736 m_SyncParts01 = 0; //set default
2737 return false;
2738 }
2739 if ( !ctx.Read( m_SyncParts02 ) )
2740 {
2741 m_SyncParts02 = 0; //set default
2742 return false;
2743 }
2744 if ( !ctx.Read( m_SyncParts03 ) )
2745 {
2746 m_SyncParts03 = 0; //set default
2747 return false;
2748 }
2749
2750 //has base
2751 if ( !ctx.Read( m_HasBase ) )
2752 {
2753 m_HasBase = false;
2754 return false;
2755 }
2756 //---
2757
2758 return true;
2759 }
2760
2761 override void AfterStoreLoad()
2762 {
2763 super.AfterStoreLoad();
2764
2766 {
2768 }
2769 }
2770
2772 {
2773 //update server data
2775
2776 //set base state
2777 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2778 SetBaseState( construction_part.IsBuilt() ) ;
2779
2780 //synchronize after load
2782 }
2783
2784 override void OnCreatePhysics()
2785 {
2786 super.OnCreatePhysics();
2789 }
2790
2791 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2792 {
2794 return;
2795
2796 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2797
2798 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2799 return;
2800
2801 Construction construction = GetConstruction();
2802 string part_name = zone;
2803 part_name.ToLower();
2804
2805 if ( newLevel == GameConstants.STATE_RUINED )
2806 {
2807 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2808
2809 if ( construction_part && construction.IsPartConstructed( part_name ) )
2810 {
2811 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2812 construction.DestroyConnectedParts(part_name);
2813 }
2814
2815 //barbed wire handling (hack-ish)
2816 if ( part_name.Contains("barbed") )
2817 {
2818 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2819 if (barbed_wire)
2820 barbed_wire.SetMountedState( false );
2821 }
2822 }
2823 }
2824
2825 override void EEOnAfterLoad()
2826 {
2828 {
2830 }
2831
2832 super.EEOnAfterLoad();
2833 }
2834
2835 override void EEInit()
2836 {
2837 super.EEInit();
2838
2839 // init visuals and physics
2840 InitBaseState();
2841
2842 //debug
2843 #ifdef DEVELOPER
2845 #endif
2846 }
2847
2848 override void EEItemAttached( EntityAI item, string slot_name )
2849 {
2850 super.EEItemAttached( item, slot_name );
2851
2852 CheckForHybridAttachments( item, slot_name );
2853 UpdateVisuals();
2854 UpdateAttachmentPhysics( slot_name, false );
2855 }
2856
2857 override void EEItemDetached( EntityAI item, string slot_name )
2858 {
2859 super.EEItemDetached( item, slot_name );
2860
2861 UpdateVisuals();
2862 UpdateAttachmentPhysics( slot_name, false );
2863 }
2864
2865 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2866 {
2867 string slot_name = InventorySlots.GetSlotName( slotId );
2868 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2869
2870 UpdateAttachmentVisuals( slot_name, locked );
2871 UpdateAttachmentPhysics( slot_name, locked );
2872 }
2873
2874 //ignore out of reach condition
2875 override bool IgnoreOutOfReachCondition()
2876 {
2877 return true;
2878 }
2879
2880 //CONSTRUCTION EVENTS
2881 //Build
2882 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2883 {
2884 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2885
2886 //check base state
2887 if (construtionPart.IsBase())
2888 {
2889 SetBaseState(true);
2890
2891 //spawn kit
2893 }
2894
2895 //register constructed parts for synchronization
2896 RegisterPartForSync(construtionPart.GetId());
2897
2898 //register action that was performed on part
2899 RegisterActionForSync(construtionPart.GetId(), action_id);
2900
2901 //synchronize
2903
2904 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2905
2906 UpdateNavmesh();
2907
2908 //update visuals
2909 UpdateVisuals();
2910
2911 //reset action sync data
2913 }
2914
2915 void OnPartBuiltClient(string part_name, int action_id)
2916 {
2917 //play sound
2918 SoundBuildStart( part_name );
2919 }
2920
2921 //Dismantle
2922 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2923 {
2924 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2925 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2926
2927 //register constructed parts for synchronization
2928 UnregisterPartForSync(construtionPart.GetId());
2929
2930 //register action that was performed on part
2931 RegisterActionForSync(construtionPart.GetId(), action_id);
2932
2933 //synchronize
2935
2936 // server part of sync, client will be synced from SetPartsFromSyncData
2937 SetPartFromSyncData(construtionPart);
2938
2939 UpdateNavmesh();
2940
2941 //update visuals
2942 UpdateVisuals();
2943
2944 //reset action sync data
2946
2947 //check base state
2948 if (construtionPart.IsBase())
2949 {
2950 //Destroy construction
2952 }
2953 }
2954
2955 void OnPartDismantledClient( string part_name, int action_id )
2956 {
2957 //play sound
2958 SoundDismantleStart( part_name );
2959 }
2960
2961 //Destroy
2962 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2963 {
2964 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2965 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2966
2967 //register constructed parts for synchronization
2968 UnregisterPartForSync(construtionPart.GetId());
2969
2970 //register action that was performed on part
2971 RegisterActionForSync(construtionPart.GetId(), action_id);
2972
2973 //synchronize
2975
2976 // server part of sync, client will be synced from SetPartsFromSyncData
2977 SetPartFromSyncData(construtionPart);
2978
2979 UpdateNavmesh();
2980
2981 //update visuals
2982 UpdateVisuals();
2983
2984 //reset action sync data
2986
2987 //check base state
2988 if (construtionPart.IsBase())
2989 {
2990 //Destroy construction
2992 }
2993 }
2994
2995 void OnPartDestroyedClient( string part_name, int action_id )
2996 {
2997 //play sound
2998 SoundDestroyStart( part_name );
2999 }
3000
3002 protected void HandleItemFalling(ConstructionPart part)
3003 {
3004 bool process = false;
3005
3006 //TODO: add a parameter to parts' config classes?
3007 process |= part.m_PartName.Contains("_roof");
3008 process |= part.m_PartName.Contains("_platform");
3009 process |= part.m_PartName.Contains("_stair");
3010
3011 if (process)
3012 {
3013 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3014 {
3015 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3016 return;
3017 }
3018
3019 vector mins, maxs;
3020 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3021 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3022
3023 //sanitize minmaxs
3024 vector minTmp, maxTmp;
3025 minTmp[0] = Math.Min(mins[0],maxs[0]);
3026 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3027 minTmp[1] = Math.Min(mins[1],maxs[1]);
3028 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3029 minTmp[2] = Math.Min(mins[2],maxs[2]);
3030 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3031 mins = minTmp;
3032 maxs = maxTmp;
3033
3034 maxs[1] = maxs[1] + 0.35; //reach a little above..
3035
3036 ItemFall(mins,maxs);
3037 }
3038 }
3039
3041 protected void ItemFall(vector min, vector max)
3042 {
3043 array<EntityAI> foundEntities = new array<EntityAI>();
3044 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3045
3046 //filtering
3047 ItemBase item;
3048 foreach (EntityAI entity : foundEntities)
3049 {
3050 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3051 item.ThrowPhysically(null,vector.Zero);
3052 }
3053 }
3054
3055 // --- UPDATE
3056 void InitBaseState()
3057 {
3058 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3059
3060 InitVisuals();
3061 UpdateNavmesh(); //regenerate navmesh
3062 GetConstruction().InitBaseState();
3063 }
3064
3065 void InitVisuals()
3066 {
3067 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3068 //check base
3069 if ( !HasBase() )
3070 {
3071 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3072 }
3073 else
3074 {
3075 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3076 }
3077
3078 GetConstruction().UpdateVisuals();
3079 }
3080
3081 void UpdateVisuals()
3082 {
3083 array<string> attachmentSlots = new array<string>;
3084
3085 GetAttachmentSlots(this, attachmentSlots);
3086 foreach (string slotName : attachmentSlots)
3087 {
3089 }
3090
3091 //check base
3092 if (!HasBase())
3093 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3094 else
3095 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3096
3097 GetConstruction().UpdateVisuals();
3098 }
3099
3100 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3101 {
3102 string slotNameMounted = slot_name + "_Mounted";
3103 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3104
3105 if (attachment)
3106 {
3107 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3108 if (barbedWire && barbedWire.IsMounted())
3109 CreateAreaDamage(slotNameMounted);
3110 else
3111 DestroyAreaDamage(slotNameMounted);
3112
3113 if (is_locked)
3114 {
3115 SetAnimationPhase(slotNameMounted, 0);
3116 SetAnimationPhase(slot_name, 1);
3117 }
3118 else
3119 {
3120 SetAnimationPhase(slotNameMounted, 1);
3121 SetAnimationPhase(slot_name, 0);
3122 }
3123 }
3124 else
3125 {
3126 SetAnimationPhase(slotNameMounted, 1);
3127 SetAnimationPhase(slot_name, 1);
3128
3129 DestroyAreaDamage(slotNameMounted);
3130 }
3131 }
3132
3133 // avoid calling this function on frequent occasions, it's a massive performance hit
3134 void UpdatePhysics()
3135 {
3137 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3138
3139 array<string> attachmentSlots = new array<string>;
3140 GetAttachmentSlots(this, attachmentSlots);
3141
3143 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3144
3145 foreach (string slotName : attachmentSlots)
3146 {
3148 }
3149
3150 //check base
3151 if (!HasBase())
3152 {
3154 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3155
3156 AddProxyPhysics(ANIMATION_DEPLOYED);
3157 }
3158 else
3159 {
3161 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3162
3163 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3164 }
3165
3166 GetConstruction().UpdatePhysics();
3167 UpdateNavmesh();
3168 }
3169
3170 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3171 {
3172 //checks for invalid appends; hotfix
3173 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3174 return;
3175 //----------------------------------
3176 string slot_name_mounted = slot_name + "_Mounted";
3177 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3178
3179 //remove proxy physics
3180 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3181 RemoveProxyPhysics( slot_name_mounted );
3182 RemoveProxyPhysics( slot_name );
3183
3184 if ( attachment )
3185 {
3186 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3187 if ( is_locked )
3188 {
3189 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3190 AddProxyPhysics( slot_name_mounted );
3191 }
3192 else
3193 {
3194 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3195 AddProxyPhysics( slot_name );
3196 }
3197 }
3198 }
3199
3200 protected void UpdateNavmesh()
3201 {
3202 SetAffectPathgraph( true, false );
3203 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3204 }
3205
3206 override bool CanUseConstruction()
3207 {
3208 return true;
3209 }
3210
3211 override bool CanUseConstructionBuild()
3212 {
3213 return true;
3214 }
3215
3216 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3217 {
3218 if ( attachment )
3219 {
3220 InventoryLocation inventory_location = new InventoryLocation;
3221 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3222
3223 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3224 }
3225
3226 return false;
3227 }
3228
3229 protected bool IsAttachmentSlotLocked( string slot_name )
3230 {
3231 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3232 }
3233
3234 //--- ATTACHMENT SLOTS
3235 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3236 {
3237 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3238 if ( GetGame().ConfigIsExisting( config_path ) )
3239 {
3240 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3241 }
3242 }
3243
3244 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3245 {
3246 return true;
3247 }
3248
3249 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3250 {
3251 return true;
3252 }
3253
3254 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3255 {
3256 return true;
3257 }
3258
3259 // --- INIT
3260 void ConstructionInit()
3261 {
3262 if ( !m_Construction )
3263 {
3264 m_Construction = new Construction( this );
3265 }
3266
3267 GetConstruction().Init();
3268 }
3269
3271 {
3272 return m_Construction;
3273 }
3274
3275 //--- INVENTORY/ATTACHMENTS CONDITIONS
3276 //attachments
3277 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3278 {
3279 return super.CanReceiveAttachment(attachment, slotId);
3280 }
3281
3283 {
3284 int attachment_count = GetInventory().AttachmentCount();
3285 if ( attachment_count > 0 )
3286 {
3287 if ( HasBase() && attachment_count == 1 )
3288 {
3289 return false;
3290 }
3291
3292 return true;
3293 }
3294
3295 return false;
3296 }
3297
3298 override bool ShowZonesHealth()
3299 {
3300 return true;
3301 }
3302
3303 override bool IsTakeable()
3304 {
3305 return false;
3306 }
3307
3308 //this into/outo parent.Cargo
3309 override bool CanPutInCargo( EntityAI parent )
3310 {
3311 return false;
3312 }
3313
3314 override bool CanRemoveFromCargo( EntityAI parent )
3315 {
3316 return false;
3317 }
3318
3319 //hands
3320 override bool CanPutIntoHands( EntityAI parent )
3321 {
3322 return false;
3323 }
3324
3325 //--- ACTION CONDITIONS
3326 //direction
3327 override bool IsFacingPlayer( PlayerBase player, string selection )
3328 {
3329 return true;
3330 }
3331
3332 override bool IsPlayerInside( PlayerBase player, string selection )
3333 {
3334 return true;
3335 }
3336
3339 {
3340 return false;
3341 }
3342
3343 //camera direction check
3344 bool IsFacingCamera( string selection )
3345 {
3346 return true;
3347 }
3348
3349 //roof check
3350 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3351 {
3352 return false;
3353 }
3354
3355 //selection->player distance check
3356 bool HasProperDistance( string selection, PlayerBase player )
3357 {
3358 return true;
3359 }
3360
3361 //folding
3363 {
3364 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3365 {
3366 return false;
3367 }
3368
3369 return true;
3370 }
3371
3373 {
3376
3377 return item;
3378 }
3379
3380 //Damage triggers (barbed wire)
3381 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3382 {
3383 if ( GetGame() && GetGame().IsServer() )
3384 {
3385 //destroy area damage if some already exists
3386 DestroyAreaDamage( slot_name );
3387
3388 //create new area damage
3390 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3391
3392 vector min_max[2];
3393 if ( MemoryPointExists( slot_name + "_min" ) )
3394 {
3395 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3396 }
3397 if ( MemoryPointExists( slot_name + "_max" ) )
3398 {
3399 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3400 }
3401
3402 //get proper trigger extents (min<max)
3403 vector extents[2];
3404 GetConstruction().GetTriggerExtents( min_max, extents );
3405
3406 //get box center
3407 vector center;
3408 center = GetConstruction().GetBoxCenter( min_max );
3409 center = ModelToWorld( center );
3410
3411 //rotate center if needed
3412 vector orientation = GetOrientation();;
3413 CalcDamageAreaRotation( rotation_angle, center, orientation );
3414
3415 areaDamage.SetExtents( extents[0], extents[1] );
3416 areaDamage.SetAreaPosition( center );
3417 areaDamage.SetAreaOrientation( orientation );
3418 areaDamage.SetLoopInterval( 1.0 );
3419 areaDamage.SetDeferDuration( 0.2 );
3420 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3421 areaDamage.SetAmmoName( "BarbedWireHit" );
3422 areaDamage.Spawn();
3423
3424 m_DamageTriggers.Insert( slot_name, areaDamage );
3425 }
3426 }
3427
3428 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3429 {
3430 if ( angle_deg != 0 )
3431 {
3432 //orientation
3433 orientation[0] = orientation[0] - angle_deg;
3434
3435 //center
3436 vector rotate_axis;
3437 if ( MemoryPointExists( "rotate_axis" ) )
3438 {
3439 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3440 }
3441 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];
3442 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];
3443 center[0] = r_center_x;
3444 center[2] = r_center_z;
3445 }
3446 }
3447
3448 void DestroyAreaDamage( string slot_name )
3449 {
3450 if (GetGame() && GetGame().IsServer())
3451 {
3453 if (m_DamageTriggers.Find(slot_name, areaDamage))
3454 {
3455 if (areaDamage)
3456 {
3457 areaDamage.Destroy();
3458 }
3459
3460 m_DamageTriggers.Remove( slot_name );
3461 }
3462 }
3463 }
3464
3465 override bool IsIgnoredByConstruction()
3466 {
3467 return true;
3468 }
3469
3470 //================================================================
3471 // SOUNDS
3472 //================================================================
3473 protected void SoundBuildStart( string part_name )
3474 {
3475 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3476 }
3477
3478 protected void SoundDismantleStart( string part_name )
3479 {
3480 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3481 }
3482
3483 protected void SoundDestroyStart( string part_name )
3484 {
3485 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3486 }
3487
3488 protected string GetBuildSoundByMaterial( string part_name )
3489 {
3490 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3491
3492 switch ( material_type )
3493 {
3494 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3495 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3496 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3497 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3498 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3499 }
3500
3501 return "";
3502 }
3503
3504 protected string GetDismantleSoundByMaterial( string part_name )
3505 {
3506 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3507
3508 switch ( material_type )
3509 {
3510 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3511 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3512 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3513 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3514 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3515 }
3516
3517 return "";
3518 }
3519
3520 //misc
3521 void CheckForHybridAttachments( EntityAI item, string slot_name )
3522 {
3523 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3524 {
3525 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3526 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3527 {
3528 SetHealth(slot_name,"Health",item.GetHealth());
3529 }
3530 }
3531 }
3532
3533 override int GetDamageSystemVersionChange()
3534 {
3535 return 111;
3536 }
3537
3538 override void SetActions()
3539 {
3540 super.SetActions();
3541
3545 }
3546
3547 //================================================================
3548 // DEBUG
3549 //================================================================
3550 protected void DebugCustomState()
3551 {
3552 }
3553
3556 {
3557 return null;
3558 }
3559
3560 override void OnDebugSpawn()
3561 {
3562 FullyBuild();
3563 }
3564
3565 void FullyBuild()
3566 {
3568 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3569
3570 Man p;
3571
3572 #ifdef SERVER
3573 array<Man> players = new array<Man>;
3574 GetGame().GetWorld().GetPlayerList(players);
3575 if (players.Count())
3576 p = players[0];
3577 #else
3578 p = GetGame().GetPlayer();
3579 #endif
3580
3581 foreach (ConstructionPart part : parts)
3582 {
3583 bool excluded = false;
3584 string partName = part.GetPartName();
3585 if (excludes)
3586 {
3587 foreach (string exclude : excludes)
3588 {
3589 if (partName.Contains(exclude))
3590 {
3591 excluded = true;
3592 break;
3593 }
3594 }
3595 }
3596
3597 if (!excluded)
3598 {
3599 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3600 }
3601 }
3602
3603 GetConstruction().UpdateVisuals();
3604 }
3605}
3606
3607void bsbDebugPrint (string s)
3608{
3609#ifdef BSB_DEBUG
3610 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3611#else
3612 //Print("" + s); // comment/uncomment to hide/see debug logs
3613#endif
3614}
3615void bsbDebugSpam (string s)
3616{
3617#ifdef BSB_DEBUG_SPAM
3618 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3619#else
3620 //Print("" + s); // comment/uncomment to hide/see debug logs
3621#endif
3622}
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