DayZ 1.27
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◆ InitBaseState()

void bsbDebugPrint::InitBaseState ( )
protected

См. определение в файле BaseBuildingBase.c строка 2030

2032{
2033 const string ANIMATION_DEPLOYED = "Deployed";
2034
2035 float m_ConstructionKitHealth; //stored health value for used construction kit
2036
2038
2039 bool m_HasBase;
2040 //variables for synchronization of base building parts (2x31 is the current limit)
2041 int m_SyncParts01; //synchronization for already built parts (31 parts)
2042 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2043 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2044 int m_InteractedPartId; //construction part id that an action was performed on
2045 int m_PerformedActionId; //action id that was performed on a construction part
2046
2047 //Sounds
2048 //build
2049 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2050 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2051 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2052 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2053 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2054 //dismantle
2055 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2056 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2057 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2058 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2059 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2060
2061 protected EffectSound m_Sound;
2062
2066
2067 // Constructor
2068 void BaseBuildingBase()
2069 {
2071
2072 //synchronized variables
2073 RegisterNetSyncVariableInt( "m_SyncParts01" );
2074 RegisterNetSyncVariableInt( "m_SyncParts02" );
2075 RegisterNetSyncVariableInt( "m_SyncParts03" );
2076 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2077 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2078 RegisterNetSyncVariableBool( "m_HasBase" );
2079
2080 //Construction init
2082
2083 if (ConfigIsExisting("hybridAttachments"))
2084 {
2086 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2087 }
2088 if (ConfigIsExisting("mountables"))
2089 {
2091 ConfigGetTextArray("mountables", m_Mountables);
2092 }
2093
2094 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2095 }
2096
2097 override void EEDelete(EntityAI parent)
2098 {
2099 super.EEDelete(parent);
2100
2101 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2102 {
2103 areaDamage.Destroy();
2104 }
2105
2106 }
2107
2108 override string GetInvulnerabilityTypeString()
2109 {
2110 return "disableBaseDamage";
2111 }
2112
2113 override bool CanObstruct()
2114 {
2115 return true;
2116 }
2117
2118 override int GetHideIconMask()
2119 {
2120 return EInventoryIconVisibility.HIDE_VICINITY;
2121 }
2122
2123 // --- SYNCHRONIZATION
2125 {
2126 if ( GetGame().IsServer() )
2127 {
2128 SetSynchDirty();
2129 }
2130 }
2131
2132 override void OnVariablesSynchronized()
2133 {
2134 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2135 super.OnVariablesSynchronized();
2136
2138 }
2139
2140 protected void OnSynchronizedClient()
2141 {
2142 //update parts
2144
2145 //update action on part
2147
2148 //update visuals (client)
2149 UpdateVisuals();
2150 }
2151
2152 //parts synchronization
2153 void RegisterPartForSync( int part_id )
2154 {
2155 //part_id must starts from index = 1
2156 int offset;
2157 int mask;
2158
2159 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2160 {
2161 offset = part_id - 1;
2162 mask = 1 << offset;
2163
2164 m_SyncParts01 = m_SyncParts01 | mask;
2165 }
2166 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2167 {
2168 offset = ( part_id % 32 );
2169 mask = 1 << offset;
2170
2171 m_SyncParts02 = m_SyncParts02 | mask;
2172 }
2173 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2174 {
2175 offset = ( part_id % 63 );
2176 mask = 1 << offset;
2177
2178 m_SyncParts03 = m_SyncParts03 | mask;
2179 }
2180 }
2181
2182 void UnregisterPartForSync( int part_id )
2183 {
2184 //part_id must starts from index = 1
2185 int offset;
2186 int mask;
2187
2188 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2189 {
2190 offset = part_id - 1;
2191 mask = 1 << offset;
2192
2193 m_SyncParts01 = m_SyncParts01 & ~mask;
2194 }
2195 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2196 {
2197 offset = ( part_id % 32 );
2198 mask = 1 << offset;
2199
2200 m_SyncParts02 = m_SyncParts02 & ~mask;
2201 }
2202 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2203 {
2204 offset = ( part_id % 63 );
2205 mask = 1 << offset;
2206
2207 m_SyncParts03 = m_SyncParts03 & ~mask;
2208 }
2209 }
2210
2211 bool IsPartBuildInSyncData( int part_id )
2212 {
2213 //part_id must starts from index = 1
2214 int offset;
2215 int mask;
2216
2217 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2218 {
2219 offset = part_id - 1;
2220 mask = 1 << offset;
2221
2222 if ( ( m_SyncParts01 & mask ) > 0 )
2223 {
2224 return true;
2225 }
2226 }
2227 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2228 {
2229 offset = ( part_id % 32 );
2230 mask = 1 << offset;
2231
2232 if ( ( m_SyncParts02 & mask ) > 0 )
2233 {
2234 return true;
2235 }
2236 }
2237 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2238 {
2239 offset = ( part_id % 63 );
2240 mask = 1 << offset;
2241
2242 if ( ( m_SyncParts03 & mask ) > 0 )
2243 {
2244 return true;
2245 }
2246 }
2247
2248 return false;
2249 }
2250
2251 protected void RegisterActionForSync( int part_id, int action_id )
2252 {
2253 m_InteractedPartId = part_id;
2254 m_PerformedActionId = action_id;
2255 }
2256
2257 protected void ResetActionSyncData()
2258 {
2259 //reset data
2260 m_InteractedPartId = -1;
2262 }
2263
2264 protected void SetActionFromSyncData()
2265 {
2266 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2267 {
2269 int build_action_id = m_PerformedActionId;
2270
2271 switch( build_action_id )
2272 {
2273 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2274 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2275 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2276 }
2277 }
2278 }
2279 //------
2280
2282 {
2283 string key = part.m_PartName;
2284 bool is_base = part.IsBase();
2285 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2286 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2287 if ( is_part_built_sync )
2288 {
2289 if ( !part.IsBuilt() )
2290 {
2291 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2292 GetConstruction().AddToConstructedParts( key );
2293 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2294
2295 if (is_base)
2296 {
2298 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2299 }
2300 }
2301 }
2302 else
2303 {
2304 if ( part.IsBuilt() )
2305 {
2306 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2307 GetConstruction().RemoveFromConstructedParts( key );
2308 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2309
2310 if (is_base)
2311 {
2313 AddProxyPhysics( ANIMATION_DEPLOYED );
2314 }
2315 }
2316 }
2317
2318 //check slot lock for material attachments
2319 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2320 }
2321
2322 //set construction parts based on synchronized data
2324 {
2325 Construction construction = GetConstruction();
2326 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2327
2328 for ( int i = 0; i < construction_parts.Count(); ++i )
2329 {
2330 string key = construction_parts.GetKey( i );
2331 ConstructionPart value = construction_parts.Get( key );
2332 SetPartFromSyncData(value);
2333 }
2334
2335 //regenerate navmesh
2336 UpdateNavmesh();
2337 }
2338
2339 protected ConstructionPart GetConstructionPartById( int id )
2340 {
2341 Construction construction = GetConstruction();
2342 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2343
2344 for ( int i = 0; i < construction_parts.Count(); ++i )
2345 {
2346 string key = construction_parts.GetKey( i );
2347 ConstructionPart value = construction_parts.Get( key );
2348
2349 if ( value.GetId() == id )
2350 {
2351 return value;
2352 }
2353 }
2354
2355 return NULL;
2356 }
2357 //
2358
2359 //Base
2360 bool HasBase()
2361 {
2362 return m_HasBase;
2363 }
2364
2365 void SetBaseState( bool has_base )
2366 {
2367 m_HasBase = has_base;
2368 }
2369
2370 override bool IsDeployable()
2371 {
2372 return true;
2373 }
2374
2375 bool IsOpened()
2376 {
2377 return false;
2378 }
2379
2380 //--- CONSTRUCTION KIT
2382 {
2383 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2384 if ( m_ConstructionKitHealth > 0 )
2385 {
2386 construction_kit.SetHealth( m_ConstructionKitHealth );
2387 }
2388
2389 return construction_kit;
2390 }
2391
2392 void CreateConstructionKitInHands(notnull PlayerBase player)
2393 {
2394 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2395 if ( m_ConstructionKitHealth > 0 )
2396 {
2397 construction_kit.SetHealth( m_ConstructionKitHealth );
2398 }
2399 }
2400
2401 protected vector GetKitSpawnPosition()
2402 {
2403 return GetPosition();
2404 }
2405
2406 protected string GetConstructionKitType()
2407 {
2408 return "";
2409 }
2410
2411 void DestroyConstructionKit( ItemBase construction_kit )
2412 {
2413 m_ConstructionKitHealth = construction_kit.GetHealth();
2414 GetGame().ObjectDelete( construction_kit );
2415 }
2416
2417 //--- CONSTRUCTION
2418 void DestroyConstruction()
2419 {
2420 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2421 GetGame().ObjectDelete( this );
2422 }
2423
2424 // --- EVENTS
2425 override void OnStoreSave( ParamsWriteContext ctx )
2426 {
2427 super.OnStoreSave( ctx );
2428
2429 //sync parts 01
2430 ctx.Write( m_SyncParts01 );
2431 ctx.Write( m_SyncParts02 );
2432 ctx.Write( m_SyncParts03 );
2433
2434 ctx.Write( m_HasBase );
2435 }
2436
2437 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2438 {
2439 if ( !super.OnStoreLoad( ctx, version ) )
2440 return false;
2441
2442 //--- Base building data ---
2443 //Restore synced parts data
2444 if ( !ctx.Read( m_SyncParts01 ) )
2445 {
2446 m_SyncParts01 = 0; //set default
2447 return false;
2448 }
2449 if ( !ctx.Read( m_SyncParts02 ) )
2450 {
2451 m_SyncParts02 = 0; //set default
2452 return false;
2453 }
2454 if ( !ctx.Read( m_SyncParts03 ) )
2455 {
2456 m_SyncParts03 = 0; //set default
2457 return false;
2458 }
2459
2460 //has base
2461 if ( !ctx.Read( m_HasBase ) )
2462 {
2463 m_HasBase = false;
2464 return false;
2465 }
2466 //---
2467
2468 return true;
2469 }
2470
2471 override void AfterStoreLoad()
2472 {
2473 super.AfterStoreLoad();
2474
2476 {
2478 }
2479 }
2480
2482 {
2483 //update server data
2485
2486 //set base state
2487 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2488 SetBaseState( construction_part.IsBuilt() ) ;
2489
2490 //synchronize after load
2492 }
2493
2494 override void OnCreatePhysics()
2495 {
2496 super.OnCreatePhysics();
2499 }
2500
2501 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2502 {
2504 return;
2505
2506 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2507
2508 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2509 return;
2510
2511 Construction construction = GetConstruction();
2512 string part_name = zone;
2513 part_name.ToLower();
2514
2515 if ( newLevel == GameConstants.STATE_RUINED )
2516 {
2517 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2518
2519 if ( construction_part && construction.IsPartConstructed( part_name ) )
2520 {
2521 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2522 construction.DestroyConnectedParts(part_name);
2523 }
2524
2525 //barbed wire handling (hack-ish)
2526 if ( part_name.Contains("barbed") )
2527 {
2528 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2529 if (barbed_wire)
2530 barbed_wire.SetMountedState( false );
2531 }
2532 }
2533 }
2534
2535 override void EEOnAfterLoad()
2536 {
2538 {
2540 }
2541
2542 super.EEOnAfterLoad();
2543 }
2544
2545 override void EEInit()
2546 {
2547 super.EEInit();
2548
2549 // init visuals and physics
2550 InitBaseState();
2551
2552 //debug
2553 #ifdef DEVELOPER
2555 #endif
2556 }
2557
2558 override void EEItemAttached( EntityAI item, string slot_name )
2559 {
2560 super.EEItemAttached( item, slot_name );
2561
2562 CheckForHybridAttachments( item, slot_name );
2563 UpdateVisuals();
2564 UpdateAttachmentPhysics( slot_name, false );
2565 }
2566
2567 override void EEItemDetached( EntityAI item, string slot_name )
2568 {
2569 super.EEItemDetached( item, slot_name );
2570
2571 UpdateVisuals();
2572 UpdateAttachmentPhysics( slot_name, false );
2573 }
2574
2575 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2576 {
2577 string slot_name = InventorySlots.GetSlotName( slotId );
2578 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2579
2580 UpdateAttachmentVisuals( slot_name, locked );
2581 UpdateAttachmentPhysics( slot_name, locked );
2582 }
2583
2584 //ignore out of reach condition
2585 override bool IgnoreOutOfReachCondition()
2586 {
2587 return true;
2588 }
2589
2590 //CONSTRUCTION EVENTS
2591 //Build
2592 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2593 {
2594 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2595
2596 //check base state
2597 if (construtionPart.IsBase())
2598 {
2599 SetBaseState(true);
2600
2601 //spawn kit
2603 }
2604
2605 //register constructed parts for synchronization
2606 RegisterPartForSync(construtionPart.GetId());
2607
2608 //register action that was performed on part
2609 RegisterActionForSync(construtionPart.GetId(), action_id);
2610
2611 //synchronize
2613
2614 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2615
2616 UpdateNavmesh();
2617
2618 //update visuals
2619 UpdateVisuals();
2620
2621 //reset action sync data
2623 }
2624
2625 void OnPartBuiltClient(string part_name, int action_id)
2626 {
2627 //play sound
2628 SoundBuildStart( part_name );
2629 }
2630
2631 //Dismantle
2632 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2633 {
2634 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2635 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2636
2637 //register constructed parts for synchronization
2638 UnregisterPartForSync(construtionPart.GetId());
2639
2640 //register action that was performed on part
2641 RegisterActionForSync(construtionPart.GetId(), action_id);
2642
2643 //synchronize
2645
2646 // server part of sync, client will be synced from SetPartsFromSyncData
2647 SetPartFromSyncData(construtionPart);
2648
2649 UpdateNavmesh();
2650
2651 //update visuals
2652 UpdateVisuals();
2653
2654 //reset action sync data
2656
2657 //check base state
2658 if (construtionPart.IsBase())
2659 {
2660 //Destroy construction
2662 }
2663
2664 if (GetGame().IsServer())
2665 HandleItemFalling(construtionPart);
2666 }
2667
2668 void OnPartDismantledClient( string part_name, int action_id )
2669 {
2670 //play sound
2671 SoundDismantleStart( part_name );
2672 }
2673
2674 //Destroy
2675 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2676 {
2677 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2678 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2679
2680 //register constructed parts for synchronization
2681 UnregisterPartForSync(construtionPart.GetId());
2682
2683 //register action that was performed on part
2684 RegisterActionForSync(construtionPart.GetId(), action_id);
2685
2686 //synchronize
2688
2689 // server part of sync, client will be synced from SetPartsFromSyncData
2690 SetPartFromSyncData(construtionPart);
2691
2692 UpdateNavmesh();
2693
2694 //update visuals
2695 UpdateVisuals();
2696
2697 //reset action sync data
2699
2700 //check base state
2701 if (construtionPart.IsBase())
2702 {
2703 //Destroy construction
2705 }
2706
2707 if (GetGame().IsServer())
2708 HandleItemFalling(construtionPart);
2709 }
2710
2711 void OnPartDestroyedClient( string part_name, int action_id )
2712 {
2713 //play sound
2714 SoundDestroyStart( part_name );
2715 }
2716
2717 protected void HandleItemFalling(ConstructionPart part)
2718 {
2719 bool process = false;
2720
2721 //TODO: add a parameter to parts' config classes?
2722 process |= part.m_PartName.Contains("_roof");
2723 process |= part.m_PartName.Contains("_platform");
2724 process |= part.m_PartName.Contains("_stair");
2725
2726 if (process)
2727 {
2728 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2729 {
2730 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2731 return;
2732 }
2733
2734 vector mins, maxs;
2735 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2736 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2737
2738 //sanitize minmaxs
2739 vector minTmp, maxTmp;
2740 minTmp[0] = Math.Min(mins[0],maxs[0]);
2741 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2742 minTmp[1] = Math.Min(mins[1],maxs[1]);
2743 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2744 minTmp[2] = Math.Min(mins[2],maxs[2]);
2745 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2746 mins = minTmp;
2747 maxs = maxTmp;
2748
2749 maxs[1] = maxs[1] + 0.35; //reach a little above..
2750
2751 ItemFall(mins,maxs);
2752 }
2753 }
2754
2755 protected void ItemFall(vector min, vector max)
2756 {
2757 array<EntityAI> foundEntities = new array<EntityAI>();
2758 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2759
2760 //filtering
2761 ItemBase item;
2762 foreach (EntityAI entity : foundEntities)
2763 {
2764 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2765 item.ThrowPhysically(null,vector.Zero);
2766 }
2767 }
2768
2769 // --- UPDATE
2770 void InitBaseState()
2771 {
2772 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2773
2774 InitVisuals();
2775 UpdateNavmesh(); //regenerate navmesh
2776 GetConstruction().InitBaseState();
2777 }
2778
2779 void InitVisuals()
2780 {
2781 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2782 //check base
2783 if ( !HasBase() )
2784 {
2785 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2786 }
2787 else
2788 {
2789 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2790 }
2791
2792 GetConstruction().UpdateVisuals();
2793 }
2794
2795 void UpdateVisuals()
2796 {
2797 array<string> attachmentSlots = new array<string>;
2798
2799 GetAttachmentSlots(this, attachmentSlots);
2800 foreach (string slotName : attachmentSlots)
2801 {
2803 }
2804
2805 //check base
2806 if (!HasBase())
2807 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2808 else
2809 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2810
2811 GetConstruction().UpdateVisuals();
2812 }
2813
2814 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2815 {
2816 string slotNameMounted = slot_name + "_Mounted";
2817 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2818
2819 if (attachment)
2820 {
2821 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2822 if (barbedWire && barbedWire.IsMounted())
2823 CreateAreaDamage(slotNameMounted);
2824 else
2825 DestroyAreaDamage(slotNameMounted);
2826
2827 if (is_locked)
2828 {
2829 SetAnimationPhase(slotNameMounted, 0);
2830 SetAnimationPhase(slot_name, 1);
2831 }
2832 else
2833 {
2834 SetAnimationPhase(slotNameMounted, 1);
2835 SetAnimationPhase(slot_name, 0);
2836 }
2837 }
2838 else
2839 {
2840 SetAnimationPhase(slotNameMounted, 1);
2841 SetAnimationPhase(slot_name, 1);
2842
2843 DestroyAreaDamage(slotNameMounted);
2844 }
2845 }
2846
2847 // avoid calling this function on frequent occasions, it's a massive performance hit
2848 void UpdatePhysics()
2849 {
2851 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2852
2853 array<string> attachmentSlots = new array<string>;
2854 GetAttachmentSlots(this, attachmentSlots);
2855
2857 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2858
2859 foreach (string slotName : attachmentSlots)
2860 {
2862 }
2863
2864 //check base
2865 if (!HasBase())
2866 {
2868 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2869
2870 AddProxyPhysics(ANIMATION_DEPLOYED);
2871 }
2872 else
2873 {
2875 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2876
2877 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2878 }
2879
2880 GetConstruction().UpdatePhysics();
2881 UpdateNavmesh();
2882 }
2883
2884 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2885 {
2886 //checks for invalid appends; hotfix
2887 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2888 return;
2889 //----------------------------------
2890 string slot_name_mounted = slot_name + "_Mounted";
2891 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2892
2893 //remove proxy physics
2894 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2895 RemoveProxyPhysics( slot_name_mounted );
2896 RemoveProxyPhysics( slot_name );
2897
2898 if ( attachment )
2899 {
2900 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2901 if ( is_locked )
2902 {
2903 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2904 AddProxyPhysics( slot_name_mounted );
2905 }
2906 else
2907 {
2908 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2909 AddProxyPhysics( slot_name );
2910 }
2911 }
2912 }
2913
2914 protected void UpdateNavmesh()
2915 {
2916 SetAffectPathgraph( true, false );
2917 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2918 }
2919
2920 override bool CanUseConstruction()
2921 {
2922 return true;
2923 }
2924
2925 override bool CanUseConstructionBuild()
2926 {
2927 return true;
2928 }
2929
2930 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2931 {
2932 if ( attachment )
2933 {
2934 InventoryLocation inventory_location = new InventoryLocation;
2935 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2936
2937 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2938 }
2939
2940 return false;
2941 }
2942
2943 protected bool IsAttachmentSlotLocked( string slot_name )
2944 {
2945 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2946 }
2947
2948 //--- ATTACHMENT SLOTS
2949 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2950 {
2951 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2952 if ( GetGame().ConfigIsExisting( config_path ) )
2953 {
2954 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2955 }
2956 }
2957
2958 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2959 {
2960 return true;
2961 }
2962
2963 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2964 {
2965 return true;
2966 }
2967
2968 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2969 {
2970 return true;
2971 }
2972
2973 // --- INIT
2974 void ConstructionInit()
2975 {
2976 if ( !m_Construction )
2977 {
2978 m_Construction = new Construction( this );
2979 }
2980
2981 GetConstruction().Init();
2982 }
2983
2985 {
2986 return m_Construction;
2987 }
2988
2989 //--- INVENTORY/ATTACHMENTS CONDITIONS
2990 //attachments
2991 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2992 {
2993 return super.CanReceiveAttachment(attachment, slotId);
2994 }
2995
2997 {
2998 int attachment_count = GetInventory().AttachmentCount();
2999 if ( attachment_count > 0 )
3000 {
3001 if ( HasBase() && attachment_count == 1 )
3002 {
3003 return false;
3004 }
3005
3006 return true;
3007 }
3008
3009 return false;
3010 }
3011
3012 override bool ShowZonesHealth()
3013 {
3014 return true;
3015 }
3016
3017 override bool IsTakeable()
3018 {
3019 return false;
3020 }
3021
3022 //this into/outo parent.Cargo
3023 override bool CanPutInCargo( EntityAI parent )
3024 {
3025 return false;
3026 }
3027
3028 override bool CanRemoveFromCargo( EntityAI parent )
3029 {
3030 return false;
3031 }
3032
3033 //hands
3034 override bool CanPutIntoHands( EntityAI parent )
3035 {
3036 return false;
3037 }
3038
3039 //--- ACTION CONDITIONS
3040 //direction
3041 override bool IsFacingPlayer( PlayerBase player, string selection )
3042 {
3043 return true;
3044 }
3045
3046 override bool IsPlayerInside( PlayerBase player, string selection )
3047 {
3048 return true;
3049 }
3050
3053 {
3054 return false;
3055 }
3056
3057 //camera direction check
3058 bool IsFacingCamera( string selection )
3059 {
3060 return true;
3061 }
3062
3063 //roof check
3064 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3065 {
3066 return false;
3067 }
3068
3069 //selection->player distance check
3070 bool HasProperDistance( string selection, PlayerBase player )
3071 {
3072 return true;
3073 }
3074
3075 //folding
3077 {
3078 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3079 {
3080 return false;
3081 }
3082
3083 return true;
3084 }
3085
3087 {
3090
3091 return item;
3092 }
3093
3094 //Damage triggers (barbed wire)
3095 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3096 {
3097 if ( GetGame() && GetGame().IsServer() )
3098 {
3099 //destroy area damage if some already exists
3100 DestroyAreaDamage( slot_name );
3101
3102 //create new area damage
3104 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3105
3106 vector min_max[2];
3107 if ( MemoryPointExists( slot_name + "_min" ) )
3108 {
3109 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3110 }
3111 if ( MemoryPointExists( slot_name + "_max" ) )
3112 {
3113 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3114 }
3115
3116 //get proper trigger extents (min<max)
3117 vector extents[2];
3118 GetConstruction().GetTriggerExtents( min_max, extents );
3119
3120 //get box center
3121 vector center;
3122 center = GetConstruction().GetBoxCenter( min_max );
3123 center = ModelToWorld( center );
3124
3125 //rotate center if needed
3126 vector orientation = GetOrientation();;
3127 CalcDamageAreaRotation( rotation_angle, center, orientation );
3128
3129 areaDamage.SetExtents( extents[0], extents[1] );
3130 areaDamage.SetAreaPosition( center );
3131 areaDamage.SetAreaOrientation( orientation );
3132 areaDamage.SetLoopInterval( 1.0 );
3133 areaDamage.SetDeferDuration( 0.2 );
3134 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3135 areaDamage.SetAmmoName( "BarbedWireHit" );
3136 areaDamage.Spawn();
3137
3138 m_DamageTriggers.Insert( slot_name, areaDamage );
3139 }
3140 }
3141
3142 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3143 {
3144 if ( angle_deg != 0 )
3145 {
3146 //orientation
3147 orientation[0] = orientation[0] - angle_deg;
3148
3149 //center
3150 vector rotate_axis;
3151 if ( MemoryPointExists( "rotate_axis" ) )
3152 {
3153 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3154 }
3155 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];
3156 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];
3157 center[0] = r_center_x;
3158 center[2] = r_center_z;
3159 }
3160 }
3161
3162 void DestroyAreaDamage( string slot_name )
3163 {
3164 if (GetGame() && GetGame().IsServer())
3165 {
3167 if (m_DamageTriggers.Find(slot_name, areaDamage))
3168 {
3169 if (areaDamage)
3170 {
3171 areaDamage.Destroy();
3172 }
3173
3174 m_DamageTriggers.Remove( slot_name );
3175 }
3176 }
3177 }
3178
3179 override bool IsIgnoredByConstruction()
3180 {
3181 return true;
3182 }
3183
3184 //================================================================
3185 // SOUNDS
3186 //================================================================
3187 protected void SoundBuildStart( string part_name )
3188 {
3189 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3190 }
3191
3192 protected void SoundDismantleStart( string part_name )
3193 {
3194 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3195 }
3196
3197 protected void SoundDestroyStart( string part_name )
3198 {
3199 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3200 }
3201
3202 protected string GetBuildSoundByMaterial( string part_name )
3203 {
3204 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3205
3206 switch ( material_type )
3207 {
3208 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3209 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3210 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3211 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3212 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3213 }
3214
3215 return "";
3216 }
3217
3218 protected string GetDismantleSoundByMaterial( string part_name )
3219 {
3220 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3221
3222 switch ( material_type )
3223 {
3224 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3225 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3226 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3227 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3228 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3229 }
3230
3231 return "";
3232 }
3233
3234 //misc
3235 void CheckForHybridAttachments( EntityAI item, string slot_name )
3236 {
3237 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3238 {
3239 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3240 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3241 {
3242 SetHealth(slot_name,"Health",item.GetHealth());
3243 }
3244 }
3245 }
3246
3247 override int GetDamageSystemVersionChange()
3248 {
3249 return 111;
3250 }
3251
3252 override void SetActions()
3253 {
3254 super.SetActions();
3255
3259 }
3260
3261 //================================================================
3262 // DEBUG
3263 //================================================================
3264 protected void DebugCustomState()
3265 {
3266 }
3267
3270 {
3271 return null;
3272 }
3273
3274 override void OnDebugSpawn()
3275 {
3276 FullyBuild();
3277 }
3278
3279 void FullyBuild()
3280 {
3282 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3283
3284 Man p;
3285
3286 #ifdef SERVER
3287 array<Man> players = new array<Man>;
3288 GetGame().GetWorld().GetPlayerList(players);
3289 if (players.Count())
3290 p = players[0];
3291 #else
3292 p = GetGame().GetPlayer();
3293 #endif
3294
3295 foreach (ConstructionPart part : parts)
3296 {
3297 bool excluded = false;
3298 string partName = part.GetPartName();
3299 if (excludes)
3300 {
3301 foreach (string exclude : excludes)
3302 {
3303 if (partName.Contains(exclude))
3304 {
3305 excluded = true;
3306 break;
3307 }
3308 }
3309 }
3310
3311 if (!excluded)
3312 {
3313 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3314 }
3315 }
3316
3317 GetConstruction().UpdateVisuals();
3318 }
3319}
3320
3321void bsbDebugPrint (string s)
3322{
3323#ifdef BSB_DEBUG
3324 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3325#else
3326 //Print("" + s); // comment/uncomment to hide/see debug logs
3327#endif
3328}
3329void bsbDebugSpam (string s)
3330{
3331#ifdef BSB_DEBUG_SPAM
3332 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3333#else
3334 //Print("" + s); // comment/uncomment to hide/see debug logs
3335#endif
3336}
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