DayZ 1.28
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◆ SetPartsAfterStoreLoad()

void bsbDebugPrint::SetPartsAfterStoreLoad ( )
protected

См. определение в файле BaseBuildingBase.c строка 1785

1787{
1788 const string ANIMATION_DEPLOYED = "Deployed";
1789
1790 float m_ConstructionKitHealth; //stored health value for used construction kit
1791
1793
1794 bool m_HasBase;
1795 //variables for synchronization of base building parts (2x31 is the current limit)
1796 int m_SyncParts01; //synchronization for already built parts (31 parts)
1797 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1798 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1799 int m_InteractedPartId; //construction part id that an action was performed on
1800 int m_PerformedActionId; //action id that was performed on a construction part
1801
1802 //Sounds
1803 //build
1804 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1805 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1806 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1807 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1808 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1809 //dismantle
1810 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1811 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1812 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1813 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1814 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1815
1816 protected EffectSound m_Sound;
1817
1821
1822 // Constructor
1823 void BaseBuildingBase()
1824 {
1826
1827 //synchronized variables
1828 RegisterNetSyncVariableInt( "m_SyncParts01" );
1829 RegisterNetSyncVariableInt( "m_SyncParts02" );
1830 RegisterNetSyncVariableInt( "m_SyncParts03" );
1831 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1832 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1833 RegisterNetSyncVariableBool( "m_HasBase" );
1834
1835 //Construction init
1837
1838 if (ConfigIsExisting("hybridAttachments"))
1839 {
1841 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1842 }
1843 if (ConfigIsExisting("mountables"))
1844 {
1846 ConfigGetTextArray("mountables", m_Mountables);
1847 }
1848
1849 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1850 }
1851
1852 override void EEDelete(EntityAI parent)
1853 {
1854 super.EEDelete(parent);
1855
1856 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1857 {
1858 areaDamage.Destroy();
1859 }
1860
1861 }
1862
1863 override string GetInvulnerabilityTypeString()
1864 {
1865 return "disableBaseDamage";
1866 }
1867
1868 override bool CanObstruct()
1869 {
1870 return true;
1871 }
1872
1873 override int GetHideIconMask()
1874 {
1875 return EInventoryIconVisibility.HIDE_VICINITY;
1876 }
1877
1878 override void InitItemSounds()
1879 {
1880 super.InitItemSounds();
1881
1883 SoundParameters params = new SoundParameters();
1884 params.m_Loop = true;
1885
1886 if (GetFoldSoundset() != string.Empty)
1887 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1888 if (GetLoopFoldSoundset() != string.Empty)
1889 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1890 }
1891
1892 override string GetFoldSoundset()
1893 {
1894 return "putDown_FenceKit_SoundSet";
1895 }
1896
1897 override string GetLoopFoldSoundset()
1898 {
1899 return "Shelter_Site_Build_Loop_SoundSet";
1900 }
1901
1902 // --- SYNCHRONIZATION
1904 {
1905 if ( GetGame().IsServer() )
1906 {
1907 SetSynchDirty();
1908 }
1909 }
1910
1911 override void OnVariablesSynchronized()
1912 {
1913 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1914 super.OnVariablesSynchronized();
1915
1917 }
1918
1919 protected void OnSynchronizedClient()
1920 {
1921 //update parts
1923
1924 //update action on part
1926
1927 //update visuals (client)
1928 UpdateVisuals();
1929 }
1930
1931 //parts synchronization
1932 void RegisterPartForSync( int part_id )
1933 {
1934 //part_id must starts from index = 1
1935 int offset;
1936 int mask;
1937
1938 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1939 {
1940 offset = part_id - 1;
1941 mask = 1 << offset;
1942
1943 m_SyncParts01 = m_SyncParts01 | mask;
1944 }
1945 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1946 {
1947 offset = ( part_id % 32 );
1948 mask = 1 << offset;
1949
1950 m_SyncParts02 = m_SyncParts02 | mask;
1951 }
1952 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1953 {
1954 offset = ( part_id % 63 );
1955 mask = 1 << offset;
1956
1957 m_SyncParts03 = m_SyncParts03 | mask;
1958 }
1959 }
1960
1961 void UnregisterPartForSync( int part_id )
1962 {
1963 //part_id must starts from index = 1
1964 int offset;
1965 int mask;
1966
1967 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1968 {
1969 offset = part_id - 1;
1970 mask = 1 << offset;
1971
1972 m_SyncParts01 = m_SyncParts01 & ~mask;
1973 }
1974 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1975 {
1976 offset = ( part_id % 32 );
1977 mask = 1 << offset;
1978
1979 m_SyncParts02 = m_SyncParts02 & ~mask;
1980 }
1981 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1982 {
1983 offset = ( part_id % 63 );
1984 mask = 1 << offset;
1985
1986 m_SyncParts03 = m_SyncParts03 & ~mask;
1987 }
1988 }
1989
1990 bool IsPartBuildInSyncData( int part_id )
1991 {
1992 //part_id must starts from index = 1
1993 int offset;
1994 int mask;
1995
1996 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1997 {
1998 offset = part_id - 1;
1999 mask = 1 << offset;
2000
2001 if ( ( m_SyncParts01 & mask ) > 0 )
2002 {
2003 return true;
2004 }
2005 }
2006 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2007 {
2008 offset = ( part_id % 32 );
2009 mask = 1 << offset;
2010
2011 if ( ( m_SyncParts02 & mask ) > 0 )
2012 {
2013 return true;
2014 }
2015 }
2016 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2017 {
2018 offset = ( part_id % 63 );
2019 mask = 1 << offset;
2020
2021 if ( ( m_SyncParts03 & mask ) > 0 )
2022 {
2023 return true;
2024 }
2025 }
2026
2027 return false;
2028 }
2029
2030 protected void RegisterActionForSync( int part_id, int action_id )
2031 {
2032 m_InteractedPartId = part_id;
2033 m_PerformedActionId = action_id;
2034 }
2035
2036 protected void ResetActionSyncData()
2037 {
2038 //reset data
2039 m_InteractedPartId = -1;
2041 }
2042
2043 protected void SetActionFromSyncData()
2044 {
2045 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2046 {
2048 int build_action_id = m_PerformedActionId;
2049
2050 switch( build_action_id )
2051 {
2052 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2053 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2054 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2055 }
2056 }
2057 }
2058 //------
2059
2061 {
2062 string key = part.m_PartName;
2063 bool is_base = part.IsBase();
2064 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2065 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2066 if ( is_part_built_sync )
2067 {
2068 if ( !part.IsBuilt() )
2069 {
2070 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2071 GetConstruction().AddToConstructedParts( key );
2072 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2073
2074 if (is_base)
2075 {
2077 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2078 }
2079 }
2080 }
2081 else
2082 {
2083 if ( part.IsBuilt() )
2084 {
2085 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2086 GetConstruction().RemoveFromConstructedParts( key );
2087 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2088
2089 if (is_base)
2090 {
2092 AddProxyPhysics( ANIMATION_DEPLOYED );
2093 }
2094 }
2095 }
2096
2097 //check slot lock for material attachments
2098 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2099 }
2100
2101 //set construction parts based on synchronized data
2103 {
2104 Construction construction = GetConstruction();
2105 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2106
2107 for ( int i = 0; i < construction_parts.Count(); ++i )
2108 {
2109 string key = construction_parts.GetKey( i );
2110 ConstructionPart value = construction_parts.Get( key );
2111 SetPartFromSyncData(value);
2112 }
2113
2114 //regenerate navmesh
2115 UpdateNavmesh();
2116 }
2117
2118 protected ConstructionPart GetConstructionPartById( int id )
2119 {
2120 Construction construction = GetConstruction();
2121 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2122
2123 for ( int i = 0; i < construction_parts.Count(); ++i )
2124 {
2125 string key = construction_parts.GetKey( i );
2126 ConstructionPart value = construction_parts.Get( key );
2127
2128 if ( value.GetId() == id )
2129 {
2130 return value;
2131 }
2132 }
2133
2134 return NULL;
2135 }
2136 //
2137
2138 //Base
2139 bool HasBase()
2140 {
2141 return m_HasBase;
2142 }
2143
2144 void SetBaseState( bool has_base )
2145 {
2146 m_HasBase = has_base;
2147 }
2148
2149 override bool IsDeployable()
2150 {
2151 return true;
2152 }
2153
2154 bool IsOpened()
2155 {
2156 return false;
2157 }
2158
2159 //--- CONSTRUCTION KIT
2161 {
2162 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2163 if ( m_ConstructionKitHealth > 0 )
2164 {
2165 construction_kit.SetHealth( m_ConstructionKitHealth );
2166 }
2167
2168 return construction_kit;
2169 }
2170
2171 void CreateConstructionKitInHands(notnull PlayerBase player)
2172 {
2173 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2174 if ( m_ConstructionKitHealth > 0 )
2175 {
2176 construction_kit.SetHealth( m_ConstructionKitHealth );
2177 }
2178 }
2179
2180 protected vector GetKitSpawnPosition()
2181 {
2182 return GetPosition();
2183 }
2184
2185 protected string GetConstructionKitType()
2186 {
2187 return "";
2188 }
2189
2190 void DestroyConstructionKit( ItemBase construction_kit )
2191 {
2192 m_ConstructionKitHealth = construction_kit.GetHealth();
2193 GetGame().ObjectDelete( construction_kit );
2194 }
2195
2196 //--- CONSTRUCTION
2197 void DestroyConstruction()
2198 {
2199 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2200 GetGame().ObjectDelete( this );
2201 }
2202
2203 // --- EVENTS
2204 override void OnStoreSave( ParamsWriteContext ctx )
2205 {
2206 super.OnStoreSave( ctx );
2207
2208 //sync parts 01
2209 ctx.Write( m_SyncParts01 );
2210 ctx.Write( m_SyncParts02 );
2211 ctx.Write( m_SyncParts03 );
2212
2213 ctx.Write( m_HasBase );
2214 }
2215
2216 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2217 {
2218 if ( !super.OnStoreLoad( ctx, version ) )
2219 return false;
2220
2221 //--- Base building data ---
2222 //Restore synced parts data
2223 if ( !ctx.Read( m_SyncParts01 ) )
2224 {
2225 m_SyncParts01 = 0; //set default
2226 return false;
2227 }
2228 if ( !ctx.Read( m_SyncParts02 ) )
2229 {
2230 m_SyncParts02 = 0; //set default
2231 return false;
2232 }
2233 if ( !ctx.Read( m_SyncParts03 ) )
2234 {
2235 m_SyncParts03 = 0; //set default
2236 return false;
2237 }
2238
2239 //has base
2240 if ( !ctx.Read( m_HasBase ) )
2241 {
2242 m_HasBase = false;
2243 return false;
2244 }
2245 //---
2246
2247 return true;
2248 }
2249
2250 override void AfterStoreLoad()
2251 {
2252 super.AfterStoreLoad();
2253
2255 {
2257 }
2258 }
2259
2261 {
2262 //update server data
2264
2265 //set base state
2266 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2267 SetBaseState( construction_part.IsBuilt() ) ;
2268
2269 //synchronize after load
2271 }
2272
2273 override void OnCreatePhysics()
2274 {
2275 super.OnCreatePhysics();
2278 }
2279
2280 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2281 {
2283 return;
2284
2285 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2286
2287 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2288 return;
2289
2290 Construction construction = GetConstruction();
2291 string part_name = zone;
2292 part_name.ToLower();
2293
2294 if ( newLevel == GameConstants.STATE_RUINED )
2295 {
2296 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2297
2298 if ( construction_part && construction.IsPartConstructed( part_name ) )
2299 {
2300 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2301 construction.DestroyConnectedParts(part_name);
2302 }
2303
2304 //barbed wire handling (hack-ish)
2305 if ( part_name.Contains("barbed") )
2306 {
2307 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2308 if (barbed_wire)
2309 barbed_wire.SetMountedState( false );
2310 }
2311 }
2312 }
2313
2314 override void EEOnAfterLoad()
2315 {
2317 {
2319 }
2320
2321 super.EEOnAfterLoad();
2322 }
2323
2324 override void EEInit()
2325 {
2326 super.EEInit();
2327
2328 // init visuals and physics
2329 InitBaseState();
2330
2331 //debug
2332 #ifdef DEVELOPER
2334 #endif
2335 }
2336
2337 override void EEItemAttached( EntityAI item, string slot_name )
2338 {
2339 super.EEItemAttached( item, slot_name );
2340
2341 CheckForHybridAttachments( item, slot_name );
2342 UpdateVisuals();
2343 UpdateAttachmentPhysics( slot_name, false );
2344 }
2345
2346 override void EEItemDetached( EntityAI item, string slot_name )
2347 {
2348 super.EEItemDetached( item, slot_name );
2349
2350 UpdateVisuals();
2351 UpdateAttachmentPhysics( slot_name, false );
2352 }
2353
2354 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2355 {
2356 string slot_name = InventorySlots.GetSlotName( slotId );
2357 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2358
2359 UpdateAttachmentVisuals( slot_name, locked );
2360 UpdateAttachmentPhysics( slot_name, locked );
2361 }
2362
2363 //ignore out of reach condition
2364 override bool IgnoreOutOfReachCondition()
2365 {
2366 return true;
2367 }
2368
2369 //CONSTRUCTION EVENTS
2370 //Build
2371 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2372 {
2373 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2374
2375 //check base state
2376 if (construtionPart.IsBase())
2377 {
2378 SetBaseState(true);
2379
2380 //spawn kit
2382 }
2383
2384 //register constructed parts for synchronization
2385 RegisterPartForSync(construtionPart.GetId());
2386
2387 //register action that was performed on part
2388 RegisterActionForSync(construtionPart.GetId(), action_id);
2389
2390 //synchronize
2392
2393 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2394
2395 UpdateNavmesh();
2396
2397 //update visuals
2398 UpdateVisuals();
2399
2400 //reset action sync data
2402 }
2403
2404 void OnPartBuiltClient(string part_name, int action_id)
2405 {
2406 //play sound
2407 SoundBuildStart( part_name );
2408 }
2409
2410 //Dismantle
2411 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2412 {
2413 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2414 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2415
2416 //register constructed parts for synchronization
2417 UnregisterPartForSync(construtionPart.GetId());
2418
2419 //register action that was performed on part
2420 RegisterActionForSync(construtionPart.GetId(), action_id);
2421
2422 //synchronize
2424
2425 // server part of sync, client will be synced from SetPartsFromSyncData
2426 SetPartFromSyncData(construtionPart);
2427
2428 UpdateNavmesh();
2429
2430 //update visuals
2431 UpdateVisuals();
2432
2433 //reset action sync data
2435
2436 //check base state
2437 if (construtionPart.IsBase())
2438 {
2439 //Destroy construction
2441 }
2442 }
2443
2444 void OnPartDismantledClient( string part_name, int action_id )
2445 {
2446 //play sound
2447 SoundDismantleStart( part_name );
2448 }
2449
2450 //Destroy
2451 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2452 {
2453 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2454 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2455
2456 //register constructed parts for synchronization
2457 UnregisterPartForSync(construtionPart.GetId());
2458
2459 //register action that was performed on part
2460 RegisterActionForSync(construtionPart.GetId(), action_id);
2461
2462 //synchronize
2464
2465 // server part of sync, client will be synced from SetPartsFromSyncData
2466 SetPartFromSyncData(construtionPart);
2467
2468 UpdateNavmesh();
2469
2470 //update visuals
2471 UpdateVisuals();
2472
2473 //reset action sync data
2475
2476 //check base state
2477 if (construtionPart.IsBase())
2478 {
2479 //Destroy construction
2481 }
2482 }
2483
2484 void OnPartDestroyedClient( string part_name, int action_id )
2485 {
2486 //play sound
2487 SoundDestroyStart( part_name );
2488 }
2489
2491 protected void HandleItemFalling(ConstructionPart part)
2492 {
2493 bool process = false;
2494
2495 //TODO: add a parameter to parts' config classes?
2496 process |= part.m_PartName.Contains("_roof");
2497 process |= part.m_PartName.Contains("_platform");
2498 process |= part.m_PartName.Contains("_stair");
2499
2500 if (process)
2501 {
2502 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2503 {
2504 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2505 return;
2506 }
2507
2508 vector mins, maxs;
2509 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2510 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2511
2512 //sanitize minmaxs
2513 vector minTmp, maxTmp;
2514 minTmp[0] = Math.Min(mins[0],maxs[0]);
2515 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2516 minTmp[1] = Math.Min(mins[1],maxs[1]);
2517 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2518 minTmp[2] = Math.Min(mins[2],maxs[2]);
2519 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2520 mins = minTmp;
2521 maxs = maxTmp;
2522
2523 maxs[1] = maxs[1] + 0.35; //reach a little above..
2524
2525 ItemFall(mins,maxs);
2526 }
2527 }
2528
2530 protected void ItemFall(vector min, vector max)
2531 {
2532 array<EntityAI> foundEntities = new array<EntityAI>();
2533 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2534
2535 //filtering
2536 ItemBase item;
2537 foreach (EntityAI entity : foundEntities)
2538 {
2539 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2540 item.ThrowPhysically(null,vector.Zero);
2541 }
2542 }
2543
2544 // --- UPDATE
2545 void InitBaseState()
2546 {
2547 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2548
2549 InitVisuals();
2550 UpdateNavmesh(); //regenerate navmesh
2551 GetConstruction().InitBaseState();
2552 }
2553
2554 void InitVisuals()
2555 {
2556 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2557 //check base
2558 if ( !HasBase() )
2559 {
2560 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2561 }
2562 else
2563 {
2564 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2565 }
2566
2567 GetConstruction().UpdateVisuals();
2568 }
2569
2570 void UpdateVisuals()
2571 {
2572 array<string> attachmentSlots = new array<string>;
2573
2574 GetAttachmentSlots(this, attachmentSlots);
2575 foreach (string slotName : attachmentSlots)
2576 {
2578 }
2579
2580 //check base
2581 if (!HasBase())
2582 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2583 else
2584 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2585
2586 GetConstruction().UpdateVisuals();
2587 }
2588
2589 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2590 {
2591 string slotNameMounted = slot_name + "_Mounted";
2592 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2593
2594 if (attachment)
2595 {
2596 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2597 if (barbedWire && barbedWire.IsMounted())
2598 CreateAreaDamage(slotNameMounted);
2599 else
2600 DestroyAreaDamage(slotNameMounted);
2601
2602 if (is_locked)
2603 {
2604 SetAnimationPhase(slotNameMounted, 0);
2605 SetAnimationPhase(slot_name, 1);
2606 }
2607 else
2608 {
2609 SetAnimationPhase(slotNameMounted, 1);
2610 SetAnimationPhase(slot_name, 0);
2611 }
2612 }
2613 else
2614 {
2615 SetAnimationPhase(slotNameMounted, 1);
2616 SetAnimationPhase(slot_name, 1);
2617
2618 DestroyAreaDamage(slotNameMounted);
2619 }
2620 }
2621
2622 // avoid calling this function on frequent occasions, it's a massive performance hit
2623 void UpdatePhysics()
2624 {
2626 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2627
2628 array<string> attachmentSlots = new array<string>;
2629 GetAttachmentSlots(this, attachmentSlots);
2630
2632 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2633
2634 foreach (string slotName : attachmentSlots)
2635 {
2637 }
2638
2639 //check base
2640 if (!HasBase())
2641 {
2643 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2644
2645 AddProxyPhysics(ANIMATION_DEPLOYED);
2646 }
2647 else
2648 {
2650 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2651
2652 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2653 }
2654
2655 GetConstruction().UpdatePhysics();
2656 UpdateNavmesh();
2657 }
2658
2659 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2660 {
2661 //checks for invalid appends; hotfix
2662 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2663 return;
2664 //----------------------------------
2665 string slot_name_mounted = slot_name + "_Mounted";
2666 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2667
2668 //remove proxy physics
2669 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2670 RemoveProxyPhysics( slot_name_mounted );
2671 RemoveProxyPhysics( slot_name );
2672
2673 if ( attachment )
2674 {
2675 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2676 if ( is_locked )
2677 {
2678 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2679 AddProxyPhysics( slot_name_mounted );
2680 }
2681 else
2682 {
2683 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2684 AddProxyPhysics( slot_name );
2685 }
2686 }
2687 }
2688
2689 protected void UpdateNavmesh()
2690 {
2691 SetAffectPathgraph( true, false );
2692 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2693 }
2694
2695 override bool CanUseConstruction()
2696 {
2697 return true;
2698 }
2699
2700 override bool CanUseConstructionBuild()
2701 {
2702 return true;
2703 }
2704
2705 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2706 {
2707 if ( attachment )
2708 {
2709 InventoryLocation inventory_location = new InventoryLocation;
2710 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2711
2712 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2713 }
2714
2715 return false;
2716 }
2717
2718 protected bool IsAttachmentSlotLocked( string slot_name )
2719 {
2720 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2721 }
2722
2723 //--- ATTACHMENT SLOTS
2724 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2725 {
2726 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2727 if ( GetGame().ConfigIsExisting( config_path ) )
2728 {
2729 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2730 }
2731 }
2732
2733 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2734 {
2735 return true;
2736 }
2737
2738 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2739 {
2740 return true;
2741 }
2742
2743 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2744 {
2745 return true;
2746 }
2747
2748 // --- INIT
2749 void ConstructionInit()
2750 {
2751 if ( !m_Construction )
2752 {
2753 m_Construction = new Construction( this );
2754 }
2755
2756 GetConstruction().Init();
2757 }
2758
2760 {
2761 return m_Construction;
2762 }
2763
2764 //--- INVENTORY/ATTACHMENTS CONDITIONS
2765 //attachments
2766 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2767 {
2768 return super.CanReceiveAttachment(attachment, slotId);
2769 }
2770
2772 {
2773 int attachment_count = GetInventory().AttachmentCount();
2774 if ( attachment_count > 0 )
2775 {
2776 if ( HasBase() && attachment_count == 1 )
2777 {
2778 return false;
2779 }
2780
2781 return true;
2782 }
2783
2784 return false;
2785 }
2786
2787 override bool ShowZonesHealth()
2788 {
2789 return true;
2790 }
2791
2792 override bool IsTakeable()
2793 {
2794 return false;
2795 }
2796
2797 //this into/outo parent.Cargo
2798 override bool CanPutInCargo( EntityAI parent )
2799 {
2800 return false;
2801 }
2802
2803 override bool CanRemoveFromCargo( EntityAI parent )
2804 {
2805 return false;
2806 }
2807
2808 //hands
2809 override bool CanPutIntoHands( EntityAI parent )
2810 {
2811 return false;
2812 }
2813
2814 //--- ACTION CONDITIONS
2815 //direction
2816 override bool IsFacingPlayer( PlayerBase player, string selection )
2817 {
2818 return true;
2819 }
2820
2821 override bool IsPlayerInside( PlayerBase player, string selection )
2822 {
2823 return true;
2824 }
2825
2828 {
2829 return false;
2830 }
2831
2832 //camera direction check
2833 bool IsFacingCamera( string selection )
2834 {
2835 return true;
2836 }
2837
2838 //roof check
2839 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2840 {
2841 return false;
2842 }
2843
2844 //selection->player distance check
2845 bool HasProperDistance( string selection, PlayerBase player )
2846 {
2847 return true;
2848 }
2849
2850 //folding
2852 {
2853 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2854 {
2855 return false;
2856 }
2857
2858 return true;
2859 }
2860
2862 {
2865
2866 return item;
2867 }
2868
2869 //Damage triggers (barbed wire)
2870 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2871 {
2872 if ( GetGame() && GetGame().IsServer() )
2873 {
2874 //destroy area damage if some already exists
2875 DestroyAreaDamage( slot_name );
2876
2877 //create new area damage
2879 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2880
2881 vector min_max[2];
2882 if ( MemoryPointExists( slot_name + "_min" ) )
2883 {
2884 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2885 }
2886 if ( MemoryPointExists( slot_name + "_max" ) )
2887 {
2888 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2889 }
2890
2891 //get proper trigger extents (min<max)
2892 vector extents[2];
2893 GetConstruction().GetTriggerExtents( min_max, extents );
2894
2895 //get box center
2896 vector center;
2897 center = GetConstruction().GetBoxCenter( min_max );
2898 center = ModelToWorld( center );
2899
2900 //rotate center if needed
2901 vector orientation = GetOrientation();;
2902 CalcDamageAreaRotation( rotation_angle, center, orientation );
2903
2904 areaDamage.SetExtents( extents[0], extents[1] );
2905 areaDamage.SetAreaPosition( center );
2906 areaDamage.SetAreaOrientation( orientation );
2907 areaDamage.SetLoopInterval( 1.0 );
2908 areaDamage.SetDeferDuration( 0.2 );
2909 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2910 areaDamage.SetAmmoName( "BarbedWireHit" );
2911 areaDamage.Spawn();
2912
2913 m_DamageTriggers.Insert( slot_name, areaDamage );
2914 }
2915 }
2916
2917 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2918 {
2919 if ( angle_deg != 0 )
2920 {
2921 //orientation
2922 orientation[0] = orientation[0] - angle_deg;
2923
2924 //center
2925 vector rotate_axis;
2926 if ( MemoryPointExists( "rotate_axis" ) )
2927 {
2928 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2929 }
2930 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];
2931 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];
2932 center[0] = r_center_x;
2933 center[2] = r_center_z;
2934 }
2935 }
2936
2937 void DestroyAreaDamage( string slot_name )
2938 {
2939 if (GetGame() && GetGame().IsServer())
2940 {
2942 if (m_DamageTriggers.Find(slot_name, areaDamage))
2943 {
2944 if (areaDamage)
2945 {
2946 areaDamage.Destroy();
2947 }
2948
2949 m_DamageTriggers.Remove( slot_name );
2950 }
2951 }
2952 }
2953
2954 override bool IsIgnoredByConstruction()
2955 {
2956 return true;
2957 }
2958
2959 //================================================================
2960 // SOUNDS
2961 //================================================================
2962 protected void SoundBuildStart( string part_name )
2963 {
2964 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2965 }
2966
2967 protected void SoundDismantleStart( string part_name )
2968 {
2969 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2970 }
2971
2972 protected void SoundDestroyStart( string part_name )
2973 {
2974 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2975 }
2976
2977 protected string GetBuildSoundByMaterial( string part_name )
2978 {
2979 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2980
2981 switch ( material_type )
2982 {
2983 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2984 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2985 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2986 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2987 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2988 }
2989
2990 return "";
2991 }
2992
2993 protected string GetDismantleSoundByMaterial( string part_name )
2994 {
2995 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2996
2997 switch ( material_type )
2998 {
2999 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3000 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3001 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3002 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3003 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3004 }
3005
3006 return "";
3007 }
3008
3009 //misc
3010 void CheckForHybridAttachments( EntityAI item, string slot_name )
3011 {
3012 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3013 {
3014 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3015 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3016 {
3017 SetHealth(slot_name,"Health",item.GetHealth());
3018 }
3019 }
3020 }
3021
3022 override int GetDamageSystemVersionChange()
3023 {
3024 return 111;
3025 }
3026
3027 override void SetActions()
3028 {
3029 super.SetActions();
3030
3034 }
3035
3036 //================================================================
3037 // DEBUG
3038 //================================================================
3039 protected void DebugCustomState()
3040 {
3041 }
3042
3045 {
3046 return null;
3047 }
3048
3049 override void OnDebugSpawn()
3050 {
3051 FullyBuild();
3052 }
3053
3054 void FullyBuild()
3055 {
3057 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3058
3059 Man p;
3060
3061 #ifdef SERVER
3062 array<Man> players = new array<Man>;
3063 GetGame().GetWorld().GetPlayerList(players);
3064 if (players.Count())
3065 p = players[0];
3066 #else
3067 p = GetGame().GetPlayer();
3068 #endif
3069
3070 foreach (ConstructionPart part : parts)
3071 {
3072 bool excluded = false;
3073 string partName = part.GetPartName();
3074 if (excludes)
3075 {
3076 foreach (string exclude : excludes)
3077 {
3078 if (partName.Contains(exclude))
3079 {
3080 excluded = true;
3081 break;
3082 }
3083 }
3084 }
3085
3086 if (!excluded)
3087 {
3088 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3089 }
3090 }
3091
3092 GetConstruction().UpdateVisuals();
3093 }
3094}
3095
3096void bsbDebugPrint (string s)
3097{
3098#ifdef BSB_DEBUG
3099 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3100#else
3101 //Print("" + s); // comment/uncomment to hide/see debug logs
3102#endif
3103}
3104void bsbDebugSpam (string s)
3105{
3106#ifdef BSB_DEBUG_SPAM
3107 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3108#else
3109 //Print("" + s); // comment/uncomment to hide/see debug logs
3110#endif
3111}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8

Используется в ItemBase::AfterStoreLoad() и ItemBase::OnCreatePhysics().