DayZ 1.27
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◆ IsAttachmentSlotLocked() [1/2]

bool bsbDebugPrint::IsAttachmentSlotLocked ( EntityAI attachment)
protected

См. определение в файле BaseBuildingBase.c строка 2190

2192{
2193 const string ANIMATION_DEPLOYED = "Deployed";
2194
2195 float m_ConstructionKitHealth; //stored health value for used construction kit
2196
2198
2199 bool m_HasBase;
2200 //variables for synchronization of base building parts (2x31 is the current limit)
2201 int m_SyncParts01; //synchronization for already built parts (31 parts)
2202 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2203 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2204 int m_InteractedPartId; //construction part id that an action was performed on
2205 int m_PerformedActionId; //action id that was performed on a construction part
2206
2207 //Sounds
2208 //build
2209 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2210 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2211 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2212 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2213 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2214 //dismantle
2215 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2216 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2217 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2218 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2219 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2220
2221 protected EffectSound m_Sound;
2222
2226
2227 // Constructor
2228 void BaseBuildingBase()
2229 {
2231
2232 //synchronized variables
2233 RegisterNetSyncVariableInt( "m_SyncParts01" );
2234 RegisterNetSyncVariableInt( "m_SyncParts02" );
2235 RegisterNetSyncVariableInt( "m_SyncParts03" );
2236 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2237 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2238 RegisterNetSyncVariableBool( "m_HasBase" );
2239
2240 //Construction init
2242
2243 if (ConfigIsExisting("hybridAttachments"))
2244 {
2246 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2247 }
2248 if (ConfigIsExisting("mountables"))
2249 {
2251 ConfigGetTextArray("mountables", m_Mountables);
2252 }
2253
2254 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2255 }
2256
2257 override void EEDelete(EntityAI parent)
2258 {
2259 super.EEDelete(parent);
2260
2261 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2262 {
2263 areaDamage.Destroy();
2264 }
2265
2266 }
2267
2268 override string GetInvulnerabilityTypeString()
2269 {
2270 return "disableBaseDamage";
2271 }
2272
2273 override bool CanObstruct()
2274 {
2275 return true;
2276 }
2277
2278 override int GetHideIconMask()
2279 {
2280 return EInventoryIconVisibility.HIDE_VICINITY;
2281 }
2282
2283 // --- SYNCHRONIZATION
2285 {
2286 if ( GetGame().IsServer() )
2287 {
2288 SetSynchDirty();
2289 }
2290 }
2291
2292 override void OnVariablesSynchronized()
2293 {
2294 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2295 super.OnVariablesSynchronized();
2296
2298 }
2299
2300 protected void OnSynchronizedClient()
2301 {
2302 //update parts
2304
2305 //update action on part
2307
2308 //update visuals (client)
2309 UpdateVisuals();
2310 }
2311
2312 //parts synchronization
2313 void RegisterPartForSync( int part_id )
2314 {
2315 //part_id must starts from index = 1
2316 int offset;
2317 int mask;
2318
2319 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2320 {
2321 offset = part_id - 1;
2322 mask = 1 << offset;
2323
2324 m_SyncParts01 = m_SyncParts01 | mask;
2325 }
2326 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2327 {
2328 offset = ( part_id % 32 );
2329 mask = 1 << offset;
2330
2331 m_SyncParts02 = m_SyncParts02 | mask;
2332 }
2333 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2334 {
2335 offset = ( part_id % 63 );
2336 mask = 1 << offset;
2337
2338 m_SyncParts03 = m_SyncParts03 | mask;
2339 }
2340 }
2341
2342 void UnregisterPartForSync( int part_id )
2343 {
2344 //part_id must starts from index = 1
2345 int offset;
2346 int mask;
2347
2348 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2349 {
2350 offset = part_id - 1;
2351 mask = 1 << offset;
2352
2353 m_SyncParts01 = m_SyncParts01 & ~mask;
2354 }
2355 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2356 {
2357 offset = ( part_id % 32 );
2358 mask = 1 << offset;
2359
2360 m_SyncParts02 = m_SyncParts02 & ~mask;
2361 }
2362 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2363 {
2364 offset = ( part_id % 63 );
2365 mask = 1 << offset;
2366
2367 m_SyncParts03 = m_SyncParts03 & ~mask;
2368 }
2369 }
2370
2371 bool IsPartBuildInSyncData( int part_id )
2372 {
2373 //part_id must starts from index = 1
2374 int offset;
2375 int mask;
2376
2377 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2378 {
2379 offset = part_id - 1;
2380 mask = 1 << offset;
2381
2382 if ( ( m_SyncParts01 & mask ) > 0 )
2383 {
2384 return true;
2385 }
2386 }
2387 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2388 {
2389 offset = ( part_id % 32 );
2390 mask = 1 << offset;
2391
2392 if ( ( m_SyncParts02 & mask ) > 0 )
2393 {
2394 return true;
2395 }
2396 }
2397 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2398 {
2399 offset = ( part_id % 63 );
2400 mask = 1 << offset;
2401
2402 if ( ( m_SyncParts03 & mask ) > 0 )
2403 {
2404 return true;
2405 }
2406 }
2407
2408 return false;
2409 }
2410
2411 protected void RegisterActionForSync( int part_id, int action_id )
2412 {
2413 m_InteractedPartId = part_id;
2414 m_PerformedActionId = action_id;
2415 }
2416
2417 protected void ResetActionSyncData()
2418 {
2419 //reset data
2420 m_InteractedPartId = -1;
2422 }
2423
2424 protected void SetActionFromSyncData()
2425 {
2426 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2427 {
2429 int build_action_id = m_PerformedActionId;
2430
2431 switch( build_action_id )
2432 {
2433 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2434 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2435 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2436 }
2437 }
2438 }
2439 //------
2440
2442 {
2443 string key = part.m_PartName;
2444 bool is_base = part.IsBase();
2445 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2446 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2447 if ( is_part_built_sync )
2448 {
2449 if ( !part.IsBuilt() )
2450 {
2451 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2452 GetConstruction().AddToConstructedParts( key );
2453 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2454
2455 if (is_base)
2456 {
2458 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2459 }
2460 }
2461 }
2462 else
2463 {
2464 if ( part.IsBuilt() )
2465 {
2466 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2467 GetConstruction().RemoveFromConstructedParts( key );
2468 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2469
2470 if (is_base)
2471 {
2473 AddProxyPhysics( ANIMATION_DEPLOYED );
2474 }
2475 }
2476 }
2477
2478 //check slot lock for material attachments
2479 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2480 }
2481
2482 //set construction parts based on synchronized data
2484 {
2485 Construction construction = GetConstruction();
2486 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2487
2488 for ( int i = 0; i < construction_parts.Count(); ++i )
2489 {
2490 string key = construction_parts.GetKey( i );
2491 ConstructionPart value = construction_parts.Get( key );
2492 SetPartFromSyncData(value);
2493 }
2494
2495 //regenerate navmesh
2496 UpdateNavmesh();
2497 }
2498
2499 protected ConstructionPart GetConstructionPartById( int id )
2500 {
2501 Construction construction = GetConstruction();
2502 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2503
2504 for ( int i = 0; i < construction_parts.Count(); ++i )
2505 {
2506 string key = construction_parts.GetKey( i );
2507 ConstructionPart value = construction_parts.Get( key );
2508
2509 if ( value.GetId() == id )
2510 {
2511 return value;
2512 }
2513 }
2514
2515 return NULL;
2516 }
2517 //
2518
2519 //Base
2520 bool HasBase()
2521 {
2522 return m_HasBase;
2523 }
2524
2525 void SetBaseState( bool has_base )
2526 {
2527 m_HasBase = has_base;
2528 }
2529
2530 override bool IsDeployable()
2531 {
2532 return true;
2533 }
2534
2535 bool IsOpened()
2536 {
2537 return false;
2538 }
2539
2540 //--- CONSTRUCTION KIT
2542 {
2543 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2544 if ( m_ConstructionKitHealth > 0 )
2545 {
2546 construction_kit.SetHealth( m_ConstructionKitHealth );
2547 }
2548
2549 return construction_kit;
2550 }
2551
2552 void CreateConstructionKitInHands(notnull PlayerBase player)
2553 {
2554 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2555 if ( m_ConstructionKitHealth > 0 )
2556 {
2557 construction_kit.SetHealth( m_ConstructionKitHealth );
2558 }
2559 }
2560
2561 protected vector GetKitSpawnPosition()
2562 {
2563 return GetPosition();
2564 }
2565
2566 protected string GetConstructionKitType()
2567 {
2568 return "";
2569 }
2570
2571 void DestroyConstructionKit( ItemBase construction_kit )
2572 {
2573 m_ConstructionKitHealth = construction_kit.GetHealth();
2574 GetGame().ObjectDelete( construction_kit );
2575 }
2576
2577 //--- CONSTRUCTION
2578 void DestroyConstruction()
2579 {
2580 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2581 GetGame().ObjectDelete( this );
2582 }
2583
2584 // --- EVENTS
2585 override void OnStoreSave( ParamsWriteContext ctx )
2586 {
2587 super.OnStoreSave( ctx );
2588
2589 //sync parts 01
2590 ctx.Write( m_SyncParts01 );
2591 ctx.Write( m_SyncParts02 );
2592 ctx.Write( m_SyncParts03 );
2593
2594 ctx.Write( m_HasBase );
2595 }
2596
2597 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2598 {
2599 if ( !super.OnStoreLoad( ctx, version ) )
2600 return false;
2601
2602 //--- Base building data ---
2603 //Restore synced parts data
2604 if ( !ctx.Read( m_SyncParts01 ) )
2605 {
2606 m_SyncParts01 = 0; //set default
2607 return false;
2608 }
2609 if ( !ctx.Read( m_SyncParts02 ) )
2610 {
2611 m_SyncParts02 = 0; //set default
2612 return false;
2613 }
2614 if ( !ctx.Read( m_SyncParts03 ) )
2615 {
2616 m_SyncParts03 = 0; //set default
2617 return false;
2618 }
2619
2620 //has base
2621 if ( !ctx.Read( m_HasBase ) )
2622 {
2623 m_HasBase = false;
2624 return false;
2625 }
2626 //---
2627
2628 return true;
2629 }
2630
2631 override void AfterStoreLoad()
2632 {
2633 super.AfterStoreLoad();
2634
2636 {
2638 }
2639 }
2640
2642 {
2643 //update server data
2645
2646 //set base state
2647 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2648 SetBaseState( construction_part.IsBuilt() ) ;
2649
2650 //synchronize after load
2652 }
2653
2654 override void OnCreatePhysics()
2655 {
2656 super.OnCreatePhysics();
2659 }
2660
2661 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2662 {
2664 return;
2665
2666 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2667
2668 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2669 return;
2670
2671 Construction construction = GetConstruction();
2672 string part_name = zone;
2673 part_name.ToLower();
2674
2675 if ( newLevel == GameConstants.STATE_RUINED )
2676 {
2677 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2678
2679 if ( construction_part && construction.IsPartConstructed( part_name ) )
2680 {
2681 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2682 construction.DestroyConnectedParts(part_name);
2683 }
2684
2685 //barbed wire handling (hack-ish)
2686 if ( part_name.Contains("barbed") )
2687 {
2688 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2689 if (barbed_wire)
2690 barbed_wire.SetMountedState( false );
2691 }
2692 }
2693 }
2694
2695 override void EEOnAfterLoad()
2696 {
2698 {
2700 }
2701
2702 super.EEOnAfterLoad();
2703 }
2704
2705 override void EEInit()
2706 {
2707 super.EEInit();
2708
2709 // init visuals and physics
2710 InitBaseState();
2711
2712 //debug
2713 #ifdef DEVELOPER
2715 #endif
2716 }
2717
2718 override void EEItemAttached( EntityAI item, string slot_name )
2719 {
2720 super.EEItemAttached( item, slot_name );
2721
2722 CheckForHybridAttachments( item, slot_name );
2723 UpdateVisuals();
2724 UpdateAttachmentPhysics( slot_name, false );
2725 }
2726
2727 override void EEItemDetached( EntityAI item, string slot_name )
2728 {
2729 super.EEItemDetached( item, slot_name );
2730
2731 UpdateVisuals();
2732 UpdateAttachmentPhysics( slot_name, false );
2733 }
2734
2735 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2736 {
2737 string slot_name = InventorySlots.GetSlotName( slotId );
2738 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2739
2740 UpdateAttachmentVisuals( slot_name, locked );
2741 UpdateAttachmentPhysics( slot_name, locked );
2742 }
2743
2744 //ignore out of reach condition
2745 override bool IgnoreOutOfReachCondition()
2746 {
2747 return true;
2748 }
2749
2750 //CONSTRUCTION EVENTS
2751 //Build
2752 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2753 {
2754 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2755
2756 //check base state
2757 if (construtionPart.IsBase())
2758 {
2759 SetBaseState(true);
2760
2761 //spawn kit
2763 }
2764
2765 //register constructed parts for synchronization
2766 RegisterPartForSync(construtionPart.GetId());
2767
2768 //register action that was performed on part
2769 RegisterActionForSync(construtionPart.GetId(), action_id);
2770
2771 //synchronize
2773
2774 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2775
2776 UpdateNavmesh();
2777
2778 //update visuals
2779 UpdateVisuals();
2780
2781 //reset action sync data
2783 }
2784
2785 void OnPartBuiltClient(string part_name, int action_id)
2786 {
2787 //play sound
2788 SoundBuildStart( part_name );
2789 }
2790
2791 //Dismantle
2792 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2793 {
2794 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2795 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2796
2797 //register constructed parts for synchronization
2798 UnregisterPartForSync(construtionPart.GetId());
2799
2800 //register action that was performed on part
2801 RegisterActionForSync(construtionPart.GetId(), action_id);
2802
2803 //synchronize
2805
2806 // server part of sync, client will be synced from SetPartsFromSyncData
2807 SetPartFromSyncData(construtionPart);
2808
2809 UpdateNavmesh();
2810
2811 //update visuals
2812 UpdateVisuals();
2813
2814 //reset action sync data
2816
2817 //check base state
2818 if (construtionPart.IsBase())
2819 {
2820 //Destroy construction
2822 }
2823
2824 if (GetGame().IsServer())
2825 HandleItemFalling(construtionPart);
2826 }
2827
2828 void OnPartDismantledClient( string part_name, int action_id )
2829 {
2830 //play sound
2831 SoundDismantleStart( part_name );
2832 }
2833
2834 //Destroy
2835 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2836 {
2837 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2838 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2839
2840 //register constructed parts for synchronization
2841 UnregisterPartForSync(construtionPart.GetId());
2842
2843 //register action that was performed on part
2844 RegisterActionForSync(construtionPart.GetId(), action_id);
2845
2846 //synchronize
2848
2849 // server part of sync, client will be synced from SetPartsFromSyncData
2850 SetPartFromSyncData(construtionPart);
2851
2852 UpdateNavmesh();
2853
2854 //update visuals
2855 UpdateVisuals();
2856
2857 //reset action sync data
2859
2860 //check base state
2861 if (construtionPart.IsBase())
2862 {
2863 //Destroy construction
2865 }
2866
2867 if (GetGame().IsServer())
2868 HandleItemFalling(construtionPart);
2869 }
2870
2871 void OnPartDestroyedClient( string part_name, int action_id )
2872 {
2873 //play sound
2874 SoundDestroyStart( part_name );
2875 }
2876
2877 protected void HandleItemFalling(ConstructionPart part)
2878 {
2879 bool process = false;
2880
2881 //TODO: add a parameter to parts' config classes?
2882 process |= part.m_PartName.Contains("_roof");
2883 process |= part.m_PartName.Contains("_platform");
2884 process |= part.m_PartName.Contains("_stair");
2885
2886 if (process)
2887 {
2888 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2889 {
2890 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2891 return;
2892 }
2893
2894 vector mins, maxs;
2895 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2896 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2897
2898 //sanitize minmaxs
2899 vector minTmp, maxTmp;
2900 minTmp[0] = Math.Min(mins[0],maxs[0]);
2901 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2902 minTmp[1] = Math.Min(mins[1],maxs[1]);
2903 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2904 minTmp[2] = Math.Min(mins[2],maxs[2]);
2905 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2906 mins = minTmp;
2907 maxs = maxTmp;
2908
2909 maxs[1] = maxs[1] + 0.35; //reach a little above..
2910
2911 ItemFall(mins,maxs);
2912 }
2913 }
2914
2915 protected void ItemFall(vector min, vector max)
2916 {
2917 array<EntityAI> foundEntities = new array<EntityAI>();
2918 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2919
2920 //filtering
2921 ItemBase item;
2922 foreach (EntityAI entity : foundEntities)
2923 {
2924 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2925 item.ThrowPhysically(null,vector.Zero);
2926 }
2927 }
2928
2929 // --- UPDATE
2930 void InitBaseState()
2931 {
2932 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2933
2934 InitVisuals();
2935 UpdateNavmesh(); //regenerate navmesh
2936 GetConstruction().InitBaseState();
2937 }
2938
2939 void InitVisuals()
2940 {
2941 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2942 //check base
2943 if ( !HasBase() )
2944 {
2945 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2946 }
2947 else
2948 {
2949 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2950 }
2951
2952 GetConstruction().UpdateVisuals();
2953 }
2954
2955 void UpdateVisuals()
2956 {
2957 array<string> attachmentSlots = new array<string>;
2958
2959 GetAttachmentSlots(this, attachmentSlots);
2960 foreach (string slotName : attachmentSlots)
2961 {
2963 }
2964
2965 //check base
2966 if (!HasBase())
2967 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2968 else
2969 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2970
2971 GetConstruction().UpdateVisuals();
2972 }
2973
2974 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2975 {
2976 string slotNameMounted = slot_name + "_Mounted";
2977 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2978
2979 if (attachment)
2980 {
2981 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2982 if (barbedWire && barbedWire.IsMounted())
2983 CreateAreaDamage(slotNameMounted);
2984 else
2985 DestroyAreaDamage(slotNameMounted);
2986
2987 if (is_locked)
2988 {
2989 SetAnimationPhase(slotNameMounted, 0);
2990 SetAnimationPhase(slot_name, 1);
2991 }
2992 else
2993 {
2994 SetAnimationPhase(slotNameMounted, 1);
2995 SetAnimationPhase(slot_name, 0);
2996 }
2997 }
2998 else
2999 {
3000 SetAnimationPhase(slotNameMounted, 1);
3001 SetAnimationPhase(slot_name, 1);
3002
3003 DestroyAreaDamage(slotNameMounted);
3004 }
3005 }
3006
3007 // avoid calling this function on frequent occasions, it's a massive performance hit
3008 void UpdatePhysics()
3009 {
3011 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3012
3013 array<string> attachmentSlots = new array<string>;
3014 GetAttachmentSlots(this, attachmentSlots);
3015
3017 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3018
3019 foreach (string slotName : attachmentSlots)
3020 {
3022 }
3023
3024 //check base
3025 if (!HasBase())
3026 {
3028 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3029
3030 AddProxyPhysics(ANIMATION_DEPLOYED);
3031 }
3032 else
3033 {
3035 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3036
3037 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3038 }
3039
3040 GetConstruction().UpdatePhysics();
3041 UpdateNavmesh();
3042 }
3043
3044 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3045 {
3046 //checks for invalid appends; hotfix
3047 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3048 return;
3049 //----------------------------------
3050 string slot_name_mounted = slot_name + "_Mounted";
3051 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3052
3053 //remove proxy physics
3054 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3055 RemoveProxyPhysics( slot_name_mounted );
3056 RemoveProxyPhysics( slot_name );
3057
3058 if ( attachment )
3059 {
3060 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3061 if ( is_locked )
3062 {
3063 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3064 AddProxyPhysics( slot_name_mounted );
3065 }
3066 else
3067 {
3068 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3069 AddProxyPhysics( slot_name );
3070 }
3071 }
3072 }
3073
3074 protected void UpdateNavmesh()
3075 {
3076 SetAffectPathgraph( true, false );
3077 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3078 }
3079
3080 override bool CanUseConstruction()
3081 {
3082 return true;
3083 }
3084
3085 override bool CanUseConstructionBuild()
3086 {
3087 return true;
3088 }
3089
3090 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3091 {
3092 if ( attachment )
3093 {
3094 InventoryLocation inventory_location = new InventoryLocation;
3095 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3096
3097 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3098 }
3099
3100 return false;
3101 }
3102
3103 protected bool IsAttachmentSlotLocked( string slot_name )
3104 {
3105 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3106 }
3107
3108 //--- ATTACHMENT SLOTS
3109 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3110 {
3111 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3112 if ( GetGame().ConfigIsExisting( config_path ) )
3113 {
3114 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3115 }
3116 }
3117
3118 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3119 {
3120 return true;
3121 }
3122
3123 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3124 {
3125 return true;
3126 }
3127
3128 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3129 {
3130 return true;
3131 }
3132
3133 // --- INIT
3134 void ConstructionInit()
3135 {
3136 if ( !m_Construction )
3137 {
3138 m_Construction = new Construction( this );
3139 }
3140
3141 GetConstruction().Init();
3142 }
3143
3145 {
3146 return m_Construction;
3147 }
3148
3149 //--- INVENTORY/ATTACHMENTS CONDITIONS
3150 //attachments
3151 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3152 {
3153 return super.CanReceiveAttachment(attachment, slotId);
3154 }
3155
3157 {
3158 int attachment_count = GetInventory().AttachmentCount();
3159 if ( attachment_count > 0 )
3160 {
3161 if ( HasBase() && attachment_count == 1 )
3162 {
3163 return false;
3164 }
3165
3166 return true;
3167 }
3168
3169 return false;
3170 }
3171
3172 override bool ShowZonesHealth()
3173 {
3174 return true;
3175 }
3176
3177 override bool IsTakeable()
3178 {
3179 return false;
3180 }
3181
3182 //this into/outo parent.Cargo
3183 override bool CanPutInCargo( EntityAI parent )
3184 {
3185 return false;
3186 }
3187
3188 override bool CanRemoveFromCargo( EntityAI parent )
3189 {
3190 return false;
3191 }
3192
3193 //hands
3194 override bool CanPutIntoHands( EntityAI parent )
3195 {
3196 return false;
3197 }
3198
3199 //--- ACTION CONDITIONS
3200 //direction
3201 override bool IsFacingPlayer( PlayerBase player, string selection )
3202 {
3203 return true;
3204 }
3205
3206 override bool IsPlayerInside( PlayerBase player, string selection )
3207 {
3208 return true;
3209 }
3210
3213 {
3214 return false;
3215 }
3216
3217 //camera direction check
3218 bool IsFacingCamera( string selection )
3219 {
3220 return true;
3221 }
3222
3223 //roof check
3224 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3225 {
3226 return false;
3227 }
3228
3229 //selection->player distance check
3230 bool HasProperDistance( string selection, PlayerBase player )
3231 {
3232 return true;
3233 }
3234
3235 //folding
3237 {
3238 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3239 {
3240 return false;
3241 }
3242
3243 return true;
3244 }
3245
3247 {
3250
3251 return item;
3252 }
3253
3254 //Damage triggers (barbed wire)
3255 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3256 {
3257 if ( GetGame() && GetGame().IsServer() )
3258 {
3259 //destroy area damage if some already exists
3260 DestroyAreaDamage( slot_name );
3261
3262 //create new area damage
3264 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3265
3266 vector min_max[2];
3267 if ( MemoryPointExists( slot_name + "_min" ) )
3268 {
3269 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3270 }
3271 if ( MemoryPointExists( slot_name + "_max" ) )
3272 {
3273 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3274 }
3275
3276 //get proper trigger extents (min<max)
3277 vector extents[2];
3278 GetConstruction().GetTriggerExtents( min_max, extents );
3279
3280 //get box center
3281 vector center;
3282 center = GetConstruction().GetBoxCenter( min_max );
3283 center = ModelToWorld( center );
3284
3285 //rotate center if needed
3286 vector orientation = GetOrientation();;
3287 CalcDamageAreaRotation( rotation_angle, center, orientation );
3288
3289 areaDamage.SetExtents( extents[0], extents[1] );
3290 areaDamage.SetAreaPosition( center );
3291 areaDamage.SetAreaOrientation( orientation );
3292 areaDamage.SetLoopInterval( 1.0 );
3293 areaDamage.SetDeferDuration( 0.2 );
3294 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3295 areaDamage.SetAmmoName( "BarbedWireHit" );
3296 areaDamage.Spawn();
3297
3298 m_DamageTriggers.Insert( slot_name, areaDamage );
3299 }
3300 }
3301
3302 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3303 {
3304 if ( angle_deg != 0 )
3305 {
3306 //orientation
3307 orientation[0] = orientation[0] - angle_deg;
3308
3309 //center
3310 vector rotate_axis;
3311 if ( MemoryPointExists( "rotate_axis" ) )
3312 {
3313 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3314 }
3315 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];
3316 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];
3317 center[0] = r_center_x;
3318 center[2] = r_center_z;
3319 }
3320 }
3321
3322 void DestroyAreaDamage( string slot_name )
3323 {
3324 if (GetGame() && GetGame().IsServer())
3325 {
3327 if (m_DamageTriggers.Find(slot_name, areaDamage))
3328 {
3329 if (areaDamage)
3330 {
3331 areaDamage.Destroy();
3332 }
3333
3334 m_DamageTriggers.Remove( slot_name );
3335 }
3336 }
3337 }
3338
3339 override bool IsIgnoredByConstruction()
3340 {
3341 return true;
3342 }
3343
3344 //================================================================
3345 // SOUNDS
3346 //================================================================
3347 protected void SoundBuildStart( string part_name )
3348 {
3349 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3350 }
3351
3352 protected void SoundDismantleStart( string part_name )
3353 {
3354 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3355 }
3356
3357 protected void SoundDestroyStart( string part_name )
3358 {
3359 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3360 }
3361
3362 protected string GetBuildSoundByMaterial( string part_name )
3363 {
3364 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3365
3366 switch ( material_type )
3367 {
3368 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3369 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3370 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3371 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3372 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3373 }
3374
3375 return "";
3376 }
3377
3378 protected string GetDismantleSoundByMaterial( string part_name )
3379 {
3380 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3381
3382 switch ( material_type )
3383 {
3384 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3385 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3386 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3387 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3388 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3389 }
3390
3391 return "";
3392 }
3393
3394 //misc
3395 void CheckForHybridAttachments( EntityAI item, string slot_name )
3396 {
3397 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3398 {
3399 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3400 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3401 {
3402 SetHealth(slot_name,"Health",item.GetHealth());
3403 }
3404 }
3405 }
3406
3407 override int GetDamageSystemVersionChange()
3408 {
3409 return 111;
3410 }
3411
3412 override void SetActions()
3413 {
3414 super.SetActions();
3415
3419 }
3420
3421 //================================================================
3422 // DEBUG
3423 //================================================================
3424 protected void DebugCustomState()
3425 {
3426 }
3427
3430 {
3431 return null;
3432 }
3433
3434 override void OnDebugSpawn()
3435 {
3436 FullyBuild();
3437 }
3438
3439 void FullyBuild()
3440 {
3442 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3443
3444 Man p;
3445
3446 #ifdef SERVER
3447 array<Man> players = new array<Man>;
3448 GetGame().GetWorld().GetPlayerList(players);
3449 if (players.Count())
3450 p = players[0];
3451 #else
3452 p = GetGame().GetPlayer();
3453 #endif
3454
3455 foreach (ConstructionPart part : parts)
3456 {
3457 bool excluded = false;
3458 string partName = part.GetPartName();
3459 if (excludes)
3460 {
3461 foreach (string exclude : excludes)
3462 {
3463 if (partName.Contains(exclude))
3464 {
3465 excluded = true;
3466 break;
3467 }
3468 }
3469 }
3470
3471 if (!excluded)
3472 {
3473 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3474 }
3475 }
3476
3477 GetConstruction().UpdateVisuals();
3478 }
3479}
3480
3481void bsbDebugPrint (string s)
3482{
3483#ifdef BSB_DEBUG
3484 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3485#else
3486 //Print("" + s); // comment/uncomment to hide/see debug logs
3487#endif
3488}
3489void bsbDebugSpam (string s)
3490{
3491#ifdef BSB_DEBUG_SPAM
3492 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3493#else
3494 //Print("" + s); // comment/uncomment to hide/see debug logs
3495#endif
3496}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

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