DayZ 1.28
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◆ IsAttachmentSlotLocked() [1/2]

bool bsbDebugPrint::IsAttachmentSlotLocked ( EntityAI attachment)
protected

См. определение в файле BaseBuildingBase.c строка 2230

2232{
2233 const string ANIMATION_DEPLOYED = "Deployed";
2234
2235 float m_ConstructionKitHealth; //stored health value for used construction kit
2236
2238
2239 bool m_HasBase;
2240 //variables for synchronization of base building parts (2x31 is the current limit)
2241 int m_SyncParts01; //synchronization for already built parts (31 parts)
2242 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2243 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2244 int m_InteractedPartId; //construction part id that an action was performed on
2245 int m_PerformedActionId; //action id that was performed on a construction part
2246
2247 //Sounds
2248 //build
2249 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2250 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2251 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2252 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2253 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2254 //dismantle
2255 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2256 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2257 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2258 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2259 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2260
2261 protected EffectSound m_Sound;
2262
2266
2267 // Constructor
2268 void BaseBuildingBase()
2269 {
2271
2272 //synchronized variables
2273 RegisterNetSyncVariableInt( "m_SyncParts01" );
2274 RegisterNetSyncVariableInt( "m_SyncParts02" );
2275 RegisterNetSyncVariableInt( "m_SyncParts03" );
2276 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2277 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2278 RegisterNetSyncVariableBool( "m_HasBase" );
2279
2280 //Construction init
2282
2283 if (ConfigIsExisting("hybridAttachments"))
2284 {
2286 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2287 }
2288 if (ConfigIsExisting("mountables"))
2289 {
2291 ConfigGetTextArray("mountables", m_Mountables);
2292 }
2293
2294 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2295 }
2296
2297 override void EEDelete(EntityAI parent)
2298 {
2299 super.EEDelete(parent);
2300
2301 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2302 {
2303 areaDamage.Destroy();
2304 }
2305
2306 }
2307
2308 override string GetInvulnerabilityTypeString()
2309 {
2310 return "disableBaseDamage";
2311 }
2312
2313 override bool CanObstruct()
2314 {
2315 return true;
2316 }
2317
2318 override int GetHideIconMask()
2319 {
2320 return EInventoryIconVisibility.HIDE_VICINITY;
2321 }
2322
2323 override void InitItemSounds()
2324 {
2325 super.InitItemSounds();
2326
2328 SoundParameters params = new SoundParameters();
2329 params.m_Loop = true;
2330
2331 if (GetFoldSoundset() != string.Empty)
2332 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2333 if (GetLoopFoldSoundset() != string.Empty)
2334 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2335 }
2336
2337 override string GetFoldSoundset()
2338 {
2339 return "putDown_FenceKit_SoundSet";
2340 }
2341
2342 override string GetLoopFoldSoundset()
2343 {
2344 return "Shelter_Site_Build_Loop_SoundSet";
2345 }
2346
2347 // --- SYNCHRONIZATION
2349 {
2350 if ( GetGame().IsServer() )
2351 {
2352 SetSynchDirty();
2353 }
2354 }
2355
2356 override void OnVariablesSynchronized()
2357 {
2358 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2359 super.OnVariablesSynchronized();
2360
2362 }
2363
2364 protected void OnSynchronizedClient()
2365 {
2366 //update parts
2368
2369 //update action on part
2371
2372 //update visuals (client)
2373 UpdateVisuals();
2374 }
2375
2376 //parts synchronization
2377 void RegisterPartForSync( int part_id )
2378 {
2379 //part_id must starts from index = 1
2380 int offset;
2381 int mask;
2382
2383 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2384 {
2385 offset = part_id - 1;
2386 mask = 1 << offset;
2387
2388 m_SyncParts01 = m_SyncParts01 | mask;
2389 }
2390 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2391 {
2392 offset = ( part_id % 32 );
2393 mask = 1 << offset;
2394
2395 m_SyncParts02 = m_SyncParts02 | mask;
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 m_SyncParts03 = m_SyncParts03 | mask;
2403 }
2404 }
2405
2406 void UnregisterPartForSync( int part_id )
2407 {
2408 //part_id must starts from index = 1
2409 int offset;
2410 int mask;
2411
2412 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2413 {
2414 offset = part_id - 1;
2415 mask = 1 << offset;
2416
2417 m_SyncParts01 = m_SyncParts01 & ~mask;
2418 }
2419 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2420 {
2421 offset = ( part_id % 32 );
2422 mask = 1 << offset;
2423
2424 m_SyncParts02 = m_SyncParts02 & ~mask;
2425 }
2426 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2427 {
2428 offset = ( part_id % 63 );
2429 mask = 1 << offset;
2430
2431 m_SyncParts03 = m_SyncParts03 & ~mask;
2432 }
2433 }
2434
2435 bool IsPartBuildInSyncData( int part_id )
2436 {
2437 //part_id must starts from index = 1
2438 int offset;
2439 int mask;
2440
2441 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2442 {
2443 offset = part_id - 1;
2444 mask = 1 << offset;
2445
2446 if ( ( m_SyncParts01 & mask ) > 0 )
2447 {
2448 return true;
2449 }
2450 }
2451 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2452 {
2453 offset = ( part_id % 32 );
2454 mask = 1 << offset;
2455
2456 if ( ( m_SyncParts02 & mask ) > 0 )
2457 {
2458 return true;
2459 }
2460 }
2461 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2462 {
2463 offset = ( part_id % 63 );
2464 mask = 1 << offset;
2465
2466 if ( ( m_SyncParts03 & mask ) > 0 )
2467 {
2468 return true;
2469 }
2470 }
2471
2472 return false;
2473 }
2474
2475 protected void RegisterActionForSync( int part_id, int action_id )
2476 {
2477 m_InteractedPartId = part_id;
2478 m_PerformedActionId = action_id;
2479 }
2480
2481 protected void ResetActionSyncData()
2482 {
2483 //reset data
2484 m_InteractedPartId = -1;
2486 }
2487
2488 protected void SetActionFromSyncData()
2489 {
2490 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2491 {
2493 int build_action_id = m_PerformedActionId;
2494
2495 switch( build_action_id )
2496 {
2497 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2498 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2499 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2500 }
2501 }
2502 }
2503 //------
2504
2506 {
2507 string key = part.m_PartName;
2508 bool is_base = part.IsBase();
2509 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2510 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2511 if ( is_part_built_sync )
2512 {
2513 if ( !part.IsBuilt() )
2514 {
2515 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2516 GetConstruction().AddToConstructedParts( key );
2517 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2518
2519 if (is_base)
2520 {
2522 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2523 }
2524 }
2525 }
2526 else
2527 {
2528 if ( part.IsBuilt() )
2529 {
2530 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2531 GetConstruction().RemoveFromConstructedParts( key );
2532 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2533
2534 if (is_base)
2535 {
2537 AddProxyPhysics( ANIMATION_DEPLOYED );
2538 }
2539 }
2540 }
2541
2542 //check slot lock for material attachments
2543 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2544 }
2545
2546 //set construction parts based on synchronized data
2548 {
2549 Construction construction = GetConstruction();
2550 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2551
2552 for ( int i = 0; i < construction_parts.Count(); ++i )
2553 {
2554 string key = construction_parts.GetKey( i );
2555 ConstructionPart value = construction_parts.Get( key );
2556 SetPartFromSyncData(value);
2557 }
2558
2559 //regenerate navmesh
2560 UpdateNavmesh();
2561 }
2562
2563 protected ConstructionPart GetConstructionPartById( int id )
2564 {
2565 Construction construction = GetConstruction();
2566 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2567
2568 for ( int i = 0; i < construction_parts.Count(); ++i )
2569 {
2570 string key = construction_parts.GetKey( i );
2571 ConstructionPart value = construction_parts.Get( key );
2572
2573 if ( value.GetId() == id )
2574 {
2575 return value;
2576 }
2577 }
2578
2579 return NULL;
2580 }
2581 //
2582
2583 //Base
2584 bool HasBase()
2585 {
2586 return m_HasBase;
2587 }
2588
2589 void SetBaseState( bool has_base )
2590 {
2591 m_HasBase = has_base;
2592 }
2593
2594 override bool IsDeployable()
2595 {
2596 return true;
2597 }
2598
2599 bool IsOpened()
2600 {
2601 return false;
2602 }
2603
2604 //--- CONSTRUCTION KIT
2606 {
2607 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2608 if ( m_ConstructionKitHealth > 0 )
2609 {
2610 construction_kit.SetHealth( m_ConstructionKitHealth );
2611 }
2612
2613 return construction_kit;
2614 }
2615
2616 void CreateConstructionKitInHands(notnull PlayerBase player)
2617 {
2618 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2619 if ( m_ConstructionKitHealth > 0 )
2620 {
2621 construction_kit.SetHealth( m_ConstructionKitHealth );
2622 }
2623 }
2624
2625 protected vector GetKitSpawnPosition()
2626 {
2627 return GetPosition();
2628 }
2629
2630 protected string GetConstructionKitType()
2631 {
2632 return "";
2633 }
2634
2635 void DestroyConstructionKit( ItemBase construction_kit )
2636 {
2637 m_ConstructionKitHealth = construction_kit.GetHealth();
2638 GetGame().ObjectDelete( construction_kit );
2639 }
2640
2641 //--- CONSTRUCTION
2642 void DestroyConstruction()
2643 {
2644 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2645 GetGame().ObjectDelete( this );
2646 }
2647
2648 // --- EVENTS
2649 override void OnStoreSave( ParamsWriteContext ctx )
2650 {
2651 super.OnStoreSave( ctx );
2652
2653 //sync parts 01
2654 ctx.Write( m_SyncParts01 );
2655 ctx.Write( m_SyncParts02 );
2656 ctx.Write( m_SyncParts03 );
2657
2658 ctx.Write( m_HasBase );
2659 }
2660
2661 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2662 {
2663 if ( !super.OnStoreLoad( ctx, version ) )
2664 return false;
2665
2666 //--- Base building data ---
2667 //Restore synced parts data
2668 if ( !ctx.Read( m_SyncParts01 ) )
2669 {
2670 m_SyncParts01 = 0; //set default
2671 return false;
2672 }
2673 if ( !ctx.Read( m_SyncParts02 ) )
2674 {
2675 m_SyncParts02 = 0; //set default
2676 return false;
2677 }
2678 if ( !ctx.Read( m_SyncParts03 ) )
2679 {
2680 m_SyncParts03 = 0; //set default
2681 return false;
2682 }
2683
2684 //has base
2685 if ( !ctx.Read( m_HasBase ) )
2686 {
2687 m_HasBase = false;
2688 return false;
2689 }
2690 //---
2691
2692 return true;
2693 }
2694
2695 override void AfterStoreLoad()
2696 {
2697 super.AfterStoreLoad();
2698
2700 {
2702 }
2703 }
2704
2706 {
2707 //update server data
2709
2710 //set base state
2711 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2712 SetBaseState( construction_part.IsBuilt() ) ;
2713
2714 //synchronize after load
2716 }
2717
2718 override void OnCreatePhysics()
2719 {
2720 super.OnCreatePhysics();
2723 }
2724
2725 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2726 {
2728 return;
2729
2730 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2731
2732 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2733 return;
2734
2735 Construction construction = GetConstruction();
2736 string part_name = zone;
2737 part_name.ToLower();
2738
2739 if ( newLevel == GameConstants.STATE_RUINED )
2740 {
2741 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2742
2743 if ( construction_part && construction.IsPartConstructed( part_name ) )
2744 {
2745 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2746 construction.DestroyConnectedParts(part_name);
2747 }
2748
2749 //barbed wire handling (hack-ish)
2750 if ( part_name.Contains("barbed") )
2751 {
2752 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2753 if (barbed_wire)
2754 barbed_wire.SetMountedState( false );
2755 }
2756 }
2757 }
2758
2759 override void EEOnAfterLoad()
2760 {
2762 {
2764 }
2765
2766 super.EEOnAfterLoad();
2767 }
2768
2769 override void EEInit()
2770 {
2771 super.EEInit();
2772
2773 // init visuals and physics
2774 InitBaseState();
2775
2776 //debug
2777 #ifdef DEVELOPER
2779 #endif
2780 }
2781
2782 override void EEItemAttached( EntityAI item, string slot_name )
2783 {
2784 super.EEItemAttached( item, slot_name );
2785
2786 CheckForHybridAttachments( item, slot_name );
2787 UpdateVisuals();
2788 UpdateAttachmentPhysics( slot_name, false );
2789 }
2790
2791 override void EEItemDetached( EntityAI item, string slot_name )
2792 {
2793 super.EEItemDetached( item, slot_name );
2794
2795 UpdateVisuals();
2796 UpdateAttachmentPhysics( slot_name, false );
2797 }
2798
2799 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2800 {
2801 string slot_name = InventorySlots.GetSlotName( slotId );
2802 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2803
2804 UpdateAttachmentVisuals( slot_name, locked );
2805 UpdateAttachmentPhysics( slot_name, locked );
2806 }
2807
2808 //ignore out of reach condition
2809 override bool IgnoreOutOfReachCondition()
2810 {
2811 return true;
2812 }
2813
2814 //CONSTRUCTION EVENTS
2815 //Build
2816 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2817 {
2818 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2819
2820 //check base state
2821 if (construtionPart.IsBase())
2822 {
2823 SetBaseState(true);
2824
2825 //spawn kit
2827 }
2828
2829 //register constructed parts for synchronization
2830 RegisterPartForSync(construtionPart.GetId());
2831
2832 //register action that was performed on part
2833 RegisterActionForSync(construtionPart.GetId(), action_id);
2834
2835 //synchronize
2837
2838 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2839
2840 UpdateNavmesh();
2841
2842 //update visuals
2843 UpdateVisuals();
2844
2845 //reset action sync data
2847 }
2848
2849 void OnPartBuiltClient(string part_name, int action_id)
2850 {
2851 //play sound
2852 SoundBuildStart( part_name );
2853 }
2854
2855 //Dismantle
2856 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2857 {
2858 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2859 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2860
2861 //register constructed parts for synchronization
2862 UnregisterPartForSync(construtionPart.GetId());
2863
2864 //register action that was performed on part
2865 RegisterActionForSync(construtionPart.GetId(), action_id);
2866
2867 //synchronize
2869
2870 // server part of sync, client will be synced from SetPartsFromSyncData
2871 SetPartFromSyncData(construtionPart);
2872
2873 UpdateNavmesh();
2874
2875 //update visuals
2876 UpdateVisuals();
2877
2878 //reset action sync data
2880
2881 //check base state
2882 if (construtionPart.IsBase())
2883 {
2884 //Destroy construction
2886 }
2887 }
2888
2889 void OnPartDismantledClient( string part_name, int action_id )
2890 {
2891 //play sound
2892 SoundDismantleStart( part_name );
2893 }
2894
2895 //Destroy
2896 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2897 {
2898 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2899 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2900
2901 //register constructed parts for synchronization
2902 UnregisterPartForSync(construtionPart.GetId());
2903
2904 //register action that was performed on part
2905 RegisterActionForSync(construtionPart.GetId(), action_id);
2906
2907 //synchronize
2909
2910 // server part of sync, client will be synced from SetPartsFromSyncData
2911 SetPartFromSyncData(construtionPart);
2912
2913 UpdateNavmesh();
2914
2915 //update visuals
2916 UpdateVisuals();
2917
2918 //reset action sync data
2920
2921 //check base state
2922 if (construtionPart.IsBase())
2923 {
2924 //Destroy construction
2926 }
2927 }
2928
2929 void OnPartDestroyedClient( string part_name, int action_id )
2930 {
2931 //play sound
2932 SoundDestroyStart( part_name );
2933 }
2934
2936 protected void HandleItemFalling(ConstructionPart part)
2937 {
2938 bool process = false;
2939
2940 //TODO: add a parameter to parts' config classes?
2941 process |= part.m_PartName.Contains("_roof");
2942 process |= part.m_PartName.Contains("_platform");
2943 process |= part.m_PartName.Contains("_stair");
2944
2945 if (process)
2946 {
2947 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2948 {
2949 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2950 return;
2951 }
2952
2953 vector mins, maxs;
2954 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2955 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2956
2957 //sanitize minmaxs
2958 vector minTmp, maxTmp;
2959 minTmp[0] = Math.Min(mins[0],maxs[0]);
2960 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2961 minTmp[1] = Math.Min(mins[1],maxs[1]);
2962 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2963 minTmp[2] = Math.Min(mins[2],maxs[2]);
2964 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2965 mins = minTmp;
2966 maxs = maxTmp;
2967
2968 maxs[1] = maxs[1] + 0.35; //reach a little above..
2969
2970 ItemFall(mins,maxs);
2971 }
2972 }
2973
2975 protected void ItemFall(vector min, vector max)
2976 {
2977 array<EntityAI> foundEntities = new array<EntityAI>();
2978 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2979
2980 //filtering
2981 ItemBase item;
2982 foreach (EntityAI entity : foundEntities)
2983 {
2984 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2985 item.ThrowPhysically(null,vector.Zero);
2986 }
2987 }
2988
2989 // --- UPDATE
2990 void InitBaseState()
2991 {
2992 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2993
2994 InitVisuals();
2995 UpdateNavmesh(); //regenerate navmesh
2996 GetConstruction().InitBaseState();
2997 }
2998
2999 void InitVisuals()
3000 {
3001 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3002 //check base
3003 if ( !HasBase() )
3004 {
3005 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3006 }
3007 else
3008 {
3009 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3010 }
3011
3012 GetConstruction().UpdateVisuals();
3013 }
3014
3015 void UpdateVisuals()
3016 {
3017 array<string> attachmentSlots = new array<string>;
3018
3019 GetAttachmentSlots(this, attachmentSlots);
3020 foreach (string slotName : attachmentSlots)
3021 {
3023 }
3024
3025 //check base
3026 if (!HasBase())
3027 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3028 else
3029 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3030
3031 GetConstruction().UpdateVisuals();
3032 }
3033
3034 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3035 {
3036 string slotNameMounted = slot_name + "_Mounted";
3037 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3038
3039 if (attachment)
3040 {
3041 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3042 if (barbedWire && barbedWire.IsMounted())
3043 CreateAreaDamage(slotNameMounted);
3044 else
3045 DestroyAreaDamage(slotNameMounted);
3046
3047 if (is_locked)
3048 {
3049 SetAnimationPhase(slotNameMounted, 0);
3050 SetAnimationPhase(slot_name, 1);
3051 }
3052 else
3053 {
3054 SetAnimationPhase(slotNameMounted, 1);
3055 SetAnimationPhase(slot_name, 0);
3056 }
3057 }
3058 else
3059 {
3060 SetAnimationPhase(slotNameMounted, 1);
3061 SetAnimationPhase(slot_name, 1);
3062
3063 DestroyAreaDamage(slotNameMounted);
3064 }
3065 }
3066
3067 // avoid calling this function on frequent occasions, it's a massive performance hit
3068 void UpdatePhysics()
3069 {
3071 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3072
3073 array<string> attachmentSlots = new array<string>;
3074 GetAttachmentSlots(this, attachmentSlots);
3075
3077 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3078
3079 foreach (string slotName : attachmentSlots)
3080 {
3082 }
3083
3084 //check base
3085 if (!HasBase())
3086 {
3088 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3089
3090 AddProxyPhysics(ANIMATION_DEPLOYED);
3091 }
3092 else
3093 {
3095 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3096
3097 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3098 }
3099
3100 GetConstruction().UpdatePhysics();
3101 UpdateNavmesh();
3102 }
3103
3104 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3105 {
3106 //checks for invalid appends; hotfix
3107 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3108 return;
3109 //----------------------------------
3110 string slot_name_mounted = slot_name + "_Mounted";
3111 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3112
3113 //remove proxy physics
3114 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3115 RemoveProxyPhysics( slot_name_mounted );
3116 RemoveProxyPhysics( slot_name );
3117
3118 if ( attachment )
3119 {
3120 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3121 if ( is_locked )
3122 {
3123 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3124 AddProxyPhysics( slot_name_mounted );
3125 }
3126 else
3127 {
3128 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3129 AddProxyPhysics( slot_name );
3130 }
3131 }
3132 }
3133
3134 protected void UpdateNavmesh()
3135 {
3136 SetAffectPathgraph( true, false );
3137 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3138 }
3139
3140 override bool CanUseConstruction()
3141 {
3142 return true;
3143 }
3144
3145 override bool CanUseConstructionBuild()
3146 {
3147 return true;
3148 }
3149
3150 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3151 {
3152 if ( attachment )
3153 {
3154 InventoryLocation inventory_location = new InventoryLocation;
3155 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3156
3157 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3158 }
3159
3160 return false;
3161 }
3162
3163 protected bool IsAttachmentSlotLocked( string slot_name )
3164 {
3165 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3166 }
3167
3168 //--- ATTACHMENT SLOTS
3169 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3170 {
3171 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3172 if ( GetGame().ConfigIsExisting( config_path ) )
3173 {
3174 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3175 }
3176 }
3177
3178 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3179 {
3180 return true;
3181 }
3182
3183 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3184 {
3185 return true;
3186 }
3187
3188 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3189 {
3190 return true;
3191 }
3192
3193 // --- INIT
3194 void ConstructionInit()
3195 {
3196 if ( !m_Construction )
3197 {
3198 m_Construction = new Construction( this );
3199 }
3200
3201 GetConstruction().Init();
3202 }
3203
3205 {
3206 return m_Construction;
3207 }
3208
3209 //--- INVENTORY/ATTACHMENTS CONDITIONS
3210 //attachments
3211 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3212 {
3213 return super.CanReceiveAttachment(attachment, slotId);
3214 }
3215
3217 {
3218 int attachment_count = GetInventory().AttachmentCount();
3219 if ( attachment_count > 0 )
3220 {
3221 if ( HasBase() && attachment_count == 1 )
3222 {
3223 return false;
3224 }
3225
3226 return true;
3227 }
3228
3229 return false;
3230 }
3231
3232 override bool ShowZonesHealth()
3233 {
3234 return true;
3235 }
3236
3237 override bool IsTakeable()
3238 {
3239 return false;
3240 }
3241
3242 //this into/outo parent.Cargo
3243 override bool CanPutInCargo( EntityAI parent )
3244 {
3245 return false;
3246 }
3247
3248 override bool CanRemoveFromCargo( EntityAI parent )
3249 {
3250 return false;
3251 }
3252
3253 //hands
3254 override bool CanPutIntoHands( EntityAI parent )
3255 {
3256 return false;
3257 }
3258
3259 //--- ACTION CONDITIONS
3260 //direction
3261 override bool IsFacingPlayer( PlayerBase player, string selection )
3262 {
3263 return true;
3264 }
3265
3266 override bool IsPlayerInside( PlayerBase player, string selection )
3267 {
3268 return true;
3269 }
3270
3273 {
3274 return false;
3275 }
3276
3277 //camera direction check
3278 bool IsFacingCamera( string selection )
3279 {
3280 return true;
3281 }
3282
3283 //roof check
3284 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3285 {
3286 return false;
3287 }
3288
3289 //selection->player distance check
3290 bool HasProperDistance( string selection, PlayerBase player )
3291 {
3292 return true;
3293 }
3294
3295 //folding
3297 {
3298 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3299 {
3300 return false;
3301 }
3302
3303 return true;
3304 }
3305
3307 {
3310
3311 return item;
3312 }
3313
3314 //Damage triggers (barbed wire)
3315 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3316 {
3317 if ( GetGame() && GetGame().IsServer() )
3318 {
3319 //destroy area damage if some already exists
3320 DestroyAreaDamage( slot_name );
3321
3322 //create new area damage
3324 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3325
3326 vector min_max[2];
3327 if ( MemoryPointExists( slot_name + "_min" ) )
3328 {
3329 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3330 }
3331 if ( MemoryPointExists( slot_name + "_max" ) )
3332 {
3333 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3334 }
3335
3336 //get proper trigger extents (min<max)
3337 vector extents[2];
3338 GetConstruction().GetTriggerExtents( min_max, extents );
3339
3340 //get box center
3341 vector center;
3342 center = GetConstruction().GetBoxCenter( min_max );
3343 center = ModelToWorld( center );
3344
3345 //rotate center if needed
3346 vector orientation = GetOrientation();;
3347 CalcDamageAreaRotation( rotation_angle, center, orientation );
3348
3349 areaDamage.SetExtents( extents[0], extents[1] );
3350 areaDamage.SetAreaPosition( center );
3351 areaDamage.SetAreaOrientation( orientation );
3352 areaDamage.SetLoopInterval( 1.0 );
3353 areaDamage.SetDeferDuration( 0.2 );
3354 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3355 areaDamage.SetAmmoName( "BarbedWireHit" );
3356 areaDamage.Spawn();
3357
3358 m_DamageTriggers.Insert( slot_name, areaDamage );
3359 }
3360 }
3361
3362 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3363 {
3364 if ( angle_deg != 0 )
3365 {
3366 //orientation
3367 orientation[0] = orientation[0] - angle_deg;
3368
3369 //center
3370 vector rotate_axis;
3371 if ( MemoryPointExists( "rotate_axis" ) )
3372 {
3373 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3374 }
3375 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];
3376 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];
3377 center[0] = r_center_x;
3378 center[2] = r_center_z;
3379 }
3380 }
3381
3382 void DestroyAreaDamage( string slot_name )
3383 {
3384 if (GetGame() && GetGame().IsServer())
3385 {
3387 if (m_DamageTriggers.Find(slot_name, areaDamage))
3388 {
3389 if (areaDamage)
3390 {
3391 areaDamage.Destroy();
3392 }
3393
3394 m_DamageTriggers.Remove( slot_name );
3395 }
3396 }
3397 }
3398
3399 override bool IsIgnoredByConstruction()
3400 {
3401 return true;
3402 }
3403
3404 //================================================================
3405 // SOUNDS
3406 //================================================================
3407 protected void SoundBuildStart( string part_name )
3408 {
3409 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3410 }
3411
3412 protected void SoundDismantleStart( string part_name )
3413 {
3414 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3415 }
3416
3417 protected void SoundDestroyStart( string part_name )
3418 {
3419 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3420 }
3421
3422 protected string GetBuildSoundByMaterial( string part_name )
3423 {
3424 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3425
3426 switch ( material_type )
3427 {
3428 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3429 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3430 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3431 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3432 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3433 }
3434
3435 return "";
3436 }
3437
3438 protected string GetDismantleSoundByMaterial( string part_name )
3439 {
3440 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3441
3442 switch ( material_type )
3443 {
3444 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3445 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3446 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3447 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3448 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3449 }
3450
3451 return "";
3452 }
3453
3454 //misc
3455 void CheckForHybridAttachments( EntityAI item, string slot_name )
3456 {
3457 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3458 {
3459 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3460 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3461 {
3462 SetHealth(slot_name,"Health",item.GetHealth());
3463 }
3464 }
3465 }
3466
3467 override int GetDamageSystemVersionChange()
3468 {
3469 return 111;
3470 }
3471
3472 override void SetActions()
3473 {
3474 super.SetActions();
3475
3479 }
3480
3481 //================================================================
3482 // DEBUG
3483 //================================================================
3484 protected void DebugCustomState()
3485 {
3486 }
3487
3490 {
3491 return null;
3492 }
3493
3494 override void OnDebugSpawn()
3495 {
3496 FullyBuild();
3497 }
3498
3499 void FullyBuild()
3500 {
3502 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3503
3504 Man p;
3505
3506 #ifdef SERVER
3507 array<Man> players = new array<Man>;
3508 GetGame().GetWorld().GetPlayerList(players);
3509 if (players.Count())
3510 p = players[0];
3511 #else
3512 p = GetGame().GetPlayer();
3513 #endif
3514
3515 foreach (ConstructionPart part : parts)
3516 {
3517 bool excluded = false;
3518 string partName = part.GetPartName();
3519 if (excludes)
3520 {
3521 foreach (string exclude : excludes)
3522 {
3523 if (partName.Contains(exclude))
3524 {
3525 excluded = true;
3526 break;
3527 }
3528 }
3529 }
3530
3531 if (!excluded)
3532 {
3533 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3534 }
3535 }
3536
3537 GetConstruction().UpdateVisuals();
3538 }
3539}
3540
3541void bsbDebugPrint (string s)
3542{
3543#ifdef BSB_DEBUG
3544 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3545#else
3546 //Print("" + s); // comment/uncomment to hide/see debug logs
3547#endif
3548}
3549void bsbDebugSpam (string s)
3550{
3551#ifdef BSB_DEBUG_SPAM
3552 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3553#else
3554 //Print("" + s); // comment/uncomment to hide/see debug logs
3555#endif
3556}
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::UpdatePhysics() и ItemBase::UpdateVisuals().