DayZ 1.27
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◆ UpdatePhysics()

void bsbDebugPrint::UpdatePhysics ( )
protected

См. определение в файле BaseBuildingBase.c строка 2108

2110{
2111 const string ANIMATION_DEPLOYED = "Deployed";
2112
2113 float m_ConstructionKitHealth; //stored health value for used construction kit
2114
2116
2117 bool m_HasBase;
2118 //variables for synchronization of base building parts (2x31 is the current limit)
2119 int m_SyncParts01; //synchronization for already built parts (31 parts)
2120 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2121 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2122 int m_InteractedPartId; //construction part id that an action was performed on
2123 int m_PerformedActionId; //action id that was performed on a construction part
2124
2125 //Sounds
2126 //build
2127 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2128 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2129 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2130 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2131 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2132 //dismantle
2133 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2134 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2135 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2136 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2137 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2138
2139 protected EffectSound m_Sound;
2140
2144
2145 // Constructor
2146 void BaseBuildingBase()
2147 {
2149
2150 //synchronized variables
2151 RegisterNetSyncVariableInt( "m_SyncParts01" );
2152 RegisterNetSyncVariableInt( "m_SyncParts02" );
2153 RegisterNetSyncVariableInt( "m_SyncParts03" );
2154 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2155 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2156 RegisterNetSyncVariableBool( "m_HasBase" );
2157
2158 //Construction init
2160
2161 if (ConfigIsExisting("hybridAttachments"))
2162 {
2164 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2165 }
2166 if (ConfigIsExisting("mountables"))
2167 {
2169 ConfigGetTextArray("mountables", m_Mountables);
2170 }
2171
2172 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2173 }
2174
2175 override void EEDelete(EntityAI parent)
2176 {
2177 super.EEDelete(parent);
2178
2179 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2180 {
2181 areaDamage.Destroy();
2182 }
2183
2184 }
2185
2186 override string GetInvulnerabilityTypeString()
2187 {
2188 return "disableBaseDamage";
2189 }
2190
2191 override bool CanObstruct()
2192 {
2193 return true;
2194 }
2195
2196 override int GetHideIconMask()
2197 {
2198 return EInventoryIconVisibility.HIDE_VICINITY;
2199 }
2200
2201 // --- SYNCHRONIZATION
2203 {
2204 if ( GetGame().IsServer() )
2205 {
2206 SetSynchDirty();
2207 }
2208 }
2209
2210 override void OnVariablesSynchronized()
2211 {
2212 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2213 super.OnVariablesSynchronized();
2214
2216 }
2217
2218 protected void OnSynchronizedClient()
2219 {
2220 //update parts
2222
2223 //update action on part
2225
2226 //update visuals (client)
2227 UpdateVisuals();
2228 }
2229
2230 //parts synchronization
2231 void RegisterPartForSync( int part_id )
2232 {
2233 //part_id must starts from index = 1
2234 int offset;
2235 int mask;
2236
2237 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2238 {
2239 offset = part_id - 1;
2240 mask = 1 << offset;
2241
2242 m_SyncParts01 = m_SyncParts01 | mask;
2243 }
2244 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2245 {
2246 offset = ( part_id % 32 );
2247 mask = 1 << offset;
2248
2249 m_SyncParts02 = m_SyncParts02 | mask;
2250 }
2251 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2252 {
2253 offset = ( part_id % 63 );
2254 mask = 1 << offset;
2255
2256 m_SyncParts03 = m_SyncParts03 | mask;
2257 }
2258 }
2259
2260 void UnregisterPartForSync( int part_id )
2261 {
2262 //part_id must starts from index = 1
2263 int offset;
2264 int mask;
2265
2266 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2267 {
2268 offset = part_id - 1;
2269 mask = 1 << offset;
2270
2271 m_SyncParts01 = m_SyncParts01 & ~mask;
2272 }
2273 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2274 {
2275 offset = ( part_id % 32 );
2276 mask = 1 << offset;
2277
2278 m_SyncParts02 = m_SyncParts02 & ~mask;
2279 }
2280 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2281 {
2282 offset = ( part_id % 63 );
2283 mask = 1 << offset;
2284
2285 m_SyncParts03 = m_SyncParts03 & ~mask;
2286 }
2287 }
2288
2289 bool IsPartBuildInSyncData( int part_id )
2290 {
2291 //part_id must starts from index = 1
2292 int offset;
2293 int mask;
2294
2295 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2296 {
2297 offset = part_id - 1;
2298 mask = 1 << offset;
2299
2300 if ( ( m_SyncParts01 & mask ) > 0 )
2301 {
2302 return true;
2303 }
2304 }
2305 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2306 {
2307 offset = ( part_id % 32 );
2308 mask = 1 << offset;
2309
2310 if ( ( m_SyncParts02 & mask ) > 0 )
2311 {
2312 return true;
2313 }
2314 }
2315 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2316 {
2317 offset = ( part_id % 63 );
2318 mask = 1 << offset;
2319
2320 if ( ( m_SyncParts03 & mask ) > 0 )
2321 {
2322 return true;
2323 }
2324 }
2325
2326 return false;
2327 }
2328
2329 protected void RegisterActionForSync( int part_id, int action_id )
2330 {
2331 m_InteractedPartId = part_id;
2332 m_PerformedActionId = action_id;
2333 }
2334
2335 protected void ResetActionSyncData()
2336 {
2337 //reset data
2338 m_InteractedPartId = -1;
2340 }
2341
2342 protected void SetActionFromSyncData()
2343 {
2344 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2345 {
2347 int build_action_id = m_PerformedActionId;
2348
2349 switch( build_action_id )
2350 {
2351 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2352 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2353 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2354 }
2355 }
2356 }
2357 //------
2358
2360 {
2361 string key = part.m_PartName;
2362 bool is_base = part.IsBase();
2363 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2364 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2365 if ( is_part_built_sync )
2366 {
2367 if ( !part.IsBuilt() )
2368 {
2369 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2370 GetConstruction().AddToConstructedParts( key );
2371 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2372
2373 if (is_base)
2374 {
2376 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2377 }
2378 }
2379 }
2380 else
2381 {
2382 if ( part.IsBuilt() )
2383 {
2384 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2385 GetConstruction().RemoveFromConstructedParts( key );
2386 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2387
2388 if (is_base)
2389 {
2391 AddProxyPhysics( ANIMATION_DEPLOYED );
2392 }
2393 }
2394 }
2395
2396 //check slot lock for material attachments
2397 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2398 }
2399
2400 //set construction parts based on synchronized data
2402 {
2403 Construction construction = GetConstruction();
2404 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2405
2406 for ( int i = 0; i < construction_parts.Count(); ++i )
2407 {
2408 string key = construction_parts.GetKey( i );
2409 ConstructionPart value = construction_parts.Get( key );
2410 SetPartFromSyncData(value);
2411 }
2412
2413 //regenerate navmesh
2414 UpdateNavmesh();
2415 }
2416
2417 protected ConstructionPart GetConstructionPartById( int id )
2418 {
2419 Construction construction = GetConstruction();
2420 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2421
2422 for ( int i = 0; i < construction_parts.Count(); ++i )
2423 {
2424 string key = construction_parts.GetKey( i );
2425 ConstructionPart value = construction_parts.Get( key );
2426
2427 if ( value.GetId() == id )
2428 {
2429 return value;
2430 }
2431 }
2432
2433 return NULL;
2434 }
2435 //
2436
2437 //Base
2438 bool HasBase()
2439 {
2440 return m_HasBase;
2441 }
2442
2443 void SetBaseState( bool has_base )
2444 {
2445 m_HasBase = has_base;
2446 }
2447
2448 override bool IsDeployable()
2449 {
2450 return true;
2451 }
2452
2453 bool IsOpened()
2454 {
2455 return false;
2456 }
2457
2458 //--- CONSTRUCTION KIT
2460 {
2461 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2462 if ( m_ConstructionKitHealth > 0 )
2463 {
2464 construction_kit.SetHealth( m_ConstructionKitHealth );
2465 }
2466
2467 return construction_kit;
2468 }
2469
2470 void CreateConstructionKitInHands(notnull PlayerBase player)
2471 {
2472 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2473 if ( m_ConstructionKitHealth > 0 )
2474 {
2475 construction_kit.SetHealth( m_ConstructionKitHealth );
2476 }
2477 }
2478
2479 protected vector GetKitSpawnPosition()
2480 {
2481 return GetPosition();
2482 }
2483
2484 protected string GetConstructionKitType()
2485 {
2486 return "";
2487 }
2488
2489 void DestroyConstructionKit( ItemBase construction_kit )
2490 {
2491 m_ConstructionKitHealth = construction_kit.GetHealth();
2492 GetGame().ObjectDelete( construction_kit );
2493 }
2494
2495 //--- CONSTRUCTION
2496 void DestroyConstruction()
2497 {
2498 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2499 GetGame().ObjectDelete( this );
2500 }
2501
2502 // --- EVENTS
2503 override void OnStoreSave( ParamsWriteContext ctx )
2504 {
2505 super.OnStoreSave( ctx );
2506
2507 //sync parts 01
2508 ctx.Write( m_SyncParts01 );
2509 ctx.Write( m_SyncParts02 );
2510 ctx.Write( m_SyncParts03 );
2511
2512 ctx.Write( m_HasBase );
2513 }
2514
2515 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2516 {
2517 if ( !super.OnStoreLoad( ctx, version ) )
2518 return false;
2519
2520 //--- Base building data ---
2521 //Restore synced parts data
2522 if ( !ctx.Read( m_SyncParts01 ) )
2523 {
2524 m_SyncParts01 = 0; //set default
2525 return false;
2526 }
2527 if ( !ctx.Read( m_SyncParts02 ) )
2528 {
2529 m_SyncParts02 = 0; //set default
2530 return false;
2531 }
2532 if ( !ctx.Read( m_SyncParts03 ) )
2533 {
2534 m_SyncParts03 = 0; //set default
2535 return false;
2536 }
2537
2538 //has base
2539 if ( !ctx.Read( m_HasBase ) )
2540 {
2541 m_HasBase = false;
2542 return false;
2543 }
2544 //---
2545
2546 return true;
2547 }
2548
2549 override void AfterStoreLoad()
2550 {
2551 super.AfterStoreLoad();
2552
2554 {
2556 }
2557 }
2558
2560 {
2561 //update server data
2563
2564 //set base state
2565 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2566 SetBaseState( construction_part.IsBuilt() ) ;
2567
2568 //synchronize after load
2570 }
2571
2572 override void OnCreatePhysics()
2573 {
2574 super.OnCreatePhysics();
2577 }
2578
2579 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2580 {
2582 return;
2583
2584 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2585
2586 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2587 return;
2588
2589 Construction construction = GetConstruction();
2590 string part_name = zone;
2591 part_name.ToLower();
2592
2593 if ( newLevel == GameConstants.STATE_RUINED )
2594 {
2595 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2596
2597 if ( construction_part && construction.IsPartConstructed( part_name ) )
2598 {
2599 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2600 construction.DestroyConnectedParts(part_name);
2601 }
2602
2603 //barbed wire handling (hack-ish)
2604 if ( part_name.Contains("barbed") )
2605 {
2606 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2607 if (barbed_wire)
2608 barbed_wire.SetMountedState( false );
2609 }
2610 }
2611 }
2612
2613 override void EEOnAfterLoad()
2614 {
2616 {
2618 }
2619
2620 super.EEOnAfterLoad();
2621 }
2622
2623 override void EEInit()
2624 {
2625 super.EEInit();
2626
2627 // init visuals and physics
2628 InitBaseState();
2629
2630 //debug
2631 #ifdef DEVELOPER
2633 #endif
2634 }
2635
2636 override void EEItemAttached( EntityAI item, string slot_name )
2637 {
2638 super.EEItemAttached( item, slot_name );
2639
2640 CheckForHybridAttachments( item, slot_name );
2641 UpdateVisuals();
2642 UpdateAttachmentPhysics( slot_name, false );
2643 }
2644
2645 override void EEItemDetached( EntityAI item, string slot_name )
2646 {
2647 super.EEItemDetached( item, slot_name );
2648
2649 UpdateVisuals();
2650 UpdateAttachmentPhysics( slot_name, false );
2651 }
2652
2653 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2654 {
2655 string slot_name = InventorySlots.GetSlotName( slotId );
2656 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2657
2658 UpdateAttachmentVisuals( slot_name, locked );
2659 UpdateAttachmentPhysics( slot_name, locked );
2660 }
2661
2662 //ignore out of reach condition
2663 override bool IgnoreOutOfReachCondition()
2664 {
2665 return true;
2666 }
2667
2668 //CONSTRUCTION EVENTS
2669 //Build
2670 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2671 {
2672 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2673
2674 //check base state
2675 if (construtionPart.IsBase())
2676 {
2677 SetBaseState(true);
2678
2679 //spawn kit
2681 }
2682
2683 //register constructed parts for synchronization
2684 RegisterPartForSync(construtionPart.GetId());
2685
2686 //register action that was performed on part
2687 RegisterActionForSync(construtionPart.GetId(), action_id);
2688
2689 //synchronize
2691
2692 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2693
2694 UpdateNavmesh();
2695
2696 //update visuals
2697 UpdateVisuals();
2698
2699 //reset action sync data
2701 }
2702
2703 void OnPartBuiltClient(string part_name, int action_id)
2704 {
2705 //play sound
2706 SoundBuildStart( part_name );
2707 }
2708
2709 //Dismantle
2710 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2711 {
2712 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2713 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2714
2715 //register constructed parts for synchronization
2716 UnregisterPartForSync(construtionPart.GetId());
2717
2718 //register action that was performed on part
2719 RegisterActionForSync(construtionPart.GetId(), action_id);
2720
2721 //synchronize
2723
2724 // server part of sync, client will be synced from SetPartsFromSyncData
2725 SetPartFromSyncData(construtionPart);
2726
2727 UpdateNavmesh();
2728
2729 //update visuals
2730 UpdateVisuals();
2731
2732 //reset action sync data
2734
2735 //check base state
2736 if (construtionPart.IsBase())
2737 {
2738 //Destroy construction
2740 }
2741
2742 if (GetGame().IsServer())
2743 HandleItemFalling(construtionPart);
2744 }
2745
2746 void OnPartDismantledClient( string part_name, int action_id )
2747 {
2748 //play sound
2749 SoundDismantleStart( part_name );
2750 }
2751
2752 //Destroy
2753 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2754 {
2755 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2756 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2757
2758 //register constructed parts for synchronization
2759 UnregisterPartForSync(construtionPart.GetId());
2760
2761 //register action that was performed on part
2762 RegisterActionForSync(construtionPart.GetId(), action_id);
2763
2764 //synchronize
2766
2767 // server part of sync, client will be synced from SetPartsFromSyncData
2768 SetPartFromSyncData(construtionPart);
2769
2770 UpdateNavmesh();
2771
2772 //update visuals
2773 UpdateVisuals();
2774
2775 //reset action sync data
2777
2778 //check base state
2779 if (construtionPart.IsBase())
2780 {
2781 //Destroy construction
2783 }
2784
2785 if (GetGame().IsServer())
2786 HandleItemFalling(construtionPart);
2787 }
2788
2789 void OnPartDestroyedClient( string part_name, int action_id )
2790 {
2791 //play sound
2792 SoundDestroyStart( part_name );
2793 }
2794
2795 protected void HandleItemFalling(ConstructionPart part)
2796 {
2797 bool process = false;
2798
2799 //TODO: add a parameter to parts' config classes?
2800 process |= part.m_PartName.Contains("_roof");
2801 process |= part.m_PartName.Contains("_platform");
2802 process |= part.m_PartName.Contains("_stair");
2803
2804 if (process)
2805 {
2806 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2807 {
2808 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2809 return;
2810 }
2811
2812 vector mins, maxs;
2813 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2814 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2815
2816 //sanitize minmaxs
2817 vector minTmp, maxTmp;
2818 minTmp[0] = Math.Min(mins[0],maxs[0]);
2819 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2820 minTmp[1] = Math.Min(mins[1],maxs[1]);
2821 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2822 minTmp[2] = Math.Min(mins[2],maxs[2]);
2823 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2824 mins = minTmp;
2825 maxs = maxTmp;
2826
2827 maxs[1] = maxs[1] + 0.35; //reach a little above..
2828
2829 ItemFall(mins,maxs);
2830 }
2831 }
2832
2833 protected void ItemFall(vector min, vector max)
2834 {
2835 array<EntityAI> foundEntities = new array<EntityAI>();
2836 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2837
2838 //filtering
2839 ItemBase item;
2840 foreach (EntityAI entity : foundEntities)
2841 {
2842 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2843 item.ThrowPhysically(null,vector.Zero);
2844 }
2845 }
2846
2847 // --- UPDATE
2848 void InitBaseState()
2849 {
2850 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2851
2852 InitVisuals();
2853 UpdateNavmesh(); //regenerate navmesh
2854 GetConstruction().InitBaseState();
2855 }
2856
2857 void InitVisuals()
2858 {
2859 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2860 //check base
2861 if ( !HasBase() )
2862 {
2863 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2864 }
2865 else
2866 {
2867 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2868 }
2869
2870 GetConstruction().UpdateVisuals();
2871 }
2872
2873 void UpdateVisuals()
2874 {
2875 array<string> attachmentSlots = new array<string>;
2876
2877 GetAttachmentSlots(this, attachmentSlots);
2878 foreach (string slotName : attachmentSlots)
2879 {
2881 }
2882
2883 //check base
2884 if (!HasBase())
2885 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2886 else
2887 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2888
2889 GetConstruction().UpdateVisuals();
2890 }
2891
2892 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2893 {
2894 string slotNameMounted = slot_name + "_Mounted";
2895 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2896
2897 if (attachment)
2898 {
2899 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2900 if (barbedWire && barbedWire.IsMounted())
2901 CreateAreaDamage(slotNameMounted);
2902 else
2903 DestroyAreaDamage(slotNameMounted);
2904
2905 if (is_locked)
2906 {
2907 SetAnimationPhase(slotNameMounted, 0);
2908 SetAnimationPhase(slot_name, 1);
2909 }
2910 else
2911 {
2912 SetAnimationPhase(slotNameMounted, 1);
2913 SetAnimationPhase(slot_name, 0);
2914 }
2915 }
2916 else
2917 {
2918 SetAnimationPhase(slotNameMounted, 1);
2919 SetAnimationPhase(slot_name, 1);
2920
2921 DestroyAreaDamage(slotNameMounted);
2922 }
2923 }
2924
2925 // avoid calling this function on frequent occasions, it's a massive performance hit
2926 void UpdatePhysics()
2927 {
2929 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2930
2931 array<string> attachmentSlots = new array<string>;
2932 GetAttachmentSlots(this, attachmentSlots);
2933
2935 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2936
2937 foreach (string slotName : attachmentSlots)
2938 {
2940 }
2941
2942 //check base
2943 if (!HasBase())
2944 {
2946 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2947
2948 AddProxyPhysics(ANIMATION_DEPLOYED);
2949 }
2950 else
2951 {
2953 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2954
2955 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2956 }
2957
2958 GetConstruction().UpdatePhysics();
2959 UpdateNavmesh();
2960 }
2961
2962 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2963 {
2964 //checks for invalid appends; hotfix
2965 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2966 return;
2967 //----------------------------------
2968 string slot_name_mounted = slot_name + "_Mounted";
2969 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2970
2971 //remove proxy physics
2972 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2973 RemoveProxyPhysics( slot_name_mounted );
2974 RemoveProxyPhysics( slot_name );
2975
2976 if ( attachment )
2977 {
2978 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2979 if ( is_locked )
2980 {
2981 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2982 AddProxyPhysics( slot_name_mounted );
2983 }
2984 else
2985 {
2986 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2987 AddProxyPhysics( slot_name );
2988 }
2989 }
2990 }
2991
2992 protected void UpdateNavmesh()
2993 {
2994 SetAffectPathgraph( true, false );
2995 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2996 }
2997
2998 override bool CanUseConstruction()
2999 {
3000 return true;
3001 }
3002
3003 override bool CanUseConstructionBuild()
3004 {
3005 return true;
3006 }
3007
3008 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3009 {
3010 if ( attachment )
3011 {
3012 InventoryLocation inventory_location = new InventoryLocation;
3013 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3014
3015 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3016 }
3017
3018 return false;
3019 }
3020
3021 protected bool IsAttachmentSlotLocked( string slot_name )
3022 {
3023 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3024 }
3025
3026 //--- ATTACHMENT SLOTS
3027 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3028 {
3029 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3030 if ( GetGame().ConfigIsExisting( config_path ) )
3031 {
3032 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3033 }
3034 }
3035
3036 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3037 {
3038 return true;
3039 }
3040
3041 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3042 {
3043 return true;
3044 }
3045
3046 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3047 {
3048 return true;
3049 }
3050
3051 // --- INIT
3052 void ConstructionInit()
3053 {
3054 if ( !m_Construction )
3055 {
3056 m_Construction = new Construction( this );
3057 }
3058
3059 GetConstruction().Init();
3060 }
3061
3063 {
3064 return m_Construction;
3065 }
3066
3067 //--- INVENTORY/ATTACHMENTS CONDITIONS
3068 //attachments
3069 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3070 {
3071 return super.CanReceiveAttachment(attachment, slotId);
3072 }
3073
3075 {
3076 int attachment_count = GetInventory().AttachmentCount();
3077 if ( attachment_count > 0 )
3078 {
3079 if ( HasBase() && attachment_count == 1 )
3080 {
3081 return false;
3082 }
3083
3084 return true;
3085 }
3086
3087 return false;
3088 }
3089
3090 override bool ShowZonesHealth()
3091 {
3092 return true;
3093 }
3094
3095 override bool IsTakeable()
3096 {
3097 return false;
3098 }
3099
3100 //this into/outo parent.Cargo
3101 override bool CanPutInCargo( EntityAI parent )
3102 {
3103 return false;
3104 }
3105
3106 override bool CanRemoveFromCargo( EntityAI parent )
3107 {
3108 return false;
3109 }
3110
3111 //hands
3112 override bool CanPutIntoHands( EntityAI parent )
3113 {
3114 return false;
3115 }
3116
3117 //--- ACTION CONDITIONS
3118 //direction
3119 override bool IsFacingPlayer( PlayerBase player, string selection )
3120 {
3121 return true;
3122 }
3123
3124 override bool IsPlayerInside( PlayerBase player, string selection )
3125 {
3126 return true;
3127 }
3128
3131 {
3132 return false;
3133 }
3134
3135 //camera direction check
3136 bool IsFacingCamera( string selection )
3137 {
3138 return true;
3139 }
3140
3141 //roof check
3142 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3143 {
3144 return false;
3145 }
3146
3147 //selection->player distance check
3148 bool HasProperDistance( string selection, PlayerBase player )
3149 {
3150 return true;
3151 }
3152
3153 //folding
3155 {
3156 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3157 {
3158 return false;
3159 }
3160
3161 return true;
3162 }
3163
3165 {
3168
3169 return item;
3170 }
3171
3172 //Damage triggers (barbed wire)
3173 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3174 {
3175 if ( GetGame() && GetGame().IsServer() )
3176 {
3177 //destroy area damage if some already exists
3178 DestroyAreaDamage( slot_name );
3179
3180 //create new area damage
3182 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3183
3184 vector min_max[2];
3185 if ( MemoryPointExists( slot_name + "_min" ) )
3186 {
3187 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3188 }
3189 if ( MemoryPointExists( slot_name + "_max" ) )
3190 {
3191 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3192 }
3193
3194 //get proper trigger extents (min<max)
3195 vector extents[2];
3196 GetConstruction().GetTriggerExtents( min_max, extents );
3197
3198 //get box center
3199 vector center;
3200 center = GetConstruction().GetBoxCenter( min_max );
3201 center = ModelToWorld( center );
3202
3203 //rotate center if needed
3204 vector orientation = GetOrientation();;
3205 CalcDamageAreaRotation( rotation_angle, center, orientation );
3206
3207 areaDamage.SetExtents( extents[0], extents[1] );
3208 areaDamage.SetAreaPosition( center );
3209 areaDamage.SetAreaOrientation( orientation );
3210 areaDamage.SetLoopInterval( 1.0 );
3211 areaDamage.SetDeferDuration( 0.2 );
3212 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3213 areaDamage.SetAmmoName( "BarbedWireHit" );
3214 areaDamage.Spawn();
3215
3216 m_DamageTriggers.Insert( slot_name, areaDamage );
3217 }
3218 }
3219
3220 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3221 {
3222 if ( angle_deg != 0 )
3223 {
3224 //orientation
3225 orientation[0] = orientation[0] - angle_deg;
3226
3227 //center
3228 vector rotate_axis;
3229 if ( MemoryPointExists( "rotate_axis" ) )
3230 {
3231 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3232 }
3233 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];
3234 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];
3235 center[0] = r_center_x;
3236 center[2] = r_center_z;
3237 }
3238 }
3239
3240 void DestroyAreaDamage( string slot_name )
3241 {
3242 if (GetGame() && GetGame().IsServer())
3243 {
3245 if (m_DamageTriggers.Find(slot_name, areaDamage))
3246 {
3247 if (areaDamage)
3248 {
3249 areaDamage.Destroy();
3250 }
3251
3252 m_DamageTriggers.Remove( slot_name );
3253 }
3254 }
3255 }
3256
3257 override bool IsIgnoredByConstruction()
3258 {
3259 return true;
3260 }
3261
3262 //================================================================
3263 // SOUNDS
3264 //================================================================
3265 protected void SoundBuildStart( string part_name )
3266 {
3267 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3268 }
3269
3270 protected void SoundDismantleStart( string part_name )
3271 {
3272 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3273 }
3274
3275 protected void SoundDestroyStart( string part_name )
3276 {
3277 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3278 }
3279
3280 protected string GetBuildSoundByMaterial( string part_name )
3281 {
3282 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3283
3284 switch ( material_type )
3285 {
3286 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3287 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3288 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3289 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3290 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3291 }
3292
3293 return "";
3294 }
3295
3296 protected string GetDismantleSoundByMaterial( string part_name )
3297 {
3298 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3299
3300 switch ( material_type )
3301 {
3302 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3303 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3304 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3305 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3306 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3307 }
3308
3309 return "";
3310 }
3311
3312 //misc
3313 void CheckForHybridAttachments( EntityAI item, string slot_name )
3314 {
3315 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3316 {
3317 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3318 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3319 {
3320 SetHealth(slot_name,"Health",item.GetHealth());
3321 }
3322 }
3323 }
3324
3325 override int GetDamageSystemVersionChange()
3326 {
3327 return 111;
3328 }
3329
3330 override void SetActions()
3331 {
3332 super.SetActions();
3333
3337 }
3338
3339 //================================================================
3340 // DEBUG
3341 //================================================================
3342 protected void DebugCustomState()
3343 {
3344 }
3345
3348 {
3349 return null;
3350 }
3351
3352 override void OnDebugSpawn()
3353 {
3354 FullyBuild();
3355 }
3356
3357 void FullyBuild()
3358 {
3360 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3361
3362 Man p;
3363
3364 #ifdef SERVER
3365 array<Man> players = new array<Man>;
3366 GetGame().GetWorld().GetPlayerList(players);
3367 if (players.Count())
3368 p = players[0];
3369 #else
3370 p = GetGame().GetPlayer();
3371 #endif
3372
3373 foreach (ConstructionPart part : parts)
3374 {
3375 bool excluded = false;
3376 string partName = part.GetPartName();
3377 if (excludes)
3378 {
3379 foreach (string exclude : excludes)
3380 {
3381 if (partName.Contains(exclude))
3382 {
3383 excluded = true;
3384 break;
3385 }
3386 }
3387 }
3388
3389 if (!excluded)
3390 {
3391 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3392 }
3393 }
3394
3395 GetConstruction().UpdateVisuals();
3396 }
3397}
3398
3399void bsbDebugPrint (string s)
3400{
3401#ifdef BSB_DEBUG
3402 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3403#else
3404 //Print("" + s); // comment/uncomment to hide/see debug logs
3405#endif
3406}
3407void bsbDebugSpam (string s)
3408{
3409#ifdef BSB_DEBUG_SPAM
3410 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3411#else
3412 //Print("" + s); // comment/uncomment to hide/see debug logs
3413#endif
3414}
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