DayZ 1.27
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◆ IsFacingPlayer()

override bool bsbDebugPrint::IsFacingPlayer ( PlayerBase player,
string selection )
protected

См. определение в файле BaseBuildingBase.c строка 2301

2303{
2304 const string ANIMATION_DEPLOYED = "Deployed";
2305
2306 float m_ConstructionKitHealth; //stored health value for used construction kit
2307
2309
2310 bool m_HasBase;
2311 //variables for synchronization of base building parts (2x31 is the current limit)
2312 int m_SyncParts01; //synchronization for already built parts (31 parts)
2313 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2314 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2315 int m_InteractedPartId; //construction part id that an action was performed on
2316 int m_PerformedActionId; //action id that was performed on a construction part
2317
2318 //Sounds
2319 //build
2320 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2321 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2322 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2323 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2324 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2325 //dismantle
2326 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2327 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2328 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2329 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2330 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2331
2332 protected EffectSound m_Sound;
2333
2337
2338 // Constructor
2339 void BaseBuildingBase()
2340 {
2342
2343 //synchronized variables
2344 RegisterNetSyncVariableInt( "m_SyncParts01" );
2345 RegisterNetSyncVariableInt( "m_SyncParts02" );
2346 RegisterNetSyncVariableInt( "m_SyncParts03" );
2347 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2348 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2349 RegisterNetSyncVariableBool( "m_HasBase" );
2350
2351 //Construction init
2353
2354 if (ConfigIsExisting("hybridAttachments"))
2355 {
2357 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2358 }
2359 if (ConfigIsExisting("mountables"))
2360 {
2362 ConfigGetTextArray("mountables", m_Mountables);
2363 }
2364
2365 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2366 }
2367
2368 override void EEDelete(EntityAI parent)
2369 {
2370 super.EEDelete(parent);
2371
2372 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2373 {
2374 areaDamage.Destroy();
2375 }
2376
2377 }
2378
2379 override string GetInvulnerabilityTypeString()
2380 {
2381 return "disableBaseDamage";
2382 }
2383
2384 override bool CanObstruct()
2385 {
2386 return true;
2387 }
2388
2389 override int GetHideIconMask()
2390 {
2391 return EInventoryIconVisibility.HIDE_VICINITY;
2392 }
2393
2394 // --- SYNCHRONIZATION
2396 {
2397 if ( GetGame().IsServer() )
2398 {
2399 SetSynchDirty();
2400 }
2401 }
2402
2403 override void OnVariablesSynchronized()
2404 {
2405 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2406 super.OnVariablesSynchronized();
2407
2409 }
2410
2411 protected void OnSynchronizedClient()
2412 {
2413 //update parts
2415
2416 //update action on part
2418
2419 //update visuals (client)
2420 UpdateVisuals();
2421 }
2422
2423 //parts synchronization
2424 void RegisterPartForSync( int part_id )
2425 {
2426 //part_id must starts from index = 1
2427 int offset;
2428 int mask;
2429
2430 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2431 {
2432 offset = part_id - 1;
2433 mask = 1 << offset;
2434
2435 m_SyncParts01 = m_SyncParts01 | mask;
2436 }
2437 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2438 {
2439 offset = ( part_id % 32 );
2440 mask = 1 << offset;
2441
2442 m_SyncParts02 = m_SyncParts02 | mask;
2443 }
2444 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2445 {
2446 offset = ( part_id % 63 );
2447 mask = 1 << offset;
2448
2449 m_SyncParts03 = m_SyncParts03 | mask;
2450 }
2451 }
2452
2453 void UnregisterPartForSync( int part_id )
2454 {
2455 //part_id must starts from index = 1
2456 int offset;
2457 int mask;
2458
2459 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2460 {
2461 offset = part_id - 1;
2462 mask = 1 << offset;
2463
2464 m_SyncParts01 = m_SyncParts01 & ~mask;
2465 }
2466 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2467 {
2468 offset = ( part_id % 32 );
2469 mask = 1 << offset;
2470
2471 m_SyncParts02 = m_SyncParts02 & ~mask;
2472 }
2473 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2474 {
2475 offset = ( part_id % 63 );
2476 mask = 1 << offset;
2477
2478 m_SyncParts03 = m_SyncParts03 & ~mask;
2479 }
2480 }
2481
2482 bool IsPartBuildInSyncData( int part_id )
2483 {
2484 //part_id must starts from index = 1
2485 int offset;
2486 int mask;
2487
2488 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2489 {
2490 offset = part_id - 1;
2491 mask = 1 << offset;
2492
2493 if ( ( m_SyncParts01 & mask ) > 0 )
2494 {
2495 return true;
2496 }
2497 }
2498 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2499 {
2500 offset = ( part_id % 32 );
2501 mask = 1 << offset;
2502
2503 if ( ( m_SyncParts02 & mask ) > 0 )
2504 {
2505 return true;
2506 }
2507 }
2508 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2509 {
2510 offset = ( part_id % 63 );
2511 mask = 1 << offset;
2512
2513 if ( ( m_SyncParts03 & mask ) > 0 )
2514 {
2515 return true;
2516 }
2517 }
2518
2519 return false;
2520 }
2521
2522 protected void RegisterActionForSync( int part_id, int action_id )
2523 {
2524 m_InteractedPartId = part_id;
2525 m_PerformedActionId = action_id;
2526 }
2527
2528 protected void ResetActionSyncData()
2529 {
2530 //reset data
2531 m_InteractedPartId = -1;
2533 }
2534
2535 protected void SetActionFromSyncData()
2536 {
2537 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2538 {
2540 int build_action_id = m_PerformedActionId;
2541
2542 switch( build_action_id )
2543 {
2544 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2545 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2546 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2547 }
2548 }
2549 }
2550 //------
2551
2553 {
2554 string key = part.m_PartName;
2555 bool is_base = part.IsBase();
2556 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2557 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2558 if ( is_part_built_sync )
2559 {
2560 if ( !part.IsBuilt() )
2561 {
2562 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2563 GetConstruction().AddToConstructedParts( key );
2564 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2565
2566 if (is_base)
2567 {
2569 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2570 }
2571 }
2572 }
2573 else
2574 {
2575 if ( part.IsBuilt() )
2576 {
2577 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2578 GetConstruction().RemoveFromConstructedParts( key );
2579 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2580
2581 if (is_base)
2582 {
2584 AddProxyPhysics( ANIMATION_DEPLOYED );
2585 }
2586 }
2587 }
2588
2589 //check slot lock for material attachments
2590 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2591 }
2592
2593 //set construction parts based on synchronized data
2595 {
2596 Construction construction = GetConstruction();
2597 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2598
2599 for ( int i = 0; i < construction_parts.Count(); ++i )
2600 {
2601 string key = construction_parts.GetKey( i );
2602 ConstructionPart value = construction_parts.Get( key );
2603 SetPartFromSyncData(value);
2604 }
2605
2606 //regenerate navmesh
2607 UpdateNavmesh();
2608 }
2609
2610 protected ConstructionPart GetConstructionPartById( int id )
2611 {
2612 Construction construction = GetConstruction();
2613 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2614
2615 for ( int i = 0; i < construction_parts.Count(); ++i )
2616 {
2617 string key = construction_parts.GetKey( i );
2618 ConstructionPart value = construction_parts.Get( key );
2619
2620 if ( value.GetId() == id )
2621 {
2622 return value;
2623 }
2624 }
2625
2626 return NULL;
2627 }
2628 //
2629
2630 //Base
2631 bool HasBase()
2632 {
2633 return m_HasBase;
2634 }
2635
2636 void SetBaseState( bool has_base )
2637 {
2638 m_HasBase = has_base;
2639 }
2640
2641 override bool IsDeployable()
2642 {
2643 return true;
2644 }
2645
2646 bool IsOpened()
2647 {
2648 return false;
2649 }
2650
2651 //--- CONSTRUCTION KIT
2653 {
2654 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2655 if ( m_ConstructionKitHealth > 0 )
2656 {
2657 construction_kit.SetHealth( m_ConstructionKitHealth );
2658 }
2659
2660 return construction_kit;
2661 }
2662
2663 void CreateConstructionKitInHands(notnull PlayerBase player)
2664 {
2665 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2666 if ( m_ConstructionKitHealth > 0 )
2667 {
2668 construction_kit.SetHealth( m_ConstructionKitHealth );
2669 }
2670 }
2671
2672 protected vector GetKitSpawnPosition()
2673 {
2674 return GetPosition();
2675 }
2676
2677 protected string GetConstructionKitType()
2678 {
2679 return "";
2680 }
2681
2682 void DestroyConstructionKit( ItemBase construction_kit )
2683 {
2684 m_ConstructionKitHealth = construction_kit.GetHealth();
2685 GetGame().ObjectDelete( construction_kit );
2686 }
2687
2688 //--- CONSTRUCTION
2689 void DestroyConstruction()
2690 {
2691 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2692 GetGame().ObjectDelete( this );
2693 }
2694
2695 // --- EVENTS
2696 override void OnStoreSave( ParamsWriteContext ctx )
2697 {
2698 super.OnStoreSave( ctx );
2699
2700 //sync parts 01
2701 ctx.Write( m_SyncParts01 );
2702 ctx.Write( m_SyncParts02 );
2703 ctx.Write( m_SyncParts03 );
2704
2705 ctx.Write( m_HasBase );
2706 }
2707
2708 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2709 {
2710 if ( !super.OnStoreLoad( ctx, version ) )
2711 return false;
2712
2713 //--- Base building data ---
2714 //Restore synced parts data
2715 if ( !ctx.Read( m_SyncParts01 ) )
2716 {
2717 m_SyncParts01 = 0; //set default
2718 return false;
2719 }
2720 if ( !ctx.Read( m_SyncParts02 ) )
2721 {
2722 m_SyncParts02 = 0; //set default
2723 return false;
2724 }
2725 if ( !ctx.Read( m_SyncParts03 ) )
2726 {
2727 m_SyncParts03 = 0; //set default
2728 return false;
2729 }
2730
2731 //has base
2732 if ( !ctx.Read( m_HasBase ) )
2733 {
2734 m_HasBase = false;
2735 return false;
2736 }
2737 //---
2738
2739 return true;
2740 }
2741
2742 override void AfterStoreLoad()
2743 {
2744 super.AfterStoreLoad();
2745
2747 {
2749 }
2750 }
2751
2753 {
2754 //update server data
2756
2757 //set base state
2758 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2759 SetBaseState( construction_part.IsBuilt() ) ;
2760
2761 //synchronize after load
2763 }
2764
2765 override void OnCreatePhysics()
2766 {
2767 super.OnCreatePhysics();
2770 }
2771
2772 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2773 {
2775 return;
2776
2777 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2778
2779 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2780 return;
2781
2782 Construction construction = GetConstruction();
2783 string part_name = zone;
2784 part_name.ToLower();
2785
2786 if ( newLevel == GameConstants.STATE_RUINED )
2787 {
2788 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2789
2790 if ( construction_part && construction.IsPartConstructed( part_name ) )
2791 {
2792 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2793 construction.DestroyConnectedParts(part_name);
2794 }
2795
2796 //barbed wire handling (hack-ish)
2797 if ( part_name.Contains("barbed") )
2798 {
2799 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2800 if (barbed_wire)
2801 barbed_wire.SetMountedState( false );
2802 }
2803 }
2804 }
2805
2806 override void EEOnAfterLoad()
2807 {
2809 {
2811 }
2812
2813 super.EEOnAfterLoad();
2814 }
2815
2816 override void EEInit()
2817 {
2818 super.EEInit();
2819
2820 // init visuals and physics
2821 InitBaseState();
2822
2823 //debug
2824 #ifdef DEVELOPER
2826 #endif
2827 }
2828
2829 override void EEItemAttached( EntityAI item, string slot_name )
2830 {
2831 super.EEItemAttached( item, slot_name );
2832
2833 CheckForHybridAttachments( item, slot_name );
2834 UpdateVisuals();
2835 UpdateAttachmentPhysics( slot_name, false );
2836 }
2837
2838 override void EEItemDetached( EntityAI item, string slot_name )
2839 {
2840 super.EEItemDetached( item, slot_name );
2841
2842 UpdateVisuals();
2843 UpdateAttachmentPhysics( slot_name, false );
2844 }
2845
2846 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2847 {
2848 string slot_name = InventorySlots.GetSlotName( slotId );
2849 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2850
2851 UpdateAttachmentVisuals( slot_name, locked );
2852 UpdateAttachmentPhysics( slot_name, locked );
2853 }
2854
2855 //ignore out of reach condition
2856 override bool IgnoreOutOfReachCondition()
2857 {
2858 return true;
2859 }
2860
2861 //CONSTRUCTION EVENTS
2862 //Build
2863 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2864 {
2865 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2866
2867 //check base state
2868 if (construtionPart.IsBase())
2869 {
2870 SetBaseState(true);
2871
2872 //spawn kit
2874 }
2875
2876 //register constructed parts for synchronization
2877 RegisterPartForSync(construtionPart.GetId());
2878
2879 //register action that was performed on part
2880 RegisterActionForSync(construtionPart.GetId(), action_id);
2881
2882 //synchronize
2884
2885 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2886
2887 UpdateNavmesh();
2888
2889 //update visuals
2890 UpdateVisuals();
2891
2892 //reset action sync data
2894 }
2895
2896 void OnPartBuiltClient(string part_name, int action_id)
2897 {
2898 //play sound
2899 SoundBuildStart( part_name );
2900 }
2901
2902 //Dismantle
2903 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2904 {
2905 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2906 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2907
2908 //register constructed parts for synchronization
2909 UnregisterPartForSync(construtionPart.GetId());
2910
2911 //register action that was performed on part
2912 RegisterActionForSync(construtionPart.GetId(), action_id);
2913
2914 //synchronize
2916
2917 // server part of sync, client will be synced from SetPartsFromSyncData
2918 SetPartFromSyncData(construtionPart);
2919
2920 UpdateNavmesh();
2921
2922 //update visuals
2923 UpdateVisuals();
2924
2925 //reset action sync data
2927
2928 //check base state
2929 if (construtionPart.IsBase())
2930 {
2931 //Destroy construction
2933 }
2934
2935 if (GetGame().IsServer())
2936 HandleItemFalling(construtionPart);
2937 }
2938
2939 void OnPartDismantledClient( string part_name, int action_id )
2940 {
2941 //play sound
2942 SoundDismantleStart( part_name );
2943 }
2944
2945 //Destroy
2946 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2947 {
2948 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2949 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2950
2951 //register constructed parts for synchronization
2952 UnregisterPartForSync(construtionPart.GetId());
2953
2954 //register action that was performed on part
2955 RegisterActionForSync(construtionPart.GetId(), action_id);
2956
2957 //synchronize
2959
2960 // server part of sync, client will be synced from SetPartsFromSyncData
2961 SetPartFromSyncData(construtionPart);
2962
2963 UpdateNavmesh();
2964
2965 //update visuals
2966 UpdateVisuals();
2967
2968 //reset action sync data
2970
2971 //check base state
2972 if (construtionPart.IsBase())
2973 {
2974 //Destroy construction
2976 }
2977
2978 if (GetGame().IsServer())
2979 HandleItemFalling(construtionPart);
2980 }
2981
2982 void OnPartDestroyedClient( string part_name, int action_id )
2983 {
2984 //play sound
2985 SoundDestroyStart( part_name );
2986 }
2987
2988 protected void HandleItemFalling(ConstructionPart part)
2989 {
2990 bool process = false;
2991
2992 //TODO: add a parameter to parts' config classes?
2993 process |= part.m_PartName.Contains("_roof");
2994 process |= part.m_PartName.Contains("_platform");
2995 process |= part.m_PartName.Contains("_stair");
2996
2997 if (process)
2998 {
2999 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3000 {
3001 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3002 return;
3003 }
3004
3005 vector mins, maxs;
3006 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3007 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3008
3009 //sanitize minmaxs
3010 vector minTmp, maxTmp;
3011 minTmp[0] = Math.Min(mins[0],maxs[0]);
3012 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3013 minTmp[1] = Math.Min(mins[1],maxs[1]);
3014 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3015 minTmp[2] = Math.Min(mins[2],maxs[2]);
3016 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3017 mins = minTmp;
3018 maxs = maxTmp;
3019
3020 maxs[1] = maxs[1] + 0.35; //reach a little above..
3021
3022 ItemFall(mins,maxs);
3023 }
3024 }
3025
3026 protected void ItemFall(vector min, vector max)
3027 {
3028 array<EntityAI> foundEntities = new array<EntityAI>();
3029 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3030
3031 //filtering
3032 ItemBase item;
3033 foreach (EntityAI entity : foundEntities)
3034 {
3035 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3036 item.ThrowPhysically(null,vector.Zero);
3037 }
3038 }
3039
3040 // --- UPDATE
3041 void InitBaseState()
3042 {
3043 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3044
3045 InitVisuals();
3046 UpdateNavmesh(); //regenerate navmesh
3047 GetConstruction().InitBaseState();
3048 }
3049
3050 void InitVisuals()
3051 {
3052 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3053 //check base
3054 if ( !HasBase() )
3055 {
3056 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3057 }
3058 else
3059 {
3060 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3061 }
3062
3063 GetConstruction().UpdateVisuals();
3064 }
3065
3066 void UpdateVisuals()
3067 {
3068 array<string> attachmentSlots = new array<string>;
3069
3070 GetAttachmentSlots(this, attachmentSlots);
3071 foreach (string slotName : attachmentSlots)
3072 {
3074 }
3075
3076 //check base
3077 if (!HasBase())
3078 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3079 else
3080 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3081
3082 GetConstruction().UpdateVisuals();
3083 }
3084
3085 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3086 {
3087 string slotNameMounted = slot_name + "_Mounted";
3088 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3089
3090 if (attachment)
3091 {
3092 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3093 if (barbedWire && barbedWire.IsMounted())
3094 CreateAreaDamage(slotNameMounted);
3095 else
3096 DestroyAreaDamage(slotNameMounted);
3097
3098 if (is_locked)
3099 {
3100 SetAnimationPhase(slotNameMounted, 0);
3101 SetAnimationPhase(slot_name, 1);
3102 }
3103 else
3104 {
3105 SetAnimationPhase(slotNameMounted, 1);
3106 SetAnimationPhase(slot_name, 0);
3107 }
3108 }
3109 else
3110 {
3111 SetAnimationPhase(slotNameMounted, 1);
3112 SetAnimationPhase(slot_name, 1);
3113
3114 DestroyAreaDamage(slotNameMounted);
3115 }
3116 }
3117
3118 // avoid calling this function on frequent occasions, it's a massive performance hit
3119 void UpdatePhysics()
3120 {
3122 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3123
3124 array<string> attachmentSlots = new array<string>;
3125 GetAttachmentSlots(this, attachmentSlots);
3126
3128 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3129
3130 foreach (string slotName : attachmentSlots)
3131 {
3133 }
3134
3135 //check base
3136 if (!HasBase())
3137 {
3139 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3140
3141 AddProxyPhysics(ANIMATION_DEPLOYED);
3142 }
3143 else
3144 {
3146 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3147
3148 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3149 }
3150
3151 GetConstruction().UpdatePhysics();
3152 UpdateNavmesh();
3153 }
3154
3155 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3156 {
3157 //checks for invalid appends; hotfix
3158 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3159 return;
3160 //----------------------------------
3161 string slot_name_mounted = slot_name + "_Mounted";
3162 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3163
3164 //remove proxy physics
3165 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3166 RemoveProxyPhysics( slot_name_mounted );
3167 RemoveProxyPhysics( slot_name );
3168
3169 if ( attachment )
3170 {
3171 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3172 if ( is_locked )
3173 {
3174 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3175 AddProxyPhysics( slot_name_mounted );
3176 }
3177 else
3178 {
3179 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3180 AddProxyPhysics( slot_name );
3181 }
3182 }
3183 }
3184
3185 protected void UpdateNavmesh()
3186 {
3187 SetAffectPathgraph( true, false );
3188 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3189 }
3190
3191 override bool CanUseConstruction()
3192 {
3193 return true;
3194 }
3195
3196 override bool CanUseConstructionBuild()
3197 {
3198 return true;
3199 }
3200
3201 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3202 {
3203 if ( attachment )
3204 {
3205 InventoryLocation inventory_location = new InventoryLocation;
3206 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3207
3208 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3209 }
3210
3211 return false;
3212 }
3213
3214 protected bool IsAttachmentSlotLocked( string slot_name )
3215 {
3216 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3217 }
3218
3219 //--- ATTACHMENT SLOTS
3220 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3221 {
3222 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3223 if ( GetGame().ConfigIsExisting( config_path ) )
3224 {
3225 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3226 }
3227 }
3228
3229 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3230 {
3231 return true;
3232 }
3233
3234 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3235 {
3236 return true;
3237 }
3238
3239 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3240 {
3241 return true;
3242 }
3243
3244 // --- INIT
3245 void ConstructionInit()
3246 {
3247 if ( !m_Construction )
3248 {
3249 m_Construction = new Construction( this );
3250 }
3251
3252 GetConstruction().Init();
3253 }
3254
3256 {
3257 return m_Construction;
3258 }
3259
3260 //--- INVENTORY/ATTACHMENTS CONDITIONS
3261 //attachments
3262 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3263 {
3264 return super.CanReceiveAttachment(attachment, slotId);
3265 }
3266
3268 {
3269 int attachment_count = GetInventory().AttachmentCount();
3270 if ( attachment_count > 0 )
3271 {
3272 if ( HasBase() && attachment_count == 1 )
3273 {
3274 return false;
3275 }
3276
3277 return true;
3278 }
3279
3280 return false;
3281 }
3282
3283 override bool ShowZonesHealth()
3284 {
3285 return true;
3286 }
3287
3288 override bool IsTakeable()
3289 {
3290 return false;
3291 }
3292
3293 //this into/outo parent.Cargo
3294 override bool CanPutInCargo( EntityAI parent )
3295 {
3296 return false;
3297 }
3298
3299 override bool CanRemoveFromCargo( EntityAI parent )
3300 {
3301 return false;
3302 }
3303
3304 //hands
3305 override bool CanPutIntoHands( EntityAI parent )
3306 {
3307 return false;
3308 }
3309
3310 //--- ACTION CONDITIONS
3311 //direction
3312 override bool IsFacingPlayer( PlayerBase player, string selection )
3313 {
3314 return true;
3315 }
3316
3317 override bool IsPlayerInside( PlayerBase player, string selection )
3318 {
3319 return true;
3320 }
3321
3324 {
3325 return false;
3326 }
3327
3328 //camera direction check
3329 bool IsFacingCamera( string selection )
3330 {
3331 return true;
3332 }
3333
3334 //roof check
3335 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3336 {
3337 return false;
3338 }
3339
3340 //selection->player distance check
3341 bool HasProperDistance( string selection, PlayerBase player )
3342 {
3343 return true;
3344 }
3345
3346 //folding
3348 {
3349 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3350 {
3351 return false;
3352 }
3353
3354 return true;
3355 }
3356
3358 {
3361
3362 return item;
3363 }
3364
3365 //Damage triggers (barbed wire)
3366 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3367 {
3368 if ( GetGame() && GetGame().IsServer() )
3369 {
3370 //destroy area damage if some already exists
3371 DestroyAreaDamage( slot_name );
3372
3373 //create new area damage
3375 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3376
3377 vector min_max[2];
3378 if ( MemoryPointExists( slot_name + "_min" ) )
3379 {
3380 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3381 }
3382 if ( MemoryPointExists( slot_name + "_max" ) )
3383 {
3384 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3385 }
3386
3387 //get proper trigger extents (min<max)
3388 vector extents[2];
3389 GetConstruction().GetTriggerExtents( min_max, extents );
3390
3391 //get box center
3392 vector center;
3393 center = GetConstruction().GetBoxCenter( min_max );
3394 center = ModelToWorld( center );
3395
3396 //rotate center if needed
3397 vector orientation = GetOrientation();;
3398 CalcDamageAreaRotation( rotation_angle, center, orientation );
3399
3400 areaDamage.SetExtents( extents[0], extents[1] );
3401 areaDamage.SetAreaPosition( center );
3402 areaDamage.SetAreaOrientation( orientation );
3403 areaDamage.SetLoopInterval( 1.0 );
3404 areaDamage.SetDeferDuration( 0.2 );
3405 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3406 areaDamage.SetAmmoName( "BarbedWireHit" );
3407 areaDamage.Spawn();
3408
3409 m_DamageTriggers.Insert( slot_name, areaDamage );
3410 }
3411 }
3412
3413 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3414 {
3415 if ( angle_deg != 0 )
3416 {
3417 //orientation
3418 orientation[0] = orientation[0] - angle_deg;
3419
3420 //center
3421 vector rotate_axis;
3422 if ( MemoryPointExists( "rotate_axis" ) )
3423 {
3424 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3425 }
3426 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];
3427 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];
3428 center[0] = r_center_x;
3429 center[2] = r_center_z;
3430 }
3431 }
3432
3433 void DestroyAreaDamage( string slot_name )
3434 {
3435 if (GetGame() && GetGame().IsServer())
3436 {
3438 if (m_DamageTriggers.Find(slot_name, areaDamage))
3439 {
3440 if (areaDamage)
3441 {
3442 areaDamage.Destroy();
3443 }
3444
3445 m_DamageTriggers.Remove( slot_name );
3446 }
3447 }
3448 }
3449
3450 override bool IsIgnoredByConstruction()
3451 {
3452 return true;
3453 }
3454
3455 //================================================================
3456 // SOUNDS
3457 //================================================================
3458 protected void SoundBuildStart( string part_name )
3459 {
3460 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3461 }
3462
3463 protected void SoundDismantleStart( string part_name )
3464 {
3465 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3466 }
3467
3468 protected void SoundDestroyStart( string part_name )
3469 {
3470 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3471 }
3472
3473 protected string GetBuildSoundByMaterial( string part_name )
3474 {
3475 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3476
3477 switch ( material_type )
3478 {
3479 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3480 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3481 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3482 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3483 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3484 }
3485
3486 return "";
3487 }
3488
3489 protected string GetDismantleSoundByMaterial( string part_name )
3490 {
3491 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3492
3493 switch ( material_type )
3494 {
3495 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3496 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3497 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3498 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3499 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3500 }
3501
3502 return "";
3503 }
3504
3505 //misc
3506 void CheckForHybridAttachments( EntityAI item, string slot_name )
3507 {
3508 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3509 {
3510 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3511 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3512 {
3513 SetHealth(slot_name,"Health",item.GetHealth());
3514 }
3515 }
3516 }
3517
3518 override int GetDamageSystemVersionChange()
3519 {
3520 return 111;
3521 }
3522
3523 override void SetActions()
3524 {
3525 super.SetActions();
3526
3530 }
3531
3532 //================================================================
3533 // DEBUG
3534 //================================================================
3535 protected void DebugCustomState()
3536 {
3537 }
3538
3541 {
3542 return null;
3543 }
3544
3545 override void OnDebugSpawn()
3546 {
3547 FullyBuild();
3548 }
3549
3550 void FullyBuild()
3551 {
3553 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3554
3555 Man p;
3556
3557 #ifdef SERVER
3558 array<Man> players = new array<Man>;
3559 GetGame().GetWorld().GetPlayerList(players);
3560 if (players.Count())
3561 p = players[0];
3562 #else
3563 p = GetGame().GetPlayer();
3564 #endif
3565
3566 foreach (ConstructionPart part : parts)
3567 {
3568 bool excluded = false;
3569 string partName = part.GetPartName();
3570 if (excludes)
3571 {
3572 foreach (string exclude : excludes)
3573 {
3574 if (partName.Contains(exclude))
3575 {
3576 excluded = true;
3577 break;
3578 }
3579 }
3580 }
3581
3582 if (!excluded)
3583 {
3584 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3585 }
3586 }
3587
3588 GetConstruction().UpdateVisuals();
3589 }
3590}
3591
3592void bsbDebugPrint (string s)
3593{
3594#ifdef BSB_DEBUG
3595 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3596#else
3597 //Print("" + s); // comment/uncomment to hide/see debug logs
3598#endif
3599}
3600void bsbDebugSpam (string s)
3601{
3602#ifdef BSB_DEBUG_SPAM
3603 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3604#else
3605 //Print("" + s); // comment/uncomment to hide/see debug logs
3606#endif
3607}
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