DayZ 1.27
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◆ OnPartBuiltClient()

void bsbDebugPrint::OnPartBuiltClient ( string part_name,
int action_id )
protected

См. определение в файле BaseBuildingBase.c строка 1885

1887{
1888 const string ANIMATION_DEPLOYED = "Deployed";
1889
1890 float m_ConstructionKitHealth; //stored health value for used construction kit
1891
1893
1894 bool m_HasBase;
1895 //variables for synchronization of base building parts (2x31 is the current limit)
1896 int m_SyncParts01; //synchronization for already built parts (31 parts)
1897 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1898 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1899 int m_InteractedPartId; //construction part id that an action was performed on
1900 int m_PerformedActionId; //action id that was performed on a construction part
1901
1902 //Sounds
1903 //build
1904 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1905 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1906 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1907 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1908 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1909 //dismantle
1910 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1911 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1912 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1913 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1914 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1915
1916 protected EffectSound m_Sound;
1917
1921
1922 // Constructor
1923 void BaseBuildingBase()
1924 {
1926
1927 //synchronized variables
1928 RegisterNetSyncVariableInt( "m_SyncParts01" );
1929 RegisterNetSyncVariableInt( "m_SyncParts02" );
1930 RegisterNetSyncVariableInt( "m_SyncParts03" );
1931 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1932 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1933 RegisterNetSyncVariableBool( "m_HasBase" );
1934
1935 //Construction init
1937
1938 if (ConfigIsExisting("hybridAttachments"))
1939 {
1941 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1942 }
1943 if (ConfigIsExisting("mountables"))
1944 {
1946 ConfigGetTextArray("mountables", m_Mountables);
1947 }
1948
1949 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1950 }
1951
1952 override void EEDelete(EntityAI parent)
1953 {
1954 super.EEDelete(parent);
1955
1956 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1957 {
1958 areaDamage.Destroy();
1959 }
1960
1961 }
1962
1963 override string GetInvulnerabilityTypeString()
1964 {
1965 return "disableBaseDamage";
1966 }
1967
1968 override bool CanObstruct()
1969 {
1970 return true;
1971 }
1972
1973 override int GetHideIconMask()
1974 {
1975 return EInventoryIconVisibility.HIDE_VICINITY;
1976 }
1977
1978 // --- SYNCHRONIZATION
1980 {
1981 if ( GetGame().IsServer() )
1982 {
1983 SetSynchDirty();
1984 }
1985 }
1986
1987 override void OnVariablesSynchronized()
1988 {
1989 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1990 super.OnVariablesSynchronized();
1991
1993 }
1994
1995 protected void OnSynchronizedClient()
1996 {
1997 //update parts
1999
2000 //update action on part
2002
2003 //update visuals (client)
2004 UpdateVisuals();
2005 }
2006
2007 //parts synchronization
2008 void RegisterPartForSync( int part_id )
2009 {
2010 //part_id must starts from index = 1
2011 int offset;
2012 int mask;
2013
2014 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2015 {
2016 offset = part_id - 1;
2017 mask = 1 << offset;
2018
2019 m_SyncParts01 = m_SyncParts01 | mask;
2020 }
2021 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2022 {
2023 offset = ( part_id % 32 );
2024 mask = 1 << offset;
2025
2026 m_SyncParts02 = m_SyncParts02 | mask;
2027 }
2028 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2029 {
2030 offset = ( part_id % 63 );
2031 mask = 1 << offset;
2032
2033 m_SyncParts03 = m_SyncParts03 | mask;
2034 }
2035 }
2036
2037 void UnregisterPartForSync( int part_id )
2038 {
2039 //part_id must starts from index = 1
2040 int offset;
2041 int mask;
2042
2043 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2044 {
2045 offset = part_id - 1;
2046 mask = 1 << offset;
2047
2048 m_SyncParts01 = m_SyncParts01 & ~mask;
2049 }
2050 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2051 {
2052 offset = ( part_id % 32 );
2053 mask = 1 << offset;
2054
2055 m_SyncParts02 = m_SyncParts02 & ~mask;
2056 }
2057 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2058 {
2059 offset = ( part_id % 63 );
2060 mask = 1 << offset;
2061
2062 m_SyncParts03 = m_SyncParts03 & ~mask;
2063 }
2064 }
2065
2066 bool IsPartBuildInSyncData( int part_id )
2067 {
2068 //part_id must starts from index = 1
2069 int offset;
2070 int mask;
2071
2072 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2073 {
2074 offset = part_id - 1;
2075 mask = 1 << offset;
2076
2077 if ( ( m_SyncParts01 & mask ) > 0 )
2078 {
2079 return true;
2080 }
2081 }
2082 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2083 {
2084 offset = ( part_id % 32 );
2085 mask = 1 << offset;
2086
2087 if ( ( m_SyncParts02 & mask ) > 0 )
2088 {
2089 return true;
2090 }
2091 }
2092 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2093 {
2094 offset = ( part_id % 63 );
2095 mask = 1 << offset;
2096
2097 if ( ( m_SyncParts03 & mask ) > 0 )
2098 {
2099 return true;
2100 }
2101 }
2102
2103 return false;
2104 }
2105
2106 protected void RegisterActionForSync( int part_id, int action_id )
2107 {
2108 m_InteractedPartId = part_id;
2109 m_PerformedActionId = action_id;
2110 }
2111
2112 protected void ResetActionSyncData()
2113 {
2114 //reset data
2115 m_InteractedPartId = -1;
2117 }
2118
2119 protected void SetActionFromSyncData()
2120 {
2121 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2122 {
2124 int build_action_id = m_PerformedActionId;
2125
2126 switch( build_action_id )
2127 {
2128 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2129 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2130 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2131 }
2132 }
2133 }
2134 //------
2135
2137 {
2138 string key = part.m_PartName;
2139 bool is_base = part.IsBase();
2140 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2141 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2142 if ( is_part_built_sync )
2143 {
2144 if ( !part.IsBuilt() )
2145 {
2146 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2147 GetConstruction().AddToConstructedParts( key );
2148 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2149
2150 if (is_base)
2151 {
2153 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2154 }
2155 }
2156 }
2157 else
2158 {
2159 if ( part.IsBuilt() )
2160 {
2161 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2162 GetConstruction().RemoveFromConstructedParts( key );
2163 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2164
2165 if (is_base)
2166 {
2168 AddProxyPhysics( ANIMATION_DEPLOYED );
2169 }
2170 }
2171 }
2172
2173 //check slot lock for material attachments
2174 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2175 }
2176
2177 //set construction parts based on synchronized data
2179 {
2180 Construction construction = GetConstruction();
2181 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2182
2183 for ( int i = 0; i < construction_parts.Count(); ++i )
2184 {
2185 string key = construction_parts.GetKey( i );
2186 ConstructionPart value = construction_parts.Get( key );
2187 SetPartFromSyncData(value);
2188 }
2189
2190 //regenerate navmesh
2191 UpdateNavmesh();
2192 }
2193
2194 protected ConstructionPart GetConstructionPartById( int id )
2195 {
2196 Construction construction = GetConstruction();
2197 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2198
2199 for ( int i = 0; i < construction_parts.Count(); ++i )
2200 {
2201 string key = construction_parts.GetKey( i );
2202 ConstructionPart value = construction_parts.Get( key );
2203
2204 if ( value.GetId() == id )
2205 {
2206 return value;
2207 }
2208 }
2209
2210 return NULL;
2211 }
2212 //
2213
2214 //Base
2215 bool HasBase()
2216 {
2217 return m_HasBase;
2218 }
2219
2220 void SetBaseState( bool has_base )
2221 {
2222 m_HasBase = has_base;
2223 }
2224
2225 override bool IsDeployable()
2226 {
2227 return true;
2228 }
2229
2230 bool IsOpened()
2231 {
2232 return false;
2233 }
2234
2235 //--- CONSTRUCTION KIT
2237 {
2238 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2239 if ( m_ConstructionKitHealth > 0 )
2240 {
2241 construction_kit.SetHealth( m_ConstructionKitHealth );
2242 }
2243
2244 return construction_kit;
2245 }
2246
2247 void CreateConstructionKitInHands(notnull PlayerBase player)
2248 {
2249 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2250 if ( m_ConstructionKitHealth > 0 )
2251 {
2252 construction_kit.SetHealth( m_ConstructionKitHealth );
2253 }
2254 }
2255
2256 protected vector GetKitSpawnPosition()
2257 {
2258 return GetPosition();
2259 }
2260
2261 protected string GetConstructionKitType()
2262 {
2263 return "";
2264 }
2265
2266 void DestroyConstructionKit( ItemBase construction_kit )
2267 {
2268 m_ConstructionKitHealth = construction_kit.GetHealth();
2269 GetGame().ObjectDelete( construction_kit );
2270 }
2271
2272 //--- CONSTRUCTION
2273 void DestroyConstruction()
2274 {
2275 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2276 GetGame().ObjectDelete( this );
2277 }
2278
2279 // --- EVENTS
2280 override void OnStoreSave( ParamsWriteContext ctx )
2281 {
2282 super.OnStoreSave( ctx );
2283
2284 //sync parts 01
2285 ctx.Write( m_SyncParts01 );
2286 ctx.Write( m_SyncParts02 );
2287 ctx.Write( m_SyncParts03 );
2288
2289 ctx.Write( m_HasBase );
2290 }
2291
2292 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2293 {
2294 if ( !super.OnStoreLoad( ctx, version ) )
2295 return false;
2296
2297 //--- Base building data ---
2298 //Restore synced parts data
2299 if ( !ctx.Read( m_SyncParts01 ) )
2300 {
2301 m_SyncParts01 = 0; //set default
2302 return false;
2303 }
2304 if ( !ctx.Read( m_SyncParts02 ) )
2305 {
2306 m_SyncParts02 = 0; //set default
2307 return false;
2308 }
2309 if ( !ctx.Read( m_SyncParts03 ) )
2310 {
2311 m_SyncParts03 = 0; //set default
2312 return false;
2313 }
2314
2315 //has base
2316 if ( !ctx.Read( m_HasBase ) )
2317 {
2318 m_HasBase = false;
2319 return false;
2320 }
2321 //---
2322
2323 return true;
2324 }
2325
2326 override void AfterStoreLoad()
2327 {
2328 super.AfterStoreLoad();
2329
2331 {
2333 }
2334 }
2335
2337 {
2338 //update server data
2340
2341 //set base state
2342 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2343 SetBaseState( construction_part.IsBuilt() ) ;
2344
2345 //synchronize after load
2347 }
2348
2349 override void OnCreatePhysics()
2350 {
2351 super.OnCreatePhysics();
2354 }
2355
2356 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2357 {
2359 return;
2360
2361 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2362
2363 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2364 return;
2365
2366 Construction construction = GetConstruction();
2367 string part_name = zone;
2368 part_name.ToLower();
2369
2370 if ( newLevel == GameConstants.STATE_RUINED )
2371 {
2372 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2373
2374 if ( construction_part && construction.IsPartConstructed( part_name ) )
2375 {
2376 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2377 construction.DestroyConnectedParts(part_name);
2378 }
2379
2380 //barbed wire handling (hack-ish)
2381 if ( part_name.Contains("barbed") )
2382 {
2383 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2384 if (barbed_wire)
2385 barbed_wire.SetMountedState( false );
2386 }
2387 }
2388 }
2389
2390 override void EEOnAfterLoad()
2391 {
2393 {
2395 }
2396
2397 super.EEOnAfterLoad();
2398 }
2399
2400 override void EEInit()
2401 {
2402 super.EEInit();
2403
2404 // init visuals and physics
2405 InitBaseState();
2406
2407 //debug
2408 #ifdef DEVELOPER
2410 #endif
2411 }
2412
2413 override void EEItemAttached( EntityAI item, string slot_name )
2414 {
2415 super.EEItemAttached( item, slot_name );
2416
2417 CheckForHybridAttachments( item, slot_name );
2418 UpdateVisuals();
2419 UpdateAttachmentPhysics( slot_name, false );
2420 }
2421
2422 override void EEItemDetached( EntityAI item, string slot_name )
2423 {
2424 super.EEItemDetached( item, slot_name );
2425
2426 UpdateVisuals();
2427 UpdateAttachmentPhysics( slot_name, false );
2428 }
2429
2430 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2431 {
2432 string slot_name = InventorySlots.GetSlotName( slotId );
2433 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2434
2435 UpdateAttachmentVisuals( slot_name, locked );
2436 UpdateAttachmentPhysics( slot_name, locked );
2437 }
2438
2439 //ignore out of reach condition
2440 override bool IgnoreOutOfReachCondition()
2441 {
2442 return true;
2443 }
2444
2445 //CONSTRUCTION EVENTS
2446 //Build
2447 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2448 {
2449 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2450
2451 //check base state
2452 if (construtionPart.IsBase())
2453 {
2454 SetBaseState(true);
2455
2456 //spawn kit
2458 }
2459
2460 //register constructed parts for synchronization
2461 RegisterPartForSync(construtionPart.GetId());
2462
2463 //register action that was performed on part
2464 RegisterActionForSync(construtionPart.GetId(), action_id);
2465
2466 //synchronize
2468
2469 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2470
2471 UpdateNavmesh();
2472
2473 //update visuals
2474 UpdateVisuals();
2475
2476 //reset action sync data
2478 }
2479
2480 void OnPartBuiltClient(string part_name, int action_id)
2481 {
2482 //play sound
2483 SoundBuildStart( part_name );
2484 }
2485
2486 //Dismantle
2487 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2488 {
2489 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2490 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2491
2492 //register constructed parts for synchronization
2493 UnregisterPartForSync(construtionPart.GetId());
2494
2495 //register action that was performed on part
2496 RegisterActionForSync(construtionPart.GetId(), action_id);
2497
2498 //synchronize
2500
2501 // server part of sync, client will be synced from SetPartsFromSyncData
2502 SetPartFromSyncData(construtionPart);
2503
2504 UpdateNavmesh();
2505
2506 //update visuals
2507 UpdateVisuals();
2508
2509 //reset action sync data
2511
2512 //check base state
2513 if (construtionPart.IsBase())
2514 {
2515 //Destroy construction
2517 }
2518
2519 if (GetGame().IsServer())
2520 HandleItemFalling(construtionPart);
2521 }
2522
2523 void OnPartDismantledClient( string part_name, int action_id )
2524 {
2525 //play sound
2526 SoundDismantleStart( part_name );
2527 }
2528
2529 //Destroy
2530 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2531 {
2532 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2533 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2534
2535 //register constructed parts for synchronization
2536 UnregisterPartForSync(construtionPart.GetId());
2537
2538 //register action that was performed on part
2539 RegisterActionForSync(construtionPart.GetId(), action_id);
2540
2541 //synchronize
2543
2544 // server part of sync, client will be synced from SetPartsFromSyncData
2545 SetPartFromSyncData(construtionPart);
2546
2547 UpdateNavmesh();
2548
2549 //update visuals
2550 UpdateVisuals();
2551
2552 //reset action sync data
2554
2555 //check base state
2556 if (construtionPart.IsBase())
2557 {
2558 //Destroy construction
2560 }
2561
2562 if (GetGame().IsServer())
2563 HandleItemFalling(construtionPart);
2564 }
2565
2566 void OnPartDestroyedClient( string part_name, int action_id )
2567 {
2568 //play sound
2569 SoundDestroyStart( part_name );
2570 }
2571
2572 protected void HandleItemFalling(ConstructionPart part)
2573 {
2574 bool process = false;
2575
2576 //TODO: add a parameter to parts' config classes?
2577 process |= part.m_PartName.Contains("_roof");
2578 process |= part.m_PartName.Contains("_platform");
2579 process |= part.m_PartName.Contains("_stair");
2580
2581 if (process)
2582 {
2583 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2584 {
2585 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2586 return;
2587 }
2588
2589 vector mins, maxs;
2590 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2591 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2592
2593 //sanitize minmaxs
2594 vector minTmp, maxTmp;
2595 minTmp[0] = Math.Min(mins[0],maxs[0]);
2596 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2597 minTmp[1] = Math.Min(mins[1],maxs[1]);
2598 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2599 minTmp[2] = Math.Min(mins[2],maxs[2]);
2600 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2601 mins = minTmp;
2602 maxs = maxTmp;
2603
2604 maxs[1] = maxs[1] + 0.35; //reach a little above..
2605
2606 ItemFall(mins,maxs);
2607 }
2608 }
2609
2610 protected void ItemFall(vector min, vector max)
2611 {
2612 array<EntityAI> foundEntities = new array<EntityAI>();
2613 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2614
2615 //filtering
2616 ItemBase item;
2617 foreach (EntityAI entity : foundEntities)
2618 {
2619 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2620 item.ThrowPhysically(null,vector.Zero);
2621 }
2622 }
2623
2624 // --- UPDATE
2625 void InitBaseState()
2626 {
2627 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2628
2629 InitVisuals();
2630 UpdateNavmesh(); //regenerate navmesh
2631 GetConstruction().InitBaseState();
2632 }
2633
2634 void InitVisuals()
2635 {
2636 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2637 //check base
2638 if ( !HasBase() )
2639 {
2640 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2641 }
2642 else
2643 {
2644 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2645 }
2646
2647 GetConstruction().UpdateVisuals();
2648 }
2649
2650 void UpdateVisuals()
2651 {
2652 array<string> attachmentSlots = new array<string>;
2653
2654 GetAttachmentSlots(this, attachmentSlots);
2655 foreach (string slotName : attachmentSlots)
2656 {
2658 }
2659
2660 //check base
2661 if (!HasBase())
2662 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2663 else
2664 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2665
2666 GetConstruction().UpdateVisuals();
2667 }
2668
2669 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2670 {
2671 string slotNameMounted = slot_name + "_Mounted";
2672 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2673
2674 if (attachment)
2675 {
2676 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2677 if (barbedWire && barbedWire.IsMounted())
2678 CreateAreaDamage(slotNameMounted);
2679 else
2680 DestroyAreaDamage(slotNameMounted);
2681
2682 if (is_locked)
2683 {
2684 SetAnimationPhase(slotNameMounted, 0);
2685 SetAnimationPhase(slot_name, 1);
2686 }
2687 else
2688 {
2689 SetAnimationPhase(slotNameMounted, 1);
2690 SetAnimationPhase(slot_name, 0);
2691 }
2692 }
2693 else
2694 {
2695 SetAnimationPhase(slotNameMounted, 1);
2696 SetAnimationPhase(slot_name, 1);
2697
2698 DestroyAreaDamage(slotNameMounted);
2699 }
2700 }
2701
2702 // avoid calling this function on frequent occasions, it's a massive performance hit
2703 void UpdatePhysics()
2704 {
2706 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2707
2708 array<string> attachmentSlots = new array<string>;
2709 GetAttachmentSlots(this, attachmentSlots);
2710
2712 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2713
2714 foreach (string slotName : attachmentSlots)
2715 {
2717 }
2718
2719 //check base
2720 if (!HasBase())
2721 {
2723 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2724
2725 AddProxyPhysics(ANIMATION_DEPLOYED);
2726 }
2727 else
2728 {
2730 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2731
2732 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2733 }
2734
2735 GetConstruction().UpdatePhysics();
2736 UpdateNavmesh();
2737 }
2738
2739 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2740 {
2741 //checks for invalid appends; hotfix
2742 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2743 return;
2744 //----------------------------------
2745 string slot_name_mounted = slot_name + "_Mounted";
2746 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2747
2748 //remove proxy physics
2749 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2750 RemoveProxyPhysics( slot_name_mounted );
2751 RemoveProxyPhysics( slot_name );
2752
2753 if ( attachment )
2754 {
2755 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2756 if ( is_locked )
2757 {
2758 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2759 AddProxyPhysics( slot_name_mounted );
2760 }
2761 else
2762 {
2763 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2764 AddProxyPhysics( slot_name );
2765 }
2766 }
2767 }
2768
2769 protected void UpdateNavmesh()
2770 {
2771 SetAffectPathgraph( true, false );
2772 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2773 }
2774
2775 override bool CanUseConstruction()
2776 {
2777 return true;
2778 }
2779
2780 override bool CanUseConstructionBuild()
2781 {
2782 return true;
2783 }
2784
2785 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2786 {
2787 if ( attachment )
2788 {
2789 InventoryLocation inventory_location = new InventoryLocation;
2790 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2791
2792 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2793 }
2794
2795 return false;
2796 }
2797
2798 protected bool IsAttachmentSlotLocked( string slot_name )
2799 {
2800 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2801 }
2802
2803 //--- ATTACHMENT SLOTS
2804 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2805 {
2806 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2807 if ( GetGame().ConfigIsExisting( config_path ) )
2808 {
2809 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2810 }
2811 }
2812
2813 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2814 {
2815 return true;
2816 }
2817
2818 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2819 {
2820 return true;
2821 }
2822
2823 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2824 {
2825 return true;
2826 }
2827
2828 // --- INIT
2829 void ConstructionInit()
2830 {
2831 if ( !m_Construction )
2832 {
2833 m_Construction = new Construction( this );
2834 }
2835
2836 GetConstruction().Init();
2837 }
2838
2840 {
2841 return m_Construction;
2842 }
2843
2844 //--- INVENTORY/ATTACHMENTS CONDITIONS
2845 //attachments
2846 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2847 {
2848 return super.CanReceiveAttachment(attachment, slotId);
2849 }
2850
2852 {
2853 int attachment_count = GetInventory().AttachmentCount();
2854 if ( attachment_count > 0 )
2855 {
2856 if ( HasBase() && attachment_count == 1 )
2857 {
2858 return false;
2859 }
2860
2861 return true;
2862 }
2863
2864 return false;
2865 }
2866
2867 override bool ShowZonesHealth()
2868 {
2869 return true;
2870 }
2871
2872 override bool IsTakeable()
2873 {
2874 return false;
2875 }
2876
2877 //this into/outo parent.Cargo
2878 override bool CanPutInCargo( EntityAI parent )
2879 {
2880 return false;
2881 }
2882
2883 override bool CanRemoveFromCargo( EntityAI parent )
2884 {
2885 return false;
2886 }
2887
2888 //hands
2889 override bool CanPutIntoHands( EntityAI parent )
2890 {
2891 return false;
2892 }
2893
2894 //--- ACTION CONDITIONS
2895 //direction
2896 override bool IsFacingPlayer( PlayerBase player, string selection )
2897 {
2898 return true;
2899 }
2900
2901 override bool IsPlayerInside( PlayerBase player, string selection )
2902 {
2903 return true;
2904 }
2905
2908 {
2909 return false;
2910 }
2911
2912 //camera direction check
2913 bool IsFacingCamera( string selection )
2914 {
2915 return true;
2916 }
2917
2918 //roof check
2919 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2920 {
2921 return false;
2922 }
2923
2924 //selection->player distance check
2925 bool HasProperDistance( string selection, PlayerBase player )
2926 {
2927 return true;
2928 }
2929
2930 //folding
2932 {
2933 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2934 {
2935 return false;
2936 }
2937
2938 return true;
2939 }
2940
2942 {
2945
2946 return item;
2947 }
2948
2949 //Damage triggers (barbed wire)
2950 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2951 {
2952 if ( GetGame() && GetGame().IsServer() )
2953 {
2954 //destroy area damage if some already exists
2955 DestroyAreaDamage( slot_name );
2956
2957 //create new area damage
2959 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2960
2961 vector min_max[2];
2962 if ( MemoryPointExists( slot_name + "_min" ) )
2963 {
2964 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2965 }
2966 if ( MemoryPointExists( slot_name + "_max" ) )
2967 {
2968 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2969 }
2970
2971 //get proper trigger extents (min<max)
2972 vector extents[2];
2973 GetConstruction().GetTriggerExtents( min_max, extents );
2974
2975 //get box center
2976 vector center;
2977 center = GetConstruction().GetBoxCenter( min_max );
2978 center = ModelToWorld( center );
2979
2980 //rotate center if needed
2981 vector orientation = GetOrientation();;
2982 CalcDamageAreaRotation( rotation_angle, center, orientation );
2983
2984 areaDamage.SetExtents( extents[0], extents[1] );
2985 areaDamage.SetAreaPosition( center );
2986 areaDamage.SetAreaOrientation( orientation );
2987 areaDamage.SetLoopInterval( 1.0 );
2988 areaDamage.SetDeferDuration( 0.2 );
2989 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2990 areaDamage.SetAmmoName( "BarbedWireHit" );
2991 areaDamage.Spawn();
2992
2993 m_DamageTriggers.Insert( slot_name, areaDamage );
2994 }
2995 }
2996
2997 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2998 {
2999 if ( angle_deg != 0 )
3000 {
3001 //orientation
3002 orientation[0] = orientation[0] - angle_deg;
3003
3004 //center
3005 vector rotate_axis;
3006 if ( MemoryPointExists( "rotate_axis" ) )
3007 {
3008 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3009 }
3010 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];
3011 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];
3012 center[0] = r_center_x;
3013 center[2] = r_center_z;
3014 }
3015 }
3016
3017 void DestroyAreaDamage( string slot_name )
3018 {
3019 if (GetGame() && GetGame().IsServer())
3020 {
3022 if (m_DamageTriggers.Find(slot_name, areaDamage))
3023 {
3024 if (areaDamage)
3025 {
3026 areaDamage.Destroy();
3027 }
3028
3029 m_DamageTriggers.Remove( slot_name );
3030 }
3031 }
3032 }
3033
3034 override bool IsIgnoredByConstruction()
3035 {
3036 return true;
3037 }
3038
3039 //================================================================
3040 // SOUNDS
3041 //================================================================
3042 protected void SoundBuildStart( string part_name )
3043 {
3044 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3045 }
3046
3047 protected void SoundDismantleStart( string part_name )
3048 {
3049 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3050 }
3051
3052 protected void SoundDestroyStart( string part_name )
3053 {
3054 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3055 }
3056
3057 protected string GetBuildSoundByMaterial( string part_name )
3058 {
3059 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3060
3061 switch ( material_type )
3062 {
3063 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3064 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3065 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3066 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3067 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3068 }
3069
3070 return "";
3071 }
3072
3073 protected string GetDismantleSoundByMaterial( string part_name )
3074 {
3075 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3076
3077 switch ( material_type )
3078 {
3079 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3080 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3081 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3082 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3083 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3084 }
3085
3086 return "";
3087 }
3088
3089 //misc
3090 void CheckForHybridAttachments( EntityAI item, string slot_name )
3091 {
3092 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3093 {
3094 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3095 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3096 {
3097 SetHealth(slot_name,"Health",item.GetHealth());
3098 }
3099 }
3100 }
3101
3102 override int GetDamageSystemVersionChange()
3103 {
3104 return 111;
3105 }
3106
3107 override void SetActions()
3108 {
3109 super.SetActions();
3110
3114 }
3115
3116 //================================================================
3117 // DEBUG
3118 //================================================================
3119 protected void DebugCustomState()
3120 {
3121 }
3122
3125 {
3126 return null;
3127 }
3128
3129 override void OnDebugSpawn()
3130 {
3131 FullyBuild();
3132 }
3133
3134 void FullyBuild()
3135 {
3137 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3138
3139 Man p;
3140
3141 #ifdef SERVER
3142 array<Man> players = new array<Man>;
3143 GetGame().GetWorld().GetPlayerList(players);
3144 if (players.Count())
3145 p = players[0];
3146 #else
3147 p = GetGame().GetPlayer();
3148 #endif
3149
3150 foreach (ConstructionPart part : parts)
3151 {
3152 bool excluded = false;
3153 string partName = part.GetPartName();
3154 if (excludes)
3155 {
3156 foreach (string exclude : excludes)
3157 {
3158 if (partName.Contains(exclude))
3159 {
3160 excluded = true;
3161 break;
3162 }
3163 }
3164 }
3165
3166 if (!excluded)
3167 {
3168 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3169 }
3170 }
3171
3172 GetConstruction().UpdateVisuals();
3173 }
3174}
3175
3176void bsbDebugPrint (string s)
3177{
3178#ifdef BSB_DEBUG
3179 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3180#else
3181 //Print("" + s); // comment/uncomment to hide/see debug logs
3182#endif
3183}
3184void bsbDebugSpam (string s)
3185{
3186#ifdef BSB_DEBUG_SPAM
3187 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3188#else
3189 //Print("" + s); // comment/uncomment to hide/see debug logs
3190#endif
3191}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в ItemBase::SetActionFromSyncData().