DayZ 1.27
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◆ OnPartBuiltServer()

void bsbDebugPrint::OnPartBuiltServer ( notnull Man player,
string part_name,
int action_id )
protected

См. определение в файле BaseBuildingBase.c строка 1852

1854{
1855 const string ANIMATION_DEPLOYED = "Deployed";
1856
1857 float m_ConstructionKitHealth; //stored health value for used construction kit
1858
1860
1861 bool m_HasBase;
1862 //variables for synchronization of base building parts (2x31 is the current limit)
1863 int m_SyncParts01; //synchronization for already built parts (31 parts)
1864 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1865 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1866 int m_InteractedPartId; //construction part id that an action was performed on
1867 int m_PerformedActionId; //action id that was performed on a construction part
1868
1869 //Sounds
1870 //build
1871 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1872 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1873 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1874 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1875 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1876 //dismantle
1877 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1878 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1879 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1880 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1881 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1882
1883 protected EffectSound m_Sound;
1884
1888
1889 // Constructor
1890 void BaseBuildingBase()
1891 {
1893
1894 //synchronized variables
1895 RegisterNetSyncVariableInt( "m_SyncParts01" );
1896 RegisterNetSyncVariableInt( "m_SyncParts02" );
1897 RegisterNetSyncVariableInt( "m_SyncParts03" );
1898 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1899 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1900 RegisterNetSyncVariableBool( "m_HasBase" );
1901
1902 //Construction init
1904
1905 if (ConfigIsExisting("hybridAttachments"))
1906 {
1908 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1909 }
1910 if (ConfigIsExisting("mountables"))
1911 {
1913 ConfigGetTextArray("mountables", m_Mountables);
1914 }
1915
1916 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1917 }
1918
1919 override void EEDelete(EntityAI parent)
1920 {
1921 super.EEDelete(parent);
1922
1923 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1924 {
1925 areaDamage.Destroy();
1926 }
1927
1928 }
1929
1930 override string GetInvulnerabilityTypeString()
1931 {
1932 return "disableBaseDamage";
1933 }
1934
1935 override bool CanObstruct()
1936 {
1937 return true;
1938 }
1939
1940 override int GetHideIconMask()
1941 {
1942 return EInventoryIconVisibility.HIDE_VICINITY;
1943 }
1944
1945 // --- SYNCHRONIZATION
1947 {
1948 if ( GetGame().IsServer() )
1949 {
1950 SetSynchDirty();
1951 }
1952 }
1953
1954 override void OnVariablesSynchronized()
1955 {
1956 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1957 super.OnVariablesSynchronized();
1958
1960 }
1961
1962 protected void OnSynchronizedClient()
1963 {
1964 //update parts
1966
1967 //update action on part
1969
1970 //update visuals (client)
1971 UpdateVisuals();
1972 }
1973
1974 //parts synchronization
1975 void RegisterPartForSync( int part_id )
1976 {
1977 //part_id must starts from index = 1
1978 int offset;
1979 int mask;
1980
1981 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1982 {
1983 offset = part_id - 1;
1984 mask = 1 << offset;
1985
1986 m_SyncParts01 = m_SyncParts01 | mask;
1987 }
1988 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1989 {
1990 offset = ( part_id % 32 );
1991 mask = 1 << offset;
1992
1993 m_SyncParts02 = m_SyncParts02 | mask;
1994 }
1995 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1996 {
1997 offset = ( part_id % 63 );
1998 mask = 1 << offset;
1999
2000 m_SyncParts03 = m_SyncParts03 | mask;
2001 }
2002 }
2003
2004 void UnregisterPartForSync( int part_id )
2005 {
2006 //part_id must starts from index = 1
2007 int offset;
2008 int mask;
2009
2010 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2011 {
2012 offset = part_id - 1;
2013 mask = 1 << offset;
2014
2015 m_SyncParts01 = m_SyncParts01 & ~mask;
2016 }
2017 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2018 {
2019 offset = ( part_id % 32 );
2020 mask = 1 << offset;
2021
2022 m_SyncParts02 = m_SyncParts02 & ~mask;
2023 }
2024 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2025 {
2026 offset = ( part_id % 63 );
2027 mask = 1 << offset;
2028
2029 m_SyncParts03 = m_SyncParts03 & ~mask;
2030 }
2031 }
2032
2033 bool IsPartBuildInSyncData( int part_id )
2034 {
2035 //part_id must starts from index = 1
2036 int offset;
2037 int mask;
2038
2039 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2040 {
2041 offset = part_id - 1;
2042 mask = 1 << offset;
2043
2044 if ( ( m_SyncParts01 & mask ) > 0 )
2045 {
2046 return true;
2047 }
2048 }
2049 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2050 {
2051 offset = ( part_id % 32 );
2052 mask = 1 << offset;
2053
2054 if ( ( m_SyncParts02 & mask ) > 0 )
2055 {
2056 return true;
2057 }
2058 }
2059 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2060 {
2061 offset = ( part_id % 63 );
2062 mask = 1 << offset;
2063
2064 if ( ( m_SyncParts03 & mask ) > 0 )
2065 {
2066 return true;
2067 }
2068 }
2069
2070 return false;
2071 }
2072
2073 protected void RegisterActionForSync( int part_id, int action_id )
2074 {
2075 m_InteractedPartId = part_id;
2076 m_PerformedActionId = action_id;
2077 }
2078
2079 protected void ResetActionSyncData()
2080 {
2081 //reset data
2082 m_InteractedPartId = -1;
2084 }
2085
2086 protected void SetActionFromSyncData()
2087 {
2088 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2089 {
2091 int build_action_id = m_PerformedActionId;
2092
2093 switch( build_action_id )
2094 {
2095 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2096 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2097 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2098 }
2099 }
2100 }
2101 //------
2102
2104 {
2105 string key = part.m_PartName;
2106 bool is_base = part.IsBase();
2107 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2108 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2109 if ( is_part_built_sync )
2110 {
2111 if ( !part.IsBuilt() )
2112 {
2113 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2114 GetConstruction().AddToConstructedParts( key );
2115 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2116
2117 if (is_base)
2118 {
2120 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2121 }
2122 }
2123 }
2124 else
2125 {
2126 if ( part.IsBuilt() )
2127 {
2128 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2129 GetConstruction().RemoveFromConstructedParts( key );
2130 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2131
2132 if (is_base)
2133 {
2135 AddProxyPhysics( ANIMATION_DEPLOYED );
2136 }
2137 }
2138 }
2139
2140 //check slot lock for material attachments
2141 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2142 }
2143
2144 //set construction parts based on synchronized data
2146 {
2147 Construction construction = GetConstruction();
2148 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2149
2150 for ( int i = 0; i < construction_parts.Count(); ++i )
2151 {
2152 string key = construction_parts.GetKey( i );
2153 ConstructionPart value = construction_parts.Get( key );
2154 SetPartFromSyncData(value);
2155 }
2156
2157 //regenerate navmesh
2158 UpdateNavmesh();
2159 }
2160
2161 protected ConstructionPart GetConstructionPartById( int id )
2162 {
2163 Construction construction = GetConstruction();
2164 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2165
2166 for ( int i = 0; i < construction_parts.Count(); ++i )
2167 {
2168 string key = construction_parts.GetKey( i );
2169 ConstructionPart value = construction_parts.Get( key );
2170
2171 if ( value.GetId() == id )
2172 {
2173 return value;
2174 }
2175 }
2176
2177 return NULL;
2178 }
2179 //
2180
2181 //Base
2182 bool HasBase()
2183 {
2184 return m_HasBase;
2185 }
2186
2187 void SetBaseState( bool has_base )
2188 {
2189 m_HasBase = has_base;
2190 }
2191
2192 override bool IsDeployable()
2193 {
2194 return true;
2195 }
2196
2197 bool IsOpened()
2198 {
2199 return false;
2200 }
2201
2202 //--- CONSTRUCTION KIT
2204 {
2205 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2206 if ( m_ConstructionKitHealth > 0 )
2207 {
2208 construction_kit.SetHealth( m_ConstructionKitHealth );
2209 }
2210
2211 return construction_kit;
2212 }
2213
2214 void CreateConstructionKitInHands(notnull PlayerBase player)
2215 {
2216 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2217 if ( m_ConstructionKitHealth > 0 )
2218 {
2219 construction_kit.SetHealth( m_ConstructionKitHealth );
2220 }
2221 }
2222
2223 protected vector GetKitSpawnPosition()
2224 {
2225 return GetPosition();
2226 }
2227
2228 protected string GetConstructionKitType()
2229 {
2230 return "";
2231 }
2232
2233 void DestroyConstructionKit( ItemBase construction_kit )
2234 {
2235 m_ConstructionKitHealth = construction_kit.GetHealth();
2236 GetGame().ObjectDelete( construction_kit );
2237 }
2238
2239 //--- CONSTRUCTION
2240 void DestroyConstruction()
2241 {
2242 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2243 GetGame().ObjectDelete( this );
2244 }
2245
2246 // --- EVENTS
2247 override void OnStoreSave( ParamsWriteContext ctx )
2248 {
2249 super.OnStoreSave( ctx );
2250
2251 //sync parts 01
2252 ctx.Write( m_SyncParts01 );
2253 ctx.Write( m_SyncParts02 );
2254 ctx.Write( m_SyncParts03 );
2255
2256 ctx.Write( m_HasBase );
2257 }
2258
2259 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2260 {
2261 if ( !super.OnStoreLoad( ctx, version ) )
2262 return false;
2263
2264 //--- Base building data ---
2265 //Restore synced parts data
2266 if ( !ctx.Read( m_SyncParts01 ) )
2267 {
2268 m_SyncParts01 = 0; //set default
2269 return false;
2270 }
2271 if ( !ctx.Read( m_SyncParts02 ) )
2272 {
2273 m_SyncParts02 = 0; //set default
2274 return false;
2275 }
2276 if ( !ctx.Read( m_SyncParts03 ) )
2277 {
2278 m_SyncParts03 = 0; //set default
2279 return false;
2280 }
2281
2282 //has base
2283 if ( !ctx.Read( m_HasBase ) )
2284 {
2285 m_HasBase = false;
2286 return false;
2287 }
2288 //---
2289
2290 return true;
2291 }
2292
2293 override void AfterStoreLoad()
2294 {
2295 super.AfterStoreLoad();
2296
2298 {
2300 }
2301 }
2302
2304 {
2305 //update server data
2307
2308 //set base state
2309 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2310 SetBaseState( construction_part.IsBuilt() ) ;
2311
2312 //synchronize after load
2314 }
2315
2316 override void OnCreatePhysics()
2317 {
2318 super.OnCreatePhysics();
2321 }
2322
2323 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2324 {
2326 return;
2327
2328 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2329
2330 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2331 return;
2332
2333 Construction construction = GetConstruction();
2334 string part_name = zone;
2335 part_name.ToLower();
2336
2337 if ( newLevel == GameConstants.STATE_RUINED )
2338 {
2339 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2340
2341 if ( construction_part && construction.IsPartConstructed( part_name ) )
2342 {
2343 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2344 construction.DestroyConnectedParts(part_name);
2345 }
2346
2347 //barbed wire handling (hack-ish)
2348 if ( part_name.Contains("barbed") )
2349 {
2350 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2351 if (barbed_wire)
2352 barbed_wire.SetMountedState( false );
2353 }
2354 }
2355 }
2356
2357 override void EEOnAfterLoad()
2358 {
2360 {
2362 }
2363
2364 super.EEOnAfterLoad();
2365 }
2366
2367 override void EEInit()
2368 {
2369 super.EEInit();
2370
2371 // init visuals and physics
2372 InitBaseState();
2373
2374 //debug
2375 #ifdef DEVELOPER
2377 #endif
2378 }
2379
2380 override void EEItemAttached( EntityAI item, string slot_name )
2381 {
2382 super.EEItemAttached( item, slot_name );
2383
2384 CheckForHybridAttachments( item, slot_name );
2385 UpdateVisuals();
2386 UpdateAttachmentPhysics( slot_name, false );
2387 }
2388
2389 override void EEItemDetached( EntityAI item, string slot_name )
2390 {
2391 super.EEItemDetached( item, slot_name );
2392
2393 UpdateVisuals();
2394 UpdateAttachmentPhysics( slot_name, false );
2395 }
2396
2397 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2398 {
2399 string slot_name = InventorySlots.GetSlotName( slotId );
2400 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2401
2402 UpdateAttachmentVisuals( slot_name, locked );
2403 UpdateAttachmentPhysics( slot_name, locked );
2404 }
2405
2406 //ignore out of reach condition
2407 override bool IgnoreOutOfReachCondition()
2408 {
2409 return true;
2410 }
2411
2412 //CONSTRUCTION EVENTS
2413 //Build
2414 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2415 {
2416 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2417
2418 //check base state
2419 if (construtionPart.IsBase())
2420 {
2421 SetBaseState(true);
2422
2423 //spawn kit
2425 }
2426
2427 //register constructed parts for synchronization
2428 RegisterPartForSync(construtionPart.GetId());
2429
2430 //register action that was performed on part
2431 RegisterActionForSync(construtionPart.GetId(), action_id);
2432
2433 //synchronize
2435
2436 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2437
2438 UpdateNavmesh();
2439
2440 //update visuals
2441 UpdateVisuals();
2442
2443 //reset action sync data
2445 }
2446
2447 void OnPartBuiltClient(string part_name, int action_id)
2448 {
2449 //play sound
2450 SoundBuildStart( part_name );
2451 }
2452
2453 //Dismantle
2454 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2455 {
2456 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2457 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2458
2459 //register constructed parts for synchronization
2460 UnregisterPartForSync(construtionPart.GetId());
2461
2462 //register action that was performed on part
2463 RegisterActionForSync(construtionPart.GetId(), action_id);
2464
2465 //synchronize
2467
2468 // server part of sync, client will be synced from SetPartsFromSyncData
2469 SetPartFromSyncData(construtionPart);
2470
2471 UpdateNavmesh();
2472
2473 //update visuals
2474 UpdateVisuals();
2475
2476 //reset action sync data
2478
2479 //check base state
2480 if (construtionPart.IsBase())
2481 {
2482 //Destroy construction
2484 }
2485
2486 if (GetGame().IsServer())
2487 HandleItemFalling(construtionPart);
2488 }
2489
2490 void OnPartDismantledClient( string part_name, int action_id )
2491 {
2492 //play sound
2493 SoundDismantleStart( part_name );
2494 }
2495
2496 //Destroy
2497 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2498 {
2499 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2500 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2501
2502 //register constructed parts for synchronization
2503 UnregisterPartForSync(construtionPart.GetId());
2504
2505 //register action that was performed on part
2506 RegisterActionForSync(construtionPart.GetId(), action_id);
2507
2508 //synchronize
2510
2511 // server part of sync, client will be synced from SetPartsFromSyncData
2512 SetPartFromSyncData(construtionPart);
2513
2514 UpdateNavmesh();
2515
2516 //update visuals
2517 UpdateVisuals();
2518
2519 //reset action sync data
2521
2522 //check base state
2523 if (construtionPart.IsBase())
2524 {
2525 //Destroy construction
2527 }
2528
2529 if (GetGame().IsServer())
2530 HandleItemFalling(construtionPart);
2531 }
2532
2533 void OnPartDestroyedClient( string part_name, int action_id )
2534 {
2535 //play sound
2536 SoundDestroyStart( part_name );
2537 }
2538
2539 protected void HandleItemFalling(ConstructionPart part)
2540 {
2541 bool process = false;
2542
2543 //TODO: add a parameter to parts' config classes?
2544 process |= part.m_PartName.Contains("_roof");
2545 process |= part.m_PartName.Contains("_platform");
2546 process |= part.m_PartName.Contains("_stair");
2547
2548 if (process)
2549 {
2550 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2551 {
2552 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2553 return;
2554 }
2555
2556 vector mins, maxs;
2557 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2558 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2559
2560 //sanitize minmaxs
2561 vector minTmp, maxTmp;
2562 minTmp[0] = Math.Min(mins[0],maxs[0]);
2563 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2564 minTmp[1] = Math.Min(mins[1],maxs[1]);
2565 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2566 minTmp[2] = Math.Min(mins[2],maxs[2]);
2567 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2568 mins = minTmp;
2569 maxs = maxTmp;
2570
2571 maxs[1] = maxs[1] + 0.35; //reach a little above..
2572
2573 ItemFall(mins,maxs);
2574 }
2575 }
2576
2577 protected void ItemFall(vector min, vector max)
2578 {
2579 array<EntityAI> foundEntities = new array<EntityAI>();
2580 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2581
2582 //filtering
2583 ItemBase item;
2584 foreach (EntityAI entity : foundEntities)
2585 {
2586 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2587 item.ThrowPhysically(null,vector.Zero);
2588 }
2589 }
2590
2591 // --- UPDATE
2592 void InitBaseState()
2593 {
2594 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2595
2596 InitVisuals();
2597 UpdateNavmesh(); //regenerate navmesh
2598 GetConstruction().InitBaseState();
2599 }
2600
2601 void InitVisuals()
2602 {
2603 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2604 //check base
2605 if ( !HasBase() )
2606 {
2607 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2608 }
2609 else
2610 {
2611 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2612 }
2613
2614 GetConstruction().UpdateVisuals();
2615 }
2616
2617 void UpdateVisuals()
2618 {
2619 array<string> attachmentSlots = new array<string>;
2620
2621 GetAttachmentSlots(this, attachmentSlots);
2622 foreach (string slotName : attachmentSlots)
2623 {
2625 }
2626
2627 //check base
2628 if (!HasBase())
2629 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2630 else
2631 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2632
2633 GetConstruction().UpdateVisuals();
2634 }
2635
2636 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2637 {
2638 string slotNameMounted = slot_name + "_Mounted";
2639 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2640
2641 if (attachment)
2642 {
2643 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2644 if (barbedWire && barbedWire.IsMounted())
2645 CreateAreaDamage(slotNameMounted);
2646 else
2647 DestroyAreaDamage(slotNameMounted);
2648
2649 if (is_locked)
2650 {
2651 SetAnimationPhase(slotNameMounted, 0);
2652 SetAnimationPhase(slot_name, 1);
2653 }
2654 else
2655 {
2656 SetAnimationPhase(slotNameMounted, 1);
2657 SetAnimationPhase(slot_name, 0);
2658 }
2659 }
2660 else
2661 {
2662 SetAnimationPhase(slotNameMounted, 1);
2663 SetAnimationPhase(slot_name, 1);
2664
2665 DestroyAreaDamage(slotNameMounted);
2666 }
2667 }
2668
2669 // avoid calling this function on frequent occasions, it's a massive performance hit
2670 void UpdatePhysics()
2671 {
2673 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2674
2675 array<string> attachmentSlots = new array<string>;
2676 GetAttachmentSlots(this, attachmentSlots);
2677
2679 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2680
2681 foreach (string slotName : attachmentSlots)
2682 {
2684 }
2685
2686 //check base
2687 if (!HasBase())
2688 {
2690 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2691
2692 AddProxyPhysics(ANIMATION_DEPLOYED);
2693 }
2694 else
2695 {
2697 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2698
2699 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2700 }
2701
2702 GetConstruction().UpdatePhysics();
2703 UpdateNavmesh();
2704 }
2705
2706 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2707 {
2708 //checks for invalid appends; hotfix
2709 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2710 return;
2711 //----------------------------------
2712 string slot_name_mounted = slot_name + "_Mounted";
2713 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2714
2715 //remove proxy physics
2716 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2717 RemoveProxyPhysics( slot_name_mounted );
2718 RemoveProxyPhysics( slot_name );
2719
2720 if ( attachment )
2721 {
2722 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2723 if ( is_locked )
2724 {
2725 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2726 AddProxyPhysics( slot_name_mounted );
2727 }
2728 else
2729 {
2730 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2731 AddProxyPhysics( slot_name );
2732 }
2733 }
2734 }
2735
2736 protected void UpdateNavmesh()
2737 {
2738 SetAffectPathgraph( true, false );
2739 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2740 }
2741
2742 override bool CanUseConstruction()
2743 {
2744 return true;
2745 }
2746
2747 override bool CanUseConstructionBuild()
2748 {
2749 return true;
2750 }
2751
2752 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2753 {
2754 if ( attachment )
2755 {
2756 InventoryLocation inventory_location = new InventoryLocation;
2757 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2758
2759 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2760 }
2761
2762 return false;
2763 }
2764
2765 protected bool IsAttachmentSlotLocked( string slot_name )
2766 {
2767 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2768 }
2769
2770 //--- ATTACHMENT SLOTS
2771 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2772 {
2773 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2774 if ( GetGame().ConfigIsExisting( config_path ) )
2775 {
2776 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2777 }
2778 }
2779
2780 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2781 {
2782 return true;
2783 }
2784
2785 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2786 {
2787 return true;
2788 }
2789
2790 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2791 {
2792 return true;
2793 }
2794
2795 // --- INIT
2796 void ConstructionInit()
2797 {
2798 if ( !m_Construction )
2799 {
2800 m_Construction = new Construction( this );
2801 }
2802
2803 GetConstruction().Init();
2804 }
2805
2807 {
2808 return m_Construction;
2809 }
2810
2811 //--- INVENTORY/ATTACHMENTS CONDITIONS
2812 //attachments
2813 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2814 {
2815 return super.CanReceiveAttachment(attachment, slotId);
2816 }
2817
2819 {
2820 int attachment_count = GetInventory().AttachmentCount();
2821 if ( attachment_count > 0 )
2822 {
2823 if ( HasBase() && attachment_count == 1 )
2824 {
2825 return false;
2826 }
2827
2828 return true;
2829 }
2830
2831 return false;
2832 }
2833
2834 override bool ShowZonesHealth()
2835 {
2836 return true;
2837 }
2838
2839 override bool IsTakeable()
2840 {
2841 return false;
2842 }
2843
2844 //this into/outo parent.Cargo
2845 override bool CanPutInCargo( EntityAI parent )
2846 {
2847 return false;
2848 }
2849
2850 override bool CanRemoveFromCargo( EntityAI parent )
2851 {
2852 return false;
2853 }
2854
2855 //hands
2856 override bool CanPutIntoHands( EntityAI parent )
2857 {
2858 return false;
2859 }
2860
2861 //--- ACTION CONDITIONS
2862 //direction
2863 override bool IsFacingPlayer( PlayerBase player, string selection )
2864 {
2865 return true;
2866 }
2867
2868 override bool IsPlayerInside( PlayerBase player, string selection )
2869 {
2870 return true;
2871 }
2872
2875 {
2876 return false;
2877 }
2878
2879 //camera direction check
2880 bool IsFacingCamera( string selection )
2881 {
2882 return true;
2883 }
2884
2885 //roof check
2886 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2887 {
2888 return false;
2889 }
2890
2891 //selection->player distance check
2892 bool HasProperDistance( string selection, PlayerBase player )
2893 {
2894 return true;
2895 }
2896
2897 //folding
2899 {
2900 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2901 {
2902 return false;
2903 }
2904
2905 return true;
2906 }
2907
2909 {
2912
2913 return item;
2914 }
2915
2916 //Damage triggers (barbed wire)
2917 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2918 {
2919 if ( GetGame() && GetGame().IsServer() )
2920 {
2921 //destroy area damage if some already exists
2922 DestroyAreaDamage( slot_name );
2923
2924 //create new area damage
2926 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2927
2928 vector min_max[2];
2929 if ( MemoryPointExists( slot_name + "_min" ) )
2930 {
2931 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2932 }
2933 if ( MemoryPointExists( slot_name + "_max" ) )
2934 {
2935 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2936 }
2937
2938 //get proper trigger extents (min<max)
2939 vector extents[2];
2940 GetConstruction().GetTriggerExtents( min_max, extents );
2941
2942 //get box center
2943 vector center;
2944 center = GetConstruction().GetBoxCenter( min_max );
2945 center = ModelToWorld( center );
2946
2947 //rotate center if needed
2948 vector orientation = GetOrientation();;
2949 CalcDamageAreaRotation( rotation_angle, center, orientation );
2950
2951 areaDamage.SetExtents( extents[0], extents[1] );
2952 areaDamage.SetAreaPosition( center );
2953 areaDamage.SetAreaOrientation( orientation );
2954 areaDamage.SetLoopInterval( 1.0 );
2955 areaDamage.SetDeferDuration( 0.2 );
2956 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2957 areaDamage.SetAmmoName( "BarbedWireHit" );
2958 areaDamage.Spawn();
2959
2960 m_DamageTriggers.Insert( slot_name, areaDamage );
2961 }
2962 }
2963
2964 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2965 {
2966 if ( angle_deg != 0 )
2967 {
2968 //orientation
2969 orientation[0] = orientation[0] - angle_deg;
2970
2971 //center
2972 vector rotate_axis;
2973 if ( MemoryPointExists( "rotate_axis" ) )
2974 {
2975 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2976 }
2977 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];
2978 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];
2979 center[0] = r_center_x;
2980 center[2] = r_center_z;
2981 }
2982 }
2983
2984 void DestroyAreaDamage( string slot_name )
2985 {
2986 if (GetGame() && GetGame().IsServer())
2987 {
2989 if (m_DamageTriggers.Find(slot_name, areaDamage))
2990 {
2991 if (areaDamage)
2992 {
2993 areaDamage.Destroy();
2994 }
2995
2996 m_DamageTriggers.Remove( slot_name );
2997 }
2998 }
2999 }
3000
3001 override bool IsIgnoredByConstruction()
3002 {
3003 return true;
3004 }
3005
3006 //================================================================
3007 // SOUNDS
3008 //================================================================
3009 protected void SoundBuildStart( string part_name )
3010 {
3011 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3012 }
3013
3014 protected void SoundDismantleStart( string part_name )
3015 {
3016 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3017 }
3018
3019 protected void SoundDestroyStart( string part_name )
3020 {
3021 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3022 }
3023
3024 protected string GetBuildSoundByMaterial( string part_name )
3025 {
3026 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3027
3028 switch ( material_type )
3029 {
3030 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3031 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3032 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3033 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3034 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3035 }
3036
3037 return "";
3038 }
3039
3040 protected string GetDismantleSoundByMaterial( string part_name )
3041 {
3042 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3043
3044 switch ( material_type )
3045 {
3046 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3047 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3048 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3049 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3050 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3051 }
3052
3053 return "";
3054 }
3055
3056 //misc
3057 void CheckForHybridAttachments( EntityAI item, string slot_name )
3058 {
3059 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3060 {
3061 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3062 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3063 {
3064 SetHealth(slot_name,"Health",item.GetHealth());
3065 }
3066 }
3067 }
3068
3069 override int GetDamageSystemVersionChange()
3070 {
3071 return 111;
3072 }
3073
3074 override void SetActions()
3075 {
3076 super.SetActions();
3077
3081 }
3082
3083 //================================================================
3084 // DEBUG
3085 //================================================================
3086 protected void DebugCustomState()
3087 {
3088 }
3089
3092 {
3093 return null;
3094 }
3095
3096 override void OnDebugSpawn()
3097 {
3098 FullyBuild();
3099 }
3100
3101 void FullyBuild()
3102 {
3104 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3105
3106 Man p;
3107
3108 #ifdef SERVER
3109 array<Man> players = new array<Man>;
3110 GetGame().GetWorld().GetPlayerList(players);
3111 if (players.Count())
3112 p = players[0];
3113 #else
3114 p = GetGame().GetPlayer();
3115 #endif
3116
3117 foreach (ConstructionPart part : parts)
3118 {
3119 bool excluded = false;
3120 string partName = part.GetPartName();
3121 if (excludes)
3122 {
3123 foreach (string exclude : excludes)
3124 {
3125 if (partName.Contains(exclude))
3126 {
3127 excluded = true;
3128 break;
3129 }
3130 }
3131 }
3132
3133 if (!excluded)
3134 {
3135 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3136 }
3137 }
3138
3139 GetConstruction().UpdateVisuals();
3140 }
3141}
3142
3143void bsbDebugPrint (string s)
3144{
3145#ifdef BSB_DEBUG
3146 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3147#else
3148 //Print("" + s); // comment/uncomment to hide/see debug logs
3149#endif
3150}
3151void bsbDebugSpam (string s)
3152{
3153#ifdef BSB_DEBUG_SPAM
3154 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3155#else
3156 //Print("" + s); // comment/uncomment to hide/see debug logs
3157#endif
3158}
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