DayZ 1.27
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◆ GetInvulnerabilityTypeString()

override string bsbDebugPrint::GetInvulnerabilityTypeString ( )
protected

См. определение в файле BaseBuildingBase.c строка 1368

1370{
1371 const string ANIMATION_DEPLOYED = "Deployed";
1372
1373 float m_ConstructionKitHealth; //stored health value for used construction kit
1374
1376
1377 bool m_HasBase;
1378 //variables for synchronization of base building parts (2x31 is the current limit)
1379 int m_SyncParts01; //synchronization for already built parts (31 parts)
1380 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1381 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1382 int m_InteractedPartId; //construction part id that an action was performed on
1383 int m_PerformedActionId; //action id that was performed on a construction part
1384
1385 //Sounds
1386 //build
1387 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1388 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1389 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1390 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1391 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1392 //dismantle
1393 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1394 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1395 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1396 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1397 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1398
1399 protected EffectSound m_Sound;
1400
1404
1405 // Constructor
1406 void BaseBuildingBase()
1407 {
1409
1410 //synchronized variables
1411 RegisterNetSyncVariableInt( "m_SyncParts01" );
1412 RegisterNetSyncVariableInt( "m_SyncParts02" );
1413 RegisterNetSyncVariableInt( "m_SyncParts03" );
1414 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1415 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1416 RegisterNetSyncVariableBool( "m_HasBase" );
1417
1418 //Construction init
1420
1421 if (ConfigIsExisting("hybridAttachments"))
1422 {
1424 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1425 }
1426 if (ConfigIsExisting("mountables"))
1427 {
1429 ConfigGetTextArray("mountables", m_Mountables);
1430 }
1431
1432 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1433 }
1434
1435 override void EEDelete(EntityAI parent)
1436 {
1437 super.EEDelete(parent);
1438
1439 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1440 {
1441 areaDamage.Destroy();
1442 }
1443
1444 }
1445
1446 override string GetInvulnerabilityTypeString()
1447 {
1448 return "disableBaseDamage";
1449 }
1450
1451 override bool CanObstruct()
1452 {
1453 return true;
1454 }
1455
1456 override int GetHideIconMask()
1457 {
1458 return EInventoryIconVisibility.HIDE_VICINITY;
1459 }
1460
1461 // --- SYNCHRONIZATION
1463 {
1464 if ( GetGame().IsServer() )
1465 {
1466 SetSynchDirty();
1467 }
1468 }
1469
1470 override void OnVariablesSynchronized()
1471 {
1472 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1473 super.OnVariablesSynchronized();
1474
1476 }
1477
1478 protected void OnSynchronizedClient()
1479 {
1480 //update parts
1482
1483 //update action on part
1485
1486 //update visuals (client)
1487 UpdateVisuals();
1488 }
1489
1490 //parts synchronization
1491 void RegisterPartForSync( int part_id )
1492 {
1493 //part_id must starts from index = 1
1494 int offset;
1495 int mask;
1496
1497 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1498 {
1499 offset = part_id - 1;
1500 mask = 1 << offset;
1501
1502 m_SyncParts01 = m_SyncParts01 | mask;
1503 }
1504 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1505 {
1506 offset = ( part_id % 32 );
1507 mask = 1 << offset;
1508
1509 m_SyncParts02 = m_SyncParts02 | mask;
1510 }
1511 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1512 {
1513 offset = ( part_id % 63 );
1514 mask = 1 << offset;
1515
1516 m_SyncParts03 = m_SyncParts03 | mask;
1517 }
1518 }
1519
1520 void UnregisterPartForSync( int part_id )
1521 {
1522 //part_id must starts from index = 1
1523 int offset;
1524 int mask;
1525
1526 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1527 {
1528 offset = part_id - 1;
1529 mask = 1 << offset;
1530
1531 m_SyncParts01 = m_SyncParts01 & ~mask;
1532 }
1533 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1534 {
1535 offset = ( part_id % 32 );
1536 mask = 1 << offset;
1537
1538 m_SyncParts02 = m_SyncParts02 & ~mask;
1539 }
1540 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1541 {
1542 offset = ( part_id % 63 );
1543 mask = 1 << offset;
1544
1545 m_SyncParts03 = m_SyncParts03 & ~mask;
1546 }
1547 }
1548
1549 bool IsPartBuildInSyncData( int part_id )
1550 {
1551 //part_id must starts from index = 1
1552 int offset;
1553 int mask;
1554
1555 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1556 {
1557 offset = part_id - 1;
1558 mask = 1 << offset;
1559
1560 if ( ( m_SyncParts01 & mask ) > 0 )
1561 {
1562 return true;
1563 }
1564 }
1565 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1566 {
1567 offset = ( part_id % 32 );
1568 mask = 1 << offset;
1569
1570 if ( ( m_SyncParts02 & mask ) > 0 )
1571 {
1572 return true;
1573 }
1574 }
1575 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1576 {
1577 offset = ( part_id % 63 );
1578 mask = 1 << offset;
1579
1580 if ( ( m_SyncParts03 & mask ) > 0 )
1581 {
1582 return true;
1583 }
1584 }
1585
1586 return false;
1587 }
1588
1589 protected void RegisterActionForSync( int part_id, int action_id )
1590 {
1591 m_InteractedPartId = part_id;
1592 m_PerformedActionId = action_id;
1593 }
1594
1595 protected void ResetActionSyncData()
1596 {
1597 //reset data
1598 m_InteractedPartId = -1;
1600 }
1601
1602 protected void SetActionFromSyncData()
1603 {
1604 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1605 {
1607 int build_action_id = m_PerformedActionId;
1608
1609 switch( build_action_id )
1610 {
1611 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1612 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1613 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1614 }
1615 }
1616 }
1617 //------
1618
1620 {
1621 string key = part.m_PartName;
1622 bool is_base = part.IsBase();
1623 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1624 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1625 if ( is_part_built_sync )
1626 {
1627 if ( !part.IsBuilt() )
1628 {
1629 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1630 GetConstruction().AddToConstructedParts( key );
1631 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1632
1633 if (is_base)
1634 {
1636 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1637 }
1638 }
1639 }
1640 else
1641 {
1642 if ( part.IsBuilt() )
1643 {
1644 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1645 GetConstruction().RemoveFromConstructedParts( key );
1646 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1647
1648 if (is_base)
1649 {
1651 AddProxyPhysics( ANIMATION_DEPLOYED );
1652 }
1653 }
1654 }
1655
1656 //check slot lock for material attachments
1657 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1658 }
1659
1660 //set construction parts based on synchronized data
1662 {
1663 Construction construction = GetConstruction();
1664 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1665
1666 for ( int i = 0; i < construction_parts.Count(); ++i )
1667 {
1668 string key = construction_parts.GetKey( i );
1669 ConstructionPart value = construction_parts.Get( key );
1670 SetPartFromSyncData(value);
1671 }
1672
1673 //regenerate navmesh
1674 UpdateNavmesh();
1675 }
1676
1677 protected ConstructionPart GetConstructionPartById( int id )
1678 {
1679 Construction construction = GetConstruction();
1680 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1681
1682 for ( int i = 0; i < construction_parts.Count(); ++i )
1683 {
1684 string key = construction_parts.GetKey( i );
1685 ConstructionPart value = construction_parts.Get( key );
1686
1687 if ( value.GetId() == id )
1688 {
1689 return value;
1690 }
1691 }
1692
1693 return NULL;
1694 }
1695 //
1696
1697 //Base
1698 bool HasBase()
1699 {
1700 return m_HasBase;
1701 }
1702
1703 void SetBaseState( bool has_base )
1704 {
1705 m_HasBase = has_base;
1706 }
1707
1708 override bool IsDeployable()
1709 {
1710 return true;
1711 }
1712
1713 bool IsOpened()
1714 {
1715 return false;
1716 }
1717
1718 //--- CONSTRUCTION KIT
1720 {
1721 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1722 if ( m_ConstructionKitHealth > 0 )
1723 {
1724 construction_kit.SetHealth( m_ConstructionKitHealth );
1725 }
1726
1727 return construction_kit;
1728 }
1729
1730 void CreateConstructionKitInHands(notnull PlayerBase player)
1731 {
1732 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1733 if ( m_ConstructionKitHealth > 0 )
1734 {
1735 construction_kit.SetHealth( m_ConstructionKitHealth );
1736 }
1737 }
1738
1739 protected vector GetKitSpawnPosition()
1740 {
1741 return GetPosition();
1742 }
1743
1744 protected string GetConstructionKitType()
1745 {
1746 return "";
1747 }
1748
1749 void DestroyConstructionKit( ItemBase construction_kit )
1750 {
1751 m_ConstructionKitHealth = construction_kit.GetHealth();
1752 GetGame().ObjectDelete( construction_kit );
1753 }
1754
1755 //--- CONSTRUCTION
1756 void DestroyConstruction()
1757 {
1758 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1759 GetGame().ObjectDelete( this );
1760 }
1761
1762 // --- EVENTS
1763 override void OnStoreSave( ParamsWriteContext ctx )
1764 {
1765 super.OnStoreSave( ctx );
1766
1767 //sync parts 01
1768 ctx.Write( m_SyncParts01 );
1769 ctx.Write( m_SyncParts02 );
1770 ctx.Write( m_SyncParts03 );
1771
1772 ctx.Write( m_HasBase );
1773 }
1774
1775 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1776 {
1777 if ( !super.OnStoreLoad( ctx, version ) )
1778 return false;
1779
1780 //--- Base building data ---
1781 //Restore synced parts data
1782 if ( !ctx.Read( m_SyncParts01 ) )
1783 {
1784 m_SyncParts01 = 0; //set default
1785 return false;
1786 }
1787 if ( !ctx.Read( m_SyncParts02 ) )
1788 {
1789 m_SyncParts02 = 0; //set default
1790 return false;
1791 }
1792 if ( !ctx.Read( m_SyncParts03 ) )
1793 {
1794 m_SyncParts03 = 0; //set default
1795 return false;
1796 }
1797
1798 //has base
1799 if ( !ctx.Read( m_HasBase ) )
1800 {
1801 m_HasBase = false;
1802 return false;
1803 }
1804 //---
1805
1806 return true;
1807 }
1808
1809 override void AfterStoreLoad()
1810 {
1811 super.AfterStoreLoad();
1812
1814 {
1816 }
1817 }
1818
1820 {
1821 //update server data
1823
1824 //set base state
1825 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
1826 SetBaseState( construction_part.IsBuilt() ) ;
1827
1828 //synchronize after load
1830 }
1831
1832 override void OnCreatePhysics()
1833 {
1834 super.OnCreatePhysics();
1837 }
1838
1839 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1840 {
1842 return;
1843
1844 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1845
1846 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
1847 return;
1848
1849 Construction construction = GetConstruction();
1850 string part_name = zone;
1851 part_name.ToLower();
1852
1853 if ( newLevel == GameConstants.STATE_RUINED )
1854 {
1855 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
1856
1857 if ( construction_part && construction.IsPartConstructed( part_name ) )
1858 {
1859 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
1860 construction.DestroyConnectedParts(part_name);
1861 }
1862
1863 //barbed wire handling (hack-ish)
1864 if ( part_name.Contains("barbed") )
1865 {
1866 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
1867 if (barbed_wire)
1868 barbed_wire.SetMountedState( false );
1869 }
1870 }
1871 }
1872
1873 override void EEOnAfterLoad()
1874 {
1876 {
1878 }
1879
1880 super.EEOnAfterLoad();
1881 }
1882
1883 override void EEInit()
1884 {
1885 super.EEInit();
1886
1887 // init visuals and physics
1888 InitBaseState();
1889
1890 //debug
1891 #ifdef DEVELOPER
1893 #endif
1894 }
1895
1896 override void EEItemAttached( EntityAI item, string slot_name )
1897 {
1898 super.EEItemAttached( item, slot_name );
1899
1900 CheckForHybridAttachments( item, slot_name );
1901 UpdateVisuals();
1902 UpdateAttachmentPhysics( slot_name, false );
1903 }
1904
1905 override void EEItemDetached( EntityAI item, string slot_name )
1906 {
1907 super.EEItemDetached( item, slot_name );
1908
1909 UpdateVisuals();
1910 UpdateAttachmentPhysics( slot_name, false );
1911 }
1912
1913 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1914 {
1915 string slot_name = InventorySlots.GetSlotName( slotId );
1916 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1917
1918 UpdateAttachmentVisuals( slot_name, locked );
1919 UpdateAttachmentPhysics( slot_name, locked );
1920 }
1921
1922 //ignore out of reach condition
1923 override bool IgnoreOutOfReachCondition()
1924 {
1925 return true;
1926 }
1927
1928 //CONSTRUCTION EVENTS
1929 //Build
1930 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1931 {
1932 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1933
1934 //check base state
1935 if (construtionPart.IsBase())
1936 {
1937 SetBaseState(true);
1938
1939 //spawn kit
1941 }
1942
1943 //register constructed parts for synchronization
1944 RegisterPartForSync(construtionPart.GetId());
1945
1946 //register action that was performed on part
1947 RegisterActionForSync(construtionPart.GetId(), action_id);
1948
1949 //synchronize
1951
1952 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1953
1954 UpdateNavmesh();
1955
1956 //update visuals
1957 UpdateVisuals();
1958
1959 //reset action sync data
1961 }
1962
1963 void OnPartBuiltClient(string part_name, int action_id)
1964 {
1965 //play sound
1966 SoundBuildStart( part_name );
1967 }
1968
1969 //Dismantle
1970 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1971 {
1972 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1973 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1974
1975 //register constructed parts for synchronization
1976 UnregisterPartForSync(construtionPart.GetId());
1977
1978 //register action that was performed on part
1979 RegisterActionForSync(construtionPart.GetId(), action_id);
1980
1981 //synchronize
1983
1984 // server part of sync, client will be synced from SetPartsFromSyncData
1985 SetPartFromSyncData(construtionPart);
1986
1987 UpdateNavmesh();
1988
1989 //update visuals
1990 UpdateVisuals();
1991
1992 //reset action sync data
1994
1995 //check base state
1996 if (construtionPart.IsBase())
1997 {
1998 //Destroy construction
2000 }
2001
2002 if (GetGame().IsServer())
2003 HandleItemFalling(construtionPart);
2004 }
2005
2006 void OnPartDismantledClient( string part_name, int action_id )
2007 {
2008 //play sound
2009 SoundDismantleStart( part_name );
2010 }
2011
2012 //Destroy
2013 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2014 {
2015 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2016 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2017
2018 //register constructed parts for synchronization
2019 UnregisterPartForSync(construtionPart.GetId());
2020
2021 //register action that was performed on part
2022 RegisterActionForSync(construtionPart.GetId(), action_id);
2023
2024 //synchronize
2026
2027 // server part of sync, client will be synced from SetPartsFromSyncData
2028 SetPartFromSyncData(construtionPart);
2029
2030 UpdateNavmesh();
2031
2032 //update visuals
2033 UpdateVisuals();
2034
2035 //reset action sync data
2037
2038 //check base state
2039 if (construtionPart.IsBase())
2040 {
2041 //Destroy construction
2043 }
2044
2045 if (GetGame().IsServer())
2046 HandleItemFalling(construtionPart);
2047 }
2048
2049 void OnPartDestroyedClient( string part_name, int action_id )
2050 {
2051 //play sound
2052 SoundDestroyStart( part_name );
2053 }
2054
2055 protected void HandleItemFalling(ConstructionPart part)
2056 {
2057 bool process = false;
2058
2059 //TODO: add a parameter to parts' config classes?
2060 process |= part.m_PartName.Contains("_roof");
2061 process |= part.m_PartName.Contains("_platform");
2062 process |= part.m_PartName.Contains("_stair");
2063
2064 if (process)
2065 {
2066 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2067 {
2068 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2069 return;
2070 }
2071
2072 vector mins, maxs;
2073 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2074 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2075
2076 //sanitize minmaxs
2077 vector minTmp, maxTmp;
2078 minTmp[0] = Math.Min(mins[0],maxs[0]);
2079 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2080 minTmp[1] = Math.Min(mins[1],maxs[1]);
2081 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2082 minTmp[2] = Math.Min(mins[2],maxs[2]);
2083 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2084 mins = minTmp;
2085 maxs = maxTmp;
2086
2087 maxs[1] = maxs[1] + 0.35; //reach a little above..
2088
2089 ItemFall(mins,maxs);
2090 }
2091 }
2092
2093 protected void ItemFall(vector min, vector max)
2094 {
2095 array<EntityAI> foundEntities = new array<EntityAI>();
2096 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2097
2098 //filtering
2099 ItemBase item;
2100 foreach (EntityAI entity : foundEntities)
2101 {
2102 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2103 item.ThrowPhysically(null,vector.Zero);
2104 }
2105 }
2106
2107 // --- UPDATE
2108 void InitBaseState()
2109 {
2110 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2111
2112 InitVisuals();
2113 UpdateNavmesh(); //regenerate navmesh
2114 GetConstruction().InitBaseState();
2115 }
2116
2117 void InitVisuals()
2118 {
2119 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2120 //check base
2121 if ( !HasBase() )
2122 {
2123 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2124 }
2125 else
2126 {
2127 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2128 }
2129
2130 GetConstruction().UpdateVisuals();
2131 }
2132
2133 void UpdateVisuals()
2134 {
2135 array<string> attachmentSlots = new array<string>;
2136
2137 GetAttachmentSlots(this, attachmentSlots);
2138 foreach (string slotName : attachmentSlots)
2139 {
2141 }
2142
2143 //check base
2144 if (!HasBase())
2145 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2146 else
2147 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2148
2149 GetConstruction().UpdateVisuals();
2150 }
2151
2152 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2153 {
2154 string slotNameMounted = slot_name + "_Mounted";
2155 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2156
2157 if (attachment)
2158 {
2159 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2160 if (barbedWire && barbedWire.IsMounted())
2161 CreateAreaDamage(slotNameMounted);
2162 else
2163 DestroyAreaDamage(slotNameMounted);
2164
2165 if (is_locked)
2166 {
2167 SetAnimationPhase(slotNameMounted, 0);
2168 SetAnimationPhase(slot_name, 1);
2169 }
2170 else
2171 {
2172 SetAnimationPhase(slotNameMounted, 1);
2173 SetAnimationPhase(slot_name, 0);
2174 }
2175 }
2176 else
2177 {
2178 SetAnimationPhase(slotNameMounted, 1);
2179 SetAnimationPhase(slot_name, 1);
2180
2181 DestroyAreaDamage(slotNameMounted);
2182 }
2183 }
2184
2185 // avoid calling this function on frequent occasions, it's a massive performance hit
2186 void UpdatePhysics()
2187 {
2189 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2190
2191 array<string> attachmentSlots = new array<string>;
2192 GetAttachmentSlots(this, attachmentSlots);
2193
2195 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2196
2197 foreach (string slotName : attachmentSlots)
2198 {
2200 }
2201
2202 //check base
2203 if (!HasBase())
2204 {
2206 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2207
2208 AddProxyPhysics(ANIMATION_DEPLOYED);
2209 }
2210 else
2211 {
2213 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2214
2215 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2216 }
2217
2218 GetConstruction().UpdatePhysics();
2219 UpdateNavmesh();
2220 }
2221
2222 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2223 {
2224 //checks for invalid appends; hotfix
2225 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2226 return;
2227 //----------------------------------
2228 string slot_name_mounted = slot_name + "_Mounted";
2229 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2230
2231 //remove proxy physics
2232 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2233 RemoveProxyPhysics( slot_name_mounted );
2234 RemoveProxyPhysics( slot_name );
2235
2236 if ( attachment )
2237 {
2238 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2239 if ( is_locked )
2240 {
2241 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2242 AddProxyPhysics( slot_name_mounted );
2243 }
2244 else
2245 {
2246 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2247 AddProxyPhysics( slot_name );
2248 }
2249 }
2250 }
2251
2252 protected void UpdateNavmesh()
2253 {
2254 SetAffectPathgraph( true, false );
2255 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2256 }
2257
2258 override bool CanUseConstruction()
2259 {
2260 return true;
2261 }
2262
2263 override bool CanUseConstructionBuild()
2264 {
2265 return true;
2266 }
2267
2268 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2269 {
2270 if ( attachment )
2271 {
2272 InventoryLocation inventory_location = new InventoryLocation;
2273 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2274
2275 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2276 }
2277
2278 return false;
2279 }
2280
2281 protected bool IsAttachmentSlotLocked( string slot_name )
2282 {
2283 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2284 }
2285
2286 //--- ATTACHMENT SLOTS
2287 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2288 {
2289 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2290 if ( GetGame().ConfigIsExisting( config_path ) )
2291 {
2292 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2293 }
2294 }
2295
2296 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2297 {
2298 return true;
2299 }
2300
2301 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2302 {
2303 return true;
2304 }
2305
2306 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2307 {
2308 return true;
2309 }
2310
2311 // --- INIT
2312 void ConstructionInit()
2313 {
2314 if ( !m_Construction )
2315 {
2316 m_Construction = new Construction( this );
2317 }
2318
2319 GetConstruction().Init();
2320 }
2321
2323 {
2324 return m_Construction;
2325 }
2326
2327 //--- INVENTORY/ATTACHMENTS CONDITIONS
2328 //attachments
2329 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2330 {
2331 return super.CanReceiveAttachment(attachment, slotId);
2332 }
2333
2335 {
2336 int attachment_count = GetInventory().AttachmentCount();
2337 if ( attachment_count > 0 )
2338 {
2339 if ( HasBase() && attachment_count == 1 )
2340 {
2341 return false;
2342 }
2343
2344 return true;
2345 }
2346
2347 return false;
2348 }
2349
2350 override bool ShowZonesHealth()
2351 {
2352 return true;
2353 }
2354
2355 override bool IsTakeable()
2356 {
2357 return false;
2358 }
2359
2360 //this into/outo parent.Cargo
2361 override bool CanPutInCargo( EntityAI parent )
2362 {
2363 return false;
2364 }
2365
2366 override bool CanRemoveFromCargo( EntityAI parent )
2367 {
2368 return false;
2369 }
2370
2371 //hands
2372 override bool CanPutIntoHands( EntityAI parent )
2373 {
2374 return false;
2375 }
2376
2377 //--- ACTION CONDITIONS
2378 //direction
2379 override bool IsFacingPlayer( PlayerBase player, string selection )
2380 {
2381 return true;
2382 }
2383
2384 override bool IsPlayerInside( PlayerBase player, string selection )
2385 {
2386 return true;
2387 }
2388
2391 {
2392 return false;
2393 }
2394
2395 //camera direction check
2396 bool IsFacingCamera( string selection )
2397 {
2398 return true;
2399 }
2400
2401 //roof check
2402 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2403 {
2404 return false;
2405 }
2406
2407 //selection->player distance check
2408 bool HasProperDistance( string selection, PlayerBase player )
2409 {
2410 return true;
2411 }
2412
2413 //folding
2415 {
2416 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2417 {
2418 return false;
2419 }
2420
2421 return true;
2422 }
2423
2425 {
2428
2429 return item;
2430 }
2431
2432 //Damage triggers (barbed wire)
2433 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2434 {
2435 if ( GetGame() && GetGame().IsServer() )
2436 {
2437 //destroy area damage if some already exists
2438 DestroyAreaDamage( slot_name );
2439
2440 //create new area damage
2442 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2443
2444 vector min_max[2];
2445 if ( MemoryPointExists( slot_name + "_min" ) )
2446 {
2447 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2448 }
2449 if ( MemoryPointExists( slot_name + "_max" ) )
2450 {
2451 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2452 }
2453
2454 //get proper trigger extents (min<max)
2455 vector extents[2];
2456 GetConstruction().GetTriggerExtents( min_max, extents );
2457
2458 //get box center
2459 vector center;
2460 center = GetConstruction().GetBoxCenter( min_max );
2461 center = ModelToWorld( center );
2462
2463 //rotate center if needed
2464 vector orientation = GetOrientation();;
2465 CalcDamageAreaRotation( rotation_angle, center, orientation );
2466
2467 areaDamage.SetExtents( extents[0], extents[1] );
2468 areaDamage.SetAreaPosition( center );
2469 areaDamage.SetAreaOrientation( orientation );
2470 areaDamage.SetLoopInterval( 1.0 );
2471 areaDamage.SetDeferDuration( 0.2 );
2472 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2473 areaDamage.SetAmmoName( "BarbedWireHit" );
2474 areaDamage.Spawn();
2475
2476 m_DamageTriggers.Insert( slot_name, areaDamage );
2477 }
2478 }
2479
2480 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2481 {
2482 if ( angle_deg != 0 )
2483 {
2484 //orientation
2485 orientation[0] = orientation[0] - angle_deg;
2486
2487 //center
2488 vector rotate_axis;
2489 if ( MemoryPointExists( "rotate_axis" ) )
2490 {
2491 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2492 }
2493 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];
2494 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];
2495 center[0] = r_center_x;
2496 center[2] = r_center_z;
2497 }
2498 }
2499
2500 void DestroyAreaDamage( string slot_name )
2501 {
2502 if (GetGame() && GetGame().IsServer())
2503 {
2505 if (m_DamageTriggers.Find(slot_name, areaDamage))
2506 {
2507 if (areaDamage)
2508 {
2509 areaDamage.Destroy();
2510 }
2511
2512 m_DamageTriggers.Remove( slot_name );
2513 }
2514 }
2515 }
2516
2517 override bool IsIgnoredByConstruction()
2518 {
2519 return true;
2520 }
2521
2522 //================================================================
2523 // SOUNDS
2524 //================================================================
2525 protected void SoundBuildStart( string part_name )
2526 {
2527 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2528 }
2529
2530 protected void SoundDismantleStart( string part_name )
2531 {
2532 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2533 }
2534
2535 protected void SoundDestroyStart( string part_name )
2536 {
2537 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2538 }
2539
2540 protected string GetBuildSoundByMaterial( string part_name )
2541 {
2542 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2543
2544 switch ( material_type )
2545 {
2546 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2547 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2548 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2549 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2550 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2551 }
2552
2553 return "";
2554 }
2555
2556 protected string GetDismantleSoundByMaterial( string part_name )
2557 {
2558 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2559
2560 switch ( material_type )
2561 {
2562 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2563 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2564 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2565 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2566 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2567 }
2568
2569 return "";
2570 }
2571
2572 //misc
2573 void CheckForHybridAttachments( EntityAI item, string slot_name )
2574 {
2575 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2576 {
2577 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2578 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2579 {
2580 SetHealth(slot_name,"Health",item.GetHealth());
2581 }
2582 }
2583 }
2584
2585 override int GetDamageSystemVersionChange()
2586 {
2587 return 111;
2588 }
2589
2590 override void SetActions()
2591 {
2592 super.SetActions();
2593
2597 }
2598
2599 //================================================================
2600 // DEBUG
2601 //================================================================
2602 protected void DebugCustomState()
2603 {
2604 }
2605
2608 {
2609 return null;
2610 }
2611
2612 override void OnDebugSpawn()
2613 {
2614 FullyBuild();
2615 }
2616
2617 void FullyBuild()
2618 {
2620 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2621
2622 Man p;
2623
2624 #ifdef SERVER
2625 array<Man> players = new array<Man>;
2626 GetGame().GetWorld().GetPlayerList(players);
2627 if (players.Count())
2628 p = players[0];
2629 #else
2630 p = GetGame().GetPlayer();
2631 #endif
2632
2633 foreach (ConstructionPart part : parts)
2634 {
2635 bool excluded = false;
2636 string partName = part.GetPartName();
2637 if (excludes)
2638 {
2639 foreach (string exclude : excludes)
2640 {
2641 if (partName.Contains(exclude))
2642 {
2643 excluded = true;
2644 break;
2645 }
2646 }
2647 }
2648
2649 if (!excluded)
2650 {
2651 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2652 }
2653 }
2654
2655 GetConstruction().UpdateVisuals();
2656 }
2657}
2658
2659void bsbDebugPrint (string s)
2660{
2661#ifdef BSB_DEBUG
2662 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2663#else
2664 //Print("" + s); // comment/uncomment to hide/see debug logs
2665#endif
2666}
2667void bsbDebugSpam (string s)
2668{
2669#ifdef BSB_DEBUG_SPAM
2670 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2671#else
2672 //Print("" + s); // comment/uncomment to hide/see debug logs
2673#endif
2674}
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 FireplaceBase::BarrelHoles_ColorBase(), ItemBase::BaseBuildingBase(), BuildPartServer(), DeployableContainer_Base() и ItemBase::TentBase().