DayZ 1.28
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◆ GetInvulnerabilityTypeString()

override string bsbDebugPrint::GetInvulnerabilityTypeString ( )
protected

См. определение в файле BaseBuildingBase.c строка 1388

1390{
1391 const string ANIMATION_DEPLOYED = "Deployed";
1392
1393 float m_ConstructionKitHealth; //stored health value for used construction kit
1394
1396
1397 bool m_HasBase;
1398 //variables for synchronization of base building parts (2x31 is the current limit)
1399 int m_SyncParts01; //synchronization for already built parts (31 parts)
1400 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1401 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1402 int m_InteractedPartId; //construction part id that an action was performed on
1403 int m_PerformedActionId; //action id that was performed on a construction part
1404
1405 //Sounds
1406 //build
1407 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1408 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1409 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1410 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1411 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1412 //dismantle
1413 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1414 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1415 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1416 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1417 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1418
1419 protected EffectSound m_Sound;
1420
1424
1425 // Constructor
1426 void BaseBuildingBase()
1427 {
1429
1430 //synchronized variables
1431 RegisterNetSyncVariableInt( "m_SyncParts01" );
1432 RegisterNetSyncVariableInt( "m_SyncParts02" );
1433 RegisterNetSyncVariableInt( "m_SyncParts03" );
1434 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1435 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1436 RegisterNetSyncVariableBool( "m_HasBase" );
1437
1438 //Construction init
1440
1441 if (ConfigIsExisting("hybridAttachments"))
1442 {
1444 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1445 }
1446 if (ConfigIsExisting("mountables"))
1447 {
1449 ConfigGetTextArray("mountables", m_Mountables);
1450 }
1451
1452 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1453 }
1454
1455 override void EEDelete(EntityAI parent)
1456 {
1457 super.EEDelete(parent);
1458
1459 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1460 {
1461 areaDamage.Destroy();
1462 }
1463
1464 }
1465
1466 override string GetInvulnerabilityTypeString()
1467 {
1468 return "disableBaseDamage";
1469 }
1470
1471 override bool CanObstruct()
1472 {
1473 return true;
1474 }
1475
1476 override int GetHideIconMask()
1477 {
1478 return EInventoryIconVisibility.HIDE_VICINITY;
1479 }
1480
1481 override void InitItemSounds()
1482 {
1483 super.InitItemSounds();
1484
1486 SoundParameters params = new SoundParameters();
1487 params.m_Loop = true;
1488
1489 if (GetFoldSoundset() != string.Empty)
1490 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1491 if (GetLoopFoldSoundset() != string.Empty)
1492 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1493 }
1494
1495 override string GetFoldSoundset()
1496 {
1497 return "putDown_FenceKit_SoundSet";
1498 }
1499
1500 override string GetLoopFoldSoundset()
1501 {
1502 return "Shelter_Site_Build_Loop_SoundSet";
1503 }
1504
1505 // --- SYNCHRONIZATION
1507 {
1508 if ( GetGame().IsServer() )
1509 {
1510 SetSynchDirty();
1511 }
1512 }
1513
1514 override void OnVariablesSynchronized()
1515 {
1516 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1517 super.OnVariablesSynchronized();
1518
1520 }
1521
1522 protected void OnSynchronizedClient()
1523 {
1524 //update parts
1526
1527 //update action on part
1529
1530 //update visuals (client)
1531 UpdateVisuals();
1532 }
1533
1534 //parts synchronization
1535 void RegisterPartForSync( int part_id )
1536 {
1537 //part_id must starts from index = 1
1538 int offset;
1539 int mask;
1540
1541 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1542 {
1543 offset = part_id - 1;
1544 mask = 1 << offset;
1545
1546 m_SyncParts01 = m_SyncParts01 | mask;
1547 }
1548 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1549 {
1550 offset = ( part_id % 32 );
1551 mask = 1 << offset;
1552
1553 m_SyncParts02 = m_SyncParts02 | mask;
1554 }
1555 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1556 {
1557 offset = ( part_id % 63 );
1558 mask = 1 << offset;
1559
1560 m_SyncParts03 = m_SyncParts03 | mask;
1561 }
1562 }
1563
1564 void UnregisterPartForSync( int part_id )
1565 {
1566 //part_id must starts from index = 1
1567 int offset;
1568 int mask;
1569
1570 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1571 {
1572 offset = part_id - 1;
1573 mask = 1 << offset;
1574
1575 m_SyncParts01 = m_SyncParts01 & ~mask;
1576 }
1577 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1578 {
1579 offset = ( part_id % 32 );
1580 mask = 1 << offset;
1581
1582 m_SyncParts02 = m_SyncParts02 & ~mask;
1583 }
1584 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1585 {
1586 offset = ( part_id % 63 );
1587 mask = 1 << offset;
1588
1589 m_SyncParts03 = m_SyncParts03 & ~mask;
1590 }
1591 }
1592
1593 bool IsPartBuildInSyncData( int part_id )
1594 {
1595 //part_id must starts from index = 1
1596 int offset;
1597 int mask;
1598
1599 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1600 {
1601 offset = part_id - 1;
1602 mask = 1 << offset;
1603
1604 if ( ( m_SyncParts01 & mask ) > 0 )
1605 {
1606 return true;
1607 }
1608 }
1609 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1610 {
1611 offset = ( part_id % 32 );
1612 mask = 1 << offset;
1613
1614 if ( ( m_SyncParts02 & mask ) > 0 )
1615 {
1616 return true;
1617 }
1618 }
1619 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1620 {
1621 offset = ( part_id % 63 );
1622 mask = 1 << offset;
1623
1624 if ( ( m_SyncParts03 & mask ) > 0 )
1625 {
1626 return true;
1627 }
1628 }
1629
1630 return false;
1631 }
1632
1633 protected void RegisterActionForSync( int part_id, int action_id )
1634 {
1635 m_InteractedPartId = part_id;
1636 m_PerformedActionId = action_id;
1637 }
1638
1639 protected void ResetActionSyncData()
1640 {
1641 //reset data
1642 m_InteractedPartId = -1;
1644 }
1645
1646 protected void SetActionFromSyncData()
1647 {
1648 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1649 {
1651 int build_action_id = m_PerformedActionId;
1652
1653 switch( build_action_id )
1654 {
1655 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1656 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1657 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1658 }
1659 }
1660 }
1661 //------
1662
1664 {
1665 string key = part.m_PartName;
1666 bool is_base = part.IsBase();
1667 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1668 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1669 if ( is_part_built_sync )
1670 {
1671 if ( !part.IsBuilt() )
1672 {
1673 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1674 GetConstruction().AddToConstructedParts( key );
1675 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1676
1677 if (is_base)
1678 {
1680 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1681 }
1682 }
1683 }
1684 else
1685 {
1686 if ( part.IsBuilt() )
1687 {
1688 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1689 GetConstruction().RemoveFromConstructedParts( key );
1690 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1691
1692 if (is_base)
1693 {
1695 AddProxyPhysics( ANIMATION_DEPLOYED );
1696 }
1697 }
1698 }
1699
1700 //check slot lock for material attachments
1701 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1702 }
1703
1704 //set construction parts based on synchronized data
1706 {
1707 Construction construction = GetConstruction();
1708 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1709
1710 for ( int i = 0; i < construction_parts.Count(); ++i )
1711 {
1712 string key = construction_parts.GetKey( i );
1713 ConstructionPart value = construction_parts.Get( key );
1714 SetPartFromSyncData(value);
1715 }
1716
1717 //regenerate navmesh
1718 UpdateNavmesh();
1719 }
1720
1721 protected ConstructionPart GetConstructionPartById( int id )
1722 {
1723 Construction construction = GetConstruction();
1724 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1725
1726 for ( int i = 0; i < construction_parts.Count(); ++i )
1727 {
1728 string key = construction_parts.GetKey( i );
1729 ConstructionPart value = construction_parts.Get( key );
1730
1731 if ( value.GetId() == id )
1732 {
1733 return value;
1734 }
1735 }
1736
1737 return NULL;
1738 }
1739 //
1740
1741 //Base
1742 bool HasBase()
1743 {
1744 return m_HasBase;
1745 }
1746
1747 void SetBaseState( bool has_base )
1748 {
1749 m_HasBase = has_base;
1750 }
1751
1752 override bool IsDeployable()
1753 {
1754 return true;
1755 }
1756
1757 bool IsOpened()
1758 {
1759 return false;
1760 }
1761
1762 //--- CONSTRUCTION KIT
1764 {
1765 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1766 if ( m_ConstructionKitHealth > 0 )
1767 {
1768 construction_kit.SetHealth( m_ConstructionKitHealth );
1769 }
1770
1771 return construction_kit;
1772 }
1773
1774 void CreateConstructionKitInHands(notnull PlayerBase player)
1775 {
1776 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1777 if ( m_ConstructionKitHealth > 0 )
1778 {
1779 construction_kit.SetHealth( m_ConstructionKitHealth );
1780 }
1781 }
1782
1783 protected vector GetKitSpawnPosition()
1784 {
1785 return GetPosition();
1786 }
1787
1788 protected string GetConstructionKitType()
1789 {
1790 return "";
1791 }
1792
1793 void DestroyConstructionKit( ItemBase construction_kit )
1794 {
1795 m_ConstructionKitHealth = construction_kit.GetHealth();
1796 GetGame().ObjectDelete( construction_kit );
1797 }
1798
1799 //--- CONSTRUCTION
1800 void DestroyConstruction()
1801 {
1802 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1803 GetGame().ObjectDelete( this );
1804 }
1805
1806 // --- EVENTS
1807 override void OnStoreSave( ParamsWriteContext ctx )
1808 {
1809 super.OnStoreSave( ctx );
1810
1811 //sync parts 01
1812 ctx.Write( m_SyncParts01 );
1813 ctx.Write( m_SyncParts02 );
1814 ctx.Write( m_SyncParts03 );
1815
1816 ctx.Write( m_HasBase );
1817 }
1818
1819 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1820 {
1821 if ( !super.OnStoreLoad( ctx, version ) )
1822 return false;
1823
1824 //--- Base building data ---
1825 //Restore synced parts data
1826 if ( !ctx.Read( m_SyncParts01 ) )
1827 {
1828 m_SyncParts01 = 0; //set default
1829 return false;
1830 }
1831 if ( !ctx.Read( m_SyncParts02 ) )
1832 {
1833 m_SyncParts02 = 0; //set default
1834 return false;
1835 }
1836 if ( !ctx.Read( m_SyncParts03 ) )
1837 {
1838 m_SyncParts03 = 0; //set default
1839 return false;
1840 }
1841
1842 //has base
1843 if ( !ctx.Read( m_HasBase ) )
1844 {
1845 m_HasBase = false;
1846 return false;
1847 }
1848 //---
1849
1850 return true;
1851 }
1852
1853 override void AfterStoreLoad()
1854 {
1855 super.AfterStoreLoad();
1856
1858 {
1860 }
1861 }
1862
1864 {
1865 //update server data
1867
1868 //set base state
1869 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
1870 SetBaseState( construction_part.IsBuilt() ) ;
1871
1872 //synchronize after load
1874 }
1875
1876 override void OnCreatePhysics()
1877 {
1878 super.OnCreatePhysics();
1881 }
1882
1883 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1884 {
1886 return;
1887
1888 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1889
1890 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
1891 return;
1892
1893 Construction construction = GetConstruction();
1894 string part_name = zone;
1895 part_name.ToLower();
1896
1897 if ( newLevel == GameConstants.STATE_RUINED )
1898 {
1899 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
1900
1901 if ( construction_part && construction.IsPartConstructed( part_name ) )
1902 {
1903 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
1904 construction.DestroyConnectedParts(part_name);
1905 }
1906
1907 //barbed wire handling (hack-ish)
1908 if ( part_name.Contains("barbed") )
1909 {
1910 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
1911 if (barbed_wire)
1912 barbed_wire.SetMountedState( false );
1913 }
1914 }
1915 }
1916
1917 override void EEOnAfterLoad()
1918 {
1920 {
1922 }
1923
1924 super.EEOnAfterLoad();
1925 }
1926
1927 override void EEInit()
1928 {
1929 super.EEInit();
1930
1931 // init visuals and physics
1932 InitBaseState();
1933
1934 //debug
1935 #ifdef DEVELOPER
1937 #endif
1938 }
1939
1940 override void EEItemAttached( EntityAI item, string slot_name )
1941 {
1942 super.EEItemAttached( item, slot_name );
1943
1944 CheckForHybridAttachments( item, slot_name );
1945 UpdateVisuals();
1946 UpdateAttachmentPhysics( slot_name, false );
1947 }
1948
1949 override void EEItemDetached( EntityAI item, string slot_name )
1950 {
1951 super.EEItemDetached( item, slot_name );
1952
1953 UpdateVisuals();
1954 UpdateAttachmentPhysics( slot_name, false );
1955 }
1956
1957 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1958 {
1959 string slot_name = InventorySlots.GetSlotName( slotId );
1960 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1961
1962 UpdateAttachmentVisuals( slot_name, locked );
1963 UpdateAttachmentPhysics( slot_name, locked );
1964 }
1965
1966 //ignore out of reach condition
1967 override bool IgnoreOutOfReachCondition()
1968 {
1969 return true;
1970 }
1971
1972 //CONSTRUCTION EVENTS
1973 //Build
1974 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1975 {
1976 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1977
1978 //check base state
1979 if (construtionPart.IsBase())
1980 {
1981 SetBaseState(true);
1982
1983 //spawn kit
1985 }
1986
1987 //register constructed parts for synchronization
1988 RegisterPartForSync(construtionPart.GetId());
1989
1990 //register action that was performed on part
1991 RegisterActionForSync(construtionPart.GetId(), action_id);
1992
1993 //synchronize
1995
1996 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1997
1998 UpdateNavmesh();
1999
2000 //update visuals
2001 UpdateVisuals();
2002
2003 //reset action sync data
2005 }
2006
2007 void OnPartBuiltClient(string part_name, int action_id)
2008 {
2009 //play sound
2010 SoundBuildStart( part_name );
2011 }
2012
2013 //Dismantle
2014 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2015 {
2016 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2017 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2018
2019 //register constructed parts for synchronization
2020 UnregisterPartForSync(construtionPart.GetId());
2021
2022 //register action that was performed on part
2023 RegisterActionForSync(construtionPart.GetId(), action_id);
2024
2025 //synchronize
2027
2028 // server part of sync, client will be synced from SetPartsFromSyncData
2029 SetPartFromSyncData(construtionPart);
2030
2031 UpdateNavmesh();
2032
2033 //update visuals
2034 UpdateVisuals();
2035
2036 //reset action sync data
2038
2039 //check base state
2040 if (construtionPart.IsBase())
2041 {
2042 //Destroy construction
2044 }
2045 }
2046
2047 void OnPartDismantledClient( string part_name, int action_id )
2048 {
2049 //play sound
2050 SoundDismantleStart( part_name );
2051 }
2052
2053 //Destroy
2054 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2055 {
2056 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2057 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2058
2059 //register constructed parts for synchronization
2060 UnregisterPartForSync(construtionPart.GetId());
2061
2062 //register action that was performed on part
2063 RegisterActionForSync(construtionPart.GetId(), action_id);
2064
2065 //synchronize
2067
2068 // server part of sync, client will be synced from SetPartsFromSyncData
2069 SetPartFromSyncData(construtionPart);
2070
2071 UpdateNavmesh();
2072
2073 //update visuals
2074 UpdateVisuals();
2075
2076 //reset action sync data
2078
2079 //check base state
2080 if (construtionPart.IsBase())
2081 {
2082 //Destroy construction
2084 }
2085 }
2086
2087 void OnPartDestroyedClient( string part_name, int action_id )
2088 {
2089 //play sound
2090 SoundDestroyStart( part_name );
2091 }
2092
2094 protected void HandleItemFalling(ConstructionPart part)
2095 {
2096 bool process = false;
2097
2098 //TODO: add a parameter to parts' config classes?
2099 process |= part.m_PartName.Contains("_roof");
2100 process |= part.m_PartName.Contains("_platform");
2101 process |= part.m_PartName.Contains("_stair");
2102
2103 if (process)
2104 {
2105 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2106 {
2107 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2108 return;
2109 }
2110
2111 vector mins, maxs;
2112 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2113 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2114
2115 //sanitize minmaxs
2116 vector minTmp, maxTmp;
2117 minTmp[0] = Math.Min(mins[0],maxs[0]);
2118 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2119 minTmp[1] = Math.Min(mins[1],maxs[1]);
2120 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2121 minTmp[2] = Math.Min(mins[2],maxs[2]);
2122 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2123 mins = minTmp;
2124 maxs = maxTmp;
2125
2126 maxs[1] = maxs[1] + 0.35; //reach a little above..
2127
2128 ItemFall(mins,maxs);
2129 }
2130 }
2131
2133 protected void ItemFall(vector min, vector max)
2134 {
2135 array<EntityAI> foundEntities = new array<EntityAI>();
2136 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2137
2138 //filtering
2139 ItemBase item;
2140 foreach (EntityAI entity : foundEntities)
2141 {
2142 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2143 item.ThrowPhysically(null,vector.Zero);
2144 }
2145 }
2146
2147 // --- UPDATE
2148 void InitBaseState()
2149 {
2150 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2151
2152 InitVisuals();
2153 UpdateNavmesh(); //regenerate navmesh
2154 GetConstruction().InitBaseState();
2155 }
2156
2157 void InitVisuals()
2158 {
2159 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2160 //check base
2161 if ( !HasBase() )
2162 {
2163 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2164 }
2165 else
2166 {
2167 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2168 }
2169
2170 GetConstruction().UpdateVisuals();
2171 }
2172
2173 void UpdateVisuals()
2174 {
2175 array<string> attachmentSlots = new array<string>;
2176
2177 GetAttachmentSlots(this, attachmentSlots);
2178 foreach (string slotName : attachmentSlots)
2179 {
2181 }
2182
2183 //check base
2184 if (!HasBase())
2185 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2186 else
2187 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2188
2189 GetConstruction().UpdateVisuals();
2190 }
2191
2192 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2193 {
2194 string slotNameMounted = slot_name + "_Mounted";
2195 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2196
2197 if (attachment)
2198 {
2199 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2200 if (barbedWire && barbedWire.IsMounted())
2201 CreateAreaDamage(slotNameMounted);
2202 else
2203 DestroyAreaDamage(slotNameMounted);
2204
2205 if (is_locked)
2206 {
2207 SetAnimationPhase(slotNameMounted, 0);
2208 SetAnimationPhase(slot_name, 1);
2209 }
2210 else
2211 {
2212 SetAnimationPhase(slotNameMounted, 1);
2213 SetAnimationPhase(slot_name, 0);
2214 }
2215 }
2216 else
2217 {
2218 SetAnimationPhase(slotNameMounted, 1);
2219 SetAnimationPhase(slot_name, 1);
2220
2221 DestroyAreaDamage(slotNameMounted);
2222 }
2223 }
2224
2225 // avoid calling this function on frequent occasions, it's a massive performance hit
2226 void UpdatePhysics()
2227 {
2229 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2230
2231 array<string> attachmentSlots = new array<string>;
2232 GetAttachmentSlots(this, attachmentSlots);
2233
2235 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2236
2237 foreach (string slotName : attachmentSlots)
2238 {
2240 }
2241
2242 //check base
2243 if (!HasBase())
2244 {
2246 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2247
2248 AddProxyPhysics(ANIMATION_DEPLOYED);
2249 }
2250 else
2251 {
2253 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2254
2255 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2256 }
2257
2258 GetConstruction().UpdatePhysics();
2259 UpdateNavmesh();
2260 }
2261
2262 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2263 {
2264 //checks for invalid appends; hotfix
2265 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2266 return;
2267 //----------------------------------
2268 string slot_name_mounted = slot_name + "_Mounted";
2269 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2270
2271 //remove proxy physics
2272 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2273 RemoveProxyPhysics( slot_name_mounted );
2274 RemoveProxyPhysics( slot_name );
2275
2276 if ( attachment )
2277 {
2278 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2279 if ( is_locked )
2280 {
2281 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2282 AddProxyPhysics( slot_name_mounted );
2283 }
2284 else
2285 {
2286 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2287 AddProxyPhysics( slot_name );
2288 }
2289 }
2290 }
2291
2292 protected void UpdateNavmesh()
2293 {
2294 SetAffectPathgraph( true, false );
2295 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2296 }
2297
2298 override bool CanUseConstruction()
2299 {
2300 return true;
2301 }
2302
2303 override bool CanUseConstructionBuild()
2304 {
2305 return true;
2306 }
2307
2308 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2309 {
2310 if ( attachment )
2311 {
2312 InventoryLocation inventory_location = new InventoryLocation;
2313 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2314
2315 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2316 }
2317
2318 return false;
2319 }
2320
2321 protected bool IsAttachmentSlotLocked( string slot_name )
2322 {
2323 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2324 }
2325
2326 //--- ATTACHMENT SLOTS
2327 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2328 {
2329 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2330 if ( GetGame().ConfigIsExisting( config_path ) )
2331 {
2332 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2333 }
2334 }
2335
2336 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2337 {
2338 return true;
2339 }
2340
2341 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2342 {
2343 return true;
2344 }
2345
2346 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2347 {
2348 return true;
2349 }
2350
2351 // --- INIT
2352 void ConstructionInit()
2353 {
2354 if ( !m_Construction )
2355 {
2356 m_Construction = new Construction( this );
2357 }
2358
2359 GetConstruction().Init();
2360 }
2361
2363 {
2364 return m_Construction;
2365 }
2366
2367 //--- INVENTORY/ATTACHMENTS CONDITIONS
2368 //attachments
2369 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2370 {
2371 return super.CanReceiveAttachment(attachment, slotId);
2372 }
2373
2375 {
2376 int attachment_count = GetInventory().AttachmentCount();
2377 if ( attachment_count > 0 )
2378 {
2379 if ( HasBase() && attachment_count == 1 )
2380 {
2381 return false;
2382 }
2383
2384 return true;
2385 }
2386
2387 return false;
2388 }
2389
2390 override bool ShowZonesHealth()
2391 {
2392 return true;
2393 }
2394
2395 override bool IsTakeable()
2396 {
2397 return false;
2398 }
2399
2400 //this into/outo parent.Cargo
2401 override bool CanPutInCargo( EntityAI parent )
2402 {
2403 return false;
2404 }
2405
2406 override bool CanRemoveFromCargo( EntityAI parent )
2407 {
2408 return false;
2409 }
2410
2411 //hands
2412 override bool CanPutIntoHands( EntityAI parent )
2413 {
2414 return false;
2415 }
2416
2417 //--- ACTION CONDITIONS
2418 //direction
2419 override bool IsFacingPlayer( PlayerBase player, string selection )
2420 {
2421 return true;
2422 }
2423
2424 override bool IsPlayerInside( PlayerBase player, string selection )
2425 {
2426 return true;
2427 }
2428
2431 {
2432 return false;
2433 }
2434
2435 //camera direction check
2436 bool IsFacingCamera( string selection )
2437 {
2438 return true;
2439 }
2440
2441 //roof check
2442 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2443 {
2444 return false;
2445 }
2446
2447 //selection->player distance check
2448 bool HasProperDistance( string selection, PlayerBase player )
2449 {
2450 return true;
2451 }
2452
2453 //folding
2455 {
2456 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2457 {
2458 return false;
2459 }
2460
2461 return true;
2462 }
2463
2465 {
2468
2469 return item;
2470 }
2471
2472 //Damage triggers (barbed wire)
2473 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2474 {
2475 if ( GetGame() && GetGame().IsServer() )
2476 {
2477 //destroy area damage if some already exists
2478 DestroyAreaDamage( slot_name );
2479
2480 //create new area damage
2482 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2483
2484 vector min_max[2];
2485 if ( MemoryPointExists( slot_name + "_min" ) )
2486 {
2487 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2488 }
2489 if ( MemoryPointExists( slot_name + "_max" ) )
2490 {
2491 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2492 }
2493
2494 //get proper trigger extents (min<max)
2495 vector extents[2];
2496 GetConstruction().GetTriggerExtents( min_max, extents );
2497
2498 //get box center
2499 vector center;
2500 center = GetConstruction().GetBoxCenter( min_max );
2501 center = ModelToWorld( center );
2502
2503 //rotate center if needed
2504 vector orientation = GetOrientation();;
2505 CalcDamageAreaRotation( rotation_angle, center, orientation );
2506
2507 areaDamage.SetExtents( extents[0], extents[1] );
2508 areaDamage.SetAreaPosition( center );
2509 areaDamage.SetAreaOrientation( orientation );
2510 areaDamage.SetLoopInterval( 1.0 );
2511 areaDamage.SetDeferDuration( 0.2 );
2512 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2513 areaDamage.SetAmmoName( "BarbedWireHit" );
2514 areaDamage.Spawn();
2515
2516 m_DamageTriggers.Insert( slot_name, areaDamage );
2517 }
2518 }
2519
2520 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2521 {
2522 if ( angle_deg != 0 )
2523 {
2524 //orientation
2525 orientation[0] = orientation[0] - angle_deg;
2526
2527 //center
2528 vector rotate_axis;
2529 if ( MemoryPointExists( "rotate_axis" ) )
2530 {
2531 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2532 }
2533 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];
2534 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];
2535 center[0] = r_center_x;
2536 center[2] = r_center_z;
2537 }
2538 }
2539
2540 void DestroyAreaDamage( string slot_name )
2541 {
2542 if (GetGame() && GetGame().IsServer())
2543 {
2545 if (m_DamageTriggers.Find(slot_name, areaDamage))
2546 {
2547 if (areaDamage)
2548 {
2549 areaDamage.Destroy();
2550 }
2551
2552 m_DamageTriggers.Remove( slot_name );
2553 }
2554 }
2555 }
2556
2557 override bool IsIgnoredByConstruction()
2558 {
2559 return true;
2560 }
2561
2562 //================================================================
2563 // SOUNDS
2564 //================================================================
2565 protected void SoundBuildStart( string part_name )
2566 {
2567 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2568 }
2569
2570 protected void SoundDismantleStart( string part_name )
2571 {
2572 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2573 }
2574
2575 protected void SoundDestroyStart( string part_name )
2576 {
2577 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2578 }
2579
2580 protected string GetBuildSoundByMaterial( string part_name )
2581 {
2582 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2583
2584 switch ( material_type )
2585 {
2586 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2587 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2588 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2589 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2590 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2591 }
2592
2593 return "";
2594 }
2595
2596 protected string GetDismantleSoundByMaterial( string part_name )
2597 {
2598 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2599
2600 switch ( material_type )
2601 {
2602 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2603 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2604 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2605 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2606 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2607 }
2608
2609 return "";
2610 }
2611
2612 //misc
2613 void CheckForHybridAttachments( EntityAI item, string slot_name )
2614 {
2615 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2616 {
2617 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2618 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2619 {
2620 SetHealth(slot_name,"Health",item.GetHealth());
2621 }
2622 }
2623 }
2624
2625 override int GetDamageSystemVersionChange()
2626 {
2627 return 111;
2628 }
2629
2630 override void SetActions()
2631 {
2632 super.SetActions();
2633
2637 }
2638
2639 //================================================================
2640 // DEBUG
2641 //================================================================
2642 protected void DebugCustomState()
2643 {
2644 }
2645
2648 {
2649 return null;
2650 }
2651
2652 override void OnDebugSpawn()
2653 {
2654 FullyBuild();
2655 }
2656
2657 void FullyBuild()
2658 {
2660 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2661
2662 Man p;
2663
2664 #ifdef SERVER
2665 array<Man> players = new array<Man>;
2666 GetGame().GetWorld().GetPlayerList(players);
2667 if (players.Count())
2668 p = players[0];
2669 #else
2670 p = GetGame().GetPlayer();
2671 #endif
2672
2673 foreach (ConstructionPart part : parts)
2674 {
2675 bool excluded = false;
2676 string partName = part.GetPartName();
2677 if (excludes)
2678 {
2679 foreach (string exclude : excludes)
2680 {
2681 if (partName.Contains(exclude))
2682 {
2683 excluded = true;
2684 break;
2685 }
2686 }
2687 }
2688
2689 if (!excluded)
2690 {
2691 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2692 }
2693 }
2694
2695 GetConstruction().UpdateVisuals();
2696 }
2697}
2698
2699void bsbDebugPrint (string s)
2700{
2701#ifdef BSB_DEBUG
2702 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2703#else
2704 //Print("" + s); // comment/uncomment to hide/see debug logs
2705#endif
2706}
2707void bsbDebugSpam (string s)
2708{
2709#ifdef BSB_DEBUG_SPAM
2710 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2711#else
2712 //Print("" + s); // comment/uncomment to hide/see debug logs
2713#endif
2714}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
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:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
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:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
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 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
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:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/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)
bool m_Loop
Определения ItemSoundHandler.c:5
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 3_Game/constants.c:848
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 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8

Используется в FireplaceBase::BarrelHoles_ColorBase(), ItemBase::BaseBuildingBase(), BuildPartServer(), DeployableContainer_Base() и ItemBase::TentBase().