DayZ 1.28
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◆ OnPartDismantledServer()

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

См. определение в файле BaseBuildingBase.c строка 1936

1938{
1939 const string ANIMATION_DEPLOYED = "Deployed";
1940
1941 float m_ConstructionKitHealth; //stored health value for used construction kit
1942
1944
1945 bool m_HasBase;
1946 //variables for synchronization of base building parts (2x31 is the current limit)
1947 int m_SyncParts01; //synchronization for already built parts (31 parts)
1948 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1949 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1950 int m_InteractedPartId; //construction part id that an action was performed on
1951 int m_PerformedActionId; //action id that was performed on a construction part
1952
1953 //Sounds
1954 //build
1955 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1956 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1957 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1958 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1959 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1960 //dismantle
1961 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1962 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1963 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1964 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1965 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1966
1967 protected EffectSound m_Sound;
1968
1972
1973 // Constructor
1974 void BaseBuildingBase()
1975 {
1977
1978 //synchronized variables
1979 RegisterNetSyncVariableInt( "m_SyncParts01" );
1980 RegisterNetSyncVariableInt( "m_SyncParts02" );
1981 RegisterNetSyncVariableInt( "m_SyncParts03" );
1982 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1983 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1984 RegisterNetSyncVariableBool( "m_HasBase" );
1985
1986 //Construction init
1988
1989 if (ConfigIsExisting("hybridAttachments"))
1990 {
1992 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1993 }
1994 if (ConfigIsExisting("mountables"))
1995 {
1997 ConfigGetTextArray("mountables", m_Mountables);
1998 }
1999
2000 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2001 }
2002
2003 override void EEDelete(EntityAI parent)
2004 {
2005 super.EEDelete(parent);
2006
2007 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2008 {
2009 areaDamage.Destroy();
2010 }
2011
2012 }
2013
2014 override string GetInvulnerabilityTypeString()
2015 {
2016 return "disableBaseDamage";
2017 }
2018
2019 override bool CanObstruct()
2020 {
2021 return true;
2022 }
2023
2024 override int GetHideIconMask()
2025 {
2026 return EInventoryIconVisibility.HIDE_VICINITY;
2027 }
2028
2029 override void InitItemSounds()
2030 {
2031 super.InitItemSounds();
2032
2034 SoundParameters params = new SoundParameters();
2035 params.m_Loop = true;
2036
2037 if (GetFoldSoundset() != string.Empty)
2038 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2039 if (GetLoopFoldSoundset() != string.Empty)
2040 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2041 }
2042
2043 override string GetFoldSoundset()
2044 {
2045 return "putDown_FenceKit_SoundSet";
2046 }
2047
2048 override string GetLoopFoldSoundset()
2049 {
2050 return "Shelter_Site_Build_Loop_SoundSet";
2051 }
2052
2053 // --- SYNCHRONIZATION
2055 {
2056 if ( GetGame().IsServer() )
2057 {
2058 SetSynchDirty();
2059 }
2060 }
2061
2062 override void OnVariablesSynchronized()
2063 {
2064 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2065 super.OnVariablesSynchronized();
2066
2068 }
2069
2070 protected void OnSynchronizedClient()
2071 {
2072 //update parts
2074
2075 //update action on part
2077
2078 //update visuals (client)
2079 UpdateVisuals();
2080 }
2081
2082 //parts synchronization
2083 void RegisterPartForSync( int part_id )
2084 {
2085 //part_id must starts from index = 1
2086 int offset;
2087 int mask;
2088
2089 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2090 {
2091 offset = part_id - 1;
2092 mask = 1 << offset;
2093
2094 m_SyncParts01 = m_SyncParts01 | mask;
2095 }
2096 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2097 {
2098 offset = ( part_id % 32 );
2099 mask = 1 << offset;
2100
2101 m_SyncParts02 = m_SyncParts02 | mask;
2102 }
2103 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2104 {
2105 offset = ( part_id % 63 );
2106 mask = 1 << offset;
2107
2108 m_SyncParts03 = m_SyncParts03 | mask;
2109 }
2110 }
2111
2112 void UnregisterPartForSync( int part_id )
2113 {
2114 //part_id must starts from index = 1
2115 int offset;
2116 int mask;
2117
2118 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2119 {
2120 offset = part_id - 1;
2121 mask = 1 << offset;
2122
2123 m_SyncParts01 = m_SyncParts01 & ~mask;
2124 }
2125 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2126 {
2127 offset = ( part_id % 32 );
2128 mask = 1 << offset;
2129
2130 m_SyncParts02 = m_SyncParts02 & ~mask;
2131 }
2132 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2133 {
2134 offset = ( part_id % 63 );
2135 mask = 1 << offset;
2136
2137 m_SyncParts03 = m_SyncParts03 & ~mask;
2138 }
2139 }
2140
2141 bool IsPartBuildInSyncData( int part_id )
2142 {
2143 //part_id must starts from index = 1
2144 int offset;
2145 int mask;
2146
2147 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2148 {
2149 offset = part_id - 1;
2150 mask = 1 << offset;
2151
2152 if ( ( m_SyncParts01 & mask ) > 0 )
2153 {
2154 return true;
2155 }
2156 }
2157 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2158 {
2159 offset = ( part_id % 32 );
2160 mask = 1 << offset;
2161
2162 if ( ( m_SyncParts02 & mask ) > 0 )
2163 {
2164 return true;
2165 }
2166 }
2167 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2168 {
2169 offset = ( part_id % 63 );
2170 mask = 1 << offset;
2171
2172 if ( ( m_SyncParts03 & mask ) > 0 )
2173 {
2174 return true;
2175 }
2176 }
2177
2178 return false;
2179 }
2180
2181 protected void RegisterActionForSync( int part_id, int action_id )
2182 {
2183 m_InteractedPartId = part_id;
2184 m_PerformedActionId = action_id;
2185 }
2186
2187 protected void ResetActionSyncData()
2188 {
2189 //reset data
2190 m_InteractedPartId = -1;
2192 }
2193
2194 protected void SetActionFromSyncData()
2195 {
2196 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2197 {
2199 int build_action_id = m_PerformedActionId;
2200
2201 switch( build_action_id )
2202 {
2203 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2204 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2205 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2206 }
2207 }
2208 }
2209 //------
2210
2212 {
2213 string key = part.m_PartName;
2214 bool is_base = part.IsBase();
2215 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2216 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2217 if ( is_part_built_sync )
2218 {
2219 if ( !part.IsBuilt() )
2220 {
2221 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2222 GetConstruction().AddToConstructedParts( key );
2223 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2224
2225 if (is_base)
2226 {
2228 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2229 }
2230 }
2231 }
2232 else
2233 {
2234 if ( part.IsBuilt() )
2235 {
2236 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2237 GetConstruction().RemoveFromConstructedParts( key );
2238 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2239
2240 if (is_base)
2241 {
2243 AddProxyPhysics( ANIMATION_DEPLOYED );
2244 }
2245 }
2246 }
2247
2248 //check slot lock for material attachments
2249 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2250 }
2251
2252 //set construction parts based on synchronized data
2254 {
2255 Construction construction = GetConstruction();
2256 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2257
2258 for ( int i = 0; i < construction_parts.Count(); ++i )
2259 {
2260 string key = construction_parts.GetKey( i );
2261 ConstructionPart value = construction_parts.Get( key );
2262 SetPartFromSyncData(value);
2263 }
2264
2265 //regenerate navmesh
2266 UpdateNavmesh();
2267 }
2268
2269 protected ConstructionPart GetConstructionPartById( int id )
2270 {
2271 Construction construction = GetConstruction();
2272 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2273
2274 for ( int i = 0; i < construction_parts.Count(); ++i )
2275 {
2276 string key = construction_parts.GetKey( i );
2277 ConstructionPart value = construction_parts.Get( key );
2278
2279 if ( value.GetId() == id )
2280 {
2281 return value;
2282 }
2283 }
2284
2285 return NULL;
2286 }
2287 //
2288
2289 //Base
2290 bool HasBase()
2291 {
2292 return m_HasBase;
2293 }
2294
2295 void SetBaseState( bool has_base )
2296 {
2297 m_HasBase = has_base;
2298 }
2299
2300 override bool IsDeployable()
2301 {
2302 return true;
2303 }
2304
2305 bool IsOpened()
2306 {
2307 return false;
2308 }
2309
2310 //--- CONSTRUCTION KIT
2312 {
2313 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2314 if ( m_ConstructionKitHealth > 0 )
2315 {
2316 construction_kit.SetHealth( m_ConstructionKitHealth );
2317 }
2318
2319 return construction_kit;
2320 }
2321
2322 void CreateConstructionKitInHands(notnull PlayerBase player)
2323 {
2324 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2325 if ( m_ConstructionKitHealth > 0 )
2326 {
2327 construction_kit.SetHealth( m_ConstructionKitHealth );
2328 }
2329 }
2330
2331 protected vector GetKitSpawnPosition()
2332 {
2333 return GetPosition();
2334 }
2335
2336 protected string GetConstructionKitType()
2337 {
2338 return "";
2339 }
2340
2341 void DestroyConstructionKit( ItemBase construction_kit )
2342 {
2343 m_ConstructionKitHealth = construction_kit.GetHealth();
2344 GetGame().ObjectDelete( construction_kit );
2345 }
2346
2347 //--- CONSTRUCTION
2348 void DestroyConstruction()
2349 {
2350 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2351 GetGame().ObjectDelete( this );
2352 }
2353
2354 // --- EVENTS
2355 override void OnStoreSave( ParamsWriteContext ctx )
2356 {
2357 super.OnStoreSave( ctx );
2358
2359 //sync parts 01
2360 ctx.Write( m_SyncParts01 );
2361 ctx.Write( m_SyncParts02 );
2362 ctx.Write( m_SyncParts03 );
2363
2364 ctx.Write( m_HasBase );
2365 }
2366
2367 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2368 {
2369 if ( !super.OnStoreLoad( ctx, version ) )
2370 return false;
2371
2372 //--- Base building data ---
2373 //Restore synced parts data
2374 if ( !ctx.Read( m_SyncParts01 ) )
2375 {
2376 m_SyncParts01 = 0; //set default
2377 return false;
2378 }
2379 if ( !ctx.Read( m_SyncParts02 ) )
2380 {
2381 m_SyncParts02 = 0; //set default
2382 return false;
2383 }
2384 if ( !ctx.Read( m_SyncParts03 ) )
2385 {
2386 m_SyncParts03 = 0; //set default
2387 return false;
2388 }
2389
2390 //has base
2391 if ( !ctx.Read( m_HasBase ) )
2392 {
2393 m_HasBase = false;
2394 return false;
2395 }
2396 //---
2397
2398 return true;
2399 }
2400
2401 override void AfterStoreLoad()
2402 {
2403 super.AfterStoreLoad();
2404
2406 {
2408 }
2409 }
2410
2412 {
2413 //update server data
2415
2416 //set base state
2417 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2418 SetBaseState( construction_part.IsBuilt() ) ;
2419
2420 //synchronize after load
2422 }
2423
2424 override void OnCreatePhysics()
2425 {
2426 super.OnCreatePhysics();
2429 }
2430
2431 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2432 {
2434 return;
2435
2436 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2437
2438 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2439 return;
2440
2441 Construction construction = GetConstruction();
2442 string part_name = zone;
2443 part_name.ToLower();
2444
2445 if ( newLevel == GameConstants.STATE_RUINED )
2446 {
2447 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2448
2449 if ( construction_part && construction.IsPartConstructed( part_name ) )
2450 {
2451 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2452 construction.DestroyConnectedParts(part_name);
2453 }
2454
2455 //barbed wire handling (hack-ish)
2456 if ( part_name.Contains("barbed") )
2457 {
2458 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2459 if (barbed_wire)
2460 barbed_wire.SetMountedState( false );
2461 }
2462 }
2463 }
2464
2465 override void EEOnAfterLoad()
2466 {
2468 {
2470 }
2471
2472 super.EEOnAfterLoad();
2473 }
2474
2475 override void EEInit()
2476 {
2477 super.EEInit();
2478
2479 // init visuals and physics
2480 InitBaseState();
2481
2482 //debug
2483 #ifdef DEVELOPER
2485 #endif
2486 }
2487
2488 override void EEItemAttached( EntityAI item, string slot_name )
2489 {
2490 super.EEItemAttached( item, slot_name );
2491
2492 CheckForHybridAttachments( item, slot_name );
2493 UpdateVisuals();
2494 UpdateAttachmentPhysics( slot_name, false );
2495 }
2496
2497 override void EEItemDetached( EntityAI item, string slot_name )
2498 {
2499 super.EEItemDetached( item, slot_name );
2500
2501 UpdateVisuals();
2502 UpdateAttachmentPhysics( slot_name, false );
2503 }
2504
2505 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2506 {
2507 string slot_name = InventorySlots.GetSlotName( slotId );
2508 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2509
2510 UpdateAttachmentVisuals( slot_name, locked );
2511 UpdateAttachmentPhysics( slot_name, locked );
2512 }
2513
2514 //ignore out of reach condition
2515 override bool IgnoreOutOfReachCondition()
2516 {
2517 return true;
2518 }
2519
2520 //CONSTRUCTION EVENTS
2521 //Build
2522 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2523 {
2524 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2525
2526 //check base state
2527 if (construtionPart.IsBase())
2528 {
2529 SetBaseState(true);
2530
2531 //spawn kit
2533 }
2534
2535 //register constructed parts for synchronization
2536 RegisterPartForSync(construtionPart.GetId());
2537
2538 //register action that was performed on part
2539 RegisterActionForSync(construtionPart.GetId(), action_id);
2540
2541 //synchronize
2543
2544 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2545
2546 UpdateNavmesh();
2547
2548 //update visuals
2549 UpdateVisuals();
2550
2551 //reset action sync data
2553 }
2554
2555 void OnPartBuiltClient(string part_name, int action_id)
2556 {
2557 //play sound
2558 SoundBuildStart( part_name );
2559 }
2560
2561 //Dismantle
2562 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2563 {
2564 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2565 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2566
2567 //register constructed parts for synchronization
2568 UnregisterPartForSync(construtionPart.GetId());
2569
2570 //register action that was performed on part
2571 RegisterActionForSync(construtionPart.GetId(), action_id);
2572
2573 //synchronize
2575
2576 // server part of sync, client will be synced from SetPartsFromSyncData
2577 SetPartFromSyncData(construtionPart);
2578
2579 UpdateNavmesh();
2580
2581 //update visuals
2582 UpdateVisuals();
2583
2584 //reset action sync data
2586
2587 //check base state
2588 if (construtionPart.IsBase())
2589 {
2590 //Destroy construction
2592 }
2593 }
2594
2595 void OnPartDismantledClient( string part_name, int action_id )
2596 {
2597 //play sound
2598 SoundDismantleStart( part_name );
2599 }
2600
2601 //Destroy
2602 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2603 {
2604 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2605 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2606
2607 //register constructed parts for synchronization
2608 UnregisterPartForSync(construtionPart.GetId());
2609
2610 //register action that was performed on part
2611 RegisterActionForSync(construtionPart.GetId(), action_id);
2612
2613 //synchronize
2615
2616 // server part of sync, client will be synced from SetPartsFromSyncData
2617 SetPartFromSyncData(construtionPart);
2618
2619 UpdateNavmesh();
2620
2621 //update visuals
2622 UpdateVisuals();
2623
2624 //reset action sync data
2626
2627 //check base state
2628 if (construtionPart.IsBase())
2629 {
2630 //Destroy construction
2632 }
2633 }
2634
2635 void OnPartDestroyedClient( string part_name, int action_id )
2636 {
2637 //play sound
2638 SoundDestroyStart( part_name );
2639 }
2640
2642 protected void HandleItemFalling(ConstructionPart part)
2643 {
2644 bool process = false;
2645
2646 //TODO: add a parameter to parts' config classes?
2647 process |= part.m_PartName.Contains("_roof");
2648 process |= part.m_PartName.Contains("_platform");
2649 process |= part.m_PartName.Contains("_stair");
2650
2651 if (process)
2652 {
2653 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2654 {
2655 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2656 return;
2657 }
2658
2659 vector mins, maxs;
2660 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2661 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2662
2663 //sanitize minmaxs
2664 vector minTmp, maxTmp;
2665 minTmp[0] = Math.Min(mins[0],maxs[0]);
2666 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2667 minTmp[1] = Math.Min(mins[1],maxs[1]);
2668 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2669 minTmp[2] = Math.Min(mins[2],maxs[2]);
2670 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2671 mins = minTmp;
2672 maxs = maxTmp;
2673
2674 maxs[1] = maxs[1] + 0.35; //reach a little above..
2675
2676 ItemFall(mins,maxs);
2677 }
2678 }
2679
2681 protected void ItemFall(vector min, vector max)
2682 {
2683 array<EntityAI> foundEntities = new array<EntityAI>();
2684 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2685
2686 //filtering
2687 ItemBase item;
2688 foreach (EntityAI entity : foundEntities)
2689 {
2690 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2691 item.ThrowPhysically(null,vector.Zero);
2692 }
2693 }
2694
2695 // --- UPDATE
2696 void InitBaseState()
2697 {
2698 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2699
2700 InitVisuals();
2701 UpdateNavmesh(); //regenerate navmesh
2702 GetConstruction().InitBaseState();
2703 }
2704
2705 void InitVisuals()
2706 {
2707 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2708 //check base
2709 if ( !HasBase() )
2710 {
2711 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2712 }
2713 else
2714 {
2715 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2716 }
2717
2718 GetConstruction().UpdateVisuals();
2719 }
2720
2721 void UpdateVisuals()
2722 {
2723 array<string> attachmentSlots = new array<string>;
2724
2725 GetAttachmentSlots(this, attachmentSlots);
2726 foreach (string slotName : attachmentSlots)
2727 {
2729 }
2730
2731 //check base
2732 if (!HasBase())
2733 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2734 else
2735 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2736
2737 GetConstruction().UpdateVisuals();
2738 }
2739
2740 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2741 {
2742 string slotNameMounted = slot_name + "_Mounted";
2743 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2744
2745 if (attachment)
2746 {
2747 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2748 if (barbedWire && barbedWire.IsMounted())
2749 CreateAreaDamage(slotNameMounted);
2750 else
2751 DestroyAreaDamage(slotNameMounted);
2752
2753 if (is_locked)
2754 {
2755 SetAnimationPhase(slotNameMounted, 0);
2756 SetAnimationPhase(slot_name, 1);
2757 }
2758 else
2759 {
2760 SetAnimationPhase(slotNameMounted, 1);
2761 SetAnimationPhase(slot_name, 0);
2762 }
2763 }
2764 else
2765 {
2766 SetAnimationPhase(slotNameMounted, 1);
2767 SetAnimationPhase(slot_name, 1);
2768
2769 DestroyAreaDamage(slotNameMounted);
2770 }
2771 }
2772
2773 // avoid calling this function on frequent occasions, it's a massive performance hit
2774 void UpdatePhysics()
2775 {
2777 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2778
2779 array<string> attachmentSlots = new array<string>;
2780 GetAttachmentSlots(this, attachmentSlots);
2781
2783 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2784
2785 foreach (string slotName : attachmentSlots)
2786 {
2788 }
2789
2790 //check base
2791 if (!HasBase())
2792 {
2794 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2795
2796 AddProxyPhysics(ANIMATION_DEPLOYED);
2797 }
2798 else
2799 {
2801 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2802
2803 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2804 }
2805
2806 GetConstruction().UpdatePhysics();
2807 UpdateNavmesh();
2808 }
2809
2810 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2811 {
2812 //checks for invalid appends; hotfix
2813 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2814 return;
2815 //----------------------------------
2816 string slot_name_mounted = slot_name + "_Mounted";
2817 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2818
2819 //remove proxy physics
2820 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2821 RemoveProxyPhysics( slot_name_mounted );
2822 RemoveProxyPhysics( slot_name );
2823
2824 if ( attachment )
2825 {
2826 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2827 if ( is_locked )
2828 {
2829 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2830 AddProxyPhysics( slot_name_mounted );
2831 }
2832 else
2833 {
2834 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2835 AddProxyPhysics( slot_name );
2836 }
2837 }
2838 }
2839
2840 protected void UpdateNavmesh()
2841 {
2842 SetAffectPathgraph( true, false );
2843 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2844 }
2845
2846 override bool CanUseConstruction()
2847 {
2848 return true;
2849 }
2850
2851 override bool CanUseConstructionBuild()
2852 {
2853 return true;
2854 }
2855
2856 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2857 {
2858 if ( attachment )
2859 {
2860 InventoryLocation inventory_location = new InventoryLocation;
2861 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2862
2863 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2864 }
2865
2866 return false;
2867 }
2868
2869 protected bool IsAttachmentSlotLocked( string slot_name )
2870 {
2871 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2872 }
2873
2874 //--- ATTACHMENT SLOTS
2875 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2876 {
2877 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2878 if ( GetGame().ConfigIsExisting( config_path ) )
2879 {
2880 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2881 }
2882 }
2883
2884 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2885 {
2886 return true;
2887 }
2888
2889 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2890 {
2891 return true;
2892 }
2893
2894 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2895 {
2896 return true;
2897 }
2898
2899 // --- INIT
2900 void ConstructionInit()
2901 {
2902 if ( !m_Construction )
2903 {
2904 m_Construction = new Construction( this );
2905 }
2906
2907 GetConstruction().Init();
2908 }
2909
2911 {
2912 return m_Construction;
2913 }
2914
2915 //--- INVENTORY/ATTACHMENTS CONDITIONS
2916 //attachments
2917 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2918 {
2919 return super.CanReceiveAttachment(attachment, slotId);
2920 }
2921
2923 {
2924 int attachment_count = GetInventory().AttachmentCount();
2925 if ( attachment_count > 0 )
2926 {
2927 if ( HasBase() && attachment_count == 1 )
2928 {
2929 return false;
2930 }
2931
2932 return true;
2933 }
2934
2935 return false;
2936 }
2937
2938 override bool ShowZonesHealth()
2939 {
2940 return true;
2941 }
2942
2943 override bool IsTakeable()
2944 {
2945 return false;
2946 }
2947
2948 //this into/outo parent.Cargo
2949 override bool CanPutInCargo( EntityAI parent )
2950 {
2951 return false;
2952 }
2953
2954 override bool CanRemoveFromCargo( EntityAI parent )
2955 {
2956 return false;
2957 }
2958
2959 //hands
2960 override bool CanPutIntoHands( EntityAI parent )
2961 {
2962 return false;
2963 }
2964
2965 //--- ACTION CONDITIONS
2966 //direction
2967 override bool IsFacingPlayer( PlayerBase player, string selection )
2968 {
2969 return true;
2970 }
2971
2972 override bool IsPlayerInside( PlayerBase player, string selection )
2973 {
2974 return true;
2975 }
2976
2979 {
2980 return false;
2981 }
2982
2983 //camera direction check
2984 bool IsFacingCamera( string selection )
2985 {
2986 return true;
2987 }
2988
2989 //roof check
2990 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2991 {
2992 return false;
2993 }
2994
2995 //selection->player distance check
2996 bool HasProperDistance( string selection, PlayerBase player )
2997 {
2998 return true;
2999 }
3000
3001 //folding
3003 {
3004 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3005 {
3006 return false;
3007 }
3008
3009 return true;
3010 }
3011
3013 {
3016
3017 return item;
3018 }
3019
3020 //Damage triggers (barbed wire)
3021 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3022 {
3023 if ( GetGame() && GetGame().IsServer() )
3024 {
3025 //destroy area damage if some already exists
3026 DestroyAreaDamage( slot_name );
3027
3028 //create new area damage
3030 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3031
3032 vector min_max[2];
3033 if ( MemoryPointExists( slot_name + "_min" ) )
3034 {
3035 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3036 }
3037 if ( MemoryPointExists( slot_name + "_max" ) )
3038 {
3039 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3040 }
3041
3042 //get proper trigger extents (min<max)
3043 vector extents[2];
3044 GetConstruction().GetTriggerExtents( min_max, extents );
3045
3046 //get box center
3047 vector center;
3048 center = GetConstruction().GetBoxCenter( min_max );
3049 center = ModelToWorld( center );
3050
3051 //rotate center if needed
3052 vector orientation = GetOrientation();;
3053 CalcDamageAreaRotation( rotation_angle, center, orientation );
3054
3055 areaDamage.SetExtents( extents[0], extents[1] );
3056 areaDamage.SetAreaPosition( center );
3057 areaDamage.SetAreaOrientation( orientation );
3058 areaDamage.SetLoopInterval( 1.0 );
3059 areaDamage.SetDeferDuration( 0.2 );
3060 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3061 areaDamage.SetAmmoName( "BarbedWireHit" );
3062 areaDamage.Spawn();
3063
3064 m_DamageTriggers.Insert( slot_name, areaDamage );
3065 }
3066 }
3067
3068 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3069 {
3070 if ( angle_deg != 0 )
3071 {
3072 //orientation
3073 orientation[0] = orientation[0] - angle_deg;
3074
3075 //center
3076 vector rotate_axis;
3077 if ( MemoryPointExists( "rotate_axis" ) )
3078 {
3079 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3080 }
3081 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];
3082 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];
3083 center[0] = r_center_x;
3084 center[2] = r_center_z;
3085 }
3086 }
3087
3088 void DestroyAreaDamage( string slot_name )
3089 {
3090 if (GetGame() && GetGame().IsServer())
3091 {
3093 if (m_DamageTriggers.Find(slot_name, areaDamage))
3094 {
3095 if (areaDamage)
3096 {
3097 areaDamage.Destroy();
3098 }
3099
3100 m_DamageTriggers.Remove( slot_name );
3101 }
3102 }
3103 }
3104
3105 override bool IsIgnoredByConstruction()
3106 {
3107 return true;
3108 }
3109
3110 //================================================================
3111 // SOUNDS
3112 //================================================================
3113 protected void SoundBuildStart( string part_name )
3114 {
3115 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3116 }
3117
3118 protected void SoundDismantleStart( string part_name )
3119 {
3120 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3121 }
3122
3123 protected void SoundDestroyStart( string part_name )
3124 {
3125 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3126 }
3127
3128 protected string GetBuildSoundByMaterial( string part_name )
3129 {
3130 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3131
3132 switch ( material_type )
3133 {
3134 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3135 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3136 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3137 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3138 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3139 }
3140
3141 return "";
3142 }
3143
3144 protected string GetDismantleSoundByMaterial( string part_name )
3145 {
3146 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3147
3148 switch ( material_type )
3149 {
3150 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3151 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3152 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3153 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3154 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3155 }
3156
3157 return "";
3158 }
3159
3160 //misc
3161 void CheckForHybridAttachments( EntityAI item, string slot_name )
3162 {
3163 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3164 {
3165 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3166 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3167 {
3168 SetHealth(slot_name,"Health",item.GetHealth());
3169 }
3170 }
3171 }
3172
3173 override int GetDamageSystemVersionChange()
3174 {
3175 return 111;
3176 }
3177
3178 override void SetActions()
3179 {
3180 super.SetActions();
3181
3185 }
3186
3187 //================================================================
3188 // DEBUG
3189 //================================================================
3190 protected void DebugCustomState()
3191 {
3192 }
3193
3196 {
3197 return null;
3198 }
3199
3200 override void OnDebugSpawn()
3201 {
3202 FullyBuild();
3203 }
3204
3205 void FullyBuild()
3206 {
3208 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3209
3210 Man p;
3211
3212 #ifdef SERVER
3213 array<Man> players = new array<Man>;
3214 GetGame().GetWorld().GetPlayerList(players);
3215 if (players.Count())
3216 p = players[0];
3217 #else
3218 p = GetGame().GetPlayer();
3219 #endif
3220
3221 foreach (ConstructionPart part : parts)
3222 {
3223 bool excluded = false;
3224 string partName = part.GetPartName();
3225 if (excludes)
3226 {
3227 foreach (string exclude : excludes)
3228 {
3229 if (partName.Contains(exclude))
3230 {
3231 excluded = true;
3232 break;
3233 }
3234 }
3235 }
3236
3237 if (!excluded)
3238 {
3239 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3240 }
3241 }
3242
3243 GetConstruction().UpdateVisuals();
3244 }
3245}
3246
3247void bsbDebugPrint (string s)
3248{
3249#ifdef BSB_DEBUG
3250 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3251#else
3252 //Print("" + s); // comment/uncomment to hide/see debug logs
3253#endif
3254}
3255void bsbDebugSpam (string s)
3256{
3257#ifdef BSB_DEBUG_SPAM
3258 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3259#else
3260 //Print("" + s); // comment/uncomment to hide/see debug logs
3261#endif
3262}
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