DayZ 1.27
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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 1892

1894{
1895 const string ANIMATION_DEPLOYED = "Deployed";
1896
1897 float m_ConstructionKitHealth; //stored health value for used construction kit
1898
1900
1901 bool m_HasBase;
1902 //variables for synchronization of base building parts (2x31 is the current limit)
1903 int m_SyncParts01; //synchronization for already built parts (31 parts)
1904 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1905 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1906 int m_InteractedPartId; //construction part id that an action was performed on
1907 int m_PerformedActionId; //action id that was performed on a construction part
1908
1909 //Sounds
1910 //build
1911 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1912 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1913 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1914 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1915 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1916 //dismantle
1917 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1918 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1919 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1920 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1921 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1922
1923 protected EffectSound m_Sound;
1924
1928
1929 // Constructor
1930 void BaseBuildingBase()
1931 {
1933
1934 //synchronized variables
1935 RegisterNetSyncVariableInt( "m_SyncParts01" );
1936 RegisterNetSyncVariableInt( "m_SyncParts02" );
1937 RegisterNetSyncVariableInt( "m_SyncParts03" );
1938 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1939 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1940 RegisterNetSyncVariableBool( "m_HasBase" );
1941
1942 //Construction init
1944
1945 if (ConfigIsExisting("hybridAttachments"))
1946 {
1948 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1949 }
1950 if (ConfigIsExisting("mountables"))
1951 {
1953 ConfigGetTextArray("mountables", m_Mountables);
1954 }
1955
1956 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1957 }
1958
1959 override void EEDelete(EntityAI parent)
1960 {
1961 super.EEDelete(parent);
1962
1963 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1964 {
1965 areaDamage.Destroy();
1966 }
1967
1968 }
1969
1970 override string GetInvulnerabilityTypeString()
1971 {
1972 return "disableBaseDamage";
1973 }
1974
1975 override bool CanObstruct()
1976 {
1977 return true;
1978 }
1979
1980 override int GetHideIconMask()
1981 {
1982 return EInventoryIconVisibility.HIDE_VICINITY;
1983 }
1984
1985 // --- SYNCHRONIZATION
1987 {
1988 if ( GetGame().IsServer() )
1989 {
1990 SetSynchDirty();
1991 }
1992 }
1993
1994 override void OnVariablesSynchronized()
1995 {
1996 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1997 super.OnVariablesSynchronized();
1998
2000 }
2001
2002 protected void OnSynchronizedClient()
2003 {
2004 //update parts
2006
2007 //update action on part
2009
2010 //update visuals (client)
2011 UpdateVisuals();
2012 }
2013
2014 //parts synchronization
2015 void RegisterPartForSync( int part_id )
2016 {
2017 //part_id must starts from index = 1
2018 int offset;
2019 int mask;
2020
2021 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2022 {
2023 offset = part_id - 1;
2024 mask = 1 << offset;
2025
2026 m_SyncParts01 = m_SyncParts01 | mask;
2027 }
2028 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2029 {
2030 offset = ( part_id % 32 );
2031 mask = 1 << offset;
2032
2033 m_SyncParts02 = m_SyncParts02 | mask;
2034 }
2035 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2036 {
2037 offset = ( part_id % 63 );
2038 mask = 1 << offset;
2039
2040 m_SyncParts03 = m_SyncParts03 | mask;
2041 }
2042 }
2043
2044 void UnregisterPartForSync( int part_id )
2045 {
2046 //part_id must starts from index = 1
2047 int offset;
2048 int mask;
2049
2050 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2051 {
2052 offset = part_id - 1;
2053 mask = 1 << offset;
2054
2055 m_SyncParts01 = m_SyncParts01 & ~mask;
2056 }
2057 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2058 {
2059 offset = ( part_id % 32 );
2060 mask = 1 << offset;
2061
2062 m_SyncParts02 = m_SyncParts02 & ~mask;
2063 }
2064 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2065 {
2066 offset = ( part_id % 63 );
2067 mask = 1 << offset;
2068
2069 m_SyncParts03 = m_SyncParts03 & ~mask;
2070 }
2071 }
2072
2073 bool IsPartBuildInSyncData( int part_id )
2074 {
2075 //part_id must starts from index = 1
2076 int offset;
2077 int mask;
2078
2079 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2080 {
2081 offset = part_id - 1;
2082 mask = 1 << offset;
2083
2084 if ( ( m_SyncParts01 & mask ) > 0 )
2085 {
2086 return true;
2087 }
2088 }
2089 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2090 {
2091 offset = ( part_id % 32 );
2092 mask = 1 << offset;
2093
2094 if ( ( m_SyncParts02 & mask ) > 0 )
2095 {
2096 return true;
2097 }
2098 }
2099 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2100 {
2101 offset = ( part_id % 63 );
2102 mask = 1 << offset;
2103
2104 if ( ( m_SyncParts03 & mask ) > 0 )
2105 {
2106 return true;
2107 }
2108 }
2109
2110 return false;
2111 }
2112
2113 protected void RegisterActionForSync( int part_id, int action_id )
2114 {
2115 m_InteractedPartId = part_id;
2116 m_PerformedActionId = action_id;
2117 }
2118
2119 protected void ResetActionSyncData()
2120 {
2121 //reset data
2122 m_InteractedPartId = -1;
2124 }
2125
2126 protected void SetActionFromSyncData()
2127 {
2128 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2129 {
2131 int build_action_id = m_PerformedActionId;
2132
2133 switch( build_action_id )
2134 {
2135 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2136 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2137 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2138 }
2139 }
2140 }
2141 //------
2142
2144 {
2145 string key = part.m_PartName;
2146 bool is_base = part.IsBase();
2147 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2148 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2149 if ( is_part_built_sync )
2150 {
2151 if ( !part.IsBuilt() )
2152 {
2153 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2154 GetConstruction().AddToConstructedParts( key );
2155 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2156
2157 if (is_base)
2158 {
2160 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2161 }
2162 }
2163 }
2164 else
2165 {
2166 if ( part.IsBuilt() )
2167 {
2168 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2169 GetConstruction().RemoveFromConstructedParts( key );
2170 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2171
2172 if (is_base)
2173 {
2175 AddProxyPhysics( ANIMATION_DEPLOYED );
2176 }
2177 }
2178 }
2179
2180 //check slot lock for material attachments
2181 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2182 }
2183
2184 //set construction parts based on synchronized data
2186 {
2187 Construction construction = GetConstruction();
2188 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2189
2190 for ( int i = 0; i < construction_parts.Count(); ++i )
2191 {
2192 string key = construction_parts.GetKey( i );
2193 ConstructionPart value = construction_parts.Get( key );
2194 SetPartFromSyncData(value);
2195 }
2196
2197 //regenerate navmesh
2198 UpdateNavmesh();
2199 }
2200
2201 protected ConstructionPart GetConstructionPartById( int id )
2202 {
2203 Construction construction = GetConstruction();
2204 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2205
2206 for ( int i = 0; i < construction_parts.Count(); ++i )
2207 {
2208 string key = construction_parts.GetKey( i );
2209 ConstructionPart value = construction_parts.Get( key );
2210
2211 if ( value.GetId() == id )
2212 {
2213 return value;
2214 }
2215 }
2216
2217 return NULL;
2218 }
2219 //
2220
2221 //Base
2222 bool HasBase()
2223 {
2224 return m_HasBase;
2225 }
2226
2227 void SetBaseState( bool has_base )
2228 {
2229 m_HasBase = has_base;
2230 }
2231
2232 override bool IsDeployable()
2233 {
2234 return true;
2235 }
2236
2237 bool IsOpened()
2238 {
2239 return false;
2240 }
2241
2242 //--- CONSTRUCTION KIT
2244 {
2245 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2246 if ( m_ConstructionKitHealth > 0 )
2247 {
2248 construction_kit.SetHealth( m_ConstructionKitHealth );
2249 }
2250
2251 return construction_kit;
2252 }
2253
2254 void CreateConstructionKitInHands(notnull PlayerBase player)
2255 {
2256 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2257 if ( m_ConstructionKitHealth > 0 )
2258 {
2259 construction_kit.SetHealth( m_ConstructionKitHealth );
2260 }
2261 }
2262
2263 protected vector GetKitSpawnPosition()
2264 {
2265 return GetPosition();
2266 }
2267
2268 protected string GetConstructionKitType()
2269 {
2270 return "";
2271 }
2272
2273 void DestroyConstructionKit( ItemBase construction_kit )
2274 {
2275 m_ConstructionKitHealth = construction_kit.GetHealth();
2276 GetGame().ObjectDelete( construction_kit );
2277 }
2278
2279 //--- CONSTRUCTION
2280 void DestroyConstruction()
2281 {
2282 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2283 GetGame().ObjectDelete( this );
2284 }
2285
2286 // --- EVENTS
2287 override void OnStoreSave( ParamsWriteContext ctx )
2288 {
2289 super.OnStoreSave( ctx );
2290
2291 //sync parts 01
2292 ctx.Write( m_SyncParts01 );
2293 ctx.Write( m_SyncParts02 );
2294 ctx.Write( m_SyncParts03 );
2295
2296 ctx.Write( m_HasBase );
2297 }
2298
2299 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2300 {
2301 if ( !super.OnStoreLoad( ctx, version ) )
2302 return false;
2303
2304 //--- Base building data ---
2305 //Restore synced parts data
2306 if ( !ctx.Read( m_SyncParts01 ) )
2307 {
2308 m_SyncParts01 = 0; //set default
2309 return false;
2310 }
2311 if ( !ctx.Read( m_SyncParts02 ) )
2312 {
2313 m_SyncParts02 = 0; //set default
2314 return false;
2315 }
2316 if ( !ctx.Read( m_SyncParts03 ) )
2317 {
2318 m_SyncParts03 = 0; //set default
2319 return false;
2320 }
2321
2322 //has base
2323 if ( !ctx.Read( m_HasBase ) )
2324 {
2325 m_HasBase = false;
2326 return false;
2327 }
2328 //---
2329
2330 return true;
2331 }
2332
2333 override void AfterStoreLoad()
2334 {
2335 super.AfterStoreLoad();
2336
2338 {
2340 }
2341 }
2342
2344 {
2345 //update server data
2347
2348 //set base state
2349 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2350 SetBaseState( construction_part.IsBuilt() ) ;
2351
2352 //synchronize after load
2354 }
2355
2356 override void OnCreatePhysics()
2357 {
2358 super.OnCreatePhysics();
2361 }
2362
2363 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2364 {
2366 return;
2367
2368 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2369
2370 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2371 return;
2372
2373 Construction construction = GetConstruction();
2374 string part_name = zone;
2375 part_name.ToLower();
2376
2377 if ( newLevel == GameConstants.STATE_RUINED )
2378 {
2379 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2380
2381 if ( construction_part && construction.IsPartConstructed( part_name ) )
2382 {
2383 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2384 construction.DestroyConnectedParts(part_name);
2385 }
2386
2387 //barbed wire handling (hack-ish)
2388 if ( part_name.Contains("barbed") )
2389 {
2390 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2391 if (barbed_wire)
2392 barbed_wire.SetMountedState( false );
2393 }
2394 }
2395 }
2396
2397 override void EEOnAfterLoad()
2398 {
2400 {
2402 }
2403
2404 super.EEOnAfterLoad();
2405 }
2406
2407 override void EEInit()
2408 {
2409 super.EEInit();
2410
2411 // init visuals and physics
2412 InitBaseState();
2413
2414 //debug
2415 #ifdef DEVELOPER
2417 #endif
2418 }
2419
2420 override void EEItemAttached( EntityAI item, string slot_name )
2421 {
2422 super.EEItemAttached( item, slot_name );
2423
2424 CheckForHybridAttachments( item, slot_name );
2425 UpdateVisuals();
2426 UpdateAttachmentPhysics( slot_name, false );
2427 }
2428
2429 override void EEItemDetached( EntityAI item, string slot_name )
2430 {
2431 super.EEItemDetached( item, slot_name );
2432
2433 UpdateVisuals();
2434 UpdateAttachmentPhysics( slot_name, false );
2435 }
2436
2437 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2438 {
2439 string slot_name = InventorySlots.GetSlotName( slotId );
2440 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2441
2442 UpdateAttachmentVisuals( slot_name, locked );
2443 UpdateAttachmentPhysics( slot_name, locked );
2444 }
2445
2446 //ignore out of reach condition
2447 override bool IgnoreOutOfReachCondition()
2448 {
2449 return true;
2450 }
2451
2452 //CONSTRUCTION EVENTS
2453 //Build
2454 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2455 {
2456 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2457
2458 //check base state
2459 if (construtionPart.IsBase())
2460 {
2461 SetBaseState(true);
2462
2463 //spawn kit
2465 }
2466
2467 //register constructed parts for synchronization
2468 RegisterPartForSync(construtionPart.GetId());
2469
2470 //register action that was performed on part
2471 RegisterActionForSync(construtionPart.GetId(), action_id);
2472
2473 //synchronize
2475
2476 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2477
2478 UpdateNavmesh();
2479
2480 //update visuals
2481 UpdateVisuals();
2482
2483 //reset action sync data
2485 }
2486
2487 void OnPartBuiltClient(string part_name, int action_id)
2488 {
2489 //play sound
2490 SoundBuildStart( part_name );
2491 }
2492
2493 //Dismantle
2494 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2495 {
2496 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2497 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2498
2499 //register constructed parts for synchronization
2500 UnregisterPartForSync(construtionPart.GetId());
2501
2502 //register action that was performed on part
2503 RegisterActionForSync(construtionPart.GetId(), action_id);
2504
2505 //synchronize
2507
2508 // server part of sync, client will be synced from SetPartsFromSyncData
2509 SetPartFromSyncData(construtionPart);
2510
2511 UpdateNavmesh();
2512
2513 //update visuals
2514 UpdateVisuals();
2515
2516 //reset action sync data
2518
2519 //check base state
2520 if (construtionPart.IsBase())
2521 {
2522 //Destroy construction
2524 }
2525
2526 if (GetGame().IsServer())
2527 HandleItemFalling(construtionPart);
2528 }
2529
2530 void OnPartDismantledClient( string part_name, int action_id )
2531 {
2532 //play sound
2533 SoundDismantleStart( part_name );
2534 }
2535
2536 //Destroy
2537 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2538 {
2539 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2540 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2541
2542 //register constructed parts for synchronization
2543 UnregisterPartForSync(construtionPart.GetId());
2544
2545 //register action that was performed on part
2546 RegisterActionForSync(construtionPart.GetId(), action_id);
2547
2548 //synchronize
2550
2551 // server part of sync, client will be synced from SetPartsFromSyncData
2552 SetPartFromSyncData(construtionPart);
2553
2554 UpdateNavmesh();
2555
2556 //update visuals
2557 UpdateVisuals();
2558
2559 //reset action sync data
2561
2562 //check base state
2563 if (construtionPart.IsBase())
2564 {
2565 //Destroy construction
2567 }
2568
2569 if (GetGame().IsServer())
2570 HandleItemFalling(construtionPart);
2571 }
2572
2573 void OnPartDestroyedClient( string part_name, int action_id )
2574 {
2575 //play sound
2576 SoundDestroyStart( part_name );
2577 }
2578
2579 protected void HandleItemFalling(ConstructionPart part)
2580 {
2581 bool process = false;
2582
2583 //TODO: add a parameter to parts' config classes?
2584 process |= part.m_PartName.Contains("_roof");
2585 process |= part.m_PartName.Contains("_platform");
2586 process |= part.m_PartName.Contains("_stair");
2587
2588 if (process)
2589 {
2590 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2591 {
2592 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2593 return;
2594 }
2595
2596 vector mins, maxs;
2597 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2598 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2599
2600 //sanitize minmaxs
2601 vector minTmp, maxTmp;
2602 minTmp[0] = Math.Min(mins[0],maxs[0]);
2603 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2604 minTmp[1] = Math.Min(mins[1],maxs[1]);
2605 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2606 minTmp[2] = Math.Min(mins[2],maxs[2]);
2607 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2608 mins = minTmp;
2609 maxs = maxTmp;
2610
2611 maxs[1] = maxs[1] + 0.35; //reach a little above..
2612
2613 ItemFall(mins,maxs);
2614 }
2615 }
2616
2617 protected void ItemFall(vector min, vector max)
2618 {
2619 array<EntityAI> foundEntities = new array<EntityAI>();
2620 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2621
2622 //filtering
2623 ItemBase item;
2624 foreach (EntityAI entity : foundEntities)
2625 {
2626 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2627 item.ThrowPhysically(null,vector.Zero);
2628 }
2629 }
2630
2631 // --- UPDATE
2632 void InitBaseState()
2633 {
2634 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2635
2636 InitVisuals();
2637 UpdateNavmesh(); //regenerate navmesh
2638 GetConstruction().InitBaseState();
2639 }
2640
2641 void InitVisuals()
2642 {
2643 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2644 //check base
2645 if ( !HasBase() )
2646 {
2647 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2648 }
2649 else
2650 {
2651 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2652 }
2653
2654 GetConstruction().UpdateVisuals();
2655 }
2656
2657 void UpdateVisuals()
2658 {
2659 array<string> attachmentSlots = new array<string>;
2660
2661 GetAttachmentSlots(this, attachmentSlots);
2662 foreach (string slotName : attachmentSlots)
2663 {
2665 }
2666
2667 //check base
2668 if (!HasBase())
2669 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2670 else
2671 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2672
2673 GetConstruction().UpdateVisuals();
2674 }
2675
2676 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2677 {
2678 string slotNameMounted = slot_name + "_Mounted";
2679 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2680
2681 if (attachment)
2682 {
2683 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2684 if (barbedWire && barbedWire.IsMounted())
2685 CreateAreaDamage(slotNameMounted);
2686 else
2687 DestroyAreaDamage(slotNameMounted);
2688
2689 if (is_locked)
2690 {
2691 SetAnimationPhase(slotNameMounted, 0);
2692 SetAnimationPhase(slot_name, 1);
2693 }
2694 else
2695 {
2696 SetAnimationPhase(slotNameMounted, 1);
2697 SetAnimationPhase(slot_name, 0);
2698 }
2699 }
2700 else
2701 {
2702 SetAnimationPhase(slotNameMounted, 1);
2703 SetAnimationPhase(slot_name, 1);
2704
2705 DestroyAreaDamage(slotNameMounted);
2706 }
2707 }
2708
2709 // avoid calling this function on frequent occasions, it's a massive performance hit
2710 void UpdatePhysics()
2711 {
2713 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2714
2715 array<string> attachmentSlots = new array<string>;
2716 GetAttachmentSlots(this, attachmentSlots);
2717
2719 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2720
2721 foreach (string slotName : attachmentSlots)
2722 {
2724 }
2725
2726 //check base
2727 if (!HasBase())
2728 {
2730 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2731
2732 AddProxyPhysics(ANIMATION_DEPLOYED);
2733 }
2734 else
2735 {
2737 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2738
2739 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2740 }
2741
2742 GetConstruction().UpdatePhysics();
2743 UpdateNavmesh();
2744 }
2745
2746 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2747 {
2748 //checks for invalid appends; hotfix
2749 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2750 return;
2751 //----------------------------------
2752 string slot_name_mounted = slot_name + "_Mounted";
2753 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2754
2755 //remove proxy physics
2756 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2757 RemoveProxyPhysics( slot_name_mounted );
2758 RemoveProxyPhysics( slot_name );
2759
2760 if ( attachment )
2761 {
2762 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2763 if ( is_locked )
2764 {
2765 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2766 AddProxyPhysics( slot_name_mounted );
2767 }
2768 else
2769 {
2770 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2771 AddProxyPhysics( slot_name );
2772 }
2773 }
2774 }
2775
2776 protected void UpdateNavmesh()
2777 {
2778 SetAffectPathgraph( true, false );
2779 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2780 }
2781
2782 override bool CanUseConstruction()
2783 {
2784 return true;
2785 }
2786
2787 override bool CanUseConstructionBuild()
2788 {
2789 return true;
2790 }
2791
2792 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2793 {
2794 if ( attachment )
2795 {
2796 InventoryLocation inventory_location = new InventoryLocation;
2797 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2798
2799 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2800 }
2801
2802 return false;
2803 }
2804
2805 protected bool IsAttachmentSlotLocked( string slot_name )
2806 {
2807 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2808 }
2809
2810 //--- ATTACHMENT SLOTS
2811 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2812 {
2813 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2814 if ( GetGame().ConfigIsExisting( config_path ) )
2815 {
2816 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2817 }
2818 }
2819
2820 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2821 {
2822 return true;
2823 }
2824
2825 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2826 {
2827 return true;
2828 }
2829
2830 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2831 {
2832 return true;
2833 }
2834
2835 // --- INIT
2836 void ConstructionInit()
2837 {
2838 if ( !m_Construction )
2839 {
2840 m_Construction = new Construction( this );
2841 }
2842
2843 GetConstruction().Init();
2844 }
2845
2847 {
2848 return m_Construction;
2849 }
2850
2851 //--- INVENTORY/ATTACHMENTS CONDITIONS
2852 //attachments
2853 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2854 {
2855 return super.CanReceiveAttachment(attachment, slotId);
2856 }
2857
2859 {
2860 int attachment_count = GetInventory().AttachmentCount();
2861 if ( attachment_count > 0 )
2862 {
2863 if ( HasBase() && attachment_count == 1 )
2864 {
2865 return false;
2866 }
2867
2868 return true;
2869 }
2870
2871 return false;
2872 }
2873
2874 override bool ShowZonesHealth()
2875 {
2876 return true;
2877 }
2878
2879 override bool IsTakeable()
2880 {
2881 return false;
2882 }
2883
2884 //this into/outo parent.Cargo
2885 override bool CanPutInCargo( EntityAI parent )
2886 {
2887 return false;
2888 }
2889
2890 override bool CanRemoveFromCargo( EntityAI parent )
2891 {
2892 return false;
2893 }
2894
2895 //hands
2896 override bool CanPutIntoHands( EntityAI parent )
2897 {
2898 return false;
2899 }
2900
2901 //--- ACTION CONDITIONS
2902 //direction
2903 override bool IsFacingPlayer( PlayerBase player, string selection )
2904 {
2905 return true;
2906 }
2907
2908 override bool IsPlayerInside( PlayerBase player, string selection )
2909 {
2910 return true;
2911 }
2912
2915 {
2916 return false;
2917 }
2918
2919 //camera direction check
2920 bool IsFacingCamera( string selection )
2921 {
2922 return true;
2923 }
2924
2925 //roof check
2926 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2927 {
2928 return false;
2929 }
2930
2931 //selection->player distance check
2932 bool HasProperDistance( string selection, PlayerBase player )
2933 {
2934 return true;
2935 }
2936
2937 //folding
2939 {
2940 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2941 {
2942 return false;
2943 }
2944
2945 return true;
2946 }
2947
2949 {
2952
2953 return item;
2954 }
2955
2956 //Damage triggers (barbed wire)
2957 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2958 {
2959 if ( GetGame() && GetGame().IsServer() )
2960 {
2961 //destroy area damage if some already exists
2962 DestroyAreaDamage( slot_name );
2963
2964 //create new area damage
2966 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2967
2968 vector min_max[2];
2969 if ( MemoryPointExists( slot_name + "_min" ) )
2970 {
2971 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2972 }
2973 if ( MemoryPointExists( slot_name + "_max" ) )
2974 {
2975 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2976 }
2977
2978 //get proper trigger extents (min<max)
2979 vector extents[2];
2980 GetConstruction().GetTriggerExtents( min_max, extents );
2981
2982 //get box center
2983 vector center;
2984 center = GetConstruction().GetBoxCenter( min_max );
2985 center = ModelToWorld( center );
2986
2987 //rotate center if needed
2988 vector orientation = GetOrientation();;
2989 CalcDamageAreaRotation( rotation_angle, center, orientation );
2990
2991 areaDamage.SetExtents( extents[0], extents[1] );
2992 areaDamage.SetAreaPosition( center );
2993 areaDamage.SetAreaOrientation( orientation );
2994 areaDamage.SetLoopInterval( 1.0 );
2995 areaDamage.SetDeferDuration( 0.2 );
2996 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2997 areaDamage.SetAmmoName( "BarbedWireHit" );
2998 areaDamage.Spawn();
2999
3000 m_DamageTriggers.Insert( slot_name, areaDamage );
3001 }
3002 }
3003
3004 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3005 {
3006 if ( angle_deg != 0 )
3007 {
3008 //orientation
3009 orientation[0] = orientation[0] - angle_deg;
3010
3011 //center
3012 vector rotate_axis;
3013 if ( MemoryPointExists( "rotate_axis" ) )
3014 {
3015 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3016 }
3017 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];
3018 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];
3019 center[0] = r_center_x;
3020 center[2] = r_center_z;
3021 }
3022 }
3023
3024 void DestroyAreaDamage( string slot_name )
3025 {
3026 if (GetGame() && GetGame().IsServer())
3027 {
3029 if (m_DamageTriggers.Find(slot_name, areaDamage))
3030 {
3031 if (areaDamage)
3032 {
3033 areaDamage.Destroy();
3034 }
3035
3036 m_DamageTriggers.Remove( slot_name );
3037 }
3038 }
3039 }
3040
3041 override bool IsIgnoredByConstruction()
3042 {
3043 return true;
3044 }
3045
3046 //================================================================
3047 // SOUNDS
3048 //================================================================
3049 protected void SoundBuildStart( string part_name )
3050 {
3051 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3052 }
3053
3054 protected void SoundDismantleStart( string part_name )
3055 {
3056 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3057 }
3058
3059 protected void SoundDestroyStart( string part_name )
3060 {
3061 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3062 }
3063
3064 protected string GetBuildSoundByMaterial( string part_name )
3065 {
3066 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3067
3068 switch ( material_type )
3069 {
3070 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3071 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3072 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3073 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3074 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3075 }
3076
3077 return "";
3078 }
3079
3080 protected string GetDismantleSoundByMaterial( string part_name )
3081 {
3082 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3083
3084 switch ( material_type )
3085 {
3086 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3087 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3088 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3089 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3090 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3091 }
3092
3093 return "";
3094 }
3095
3096 //misc
3097 void CheckForHybridAttachments( EntityAI item, string slot_name )
3098 {
3099 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3100 {
3101 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3102 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3103 {
3104 SetHealth(slot_name,"Health",item.GetHealth());
3105 }
3106 }
3107 }
3108
3109 override int GetDamageSystemVersionChange()
3110 {
3111 return 111;
3112 }
3113
3114 override void SetActions()
3115 {
3116 super.SetActions();
3117
3121 }
3122
3123 //================================================================
3124 // DEBUG
3125 //================================================================
3126 protected void DebugCustomState()
3127 {
3128 }
3129
3132 {
3133 return null;
3134 }
3135
3136 override void OnDebugSpawn()
3137 {
3138 FullyBuild();
3139 }
3140
3141 void FullyBuild()
3142 {
3144 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3145
3146 Man p;
3147
3148 #ifdef SERVER
3149 array<Man> players = new array<Man>;
3150 GetGame().GetWorld().GetPlayerList(players);
3151 if (players.Count())
3152 p = players[0];
3153 #else
3154 p = GetGame().GetPlayer();
3155 #endif
3156
3157 foreach (ConstructionPart part : parts)
3158 {
3159 bool excluded = false;
3160 string partName = part.GetPartName();
3161 if (excludes)
3162 {
3163 foreach (string exclude : excludes)
3164 {
3165 if (partName.Contains(exclude))
3166 {
3167 excluded = true;
3168 break;
3169 }
3170 }
3171 }
3172
3173 if (!excluded)
3174 {
3175 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3176 }
3177 }
3178
3179 GetConstruction().UpdateVisuals();
3180 }
3181}
3182
3183void bsbDebugPrint (string s)
3184{
3185#ifdef BSB_DEBUG
3186 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3187#else
3188 //Print("" + s); // comment/uncomment to hide/see debug logs
3189#endif
3190}
3191void bsbDebugSpam (string s)
3192{
3193#ifdef BSB_DEBUG_SPAM
3194 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3195#else
3196 //Print("" + s); // comment/uncomment to hide/see debug logs
3197#endif
3198}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8