DayZ 1.28
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◆ CheckForHybridAttachments()

void bsbDebugPrint::CheckForHybridAttachments ( EntityAI item,
string slot_name )
protected

См. определение в файле BaseBuildingBase.c строка 2535

2537{
2538 const string ANIMATION_DEPLOYED = "Deployed";
2539
2540 float m_ConstructionKitHealth; //stored health value for used construction kit
2541
2543
2544 bool m_HasBase;
2545 //variables for synchronization of base building parts (2x31 is the current limit)
2546 int m_SyncParts01; //synchronization for already built parts (31 parts)
2547 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2548 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2549 int m_InteractedPartId; //construction part id that an action was performed on
2550 int m_PerformedActionId; //action id that was performed on a construction part
2551
2552 //Sounds
2553 //build
2554 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2555 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2556 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2557 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2558 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2559 //dismantle
2560 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2561 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2562 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2563 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2564 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2565
2566 protected EffectSound m_Sound;
2567
2571
2572 // Constructor
2573 void BaseBuildingBase()
2574 {
2576
2577 //synchronized variables
2578 RegisterNetSyncVariableInt( "m_SyncParts01" );
2579 RegisterNetSyncVariableInt( "m_SyncParts02" );
2580 RegisterNetSyncVariableInt( "m_SyncParts03" );
2581 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2582 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2583 RegisterNetSyncVariableBool( "m_HasBase" );
2584
2585 //Construction init
2587
2588 if (ConfigIsExisting("hybridAttachments"))
2589 {
2591 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2592 }
2593 if (ConfigIsExisting("mountables"))
2594 {
2596 ConfigGetTextArray("mountables", m_Mountables);
2597 }
2598
2599 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2600 }
2601
2602 override void EEDelete(EntityAI parent)
2603 {
2604 super.EEDelete(parent);
2605
2606 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2607 {
2608 areaDamage.Destroy();
2609 }
2610
2611 }
2612
2613 override string GetInvulnerabilityTypeString()
2614 {
2615 return "disableBaseDamage";
2616 }
2617
2618 override bool CanObstruct()
2619 {
2620 return true;
2621 }
2622
2623 override int GetHideIconMask()
2624 {
2625 return EInventoryIconVisibility.HIDE_VICINITY;
2626 }
2627
2628 override void InitItemSounds()
2629 {
2630 super.InitItemSounds();
2631
2633 SoundParameters params = new SoundParameters();
2634 params.m_Loop = true;
2635
2636 if (GetFoldSoundset() != string.Empty)
2637 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2638 if (GetLoopFoldSoundset() != string.Empty)
2639 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2640 }
2641
2642 override string GetFoldSoundset()
2643 {
2644 return "putDown_FenceKit_SoundSet";
2645 }
2646
2647 override string GetLoopFoldSoundset()
2648 {
2649 return "Shelter_Site_Build_Loop_SoundSet";
2650 }
2651
2652 // --- SYNCHRONIZATION
2654 {
2655 if ( GetGame().IsServer() )
2656 {
2657 SetSynchDirty();
2658 }
2659 }
2660
2661 override void OnVariablesSynchronized()
2662 {
2663 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2664 super.OnVariablesSynchronized();
2665
2667 }
2668
2669 protected void OnSynchronizedClient()
2670 {
2671 //update parts
2673
2674 //update action on part
2676
2677 //update visuals (client)
2678 UpdateVisuals();
2679 }
2680
2681 //parts synchronization
2682 void RegisterPartForSync( int part_id )
2683 {
2684 //part_id must starts from index = 1
2685 int offset;
2686 int mask;
2687
2688 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2689 {
2690 offset = part_id - 1;
2691 mask = 1 << offset;
2692
2693 m_SyncParts01 = m_SyncParts01 | mask;
2694 }
2695 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2696 {
2697 offset = ( part_id % 32 );
2698 mask = 1 << offset;
2699
2700 m_SyncParts02 = m_SyncParts02 | mask;
2701 }
2702 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2703 {
2704 offset = ( part_id % 63 );
2705 mask = 1 << offset;
2706
2707 m_SyncParts03 = m_SyncParts03 | mask;
2708 }
2709 }
2710
2711 void UnregisterPartForSync( int part_id )
2712 {
2713 //part_id must starts from index = 1
2714 int offset;
2715 int mask;
2716
2717 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2718 {
2719 offset = part_id - 1;
2720 mask = 1 << offset;
2721
2722 m_SyncParts01 = m_SyncParts01 & ~mask;
2723 }
2724 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2725 {
2726 offset = ( part_id % 32 );
2727 mask = 1 << offset;
2728
2729 m_SyncParts02 = m_SyncParts02 & ~mask;
2730 }
2731 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2732 {
2733 offset = ( part_id % 63 );
2734 mask = 1 << offset;
2735
2736 m_SyncParts03 = m_SyncParts03 & ~mask;
2737 }
2738 }
2739
2740 bool IsPartBuildInSyncData( int part_id )
2741 {
2742 //part_id must starts from index = 1
2743 int offset;
2744 int mask;
2745
2746 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2747 {
2748 offset = part_id - 1;
2749 mask = 1 << offset;
2750
2751 if ( ( m_SyncParts01 & mask ) > 0 )
2752 {
2753 return true;
2754 }
2755 }
2756 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2757 {
2758 offset = ( part_id % 32 );
2759 mask = 1 << offset;
2760
2761 if ( ( m_SyncParts02 & mask ) > 0 )
2762 {
2763 return true;
2764 }
2765 }
2766 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2767 {
2768 offset = ( part_id % 63 );
2769 mask = 1 << offset;
2770
2771 if ( ( m_SyncParts03 & mask ) > 0 )
2772 {
2773 return true;
2774 }
2775 }
2776
2777 return false;
2778 }
2779
2780 protected void RegisterActionForSync( int part_id, int action_id )
2781 {
2782 m_InteractedPartId = part_id;
2783 m_PerformedActionId = action_id;
2784 }
2785
2786 protected void ResetActionSyncData()
2787 {
2788 //reset data
2789 m_InteractedPartId = -1;
2791 }
2792
2793 protected void SetActionFromSyncData()
2794 {
2795 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2796 {
2798 int build_action_id = m_PerformedActionId;
2799
2800 switch( build_action_id )
2801 {
2802 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2803 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2804 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2805 }
2806 }
2807 }
2808 //------
2809
2811 {
2812 string key = part.m_PartName;
2813 bool is_base = part.IsBase();
2814 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2815 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2816 if ( is_part_built_sync )
2817 {
2818 if ( !part.IsBuilt() )
2819 {
2820 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2821 GetConstruction().AddToConstructedParts( key );
2822 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2823
2824 if (is_base)
2825 {
2827 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2828 }
2829 }
2830 }
2831 else
2832 {
2833 if ( part.IsBuilt() )
2834 {
2835 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2836 GetConstruction().RemoveFromConstructedParts( key );
2837 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2838
2839 if (is_base)
2840 {
2842 AddProxyPhysics( ANIMATION_DEPLOYED );
2843 }
2844 }
2845 }
2846
2847 //check slot lock for material attachments
2848 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2849 }
2850
2851 //set construction parts based on synchronized data
2853 {
2854 Construction construction = GetConstruction();
2855 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2856
2857 for ( int i = 0; i < construction_parts.Count(); ++i )
2858 {
2859 string key = construction_parts.GetKey( i );
2860 ConstructionPart value = construction_parts.Get( key );
2861 SetPartFromSyncData(value);
2862 }
2863
2864 //regenerate navmesh
2865 UpdateNavmesh();
2866 }
2867
2868 protected ConstructionPart GetConstructionPartById( int id )
2869 {
2870 Construction construction = GetConstruction();
2871 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2872
2873 for ( int i = 0; i < construction_parts.Count(); ++i )
2874 {
2875 string key = construction_parts.GetKey( i );
2876 ConstructionPart value = construction_parts.Get( key );
2877
2878 if ( value.GetId() == id )
2879 {
2880 return value;
2881 }
2882 }
2883
2884 return NULL;
2885 }
2886 //
2887
2888 //Base
2889 bool HasBase()
2890 {
2891 return m_HasBase;
2892 }
2893
2894 void SetBaseState( bool has_base )
2895 {
2896 m_HasBase = has_base;
2897 }
2898
2899 override bool IsDeployable()
2900 {
2901 return true;
2902 }
2903
2904 bool IsOpened()
2905 {
2906 return false;
2907 }
2908
2909 //--- CONSTRUCTION KIT
2911 {
2912 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2913 if ( m_ConstructionKitHealth > 0 )
2914 {
2915 construction_kit.SetHealth( m_ConstructionKitHealth );
2916 }
2917
2918 return construction_kit;
2919 }
2920
2921 void CreateConstructionKitInHands(notnull PlayerBase player)
2922 {
2923 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2924 if ( m_ConstructionKitHealth > 0 )
2925 {
2926 construction_kit.SetHealth( m_ConstructionKitHealth );
2927 }
2928 }
2929
2930 protected vector GetKitSpawnPosition()
2931 {
2932 return GetPosition();
2933 }
2934
2935 protected string GetConstructionKitType()
2936 {
2937 return "";
2938 }
2939
2940 void DestroyConstructionKit( ItemBase construction_kit )
2941 {
2942 m_ConstructionKitHealth = construction_kit.GetHealth();
2943 GetGame().ObjectDelete( construction_kit );
2944 }
2945
2946 //--- CONSTRUCTION
2947 void DestroyConstruction()
2948 {
2949 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2950 GetGame().ObjectDelete( this );
2951 }
2952
2953 // --- EVENTS
2954 override void OnStoreSave( ParamsWriteContext ctx )
2955 {
2956 super.OnStoreSave( ctx );
2957
2958 //sync parts 01
2959 ctx.Write( m_SyncParts01 );
2960 ctx.Write( m_SyncParts02 );
2961 ctx.Write( m_SyncParts03 );
2962
2963 ctx.Write( m_HasBase );
2964 }
2965
2966 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2967 {
2968 if ( !super.OnStoreLoad( ctx, version ) )
2969 return false;
2970
2971 //--- Base building data ---
2972 //Restore synced parts data
2973 if ( !ctx.Read( m_SyncParts01 ) )
2974 {
2975 m_SyncParts01 = 0; //set default
2976 return false;
2977 }
2978 if ( !ctx.Read( m_SyncParts02 ) )
2979 {
2980 m_SyncParts02 = 0; //set default
2981 return false;
2982 }
2983 if ( !ctx.Read( m_SyncParts03 ) )
2984 {
2985 m_SyncParts03 = 0; //set default
2986 return false;
2987 }
2988
2989 //has base
2990 if ( !ctx.Read( m_HasBase ) )
2991 {
2992 m_HasBase = false;
2993 return false;
2994 }
2995 //---
2996
2997 return true;
2998 }
2999
3000 override void AfterStoreLoad()
3001 {
3002 super.AfterStoreLoad();
3003
3005 {
3007 }
3008 }
3009
3011 {
3012 //update server data
3014
3015 //set base state
3016 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
3017 SetBaseState( construction_part.IsBuilt() ) ;
3018
3019 //synchronize after load
3021 }
3022
3023 override void OnCreatePhysics()
3024 {
3025 super.OnCreatePhysics();
3028 }
3029
3030 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
3031 {
3033 return;
3034
3035 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
3036
3037 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
3038 return;
3039
3040 Construction construction = GetConstruction();
3041 string part_name = zone;
3042 part_name.ToLower();
3043
3044 if ( newLevel == GameConstants.STATE_RUINED )
3045 {
3046 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
3047
3048 if ( construction_part && construction.IsPartConstructed( part_name ) )
3049 {
3050 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
3051 construction.DestroyConnectedParts(part_name);
3052 }
3053
3054 //barbed wire handling (hack-ish)
3055 if ( part_name.Contains("barbed") )
3056 {
3057 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
3058 if (barbed_wire)
3059 barbed_wire.SetMountedState( false );
3060 }
3061 }
3062 }
3063
3064 override void EEOnAfterLoad()
3065 {
3067 {
3069 }
3070
3071 super.EEOnAfterLoad();
3072 }
3073
3074 override void EEInit()
3075 {
3076 super.EEInit();
3077
3078 // init visuals and physics
3079 InitBaseState();
3080
3081 //debug
3082 #ifdef DEVELOPER
3084 #endif
3085 }
3086
3087 override void EEItemAttached( EntityAI item, string slot_name )
3088 {
3089 super.EEItemAttached( item, slot_name );
3090
3091 CheckForHybridAttachments( item, slot_name );
3092 UpdateVisuals();
3093 UpdateAttachmentPhysics( slot_name, false );
3094 }
3095
3096 override void EEItemDetached( EntityAI item, string slot_name )
3097 {
3098 super.EEItemDetached( item, slot_name );
3099
3100 UpdateVisuals();
3101 UpdateAttachmentPhysics( slot_name, false );
3102 }
3103
3104 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3105 {
3106 string slot_name = InventorySlots.GetSlotName( slotId );
3107 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3108
3109 UpdateAttachmentVisuals( slot_name, locked );
3110 UpdateAttachmentPhysics( slot_name, locked );
3111 }
3112
3113 //ignore out of reach condition
3114 override bool IgnoreOutOfReachCondition()
3115 {
3116 return true;
3117 }
3118
3119 //CONSTRUCTION EVENTS
3120 //Build
3121 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3122 {
3123 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3124
3125 //check base state
3126 if (construtionPart.IsBase())
3127 {
3128 SetBaseState(true);
3129
3130 //spawn kit
3132 }
3133
3134 //register constructed parts for synchronization
3135 RegisterPartForSync(construtionPart.GetId());
3136
3137 //register action that was performed on part
3138 RegisterActionForSync(construtionPart.GetId(), action_id);
3139
3140 //synchronize
3142
3143 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3144
3145 UpdateNavmesh();
3146
3147 //update visuals
3148 UpdateVisuals();
3149
3150 //reset action sync data
3152 }
3153
3154 void OnPartBuiltClient(string part_name, int action_id)
3155 {
3156 //play sound
3157 SoundBuildStart( part_name );
3158 }
3159
3160 //Dismantle
3161 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3162 {
3163 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3164 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3165
3166 //register constructed parts for synchronization
3167 UnregisterPartForSync(construtionPart.GetId());
3168
3169 //register action that was performed on part
3170 RegisterActionForSync(construtionPart.GetId(), action_id);
3171
3172 //synchronize
3174
3175 // server part of sync, client will be synced from SetPartsFromSyncData
3176 SetPartFromSyncData(construtionPart);
3177
3178 UpdateNavmesh();
3179
3180 //update visuals
3181 UpdateVisuals();
3182
3183 //reset action sync data
3185
3186 //check base state
3187 if (construtionPart.IsBase())
3188 {
3189 //Destroy construction
3191 }
3192 }
3193
3194 void OnPartDismantledClient( string part_name, int action_id )
3195 {
3196 //play sound
3197 SoundDismantleStart( part_name );
3198 }
3199
3200 //Destroy
3201 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3202 {
3203 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3204 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3205
3206 //register constructed parts for synchronization
3207 UnregisterPartForSync(construtionPart.GetId());
3208
3209 //register action that was performed on part
3210 RegisterActionForSync(construtionPart.GetId(), action_id);
3211
3212 //synchronize
3214
3215 // server part of sync, client will be synced from SetPartsFromSyncData
3216 SetPartFromSyncData(construtionPart);
3217
3218 UpdateNavmesh();
3219
3220 //update visuals
3221 UpdateVisuals();
3222
3223 //reset action sync data
3225
3226 //check base state
3227 if (construtionPart.IsBase())
3228 {
3229 //Destroy construction
3231 }
3232 }
3233
3234 void OnPartDestroyedClient( string part_name, int action_id )
3235 {
3236 //play sound
3237 SoundDestroyStart( part_name );
3238 }
3239
3241 protected void HandleItemFalling(ConstructionPart part)
3242 {
3243 bool process = false;
3244
3245 //TODO: add a parameter to parts' config classes?
3246 process |= part.m_PartName.Contains("_roof");
3247 process |= part.m_PartName.Contains("_platform");
3248 process |= part.m_PartName.Contains("_stair");
3249
3250 if (process)
3251 {
3252 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3253 {
3254 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3255 return;
3256 }
3257
3258 vector mins, maxs;
3259 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3260 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3261
3262 //sanitize minmaxs
3263 vector minTmp, maxTmp;
3264 minTmp[0] = Math.Min(mins[0],maxs[0]);
3265 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3266 minTmp[1] = Math.Min(mins[1],maxs[1]);
3267 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3268 minTmp[2] = Math.Min(mins[2],maxs[2]);
3269 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3270 mins = minTmp;
3271 maxs = maxTmp;
3272
3273 maxs[1] = maxs[1] + 0.35; //reach a little above..
3274
3275 ItemFall(mins,maxs);
3276 }
3277 }
3278
3280 protected void ItemFall(vector min, vector max)
3281 {
3282 array<EntityAI> foundEntities = new array<EntityAI>();
3283 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3284
3285 //filtering
3286 ItemBase item;
3287 foreach (EntityAI entity : foundEntities)
3288 {
3289 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3290 item.ThrowPhysically(null,vector.Zero);
3291 }
3292 }
3293
3294 // --- UPDATE
3295 void InitBaseState()
3296 {
3297 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3298
3299 InitVisuals();
3300 UpdateNavmesh(); //regenerate navmesh
3301 GetConstruction().InitBaseState();
3302 }
3303
3304 void InitVisuals()
3305 {
3306 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3307 //check base
3308 if ( !HasBase() )
3309 {
3310 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3311 }
3312 else
3313 {
3314 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3315 }
3316
3317 GetConstruction().UpdateVisuals();
3318 }
3319
3320 void UpdateVisuals()
3321 {
3322 array<string> attachmentSlots = new array<string>;
3323
3324 GetAttachmentSlots(this, attachmentSlots);
3325 foreach (string slotName : attachmentSlots)
3326 {
3328 }
3329
3330 //check base
3331 if (!HasBase())
3332 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3333 else
3334 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3335
3336 GetConstruction().UpdateVisuals();
3337 }
3338
3339 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3340 {
3341 string slotNameMounted = slot_name + "_Mounted";
3342 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3343
3344 if (attachment)
3345 {
3346 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3347 if (barbedWire && barbedWire.IsMounted())
3348 CreateAreaDamage(slotNameMounted);
3349 else
3350 DestroyAreaDamage(slotNameMounted);
3351
3352 if (is_locked)
3353 {
3354 SetAnimationPhase(slotNameMounted, 0);
3355 SetAnimationPhase(slot_name, 1);
3356 }
3357 else
3358 {
3359 SetAnimationPhase(slotNameMounted, 1);
3360 SetAnimationPhase(slot_name, 0);
3361 }
3362 }
3363 else
3364 {
3365 SetAnimationPhase(slotNameMounted, 1);
3366 SetAnimationPhase(slot_name, 1);
3367
3368 DestroyAreaDamage(slotNameMounted);
3369 }
3370 }
3371
3372 // avoid calling this function on frequent occasions, it's a massive performance hit
3373 void UpdatePhysics()
3374 {
3376 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3377
3378 array<string> attachmentSlots = new array<string>;
3379 GetAttachmentSlots(this, attachmentSlots);
3380
3382 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3383
3384 foreach (string slotName : attachmentSlots)
3385 {
3387 }
3388
3389 //check base
3390 if (!HasBase())
3391 {
3393 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3394
3395 AddProxyPhysics(ANIMATION_DEPLOYED);
3396 }
3397 else
3398 {
3400 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3401
3402 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3403 }
3404
3405 GetConstruction().UpdatePhysics();
3406 UpdateNavmesh();
3407 }
3408
3409 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3410 {
3411 //checks for invalid appends; hotfix
3412 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3413 return;
3414 //----------------------------------
3415 string slot_name_mounted = slot_name + "_Mounted";
3416 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3417
3418 //remove proxy physics
3419 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3420 RemoveProxyPhysics( slot_name_mounted );
3421 RemoveProxyPhysics( slot_name );
3422
3423 if ( attachment )
3424 {
3425 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3426 if ( is_locked )
3427 {
3428 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3429 AddProxyPhysics( slot_name_mounted );
3430 }
3431 else
3432 {
3433 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3434 AddProxyPhysics( slot_name );
3435 }
3436 }
3437 }
3438
3439 protected void UpdateNavmesh()
3440 {
3441 SetAffectPathgraph( true, false );
3442 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3443 }
3444
3445 override bool CanUseConstruction()
3446 {
3447 return true;
3448 }
3449
3450 override bool CanUseConstructionBuild()
3451 {
3452 return true;
3453 }
3454
3455 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3456 {
3457 if ( attachment )
3458 {
3459 InventoryLocation inventory_location = new InventoryLocation;
3460 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3461
3462 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3463 }
3464
3465 return false;
3466 }
3467
3468 protected bool IsAttachmentSlotLocked( string slot_name )
3469 {
3470 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3471 }
3472
3473 //--- ATTACHMENT SLOTS
3474 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3475 {
3476 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3477 if ( GetGame().ConfigIsExisting( config_path ) )
3478 {
3479 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3480 }
3481 }
3482
3483 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3484 {
3485 return true;
3486 }
3487
3488 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3489 {
3490 return true;
3491 }
3492
3493 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3494 {
3495 return true;
3496 }
3497
3498 // --- INIT
3499 void ConstructionInit()
3500 {
3501 if ( !m_Construction )
3502 {
3503 m_Construction = new Construction( this );
3504 }
3505
3506 GetConstruction().Init();
3507 }
3508
3510 {
3511 return m_Construction;
3512 }
3513
3514 //--- INVENTORY/ATTACHMENTS CONDITIONS
3515 //attachments
3516 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3517 {
3518 return super.CanReceiveAttachment(attachment, slotId);
3519 }
3520
3522 {
3523 int attachment_count = GetInventory().AttachmentCount();
3524 if ( attachment_count > 0 )
3525 {
3526 if ( HasBase() && attachment_count == 1 )
3527 {
3528 return false;
3529 }
3530
3531 return true;
3532 }
3533
3534 return false;
3535 }
3536
3537 override bool ShowZonesHealth()
3538 {
3539 return true;
3540 }
3541
3542 override bool IsTakeable()
3543 {
3544 return false;
3545 }
3546
3547 //this into/outo parent.Cargo
3548 override bool CanPutInCargo( EntityAI parent )
3549 {
3550 return false;
3551 }
3552
3553 override bool CanRemoveFromCargo( EntityAI parent )
3554 {
3555 return false;
3556 }
3557
3558 //hands
3559 override bool CanPutIntoHands( EntityAI parent )
3560 {
3561 return false;
3562 }
3563
3564 //--- ACTION CONDITIONS
3565 //direction
3566 override bool IsFacingPlayer( PlayerBase player, string selection )
3567 {
3568 return true;
3569 }
3570
3571 override bool IsPlayerInside( PlayerBase player, string selection )
3572 {
3573 return true;
3574 }
3575
3578 {
3579 return false;
3580 }
3581
3582 //camera direction check
3583 bool IsFacingCamera( string selection )
3584 {
3585 return true;
3586 }
3587
3588 //roof check
3589 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3590 {
3591 return false;
3592 }
3593
3594 //selection->player distance check
3595 bool HasProperDistance( string selection, PlayerBase player )
3596 {
3597 return true;
3598 }
3599
3600 //folding
3602 {
3603 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3604 {
3605 return false;
3606 }
3607
3608 return true;
3609 }
3610
3612 {
3615
3616 return item;
3617 }
3618
3619 //Damage triggers (barbed wire)
3620 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3621 {
3622 if ( GetGame() && GetGame().IsServer() )
3623 {
3624 //destroy area damage if some already exists
3625 DestroyAreaDamage( slot_name );
3626
3627 //create new area damage
3629 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3630
3631 vector min_max[2];
3632 if ( MemoryPointExists( slot_name + "_min" ) )
3633 {
3634 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3635 }
3636 if ( MemoryPointExists( slot_name + "_max" ) )
3637 {
3638 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3639 }
3640
3641 //get proper trigger extents (min<max)
3642 vector extents[2];
3643 GetConstruction().GetTriggerExtents( min_max, extents );
3644
3645 //get box center
3646 vector center;
3647 center = GetConstruction().GetBoxCenter( min_max );
3648 center = ModelToWorld( center );
3649
3650 //rotate center if needed
3651 vector orientation = GetOrientation();;
3652 CalcDamageAreaRotation( rotation_angle, center, orientation );
3653
3654 areaDamage.SetExtents( extents[0], extents[1] );
3655 areaDamage.SetAreaPosition( center );
3656 areaDamage.SetAreaOrientation( orientation );
3657 areaDamage.SetLoopInterval( 1.0 );
3658 areaDamage.SetDeferDuration( 0.2 );
3659 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3660 areaDamage.SetAmmoName( "BarbedWireHit" );
3661 areaDamage.Spawn();
3662
3663 m_DamageTriggers.Insert( slot_name, areaDamage );
3664 }
3665 }
3666
3667 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3668 {
3669 if ( angle_deg != 0 )
3670 {
3671 //orientation
3672 orientation[0] = orientation[0] - angle_deg;
3673
3674 //center
3675 vector rotate_axis;
3676 if ( MemoryPointExists( "rotate_axis" ) )
3677 {
3678 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3679 }
3680 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];
3681 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];
3682 center[0] = r_center_x;
3683 center[2] = r_center_z;
3684 }
3685 }
3686
3687 void DestroyAreaDamage( string slot_name )
3688 {
3689 if (GetGame() && GetGame().IsServer())
3690 {
3692 if (m_DamageTriggers.Find(slot_name, areaDamage))
3693 {
3694 if (areaDamage)
3695 {
3696 areaDamage.Destroy();
3697 }
3698
3699 m_DamageTriggers.Remove( slot_name );
3700 }
3701 }
3702 }
3703
3704 override bool IsIgnoredByConstruction()
3705 {
3706 return true;
3707 }
3708
3709 //================================================================
3710 // SOUNDS
3711 //================================================================
3712 protected void SoundBuildStart( string part_name )
3713 {
3714 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3715 }
3716
3717 protected void SoundDismantleStart( string part_name )
3718 {
3719 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3720 }
3721
3722 protected void SoundDestroyStart( string part_name )
3723 {
3724 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3725 }
3726
3727 protected string GetBuildSoundByMaterial( string part_name )
3728 {
3729 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3730
3731 switch ( material_type )
3732 {
3733 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3734 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3735 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3736 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3737 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3738 }
3739
3740 return "";
3741 }
3742
3743 protected string GetDismantleSoundByMaterial( string part_name )
3744 {
3745 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3746
3747 switch ( material_type )
3748 {
3749 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3750 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3751 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3752 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3753 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3754 }
3755
3756 return "";
3757 }
3758
3759 //misc
3760 void CheckForHybridAttachments( EntityAI item, string slot_name )
3761 {
3762 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3763 {
3764 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3765 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3766 {
3767 SetHealth(slot_name,"Health",item.GetHealth());
3768 }
3769 }
3770 }
3771
3772 override int GetDamageSystemVersionChange()
3773 {
3774 return 111;
3775 }
3776
3777 override void SetActions()
3778 {
3779 super.SetActions();
3780
3784 }
3785
3786 //================================================================
3787 // DEBUG
3788 //================================================================
3789 protected void DebugCustomState()
3790 {
3791 }
3792
3795 {
3796 return null;
3797 }
3798
3799 override void OnDebugSpawn()
3800 {
3801 FullyBuild();
3802 }
3803
3804 void FullyBuild()
3805 {
3807 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3808
3809 Man p;
3810
3811 #ifdef SERVER
3812 array<Man> players = new array<Man>;
3813 GetGame().GetWorld().GetPlayerList(players);
3814 if (players.Count())
3815 p = players[0];
3816 #else
3817 p = GetGame().GetPlayer();
3818 #endif
3819
3820 foreach (ConstructionPart part : parts)
3821 {
3822 bool excluded = false;
3823 string partName = part.GetPartName();
3824 if (excludes)
3825 {
3826 foreach (string exclude : excludes)
3827 {
3828 if (partName.Contains(exclude))
3829 {
3830 excluded = true;
3831 break;
3832 }
3833 }
3834 }
3835
3836 if (!excluded)
3837 {
3838 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3839 }
3840 }
3841
3842 GetConstruction().UpdateVisuals();
3843 }
3844}
3845
3846void bsbDebugPrint (string s)
3847{
3848#ifdef BSB_DEBUG
3849 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3850#else
3851 //Print("" + s); // comment/uncomment to hide/see debug logs
3852#endif
3853}
3854void bsbDebugSpam (string s)
3855{
3856#ifdef BSB_DEBUG_SPAM
3857 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3858#else
3859 //Print("" + s); // comment/uncomment to hide/see debug logs
3860#endif
3861}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8

Используется в ItemBase::EEItemAttached().