DayZ 1.27
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◆ CheckForHybridAttachments()

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

См. определение в файле BaseBuildingBase.c строка 2495

2497{
2498 const string ANIMATION_DEPLOYED = "Deployed";
2499
2500 float m_ConstructionKitHealth; //stored health value for used construction kit
2501
2503
2504 bool m_HasBase;
2505 //variables for synchronization of base building parts (2x31 is the current limit)
2506 int m_SyncParts01; //synchronization for already built parts (31 parts)
2507 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2508 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2509 int m_InteractedPartId; //construction part id that an action was performed on
2510 int m_PerformedActionId; //action id that was performed on a construction part
2511
2512 //Sounds
2513 //build
2514 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2515 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2516 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2517 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2518 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2519 //dismantle
2520 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2521 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2522 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2523 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2524 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2525
2526 protected EffectSound m_Sound;
2527
2531
2532 // Constructor
2533 void BaseBuildingBase()
2534 {
2536
2537 //synchronized variables
2538 RegisterNetSyncVariableInt( "m_SyncParts01" );
2539 RegisterNetSyncVariableInt( "m_SyncParts02" );
2540 RegisterNetSyncVariableInt( "m_SyncParts03" );
2541 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2542 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2543 RegisterNetSyncVariableBool( "m_HasBase" );
2544
2545 //Construction init
2547
2548 if (ConfigIsExisting("hybridAttachments"))
2549 {
2551 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2552 }
2553 if (ConfigIsExisting("mountables"))
2554 {
2556 ConfigGetTextArray("mountables", m_Mountables);
2557 }
2558
2559 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2560 }
2561
2562 override void EEDelete(EntityAI parent)
2563 {
2564 super.EEDelete(parent);
2565
2566 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2567 {
2568 areaDamage.Destroy();
2569 }
2570
2571 }
2572
2573 override string GetInvulnerabilityTypeString()
2574 {
2575 return "disableBaseDamage";
2576 }
2577
2578 override bool CanObstruct()
2579 {
2580 return true;
2581 }
2582
2583 override int GetHideIconMask()
2584 {
2585 return EInventoryIconVisibility.HIDE_VICINITY;
2586 }
2587
2588 // --- SYNCHRONIZATION
2590 {
2591 if ( GetGame().IsServer() )
2592 {
2593 SetSynchDirty();
2594 }
2595 }
2596
2597 override void OnVariablesSynchronized()
2598 {
2599 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2600 super.OnVariablesSynchronized();
2601
2603 }
2604
2605 protected void OnSynchronizedClient()
2606 {
2607 //update parts
2609
2610 //update action on part
2612
2613 //update visuals (client)
2614 UpdateVisuals();
2615 }
2616
2617 //parts synchronization
2618 void RegisterPartForSync( int part_id )
2619 {
2620 //part_id must starts from index = 1
2621 int offset;
2622 int mask;
2623
2624 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2625 {
2626 offset = part_id - 1;
2627 mask = 1 << offset;
2628
2629 m_SyncParts01 = m_SyncParts01 | mask;
2630 }
2631 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2632 {
2633 offset = ( part_id % 32 );
2634 mask = 1 << offset;
2635
2636 m_SyncParts02 = m_SyncParts02 | mask;
2637 }
2638 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2639 {
2640 offset = ( part_id % 63 );
2641 mask = 1 << offset;
2642
2643 m_SyncParts03 = m_SyncParts03 | mask;
2644 }
2645 }
2646
2647 void UnregisterPartForSync( int part_id )
2648 {
2649 //part_id must starts from index = 1
2650 int offset;
2651 int mask;
2652
2653 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2654 {
2655 offset = part_id - 1;
2656 mask = 1 << offset;
2657
2658 m_SyncParts01 = m_SyncParts01 & ~mask;
2659 }
2660 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2661 {
2662 offset = ( part_id % 32 );
2663 mask = 1 << offset;
2664
2665 m_SyncParts02 = m_SyncParts02 & ~mask;
2666 }
2667 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2668 {
2669 offset = ( part_id % 63 );
2670 mask = 1 << offset;
2671
2672 m_SyncParts03 = m_SyncParts03 & ~mask;
2673 }
2674 }
2675
2676 bool IsPartBuildInSyncData( int part_id )
2677 {
2678 //part_id must starts from index = 1
2679 int offset;
2680 int mask;
2681
2682 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2683 {
2684 offset = part_id - 1;
2685 mask = 1 << offset;
2686
2687 if ( ( m_SyncParts01 & mask ) > 0 )
2688 {
2689 return true;
2690 }
2691 }
2692 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2693 {
2694 offset = ( part_id % 32 );
2695 mask = 1 << offset;
2696
2697 if ( ( m_SyncParts02 & mask ) > 0 )
2698 {
2699 return true;
2700 }
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 if ( ( m_SyncParts03 & mask ) > 0 )
2708 {
2709 return true;
2710 }
2711 }
2712
2713 return false;
2714 }
2715
2716 protected void RegisterActionForSync( int part_id, int action_id )
2717 {
2718 m_InteractedPartId = part_id;
2719 m_PerformedActionId = action_id;
2720 }
2721
2722 protected void ResetActionSyncData()
2723 {
2724 //reset data
2725 m_InteractedPartId = -1;
2727 }
2728
2729 protected void SetActionFromSyncData()
2730 {
2731 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2732 {
2734 int build_action_id = m_PerformedActionId;
2735
2736 switch( build_action_id )
2737 {
2738 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2739 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2740 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2741 }
2742 }
2743 }
2744 //------
2745
2747 {
2748 string key = part.m_PartName;
2749 bool is_base = part.IsBase();
2750 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2751 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2752 if ( is_part_built_sync )
2753 {
2754 if ( !part.IsBuilt() )
2755 {
2756 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2757 GetConstruction().AddToConstructedParts( key );
2758 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2759
2760 if (is_base)
2761 {
2763 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2764 }
2765 }
2766 }
2767 else
2768 {
2769 if ( part.IsBuilt() )
2770 {
2771 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2772 GetConstruction().RemoveFromConstructedParts( key );
2773 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2774
2775 if (is_base)
2776 {
2778 AddProxyPhysics( ANIMATION_DEPLOYED );
2779 }
2780 }
2781 }
2782
2783 //check slot lock for material attachments
2784 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2785 }
2786
2787 //set construction parts based on synchronized data
2789 {
2790 Construction construction = GetConstruction();
2791 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2792
2793 for ( int i = 0; i < construction_parts.Count(); ++i )
2794 {
2795 string key = construction_parts.GetKey( i );
2796 ConstructionPart value = construction_parts.Get( key );
2797 SetPartFromSyncData(value);
2798 }
2799
2800 //regenerate navmesh
2801 UpdateNavmesh();
2802 }
2803
2804 protected ConstructionPart GetConstructionPartById( int id )
2805 {
2806 Construction construction = GetConstruction();
2807 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2808
2809 for ( int i = 0; i < construction_parts.Count(); ++i )
2810 {
2811 string key = construction_parts.GetKey( i );
2812 ConstructionPart value = construction_parts.Get( key );
2813
2814 if ( value.GetId() == id )
2815 {
2816 return value;
2817 }
2818 }
2819
2820 return NULL;
2821 }
2822 //
2823
2824 //Base
2825 bool HasBase()
2826 {
2827 return m_HasBase;
2828 }
2829
2830 void SetBaseState( bool has_base )
2831 {
2832 m_HasBase = has_base;
2833 }
2834
2835 override bool IsDeployable()
2836 {
2837 return true;
2838 }
2839
2840 bool IsOpened()
2841 {
2842 return false;
2843 }
2844
2845 //--- CONSTRUCTION KIT
2847 {
2848 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2849 if ( m_ConstructionKitHealth > 0 )
2850 {
2851 construction_kit.SetHealth( m_ConstructionKitHealth );
2852 }
2853
2854 return construction_kit;
2855 }
2856
2857 void CreateConstructionKitInHands(notnull PlayerBase player)
2858 {
2859 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2860 if ( m_ConstructionKitHealth > 0 )
2861 {
2862 construction_kit.SetHealth( m_ConstructionKitHealth );
2863 }
2864 }
2865
2866 protected vector GetKitSpawnPosition()
2867 {
2868 return GetPosition();
2869 }
2870
2871 protected string GetConstructionKitType()
2872 {
2873 return "";
2874 }
2875
2876 void DestroyConstructionKit( ItemBase construction_kit )
2877 {
2878 m_ConstructionKitHealth = construction_kit.GetHealth();
2879 GetGame().ObjectDelete( construction_kit );
2880 }
2881
2882 //--- CONSTRUCTION
2883 void DestroyConstruction()
2884 {
2885 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2886 GetGame().ObjectDelete( this );
2887 }
2888
2889 // --- EVENTS
2890 override void OnStoreSave( ParamsWriteContext ctx )
2891 {
2892 super.OnStoreSave( ctx );
2893
2894 //sync parts 01
2895 ctx.Write( m_SyncParts01 );
2896 ctx.Write( m_SyncParts02 );
2897 ctx.Write( m_SyncParts03 );
2898
2899 ctx.Write( m_HasBase );
2900 }
2901
2902 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2903 {
2904 if ( !super.OnStoreLoad( ctx, version ) )
2905 return false;
2906
2907 //--- Base building data ---
2908 //Restore synced parts data
2909 if ( !ctx.Read( m_SyncParts01 ) )
2910 {
2911 m_SyncParts01 = 0; //set default
2912 return false;
2913 }
2914 if ( !ctx.Read( m_SyncParts02 ) )
2915 {
2916 m_SyncParts02 = 0; //set default
2917 return false;
2918 }
2919 if ( !ctx.Read( m_SyncParts03 ) )
2920 {
2921 m_SyncParts03 = 0; //set default
2922 return false;
2923 }
2924
2925 //has base
2926 if ( !ctx.Read( m_HasBase ) )
2927 {
2928 m_HasBase = false;
2929 return false;
2930 }
2931 //---
2932
2933 return true;
2934 }
2935
2936 override void AfterStoreLoad()
2937 {
2938 super.AfterStoreLoad();
2939
2941 {
2943 }
2944 }
2945
2947 {
2948 //update server data
2950
2951 //set base state
2952 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2953 SetBaseState( construction_part.IsBuilt() ) ;
2954
2955 //synchronize after load
2957 }
2958
2959 override void OnCreatePhysics()
2960 {
2961 super.OnCreatePhysics();
2964 }
2965
2966 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2967 {
2969 return;
2970
2971 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2972
2973 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2974 return;
2975
2976 Construction construction = GetConstruction();
2977 string part_name = zone;
2978 part_name.ToLower();
2979
2980 if ( newLevel == GameConstants.STATE_RUINED )
2981 {
2982 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2983
2984 if ( construction_part && construction.IsPartConstructed( part_name ) )
2985 {
2986 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2987 construction.DestroyConnectedParts(part_name);
2988 }
2989
2990 //barbed wire handling (hack-ish)
2991 if ( part_name.Contains("barbed") )
2992 {
2993 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2994 if (barbed_wire)
2995 barbed_wire.SetMountedState( false );
2996 }
2997 }
2998 }
2999
3000 override void EEOnAfterLoad()
3001 {
3003 {
3005 }
3006
3007 super.EEOnAfterLoad();
3008 }
3009
3010 override void EEInit()
3011 {
3012 super.EEInit();
3013
3014 // init visuals and physics
3015 InitBaseState();
3016
3017 //debug
3018 #ifdef DEVELOPER
3020 #endif
3021 }
3022
3023 override void EEItemAttached( EntityAI item, string slot_name )
3024 {
3025 super.EEItemAttached( item, slot_name );
3026
3027 CheckForHybridAttachments( item, slot_name );
3028 UpdateVisuals();
3029 UpdateAttachmentPhysics( slot_name, false );
3030 }
3031
3032 override void EEItemDetached( EntityAI item, string slot_name )
3033 {
3034 super.EEItemDetached( item, slot_name );
3035
3036 UpdateVisuals();
3037 UpdateAttachmentPhysics( slot_name, false );
3038 }
3039
3040 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3041 {
3042 string slot_name = InventorySlots.GetSlotName( slotId );
3043 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3044
3045 UpdateAttachmentVisuals( slot_name, locked );
3046 UpdateAttachmentPhysics( slot_name, locked );
3047 }
3048
3049 //ignore out of reach condition
3050 override bool IgnoreOutOfReachCondition()
3051 {
3052 return true;
3053 }
3054
3055 //CONSTRUCTION EVENTS
3056 //Build
3057 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3058 {
3059 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3060
3061 //check base state
3062 if (construtionPart.IsBase())
3063 {
3064 SetBaseState(true);
3065
3066 //spawn kit
3068 }
3069
3070 //register constructed parts for synchronization
3071 RegisterPartForSync(construtionPart.GetId());
3072
3073 //register action that was performed on part
3074 RegisterActionForSync(construtionPart.GetId(), action_id);
3075
3076 //synchronize
3078
3079 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3080
3081 UpdateNavmesh();
3082
3083 //update visuals
3084 UpdateVisuals();
3085
3086 //reset action sync data
3088 }
3089
3090 void OnPartBuiltClient(string part_name, int action_id)
3091 {
3092 //play sound
3093 SoundBuildStart( part_name );
3094 }
3095
3096 //Dismantle
3097 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3098 {
3099 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3100 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3101
3102 //register constructed parts for synchronization
3103 UnregisterPartForSync(construtionPart.GetId());
3104
3105 //register action that was performed on part
3106 RegisterActionForSync(construtionPart.GetId(), action_id);
3107
3108 //synchronize
3110
3111 // server part of sync, client will be synced from SetPartsFromSyncData
3112 SetPartFromSyncData(construtionPart);
3113
3114 UpdateNavmesh();
3115
3116 //update visuals
3117 UpdateVisuals();
3118
3119 //reset action sync data
3121
3122 //check base state
3123 if (construtionPart.IsBase())
3124 {
3125 //Destroy construction
3127 }
3128
3129 if (GetGame().IsServer())
3130 HandleItemFalling(construtionPart);
3131 }
3132
3133 void OnPartDismantledClient( string part_name, int action_id )
3134 {
3135 //play sound
3136 SoundDismantleStart( part_name );
3137 }
3138
3139 //Destroy
3140 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3141 {
3142 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3143 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3144
3145 //register constructed parts for synchronization
3146 UnregisterPartForSync(construtionPart.GetId());
3147
3148 //register action that was performed on part
3149 RegisterActionForSync(construtionPart.GetId(), action_id);
3150
3151 //synchronize
3153
3154 // server part of sync, client will be synced from SetPartsFromSyncData
3155 SetPartFromSyncData(construtionPart);
3156
3157 UpdateNavmesh();
3158
3159 //update visuals
3160 UpdateVisuals();
3161
3162 //reset action sync data
3164
3165 //check base state
3166 if (construtionPart.IsBase())
3167 {
3168 //Destroy construction
3170 }
3171
3172 if (GetGame().IsServer())
3173 HandleItemFalling(construtionPart);
3174 }
3175
3176 void OnPartDestroyedClient( string part_name, int action_id )
3177 {
3178 //play sound
3179 SoundDestroyStart( part_name );
3180 }
3181
3182 protected void HandleItemFalling(ConstructionPart part)
3183 {
3184 bool process = false;
3185
3186 //TODO: add a parameter to parts' config classes?
3187 process |= part.m_PartName.Contains("_roof");
3188 process |= part.m_PartName.Contains("_platform");
3189 process |= part.m_PartName.Contains("_stair");
3190
3191 if (process)
3192 {
3193 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3194 {
3195 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3196 return;
3197 }
3198
3199 vector mins, maxs;
3200 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3201 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3202
3203 //sanitize minmaxs
3204 vector minTmp, maxTmp;
3205 minTmp[0] = Math.Min(mins[0],maxs[0]);
3206 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3207 minTmp[1] = Math.Min(mins[1],maxs[1]);
3208 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3209 minTmp[2] = Math.Min(mins[2],maxs[2]);
3210 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3211 mins = minTmp;
3212 maxs = maxTmp;
3213
3214 maxs[1] = maxs[1] + 0.35; //reach a little above..
3215
3216 ItemFall(mins,maxs);
3217 }
3218 }
3219
3220 protected void ItemFall(vector min, vector max)
3221 {
3222 array<EntityAI> foundEntities = new array<EntityAI>();
3223 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3224
3225 //filtering
3226 ItemBase item;
3227 foreach (EntityAI entity : foundEntities)
3228 {
3229 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3230 item.ThrowPhysically(null,vector.Zero);
3231 }
3232 }
3233
3234 // --- UPDATE
3235 void InitBaseState()
3236 {
3237 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3238
3239 InitVisuals();
3240 UpdateNavmesh(); //regenerate navmesh
3241 GetConstruction().InitBaseState();
3242 }
3243
3244 void InitVisuals()
3245 {
3246 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3247 //check base
3248 if ( !HasBase() )
3249 {
3250 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3251 }
3252 else
3253 {
3254 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3255 }
3256
3257 GetConstruction().UpdateVisuals();
3258 }
3259
3260 void UpdateVisuals()
3261 {
3262 array<string> attachmentSlots = new array<string>;
3263
3264 GetAttachmentSlots(this, attachmentSlots);
3265 foreach (string slotName : attachmentSlots)
3266 {
3268 }
3269
3270 //check base
3271 if (!HasBase())
3272 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3273 else
3274 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3275
3276 GetConstruction().UpdateVisuals();
3277 }
3278
3279 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3280 {
3281 string slotNameMounted = slot_name + "_Mounted";
3282 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3283
3284 if (attachment)
3285 {
3286 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3287 if (barbedWire && barbedWire.IsMounted())
3288 CreateAreaDamage(slotNameMounted);
3289 else
3290 DestroyAreaDamage(slotNameMounted);
3291
3292 if (is_locked)
3293 {
3294 SetAnimationPhase(slotNameMounted, 0);
3295 SetAnimationPhase(slot_name, 1);
3296 }
3297 else
3298 {
3299 SetAnimationPhase(slotNameMounted, 1);
3300 SetAnimationPhase(slot_name, 0);
3301 }
3302 }
3303 else
3304 {
3305 SetAnimationPhase(slotNameMounted, 1);
3306 SetAnimationPhase(slot_name, 1);
3307
3308 DestroyAreaDamage(slotNameMounted);
3309 }
3310 }
3311
3312 // avoid calling this function on frequent occasions, it's a massive performance hit
3313 void UpdatePhysics()
3314 {
3316 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3317
3318 array<string> attachmentSlots = new array<string>;
3319 GetAttachmentSlots(this, attachmentSlots);
3320
3322 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3323
3324 foreach (string slotName : attachmentSlots)
3325 {
3327 }
3328
3329 //check base
3330 if (!HasBase())
3331 {
3333 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3334
3335 AddProxyPhysics(ANIMATION_DEPLOYED);
3336 }
3337 else
3338 {
3340 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3341
3342 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3343 }
3344
3345 GetConstruction().UpdatePhysics();
3346 UpdateNavmesh();
3347 }
3348
3349 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3350 {
3351 //checks for invalid appends; hotfix
3352 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3353 return;
3354 //----------------------------------
3355 string slot_name_mounted = slot_name + "_Mounted";
3356 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3357
3358 //remove proxy physics
3359 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3360 RemoveProxyPhysics( slot_name_mounted );
3361 RemoveProxyPhysics( slot_name );
3362
3363 if ( attachment )
3364 {
3365 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3366 if ( is_locked )
3367 {
3368 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3369 AddProxyPhysics( slot_name_mounted );
3370 }
3371 else
3372 {
3373 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3374 AddProxyPhysics( slot_name );
3375 }
3376 }
3377 }
3378
3379 protected void UpdateNavmesh()
3380 {
3381 SetAffectPathgraph( true, false );
3382 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3383 }
3384
3385 override bool CanUseConstruction()
3386 {
3387 return true;
3388 }
3389
3390 override bool CanUseConstructionBuild()
3391 {
3392 return true;
3393 }
3394
3395 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3396 {
3397 if ( attachment )
3398 {
3399 InventoryLocation inventory_location = new InventoryLocation;
3400 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3401
3402 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3403 }
3404
3405 return false;
3406 }
3407
3408 protected bool IsAttachmentSlotLocked( string slot_name )
3409 {
3410 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3411 }
3412
3413 //--- ATTACHMENT SLOTS
3414 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3415 {
3416 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3417 if ( GetGame().ConfigIsExisting( config_path ) )
3418 {
3419 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3420 }
3421 }
3422
3423 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3424 {
3425 return true;
3426 }
3427
3428 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3429 {
3430 return true;
3431 }
3432
3433 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3434 {
3435 return true;
3436 }
3437
3438 // --- INIT
3439 void ConstructionInit()
3440 {
3441 if ( !m_Construction )
3442 {
3443 m_Construction = new Construction( this );
3444 }
3445
3446 GetConstruction().Init();
3447 }
3448
3450 {
3451 return m_Construction;
3452 }
3453
3454 //--- INVENTORY/ATTACHMENTS CONDITIONS
3455 //attachments
3456 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3457 {
3458 return super.CanReceiveAttachment(attachment, slotId);
3459 }
3460
3462 {
3463 int attachment_count = GetInventory().AttachmentCount();
3464 if ( attachment_count > 0 )
3465 {
3466 if ( HasBase() && attachment_count == 1 )
3467 {
3468 return false;
3469 }
3470
3471 return true;
3472 }
3473
3474 return false;
3475 }
3476
3477 override bool ShowZonesHealth()
3478 {
3479 return true;
3480 }
3481
3482 override bool IsTakeable()
3483 {
3484 return false;
3485 }
3486
3487 //this into/outo parent.Cargo
3488 override bool CanPutInCargo( EntityAI parent )
3489 {
3490 return false;
3491 }
3492
3493 override bool CanRemoveFromCargo( EntityAI parent )
3494 {
3495 return false;
3496 }
3497
3498 //hands
3499 override bool CanPutIntoHands( EntityAI parent )
3500 {
3501 return false;
3502 }
3503
3504 //--- ACTION CONDITIONS
3505 //direction
3506 override bool IsFacingPlayer( PlayerBase player, string selection )
3507 {
3508 return true;
3509 }
3510
3511 override bool IsPlayerInside( PlayerBase player, string selection )
3512 {
3513 return true;
3514 }
3515
3518 {
3519 return false;
3520 }
3521
3522 //camera direction check
3523 bool IsFacingCamera( string selection )
3524 {
3525 return true;
3526 }
3527
3528 //roof check
3529 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3530 {
3531 return false;
3532 }
3533
3534 //selection->player distance check
3535 bool HasProperDistance( string selection, PlayerBase player )
3536 {
3537 return true;
3538 }
3539
3540 //folding
3542 {
3543 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3544 {
3545 return false;
3546 }
3547
3548 return true;
3549 }
3550
3552 {
3555
3556 return item;
3557 }
3558
3559 //Damage triggers (barbed wire)
3560 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3561 {
3562 if ( GetGame() && GetGame().IsServer() )
3563 {
3564 //destroy area damage if some already exists
3565 DestroyAreaDamage( slot_name );
3566
3567 //create new area damage
3569 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3570
3571 vector min_max[2];
3572 if ( MemoryPointExists( slot_name + "_min" ) )
3573 {
3574 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3575 }
3576 if ( MemoryPointExists( slot_name + "_max" ) )
3577 {
3578 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3579 }
3580
3581 //get proper trigger extents (min<max)
3582 vector extents[2];
3583 GetConstruction().GetTriggerExtents( min_max, extents );
3584
3585 //get box center
3586 vector center;
3587 center = GetConstruction().GetBoxCenter( min_max );
3588 center = ModelToWorld( center );
3589
3590 //rotate center if needed
3591 vector orientation = GetOrientation();;
3592 CalcDamageAreaRotation( rotation_angle, center, orientation );
3593
3594 areaDamage.SetExtents( extents[0], extents[1] );
3595 areaDamage.SetAreaPosition( center );
3596 areaDamage.SetAreaOrientation( orientation );
3597 areaDamage.SetLoopInterval( 1.0 );
3598 areaDamage.SetDeferDuration( 0.2 );
3599 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3600 areaDamage.SetAmmoName( "BarbedWireHit" );
3601 areaDamage.Spawn();
3602
3603 m_DamageTriggers.Insert( slot_name, areaDamage );
3604 }
3605 }
3606
3607 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3608 {
3609 if ( angle_deg != 0 )
3610 {
3611 //orientation
3612 orientation[0] = orientation[0] - angle_deg;
3613
3614 //center
3615 vector rotate_axis;
3616 if ( MemoryPointExists( "rotate_axis" ) )
3617 {
3618 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3619 }
3620 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];
3621 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];
3622 center[0] = r_center_x;
3623 center[2] = r_center_z;
3624 }
3625 }
3626
3627 void DestroyAreaDamage( string slot_name )
3628 {
3629 if (GetGame() && GetGame().IsServer())
3630 {
3632 if (m_DamageTriggers.Find(slot_name, areaDamage))
3633 {
3634 if (areaDamage)
3635 {
3636 areaDamage.Destroy();
3637 }
3638
3639 m_DamageTriggers.Remove( slot_name );
3640 }
3641 }
3642 }
3643
3644 override bool IsIgnoredByConstruction()
3645 {
3646 return true;
3647 }
3648
3649 //================================================================
3650 // SOUNDS
3651 //================================================================
3652 protected void SoundBuildStart( string part_name )
3653 {
3654 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3655 }
3656
3657 protected void SoundDismantleStart( string part_name )
3658 {
3659 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3660 }
3661
3662 protected void SoundDestroyStart( string part_name )
3663 {
3664 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3665 }
3666
3667 protected string GetBuildSoundByMaterial( string part_name )
3668 {
3669 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3670
3671 switch ( material_type )
3672 {
3673 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3674 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3675 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3676 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3677 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3678 }
3679
3680 return "";
3681 }
3682
3683 protected string GetDismantleSoundByMaterial( string part_name )
3684 {
3685 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3686
3687 switch ( material_type )
3688 {
3689 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3690 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3691 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3692 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3693 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3694 }
3695
3696 return "";
3697 }
3698
3699 //misc
3700 void CheckForHybridAttachments( EntityAI item, string slot_name )
3701 {
3702 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3703 {
3704 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3705 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3706 {
3707 SetHealth(slot_name,"Health",item.GetHealth());
3708 }
3709 }
3710 }
3711
3712 override int GetDamageSystemVersionChange()
3713 {
3714 return 111;
3715 }
3716
3717 override void SetActions()
3718 {
3719 super.SetActions();
3720
3724 }
3725
3726 //================================================================
3727 // DEBUG
3728 //================================================================
3729 protected void DebugCustomState()
3730 {
3731 }
3732
3735 {
3736 return null;
3737 }
3738
3739 override void OnDebugSpawn()
3740 {
3741 FullyBuild();
3742 }
3743
3744 void FullyBuild()
3745 {
3747 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3748
3749 Man p;
3750
3751 #ifdef SERVER
3752 array<Man> players = new array<Man>;
3753 GetGame().GetWorld().GetPlayerList(players);
3754 if (players.Count())
3755 p = players[0];
3756 #else
3757 p = GetGame().GetPlayer();
3758 #endif
3759
3760 foreach (ConstructionPart part : parts)
3761 {
3762 bool excluded = false;
3763 string partName = part.GetPartName();
3764 if (excludes)
3765 {
3766 foreach (string exclude : excludes)
3767 {
3768 if (partName.Contains(exclude))
3769 {
3770 excluded = true;
3771 break;
3772 }
3773 }
3774 }
3775
3776 if (!excluded)
3777 {
3778 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3779 }
3780 }
3781
3782 GetConstruction().UpdateVisuals();
3783 }
3784}
3785
3786void bsbDebugPrint (string s)
3787{
3788#ifdef BSB_DEBUG
3789 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3790#else
3791 //Print("" + s); // comment/uncomment to hide/see debug logs
3792#endif
3793}
3794void bsbDebugSpam (string s)
3795{
3796#ifdef BSB_DEBUG_SPAM
3797 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3798#else
3799 //Print("" + s); // comment/uncomment to hide/see debug logs
3800#endif
3801}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в ItemBase::EEItemAttached().