DayZ 1.28
DayZ Explorer by KGB
 
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◆ EEItemDetached()

override void bsbDebugPrint::EEItemDetached ( EntityAI item,
string slot_name )
protected

См. определение в файле BaseBuildingBase.c строка 1871

1873{
1874 const string ANIMATION_DEPLOYED = "Deployed";
1875
1876 float m_ConstructionKitHealth; //stored health value for used construction kit
1877
1879
1880 bool m_HasBase;
1881 //variables for synchronization of base building parts (2x31 is the current limit)
1882 int m_SyncParts01; //synchronization for already built parts (31 parts)
1883 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1884 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1885 int m_InteractedPartId; //construction part id that an action was performed on
1886 int m_PerformedActionId; //action id that was performed on a construction part
1887
1888 //Sounds
1889 //build
1890 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1891 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1892 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1893 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1894 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1895 //dismantle
1896 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1897 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1898 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1899 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1900 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1901
1902 protected EffectSound m_Sound;
1903
1907
1908 // Constructor
1909 void BaseBuildingBase()
1910 {
1912
1913 //synchronized variables
1914 RegisterNetSyncVariableInt( "m_SyncParts01" );
1915 RegisterNetSyncVariableInt( "m_SyncParts02" );
1916 RegisterNetSyncVariableInt( "m_SyncParts03" );
1917 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1918 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1919 RegisterNetSyncVariableBool( "m_HasBase" );
1920
1921 //Construction init
1923
1924 if (ConfigIsExisting("hybridAttachments"))
1925 {
1927 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1928 }
1929 if (ConfigIsExisting("mountables"))
1930 {
1932 ConfigGetTextArray("mountables", m_Mountables);
1933 }
1934
1935 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1936 }
1937
1938 override void EEDelete(EntityAI parent)
1939 {
1940 super.EEDelete(parent);
1941
1942 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1943 {
1944 areaDamage.Destroy();
1945 }
1946
1947 }
1948
1949 override string GetInvulnerabilityTypeString()
1950 {
1951 return "disableBaseDamage";
1952 }
1953
1954 override bool CanObstruct()
1955 {
1956 return true;
1957 }
1958
1959 override int GetHideIconMask()
1960 {
1961 return EInventoryIconVisibility.HIDE_VICINITY;
1962 }
1963
1964 override void InitItemSounds()
1965 {
1966 super.InitItemSounds();
1967
1969 SoundParameters params = new SoundParameters();
1970 params.m_Loop = true;
1971
1972 if (GetFoldSoundset() != string.Empty)
1973 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1974 if (GetLoopFoldSoundset() != string.Empty)
1975 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1976 }
1977
1978 override string GetFoldSoundset()
1979 {
1980 return "putDown_FenceKit_SoundSet";
1981 }
1982
1983 override string GetLoopFoldSoundset()
1984 {
1985 return "Shelter_Site_Build_Loop_SoundSet";
1986 }
1987
1988 // --- SYNCHRONIZATION
1990 {
1991 if ( GetGame().IsServer() )
1992 {
1993 SetSynchDirty();
1994 }
1995 }
1996
1997 override void OnVariablesSynchronized()
1998 {
1999 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2000 super.OnVariablesSynchronized();
2001
2003 }
2004
2005 protected void OnSynchronizedClient()
2006 {
2007 //update parts
2009
2010 //update action on part
2012
2013 //update visuals (client)
2014 UpdateVisuals();
2015 }
2016
2017 //parts synchronization
2018 void RegisterPartForSync( int part_id )
2019 {
2020 //part_id must starts from index = 1
2021 int offset;
2022 int mask;
2023
2024 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2025 {
2026 offset = part_id - 1;
2027 mask = 1 << offset;
2028
2029 m_SyncParts01 = m_SyncParts01 | mask;
2030 }
2031 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2032 {
2033 offset = ( part_id % 32 );
2034 mask = 1 << offset;
2035
2036 m_SyncParts02 = m_SyncParts02 | mask;
2037 }
2038 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2039 {
2040 offset = ( part_id % 63 );
2041 mask = 1 << offset;
2042
2043 m_SyncParts03 = m_SyncParts03 | mask;
2044 }
2045 }
2046
2047 void UnregisterPartForSync( int part_id )
2048 {
2049 //part_id must starts from index = 1
2050 int offset;
2051 int mask;
2052
2053 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2054 {
2055 offset = part_id - 1;
2056 mask = 1 << offset;
2057
2058 m_SyncParts01 = m_SyncParts01 & ~mask;
2059 }
2060 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2061 {
2062 offset = ( part_id % 32 );
2063 mask = 1 << offset;
2064
2065 m_SyncParts02 = m_SyncParts02 & ~mask;
2066 }
2067 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2068 {
2069 offset = ( part_id % 63 );
2070 mask = 1 << offset;
2071
2072 m_SyncParts03 = m_SyncParts03 & ~mask;
2073 }
2074 }
2075
2076 bool IsPartBuildInSyncData( int part_id )
2077 {
2078 //part_id must starts from index = 1
2079 int offset;
2080 int mask;
2081
2082 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2083 {
2084 offset = part_id - 1;
2085 mask = 1 << offset;
2086
2087 if ( ( m_SyncParts01 & mask ) > 0 )
2088 {
2089 return true;
2090 }
2091 }
2092 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2093 {
2094 offset = ( part_id % 32 );
2095 mask = 1 << offset;
2096
2097 if ( ( m_SyncParts02 & mask ) > 0 )
2098 {
2099 return true;
2100 }
2101 }
2102 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2103 {
2104 offset = ( part_id % 63 );
2105 mask = 1 << offset;
2106
2107 if ( ( m_SyncParts03 & mask ) > 0 )
2108 {
2109 return true;
2110 }
2111 }
2112
2113 return false;
2114 }
2115
2116 protected void RegisterActionForSync( int part_id, int action_id )
2117 {
2118 m_InteractedPartId = part_id;
2119 m_PerformedActionId = action_id;
2120 }
2121
2122 protected void ResetActionSyncData()
2123 {
2124 //reset data
2125 m_InteractedPartId = -1;
2127 }
2128
2129 protected void SetActionFromSyncData()
2130 {
2131 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2132 {
2134 int build_action_id = m_PerformedActionId;
2135
2136 switch( build_action_id )
2137 {
2138 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2139 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2140 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2141 }
2142 }
2143 }
2144 //------
2145
2147 {
2148 string key = part.m_PartName;
2149 bool is_base = part.IsBase();
2150 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2151 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2152 if ( is_part_built_sync )
2153 {
2154 if ( !part.IsBuilt() )
2155 {
2156 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2157 GetConstruction().AddToConstructedParts( key );
2158 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2159
2160 if (is_base)
2161 {
2163 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2164 }
2165 }
2166 }
2167 else
2168 {
2169 if ( part.IsBuilt() )
2170 {
2171 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2172 GetConstruction().RemoveFromConstructedParts( key );
2173 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2174
2175 if (is_base)
2176 {
2178 AddProxyPhysics( ANIMATION_DEPLOYED );
2179 }
2180 }
2181 }
2182
2183 //check slot lock for material attachments
2184 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2185 }
2186
2187 //set construction parts based on synchronized data
2189 {
2190 Construction construction = GetConstruction();
2191 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2192
2193 for ( int i = 0; i < construction_parts.Count(); ++i )
2194 {
2195 string key = construction_parts.GetKey( i );
2196 ConstructionPart value = construction_parts.Get( key );
2197 SetPartFromSyncData(value);
2198 }
2199
2200 //regenerate navmesh
2201 UpdateNavmesh();
2202 }
2203
2204 protected ConstructionPart GetConstructionPartById( int id )
2205 {
2206 Construction construction = GetConstruction();
2207 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2208
2209 for ( int i = 0; i < construction_parts.Count(); ++i )
2210 {
2211 string key = construction_parts.GetKey( i );
2212 ConstructionPart value = construction_parts.Get( key );
2213
2214 if ( value.GetId() == id )
2215 {
2216 return value;
2217 }
2218 }
2219
2220 return NULL;
2221 }
2222 //
2223
2224 //Base
2225 bool HasBase()
2226 {
2227 return m_HasBase;
2228 }
2229
2230 void SetBaseState( bool has_base )
2231 {
2232 m_HasBase = has_base;
2233 }
2234
2235 override bool IsDeployable()
2236 {
2237 return true;
2238 }
2239
2240 bool IsOpened()
2241 {
2242 return false;
2243 }
2244
2245 //--- CONSTRUCTION KIT
2247 {
2248 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2249 if ( m_ConstructionKitHealth > 0 )
2250 {
2251 construction_kit.SetHealth( m_ConstructionKitHealth );
2252 }
2253
2254 return construction_kit;
2255 }
2256
2257 void CreateConstructionKitInHands(notnull PlayerBase player)
2258 {
2259 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2260 if ( m_ConstructionKitHealth > 0 )
2261 {
2262 construction_kit.SetHealth( m_ConstructionKitHealth );
2263 }
2264 }
2265
2266 protected vector GetKitSpawnPosition()
2267 {
2268 return GetPosition();
2269 }
2270
2271 protected string GetConstructionKitType()
2272 {
2273 return "";
2274 }
2275
2276 void DestroyConstructionKit( ItemBase construction_kit )
2277 {
2278 m_ConstructionKitHealth = construction_kit.GetHealth();
2279 GetGame().ObjectDelete( construction_kit );
2280 }
2281
2282 //--- CONSTRUCTION
2283 void DestroyConstruction()
2284 {
2285 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2286 GetGame().ObjectDelete( this );
2287 }
2288
2289 // --- EVENTS
2290 override void OnStoreSave( ParamsWriteContext ctx )
2291 {
2292 super.OnStoreSave( ctx );
2293
2294 //sync parts 01
2295 ctx.Write( m_SyncParts01 );
2296 ctx.Write( m_SyncParts02 );
2297 ctx.Write( m_SyncParts03 );
2298
2299 ctx.Write( m_HasBase );
2300 }
2301
2302 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2303 {
2304 if ( !super.OnStoreLoad( ctx, version ) )
2305 return false;
2306
2307 //--- Base building data ---
2308 //Restore synced parts data
2309 if ( !ctx.Read( m_SyncParts01 ) )
2310 {
2311 m_SyncParts01 = 0; //set default
2312 return false;
2313 }
2314 if ( !ctx.Read( m_SyncParts02 ) )
2315 {
2316 m_SyncParts02 = 0; //set default
2317 return false;
2318 }
2319 if ( !ctx.Read( m_SyncParts03 ) )
2320 {
2321 m_SyncParts03 = 0; //set default
2322 return false;
2323 }
2324
2325 //has base
2326 if ( !ctx.Read( m_HasBase ) )
2327 {
2328 m_HasBase = false;
2329 return false;
2330 }
2331 //---
2332
2333 return true;
2334 }
2335
2336 override void AfterStoreLoad()
2337 {
2338 super.AfterStoreLoad();
2339
2341 {
2343 }
2344 }
2345
2347 {
2348 //update server data
2350
2351 //set base state
2352 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2353 SetBaseState( construction_part.IsBuilt() ) ;
2354
2355 //synchronize after load
2357 }
2358
2359 override void OnCreatePhysics()
2360 {
2361 super.OnCreatePhysics();
2364 }
2365
2366 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2367 {
2369 return;
2370
2371 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2372
2373 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2374 return;
2375
2376 Construction construction = GetConstruction();
2377 string part_name = zone;
2378 part_name.ToLower();
2379
2380 if ( newLevel == GameConstants.STATE_RUINED )
2381 {
2382 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2383
2384 if ( construction_part && construction.IsPartConstructed( part_name ) )
2385 {
2386 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2387 construction.DestroyConnectedParts(part_name);
2388 }
2389
2390 //barbed wire handling (hack-ish)
2391 if ( part_name.Contains("barbed") )
2392 {
2393 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2394 if (barbed_wire)
2395 barbed_wire.SetMountedState( false );
2396 }
2397 }
2398 }
2399
2400 override void EEOnAfterLoad()
2401 {
2403 {
2405 }
2406
2407 super.EEOnAfterLoad();
2408 }
2409
2410 override void EEInit()
2411 {
2412 super.EEInit();
2413
2414 // init visuals and physics
2415 InitBaseState();
2416
2417 //debug
2418 #ifdef DEVELOPER
2420 #endif
2421 }
2422
2423 override void EEItemAttached( EntityAI item, string slot_name )
2424 {
2425 super.EEItemAttached( item, slot_name );
2426
2427 CheckForHybridAttachments( item, slot_name );
2428 UpdateVisuals();
2429 UpdateAttachmentPhysics( slot_name, false );
2430 }
2431
2432 override void EEItemDetached( EntityAI item, string slot_name )
2433 {
2434 super.EEItemDetached( item, slot_name );
2435
2436 UpdateVisuals();
2437 UpdateAttachmentPhysics( slot_name, false );
2438 }
2439
2440 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2441 {
2442 string slot_name = InventorySlots.GetSlotName( slotId );
2443 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2444
2445 UpdateAttachmentVisuals( slot_name, locked );
2446 UpdateAttachmentPhysics( slot_name, locked );
2447 }
2448
2449 //ignore out of reach condition
2450 override bool IgnoreOutOfReachCondition()
2451 {
2452 return true;
2453 }
2454
2455 //CONSTRUCTION EVENTS
2456 //Build
2457 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2458 {
2459 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2460
2461 //check base state
2462 if (construtionPart.IsBase())
2463 {
2464 SetBaseState(true);
2465
2466 //spawn kit
2468 }
2469
2470 //register constructed parts for synchronization
2471 RegisterPartForSync(construtionPart.GetId());
2472
2473 //register action that was performed on part
2474 RegisterActionForSync(construtionPart.GetId(), action_id);
2475
2476 //synchronize
2478
2479 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2480
2481 UpdateNavmesh();
2482
2483 //update visuals
2484 UpdateVisuals();
2485
2486 //reset action sync data
2488 }
2489
2490 void OnPartBuiltClient(string part_name, int action_id)
2491 {
2492 //play sound
2493 SoundBuildStart( part_name );
2494 }
2495
2496 //Dismantle
2497 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2498 {
2499 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2500 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2501
2502 //register constructed parts for synchronization
2503 UnregisterPartForSync(construtionPart.GetId());
2504
2505 //register action that was performed on part
2506 RegisterActionForSync(construtionPart.GetId(), action_id);
2507
2508 //synchronize
2510
2511 // server part of sync, client will be synced from SetPartsFromSyncData
2512 SetPartFromSyncData(construtionPart);
2513
2514 UpdateNavmesh();
2515
2516 //update visuals
2517 UpdateVisuals();
2518
2519 //reset action sync data
2521
2522 //check base state
2523 if (construtionPart.IsBase())
2524 {
2525 //Destroy construction
2527 }
2528 }
2529
2530 void OnPartDismantledClient( string part_name, int action_id )
2531 {
2532 //play sound
2533 SoundDismantleStart( part_name );
2534 }
2535
2536 //Destroy
2537 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2538 {
2539 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2540 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2541
2542 //register constructed parts for synchronization
2543 UnregisterPartForSync(construtionPart.GetId());
2544
2545 //register action that was performed on part
2546 RegisterActionForSync(construtionPart.GetId(), action_id);
2547
2548 //synchronize
2550
2551 // server part of sync, client will be synced from SetPartsFromSyncData
2552 SetPartFromSyncData(construtionPart);
2553
2554 UpdateNavmesh();
2555
2556 //update visuals
2557 UpdateVisuals();
2558
2559 //reset action sync data
2561
2562 //check base state
2563 if (construtionPart.IsBase())
2564 {
2565 //Destroy construction
2567 }
2568 }
2569
2570 void OnPartDestroyedClient( string part_name, int action_id )
2571 {
2572 //play sound
2573 SoundDestroyStart( part_name );
2574 }
2575
2577 protected void HandleItemFalling(ConstructionPart part)
2578 {
2579 bool process = false;
2580
2581 //TODO: add a parameter to parts' config classes?
2582 process |= part.m_PartName.Contains("_roof");
2583 process |= part.m_PartName.Contains("_platform");
2584 process |= part.m_PartName.Contains("_stair");
2585
2586 if (process)
2587 {
2588 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2589 {
2590 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2591 return;
2592 }
2593
2594 vector mins, maxs;
2595 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2596 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2597
2598 //sanitize minmaxs
2599 vector minTmp, maxTmp;
2600 minTmp[0] = Math.Min(mins[0],maxs[0]);
2601 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2602 minTmp[1] = Math.Min(mins[1],maxs[1]);
2603 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2604 minTmp[2] = Math.Min(mins[2],maxs[2]);
2605 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2606 mins = minTmp;
2607 maxs = maxTmp;
2608
2609 maxs[1] = maxs[1] + 0.35; //reach a little above..
2610
2611 ItemFall(mins,maxs);
2612 }
2613 }
2614
2616 protected void ItemFall(vector min, vector max)
2617 {
2618 array<EntityAI> foundEntities = new array<EntityAI>();
2619 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2620
2621 //filtering
2622 ItemBase item;
2623 foreach (EntityAI entity : foundEntities)
2624 {
2625 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2626 item.ThrowPhysically(null,vector.Zero);
2627 }
2628 }
2629
2630 // --- UPDATE
2631 void InitBaseState()
2632 {
2633 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2634
2635 InitVisuals();
2636 UpdateNavmesh(); //regenerate navmesh
2637 GetConstruction().InitBaseState();
2638 }
2639
2640 void InitVisuals()
2641 {
2642 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2643 //check base
2644 if ( !HasBase() )
2645 {
2646 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2647 }
2648 else
2649 {
2650 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2651 }
2652
2653 GetConstruction().UpdateVisuals();
2654 }
2655
2656 void UpdateVisuals()
2657 {
2658 array<string> attachmentSlots = new array<string>;
2659
2660 GetAttachmentSlots(this, attachmentSlots);
2661 foreach (string slotName : attachmentSlots)
2662 {
2664 }
2665
2666 //check base
2667 if (!HasBase())
2668 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2669 else
2670 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2671
2672 GetConstruction().UpdateVisuals();
2673 }
2674
2675 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2676 {
2677 string slotNameMounted = slot_name + "_Mounted";
2678 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2679
2680 if (attachment)
2681 {
2682 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2683 if (barbedWire && barbedWire.IsMounted())
2684 CreateAreaDamage(slotNameMounted);
2685 else
2686 DestroyAreaDamage(slotNameMounted);
2687
2688 if (is_locked)
2689 {
2690 SetAnimationPhase(slotNameMounted, 0);
2691 SetAnimationPhase(slot_name, 1);
2692 }
2693 else
2694 {
2695 SetAnimationPhase(slotNameMounted, 1);
2696 SetAnimationPhase(slot_name, 0);
2697 }
2698 }
2699 else
2700 {
2701 SetAnimationPhase(slotNameMounted, 1);
2702 SetAnimationPhase(slot_name, 1);
2703
2704 DestroyAreaDamage(slotNameMounted);
2705 }
2706 }
2707
2708 // avoid calling this function on frequent occasions, it's a massive performance hit
2709 void UpdatePhysics()
2710 {
2712 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2713
2714 array<string> attachmentSlots = new array<string>;
2715 GetAttachmentSlots(this, attachmentSlots);
2716
2718 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2719
2720 foreach (string slotName : attachmentSlots)
2721 {
2723 }
2724
2725 //check base
2726 if (!HasBase())
2727 {
2729 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2730
2731 AddProxyPhysics(ANIMATION_DEPLOYED);
2732 }
2733 else
2734 {
2736 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2737
2738 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2739 }
2740
2741 GetConstruction().UpdatePhysics();
2742 UpdateNavmesh();
2743 }
2744
2745 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2746 {
2747 //checks for invalid appends; hotfix
2748 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2749 return;
2750 //----------------------------------
2751 string slot_name_mounted = slot_name + "_Mounted";
2752 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2753
2754 //remove proxy physics
2755 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2756 RemoveProxyPhysics( slot_name_mounted );
2757 RemoveProxyPhysics( slot_name );
2758
2759 if ( attachment )
2760 {
2761 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2762 if ( is_locked )
2763 {
2764 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2765 AddProxyPhysics( slot_name_mounted );
2766 }
2767 else
2768 {
2769 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2770 AddProxyPhysics( slot_name );
2771 }
2772 }
2773 }
2774
2775 protected void UpdateNavmesh()
2776 {
2777 SetAffectPathgraph( true, false );
2778 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2779 }
2780
2781 override bool CanUseConstruction()
2782 {
2783 return true;
2784 }
2785
2786 override bool CanUseConstructionBuild()
2787 {
2788 return true;
2789 }
2790
2791 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2792 {
2793 if ( attachment )
2794 {
2795 InventoryLocation inventory_location = new InventoryLocation;
2796 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2797
2798 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2799 }
2800
2801 return false;
2802 }
2803
2804 protected bool IsAttachmentSlotLocked( string slot_name )
2805 {
2806 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2807 }
2808
2809 //--- ATTACHMENT SLOTS
2810 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2811 {
2812 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2813 if ( GetGame().ConfigIsExisting( config_path ) )
2814 {
2815 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2816 }
2817 }
2818
2819 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2820 {
2821 return true;
2822 }
2823
2824 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2825 {
2826 return true;
2827 }
2828
2829 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2830 {
2831 return true;
2832 }
2833
2834 // --- INIT
2835 void ConstructionInit()
2836 {
2837 if ( !m_Construction )
2838 {
2839 m_Construction = new Construction( this );
2840 }
2841
2842 GetConstruction().Init();
2843 }
2844
2846 {
2847 return m_Construction;
2848 }
2849
2850 //--- INVENTORY/ATTACHMENTS CONDITIONS
2851 //attachments
2852 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2853 {
2854 return super.CanReceiveAttachment(attachment, slotId);
2855 }
2856
2858 {
2859 int attachment_count = GetInventory().AttachmentCount();
2860 if ( attachment_count > 0 )
2861 {
2862 if ( HasBase() && attachment_count == 1 )
2863 {
2864 return false;
2865 }
2866
2867 return true;
2868 }
2869
2870 return false;
2871 }
2872
2873 override bool ShowZonesHealth()
2874 {
2875 return true;
2876 }
2877
2878 override bool IsTakeable()
2879 {
2880 return false;
2881 }
2882
2883 //this into/outo parent.Cargo
2884 override bool CanPutInCargo( EntityAI parent )
2885 {
2886 return false;
2887 }
2888
2889 override bool CanRemoveFromCargo( EntityAI parent )
2890 {
2891 return false;
2892 }
2893
2894 //hands
2895 override bool CanPutIntoHands( EntityAI parent )
2896 {
2897 return false;
2898 }
2899
2900 //--- ACTION CONDITIONS
2901 //direction
2902 override bool IsFacingPlayer( PlayerBase player, string selection )
2903 {
2904 return true;
2905 }
2906
2907 override bool IsPlayerInside( PlayerBase player, string selection )
2908 {
2909 return true;
2910 }
2911
2914 {
2915 return false;
2916 }
2917
2918 //camera direction check
2919 bool IsFacingCamera( string selection )
2920 {
2921 return true;
2922 }
2923
2924 //roof check
2925 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2926 {
2927 return false;
2928 }
2929
2930 //selection->player distance check
2931 bool HasProperDistance( string selection, PlayerBase player )
2932 {
2933 return true;
2934 }
2935
2936 //folding
2938 {
2939 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2940 {
2941 return false;
2942 }
2943
2944 return true;
2945 }
2946
2948 {
2951
2952 return item;
2953 }
2954
2955 //Damage triggers (barbed wire)
2956 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2957 {
2958 if ( GetGame() && GetGame().IsServer() )
2959 {
2960 //destroy area damage if some already exists
2961 DestroyAreaDamage( slot_name );
2962
2963 //create new area damage
2965 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2966
2967 vector min_max[2];
2968 if ( MemoryPointExists( slot_name + "_min" ) )
2969 {
2970 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2971 }
2972 if ( MemoryPointExists( slot_name + "_max" ) )
2973 {
2974 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2975 }
2976
2977 //get proper trigger extents (min<max)
2978 vector extents[2];
2979 GetConstruction().GetTriggerExtents( min_max, extents );
2980
2981 //get box center
2982 vector center;
2983 center = GetConstruction().GetBoxCenter( min_max );
2984 center = ModelToWorld( center );
2985
2986 //rotate center if needed
2987 vector orientation = GetOrientation();;
2988 CalcDamageAreaRotation( rotation_angle, center, orientation );
2989
2990 areaDamage.SetExtents( extents[0], extents[1] );
2991 areaDamage.SetAreaPosition( center );
2992 areaDamage.SetAreaOrientation( orientation );
2993 areaDamage.SetLoopInterval( 1.0 );
2994 areaDamage.SetDeferDuration( 0.2 );
2995 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2996 areaDamage.SetAmmoName( "BarbedWireHit" );
2997 areaDamage.Spawn();
2998
2999 m_DamageTriggers.Insert( slot_name, areaDamage );
3000 }
3001 }
3002
3003 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3004 {
3005 if ( angle_deg != 0 )
3006 {
3007 //orientation
3008 orientation[0] = orientation[0] - angle_deg;
3009
3010 //center
3011 vector rotate_axis;
3012 if ( MemoryPointExists( "rotate_axis" ) )
3013 {
3014 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3015 }
3016 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];
3017 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];
3018 center[0] = r_center_x;
3019 center[2] = r_center_z;
3020 }
3021 }
3022
3023 void DestroyAreaDamage( string slot_name )
3024 {
3025 if (GetGame() && GetGame().IsServer())
3026 {
3028 if (m_DamageTriggers.Find(slot_name, areaDamage))
3029 {
3030 if (areaDamage)
3031 {
3032 areaDamage.Destroy();
3033 }
3034
3035 m_DamageTriggers.Remove( slot_name );
3036 }
3037 }
3038 }
3039
3040 override bool IsIgnoredByConstruction()
3041 {
3042 return true;
3043 }
3044
3045 //================================================================
3046 // SOUNDS
3047 //================================================================
3048 protected void SoundBuildStart( string part_name )
3049 {
3050 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3051 }
3052
3053 protected void SoundDismantleStart( string part_name )
3054 {
3055 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3056 }
3057
3058 protected void SoundDestroyStart( string part_name )
3059 {
3060 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3061 }
3062
3063 protected string GetBuildSoundByMaterial( string part_name )
3064 {
3065 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3066
3067 switch ( material_type )
3068 {
3069 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3070 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3071 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3072 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3073 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3074 }
3075
3076 return "";
3077 }
3078
3079 protected string GetDismantleSoundByMaterial( string part_name )
3080 {
3081 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3082
3083 switch ( material_type )
3084 {
3085 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3086 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3087 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3088 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3089 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3090 }
3091
3092 return "";
3093 }
3094
3095 //misc
3096 void CheckForHybridAttachments( EntityAI item, string slot_name )
3097 {
3098 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3099 {
3100 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3101 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3102 {
3103 SetHealth(slot_name,"Health",item.GetHealth());
3104 }
3105 }
3106 }
3107
3108 override int GetDamageSystemVersionChange()
3109 {
3110 return 111;
3111 }
3112
3113 override void SetActions()
3114 {
3115 super.SetActions();
3116
3120 }
3121
3122 //================================================================
3123 // DEBUG
3124 //================================================================
3125 protected void DebugCustomState()
3126 {
3127 }
3128
3131 {
3132 return null;
3133 }
3134
3135 override void OnDebugSpawn()
3136 {
3137 FullyBuild();
3138 }
3139
3140 void FullyBuild()
3141 {
3143 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3144
3145 Man p;
3146
3147 #ifdef SERVER
3148 array<Man> players = new array<Man>;
3149 GetGame().GetWorld().GetPlayerList(players);
3150 if (players.Count())
3151 p = players[0];
3152 #else
3153 p = GetGame().GetPlayer();
3154 #endif
3155
3156 foreach (ConstructionPart part : parts)
3157 {
3158 bool excluded = false;
3159 string partName = part.GetPartName();
3160 if (excludes)
3161 {
3162 foreach (string exclude : excludes)
3163 {
3164 if (partName.Contains(exclude))
3165 {
3166 excluded = true;
3167 break;
3168 }
3169 }
3170 }
3171
3172 if (!excluded)
3173 {
3174 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3175 }
3176 }
3177
3178 GetConstruction().UpdateVisuals();
3179 }
3180}
3181
3182void bsbDebugPrint (string s)
3183{
3184#ifdef BSB_DEBUG
3185 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3186#else
3187 //Print("" + s); // comment/uncomment to hide/see debug logs
3188#endif
3189}
3190void bsbDebugSpam (string s)
3191{
3192#ifdef BSB_DEBUG_SPAM
3193 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3194#else
3195 //Print("" + s); // comment/uncomment to hide/see debug logs
3196#endif
3197}
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