DayZ 1.27
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◆ EEItemDetached()

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

См. определение в файле BaseBuildingBase.c строка 1827

1829{
1830 const string ANIMATION_DEPLOYED = "Deployed";
1831
1832 float m_ConstructionKitHealth; //stored health value for used construction kit
1833
1835
1836 bool m_HasBase;
1837 //variables for synchronization of base building parts (2x31 is the current limit)
1838 int m_SyncParts01; //synchronization for already built parts (31 parts)
1839 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1840 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1841 int m_InteractedPartId; //construction part id that an action was performed on
1842 int m_PerformedActionId; //action id that was performed on a construction part
1843
1844 //Sounds
1845 //build
1846 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1847 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1848 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1849 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1850 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1851 //dismantle
1852 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1853 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1854 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1855 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1856 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1857
1858 protected EffectSound m_Sound;
1859
1863
1864 // Constructor
1865 void BaseBuildingBase()
1866 {
1868
1869 //synchronized variables
1870 RegisterNetSyncVariableInt( "m_SyncParts01" );
1871 RegisterNetSyncVariableInt( "m_SyncParts02" );
1872 RegisterNetSyncVariableInt( "m_SyncParts03" );
1873 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1874 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1875 RegisterNetSyncVariableBool( "m_HasBase" );
1876
1877 //Construction init
1879
1880 if (ConfigIsExisting("hybridAttachments"))
1881 {
1883 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1884 }
1885 if (ConfigIsExisting("mountables"))
1886 {
1888 ConfigGetTextArray("mountables", m_Mountables);
1889 }
1890
1891 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1892 }
1893
1894 override void EEDelete(EntityAI parent)
1895 {
1896 super.EEDelete(parent);
1897
1898 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1899 {
1900 areaDamage.Destroy();
1901 }
1902
1903 }
1904
1905 override string GetInvulnerabilityTypeString()
1906 {
1907 return "disableBaseDamage";
1908 }
1909
1910 override bool CanObstruct()
1911 {
1912 return true;
1913 }
1914
1915 override int GetHideIconMask()
1916 {
1917 return EInventoryIconVisibility.HIDE_VICINITY;
1918 }
1919
1920 // --- SYNCHRONIZATION
1922 {
1923 if ( GetGame().IsServer() )
1924 {
1925 SetSynchDirty();
1926 }
1927 }
1928
1929 override void OnVariablesSynchronized()
1930 {
1931 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1932 super.OnVariablesSynchronized();
1933
1935 }
1936
1937 protected void OnSynchronizedClient()
1938 {
1939 //update parts
1941
1942 //update action on part
1944
1945 //update visuals (client)
1946 UpdateVisuals();
1947 }
1948
1949 //parts synchronization
1950 void RegisterPartForSync( int part_id )
1951 {
1952 //part_id must starts from index = 1
1953 int offset;
1954 int mask;
1955
1956 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1957 {
1958 offset = part_id - 1;
1959 mask = 1 << offset;
1960
1961 m_SyncParts01 = m_SyncParts01 | mask;
1962 }
1963 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1964 {
1965 offset = ( part_id % 32 );
1966 mask = 1 << offset;
1967
1968 m_SyncParts02 = m_SyncParts02 | mask;
1969 }
1970 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1971 {
1972 offset = ( part_id % 63 );
1973 mask = 1 << offset;
1974
1975 m_SyncParts03 = m_SyncParts03 | mask;
1976 }
1977 }
1978
1979 void UnregisterPartForSync( int part_id )
1980 {
1981 //part_id must starts from index = 1
1982 int offset;
1983 int mask;
1984
1985 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1986 {
1987 offset = part_id - 1;
1988 mask = 1 << offset;
1989
1990 m_SyncParts01 = m_SyncParts01 & ~mask;
1991 }
1992 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1993 {
1994 offset = ( part_id % 32 );
1995 mask = 1 << offset;
1996
1997 m_SyncParts02 = m_SyncParts02 & ~mask;
1998 }
1999 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2000 {
2001 offset = ( part_id % 63 );
2002 mask = 1 << offset;
2003
2004 m_SyncParts03 = m_SyncParts03 & ~mask;
2005 }
2006 }
2007
2008 bool IsPartBuildInSyncData( int part_id )
2009 {
2010 //part_id must starts from index = 1
2011 int offset;
2012 int mask;
2013
2014 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2015 {
2016 offset = part_id - 1;
2017 mask = 1 << offset;
2018
2019 if ( ( m_SyncParts01 & mask ) > 0 )
2020 {
2021 return true;
2022 }
2023 }
2024 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2025 {
2026 offset = ( part_id % 32 );
2027 mask = 1 << offset;
2028
2029 if ( ( m_SyncParts02 & mask ) > 0 )
2030 {
2031 return true;
2032 }
2033 }
2034 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2035 {
2036 offset = ( part_id % 63 );
2037 mask = 1 << offset;
2038
2039 if ( ( m_SyncParts03 & mask ) > 0 )
2040 {
2041 return true;
2042 }
2043 }
2044
2045 return false;
2046 }
2047
2048 protected void RegisterActionForSync( int part_id, int action_id )
2049 {
2050 m_InteractedPartId = part_id;
2051 m_PerformedActionId = action_id;
2052 }
2053
2054 protected void ResetActionSyncData()
2055 {
2056 //reset data
2057 m_InteractedPartId = -1;
2059 }
2060
2061 protected void SetActionFromSyncData()
2062 {
2063 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2064 {
2066 int build_action_id = m_PerformedActionId;
2067
2068 switch( build_action_id )
2069 {
2070 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2071 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2072 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2073 }
2074 }
2075 }
2076 //------
2077
2079 {
2080 string key = part.m_PartName;
2081 bool is_base = part.IsBase();
2082 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2083 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2084 if ( is_part_built_sync )
2085 {
2086 if ( !part.IsBuilt() )
2087 {
2088 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2089 GetConstruction().AddToConstructedParts( key );
2090 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2091
2092 if (is_base)
2093 {
2095 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2096 }
2097 }
2098 }
2099 else
2100 {
2101 if ( part.IsBuilt() )
2102 {
2103 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2104 GetConstruction().RemoveFromConstructedParts( key );
2105 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2106
2107 if (is_base)
2108 {
2110 AddProxyPhysics( ANIMATION_DEPLOYED );
2111 }
2112 }
2113 }
2114
2115 //check slot lock for material attachments
2116 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2117 }
2118
2119 //set construction parts based on synchronized data
2121 {
2122 Construction construction = GetConstruction();
2123 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2124
2125 for ( int i = 0; i < construction_parts.Count(); ++i )
2126 {
2127 string key = construction_parts.GetKey( i );
2128 ConstructionPart value = construction_parts.Get( key );
2129 SetPartFromSyncData(value);
2130 }
2131
2132 //regenerate navmesh
2133 UpdateNavmesh();
2134 }
2135
2136 protected ConstructionPart GetConstructionPartById( int id )
2137 {
2138 Construction construction = GetConstruction();
2139 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2140
2141 for ( int i = 0; i < construction_parts.Count(); ++i )
2142 {
2143 string key = construction_parts.GetKey( i );
2144 ConstructionPart value = construction_parts.Get( key );
2145
2146 if ( value.GetId() == id )
2147 {
2148 return value;
2149 }
2150 }
2151
2152 return NULL;
2153 }
2154 //
2155
2156 //Base
2157 bool HasBase()
2158 {
2159 return m_HasBase;
2160 }
2161
2162 void SetBaseState( bool has_base )
2163 {
2164 m_HasBase = has_base;
2165 }
2166
2167 override bool IsDeployable()
2168 {
2169 return true;
2170 }
2171
2172 bool IsOpened()
2173 {
2174 return false;
2175 }
2176
2177 //--- CONSTRUCTION KIT
2179 {
2180 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2181 if ( m_ConstructionKitHealth > 0 )
2182 {
2183 construction_kit.SetHealth( m_ConstructionKitHealth );
2184 }
2185
2186 return construction_kit;
2187 }
2188
2189 void CreateConstructionKitInHands(notnull PlayerBase player)
2190 {
2191 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2192 if ( m_ConstructionKitHealth > 0 )
2193 {
2194 construction_kit.SetHealth( m_ConstructionKitHealth );
2195 }
2196 }
2197
2198 protected vector GetKitSpawnPosition()
2199 {
2200 return GetPosition();
2201 }
2202
2203 protected string GetConstructionKitType()
2204 {
2205 return "";
2206 }
2207
2208 void DestroyConstructionKit( ItemBase construction_kit )
2209 {
2210 m_ConstructionKitHealth = construction_kit.GetHealth();
2211 GetGame().ObjectDelete( construction_kit );
2212 }
2213
2214 //--- CONSTRUCTION
2215 void DestroyConstruction()
2216 {
2217 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2218 GetGame().ObjectDelete( this );
2219 }
2220
2221 // --- EVENTS
2222 override void OnStoreSave( ParamsWriteContext ctx )
2223 {
2224 super.OnStoreSave( ctx );
2225
2226 //sync parts 01
2227 ctx.Write( m_SyncParts01 );
2228 ctx.Write( m_SyncParts02 );
2229 ctx.Write( m_SyncParts03 );
2230
2231 ctx.Write( m_HasBase );
2232 }
2233
2234 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2235 {
2236 if ( !super.OnStoreLoad( ctx, version ) )
2237 return false;
2238
2239 //--- Base building data ---
2240 //Restore synced parts data
2241 if ( !ctx.Read( m_SyncParts01 ) )
2242 {
2243 m_SyncParts01 = 0; //set default
2244 return false;
2245 }
2246 if ( !ctx.Read( m_SyncParts02 ) )
2247 {
2248 m_SyncParts02 = 0; //set default
2249 return false;
2250 }
2251 if ( !ctx.Read( m_SyncParts03 ) )
2252 {
2253 m_SyncParts03 = 0; //set default
2254 return false;
2255 }
2256
2257 //has base
2258 if ( !ctx.Read( m_HasBase ) )
2259 {
2260 m_HasBase = false;
2261 return false;
2262 }
2263 //---
2264
2265 return true;
2266 }
2267
2268 override void AfterStoreLoad()
2269 {
2270 super.AfterStoreLoad();
2271
2273 {
2275 }
2276 }
2277
2279 {
2280 //update server data
2282
2283 //set base state
2284 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2285 SetBaseState( construction_part.IsBuilt() ) ;
2286
2287 //synchronize after load
2289 }
2290
2291 override void OnCreatePhysics()
2292 {
2293 super.OnCreatePhysics();
2296 }
2297
2298 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2299 {
2301 return;
2302
2303 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2304
2305 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2306 return;
2307
2308 Construction construction = GetConstruction();
2309 string part_name = zone;
2310 part_name.ToLower();
2311
2312 if ( newLevel == GameConstants.STATE_RUINED )
2313 {
2314 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2315
2316 if ( construction_part && construction.IsPartConstructed( part_name ) )
2317 {
2318 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2319 construction.DestroyConnectedParts(part_name);
2320 }
2321
2322 //barbed wire handling (hack-ish)
2323 if ( part_name.Contains("barbed") )
2324 {
2325 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2326 if (barbed_wire)
2327 barbed_wire.SetMountedState( false );
2328 }
2329 }
2330 }
2331
2332 override void EEOnAfterLoad()
2333 {
2335 {
2337 }
2338
2339 super.EEOnAfterLoad();
2340 }
2341
2342 override void EEInit()
2343 {
2344 super.EEInit();
2345
2346 // init visuals and physics
2347 InitBaseState();
2348
2349 //debug
2350 #ifdef DEVELOPER
2352 #endif
2353 }
2354
2355 override void EEItemAttached( EntityAI item, string slot_name )
2356 {
2357 super.EEItemAttached( item, slot_name );
2358
2359 CheckForHybridAttachments( item, slot_name );
2360 UpdateVisuals();
2361 UpdateAttachmentPhysics( slot_name, false );
2362 }
2363
2364 override void EEItemDetached( EntityAI item, string slot_name )
2365 {
2366 super.EEItemDetached( item, slot_name );
2367
2368 UpdateVisuals();
2369 UpdateAttachmentPhysics( slot_name, false );
2370 }
2371
2372 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2373 {
2374 string slot_name = InventorySlots.GetSlotName( slotId );
2375 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2376
2377 UpdateAttachmentVisuals( slot_name, locked );
2378 UpdateAttachmentPhysics( slot_name, locked );
2379 }
2380
2381 //ignore out of reach condition
2382 override bool IgnoreOutOfReachCondition()
2383 {
2384 return true;
2385 }
2386
2387 //CONSTRUCTION EVENTS
2388 //Build
2389 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2390 {
2391 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2392
2393 //check base state
2394 if (construtionPart.IsBase())
2395 {
2396 SetBaseState(true);
2397
2398 //spawn kit
2400 }
2401
2402 //register constructed parts for synchronization
2403 RegisterPartForSync(construtionPart.GetId());
2404
2405 //register action that was performed on part
2406 RegisterActionForSync(construtionPart.GetId(), action_id);
2407
2408 //synchronize
2410
2411 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2412
2413 UpdateNavmesh();
2414
2415 //update visuals
2416 UpdateVisuals();
2417
2418 //reset action sync data
2420 }
2421
2422 void OnPartBuiltClient(string part_name, int action_id)
2423 {
2424 //play sound
2425 SoundBuildStart( part_name );
2426 }
2427
2428 //Dismantle
2429 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2430 {
2431 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2432 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2433
2434 //register constructed parts for synchronization
2435 UnregisterPartForSync(construtionPart.GetId());
2436
2437 //register action that was performed on part
2438 RegisterActionForSync(construtionPart.GetId(), action_id);
2439
2440 //synchronize
2442
2443 // server part of sync, client will be synced from SetPartsFromSyncData
2444 SetPartFromSyncData(construtionPart);
2445
2446 UpdateNavmesh();
2447
2448 //update visuals
2449 UpdateVisuals();
2450
2451 //reset action sync data
2453
2454 //check base state
2455 if (construtionPart.IsBase())
2456 {
2457 //Destroy construction
2459 }
2460
2461 if (GetGame().IsServer())
2462 HandleItemFalling(construtionPart);
2463 }
2464
2465 void OnPartDismantledClient( string part_name, int action_id )
2466 {
2467 //play sound
2468 SoundDismantleStart( part_name );
2469 }
2470
2471 //Destroy
2472 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2473 {
2474 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2475 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2476
2477 //register constructed parts for synchronization
2478 UnregisterPartForSync(construtionPart.GetId());
2479
2480 //register action that was performed on part
2481 RegisterActionForSync(construtionPart.GetId(), action_id);
2482
2483 //synchronize
2485
2486 // server part of sync, client will be synced from SetPartsFromSyncData
2487 SetPartFromSyncData(construtionPart);
2488
2489 UpdateNavmesh();
2490
2491 //update visuals
2492 UpdateVisuals();
2493
2494 //reset action sync data
2496
2497 //check base state
2498 if (construtionPart.IsBase())
2499 {
2500 //Destroy construction
2502 }
2503
2504 if (GetGame().IsServer())
2505 HandleItemFalling(construtionPart);
2506 }
2507
2508 void OnPartDestroyedClient( string part_name, int action_id )
2509 {
2510 //play sound
2511 SoundDestroyStart( part_name );
2512 }
2513
2514 protected void HandleItemFalling(ConstructionPart part)
2515 {
2516 bool process = false;
2517
2518 //TODO: add a parameter to parts' config classes?
2519 process |= part.m_PartName.Contains("_roof");
2520 process |= part.m_PartName.Contains("_platform");
2521 process |= part.m_PartName.Contains("_stair");
2522
2523 if (process)
2524 {
2525 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2526 {
2527 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2528 return;
2529 }
2530
2531 vector mins, maxs;
2532 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2533 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2534
2535 //sanitize minmaxs
2536 vector minTmp, maxTmp;
2537 minTmp[0] = Math.Min(mins[0],maxs[0]);
2538 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2539 minTmp[1] = Math.Min(mins[1],maxs[1]);
2540 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2541 minTmp[2] = Math.Min(mins[2],maxs[2]);
2542 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2543 mins = minTmp;
2544 maxs = maxTmp;
2545
2546 maxs[1] = maxs[1] + 0.35; //reach a little above..
2547
2548 ItemFall(mins,maxs);
2549 }
2550 }
2551
2552 protected void ItemFall(vector min, vector max)
2553 {
2554 array<EntityAI> foundEntities = new array<EntityAI>();
2555 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2556
2557 //filtering
2558 ItemBase item;
2559 foreach (EntityAI entity : foundEntities)
2560 {
2561 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2562 item.ThrowPhysically(null,vector.Zero);
2563 }
2564 }
2565
2566 // --- UPDATE
2567 void InitBaseState()
2568 {
2569 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2570
2571 InitVisuals();
2572 UpdateNavmesh(); //regenerate navmesh
2573 GetConstruction().InitBaseState();
2574 }
2575
2576 void InitVisuals()
2577 {
2578 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2579 //check base
2580 if ( !HasBase() )
2581 {
2582 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2583 }
2584 else
2585 {
2586 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2587 }
2588
2589 GetConstruction().UpdateVisuals();
2590 }
2591
2592 void UpdateVisuals()
2593 {
2594 array<string> attachmentSlots = new array<string>;
2595
2596 GetAttachmentSlots(this, attachmentSlots);
2597 foreach (string slotName : attachmentSlots)
2598 {
2600 }
2601
2602 //check base
2603 if (!HasBase())
2604 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2605 else
2606 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2607
2608 GetConstruction().UpdateVisuals();
2609 }
2610
2611 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2612 {
2613 string slotNameMounted = slot_name + "_Mounted";
2614 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2615
2616 if (attachment)
2617 {
2618 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2619 if (barbedWire && barbedWire.IsMounted())
2620 CreateAreaDamage(slotNameMounted);
2621 else
2622 DestroyAreaDamage(slotNameMounted);
2623
2624 if (is_locked)
2625 {
2626 SetAnimationPhase(slotNameMounted, 0);
2627 SetAnimationPhase(slot_name, 1);
2628 }
2629 else
2630 {
2631 SetAnimationPhase(slotNameMounted, 1);
2632 SetAnimationPhase(slot_name, 0);
2633 }
2634 }
2635 else
2636 {
2637 SetAnimationPhase(slotNameMounted, 1);
2638 SetAnimationPhase(slot_name, 1);
2639
2640 DestroyAreaDamage(slotNameMounted);
2641 }
2642 }
2643
2644 // avoid calling this function on frequent occasions, it's a massive performance hit
2645 void UpdatePhysics()
2646 {
2648 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2649
2650 array<string> attachmentSlots = new array<string>;
2651 GetAttachmentSlots(this, attachmentSlots);
2652
2654 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2655
2656 foreach (string slotName : attachmentSlots)
2657 {
2659 }
2660
2661 //check base
2662 if (!HasBase())
2663 {
2665 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2666
2667 AddProxyPhysics(ANIMATION_DEPLOYED);
2668 }
2669 else
2670 {
2672 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2673
2674 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2675 }
2676
2677 GetConstruction().UpdatePhysics();
2678 UpdateNavmesh();
2679 }
2680
2681 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2682 {
2683 //checks for invalid appends; hotfix
2684 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2685 return;
2686 //----------------------------------
2687 string slot_name_mounted = slot_name + "_Mounted";
2688 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2689
2690 //remove proxy physics
2691 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2692 RemoveProxyPhysics( slot_name_mounted );
2693 RemoveProxyPhysics( slot_name );
2694
2695 if ( attachment )
2696 {
2697 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2698 if ( is_locked )
2699 {
2700 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2701 AddProxyPhysics( slot_name_mounted );
2702 }
2703 else
2704 {
2705 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2706 AddProxyPhysics( slot_name );
2707 }
2708 }
2709 }
2710
2711 protected void UpdateNavmesh()
2712 {
2713 SetAffectPathgraph( true, false );
2714 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2715 }
2716
2717 override bool CanUseConstruction()
2718 {
2719 return true;
2720 }
2721
2722 override bool CanUseConstructionBuild()
2723 {
2724 return true;
2725 }
2726
2727 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2728 {
2729 if ( attachment )
2730 {
2731 InventoryLocation inventory_location = new InventoryLocation;
2732 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2733
2734 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2735 }
2736
2737 return false;
2738 }
2739
2740 protected bool IsAttachmentSlotLocked( string slot_name )
2741 {
2742 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2743 }
2744
2745 //--- ATTACHMENT SLOTS
2746 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2747 {
2748 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2749 if ( GetGame().ConfigIsExisting( config_path ) )
2750 {
2751 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2752 }
2753 }
2754
2755 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2756 {
2757 return true;
2758 }
2759
2760 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2761 {
2762 return true;
2763 }
2764
2765 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2766 {
2767 return true;
2768 }
2769
2770 // --- INIT
2771 void ConstructionInit()
2772 {
2773 if ( !m_Construction )
2774 {
2775 m_Construction = new Construction( this );
2776 }
2777
2778 GetConstruction().Init();
2779 }
2780
2782 {
2783 return m_Construction;
2784 }
2785
2786 //--- INVENTORY/ATTACHMENTS CONDITIONS
2787 //attachments
2788 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2789 {
2790 return super.CanReceiveAttachment(attachment, slotId);
2791 }
2792
2794 {
2795 int attachment_count = GetInventory().AttachmentCount();
2796 if ( attachment_count > 0 )
2797 {
2798 if ( HasBase() && attachment_count == 1 )
2799 {
2800 return false;
2801 }
2802
2803 return true;
2804 }
2805
2806 return false;
2807 }
2808
2809 override bool ShowZonesHealth()
2810 {
2811 return true;
2812 }
2813
2814 override bool IsTakeable()
2815 {
2816 return false;
2817 }
2818
2819 //this into/outo parent.Cargo
2820 override bool CanPutInCargo( EntityAI parent )
2821 {
2822 return false;
2823 }
2824
2825 override bool CanRemoveFromCargo( EntityAI parent )
2826 {
2827 return false;
2828 }
2829
2830 //hands
2831 override bool CanPutIntoHands( EntityAI parent )
2832 {
2833 return false;
2834 }
2835
2836 //--- ACTION CONDITIONS
2837 //direction
2838 override bool IsFacingPlayer( PlayerBase player, string selection )
2839 {
2840 return true;
2841 }
2842
2843 override bool IsPlayerInside( PlayerBase player, string selection )
2844 {
2845 return true;
2846 }
2847
2850 {
2851 return false;
2852 }
2853
2854 //camera direction check
2855 bool IsFacingCamera( string selection )
2856 {
2857 return true;
2858 }
2859
2860 //roof check
2861 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2862 {
2863 return false;
2864 }
2865
2866 //selection->player distance check
2867 bool HasProperDistance( string selection, PlayerBase player )
2868 {
2869 return true;
2870 }
2871
2872 //folding
2874 {
2875 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2876 {
2877 return false;
2878 }
2879
2880 return true;
2881 }
2882
2884 {
2887
2888 return item;
2889 }
2890
2891 //Damage triggers (barbed wire)
2892 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2893 {
2894 if ( GetGame() && GetGame().IsServer() )
2895 {
2896 //destroy area damage if some already exists
2897 DestroyAreaDamage( slot_name );
2898
2899 //create new area damage
2901 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2902
2903 vector min_max[2];
2904 if ( MemoryPointExists( slot_name + "_min" ) )
2905 {
2906 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2907 }
2908 if ( MemoryPointExists( slot_name + "_max" ) )
2909 {
2910 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2911 }
2912
2913 //get proper trigger extents (min<max)
2914 vector extents[2];
2915 GetConstruction().GetTriggerExtents( min_max, extents );
2916
2917 //get box center
2918 vector center;
2919 center = GetConstruction().GetBoxCenter( min_max );
2920 center = ModelToWorld( center );
2921
2922 //rotate center if needed
2923 vector orientation = GetOrientation();;
2924 CalcDamageAreaRotation( rotation_angle, center, orientation );
2925
2926 areaDamage.SetExtents( extents[0], extents[1] );
2927 areaDamage.SetAreaPosition( center );
2928 areaDamage.SetAreaOrientation( orientation );
2929 areaDamage.SetLoopInterval( 1.0 );
2930 areaDamage.SetDeferDuration( 0.2 );
2931 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2932 areaDamage.SetAmmoName( "BarbedWireHit" );
2933 areaDamage.Spawn();
2934
2935 m_DamageTriggers.Insert( slot_name, areaDamage );
2936 }
2937 }
2938
2939 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2940 {
2941 if ( angle_deg != 0 )
2942 {
2943 //orientation
2944 orientation[0] = orientation[0] - angle_deg;
2945
2946 //center
2947 vector rotate_axis;
2948 if ( MemoryPointExists( "rotate_axis" ) )
2949 {
2950 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2951 }
2952 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];
2953 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];
2954 center[0] = r_center_x;
2955 center[2] = r_center_z;
2956 }
2957 }
2958
2959 void DestroyAreaDamage( string slot_name )
2960 {
2961 if (GetGame() && GetGame().IsServer())
2962 {
2964 if (m_DamageTriggers.Find(slot_name, areaDamage))
2965 {
2966 if (areaDamage)
2967 {
2968 areaDamage.Destroy();
2969 }
2970
2971 m_DamageTriggers.Remove( slot_name );
2972 }
2973 }
2974 }
2975
2976 override bool IsIgnoredByConstruction()
2977 {
2978 return true;
2979 }
2980
2981 //================================================================
2982 // SOUNDS
2983 //================================================================
2984 protected void SoundBuildStart( string part_name )
2985 {
2986 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2987 }
2988
2989 protected void SoundDismantleStart( string part_name )
2990 {
2991 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2992 }
2993
2994 protected void SoundDestroyStart( string part_name )
2995 {
2996 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2997 }
2998
2999 protected string GetBuildSoundByMaterial( string part_name )
3000 {
3001 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3002
3003 switch ( material_type )
3004 {
3005 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3006 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3007 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3008 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3009 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3010 }
3011
3012 return "";
3013 }
3014
3015 protected string GetDismantleSoundByMaterial( string part_name )
3016 {
3017 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3018
3019 switch ( material_type )
3020 {
3021 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3022 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3023 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3024 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3025 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3026 }
3027
3028 return "";
3029 }
3030
3031 //misc
3032 void CheckForHybridAttachments( EntityAI item, string slot_name )
3033 {
3034 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3035 {
3036 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3037 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3038 {
3039 SetHealth(slot_name,"Health",item.GetHealth());
3040 }
3041 }
3042 }
3043
3044 override int GetDamageSystemVersionChange()
3045 {
3046 return 111;
3047 }
3048
3049 override void SetActions()
3050 {
3051 super.SetActions();
3052
3056 }
3057
3058 //================================================================
3059 // DEBUG
3060 //================================================================
3061 protected void DebugCustomState()
3062 {
3063 }
3064
3067 {
3068 return null;
3069 }
3070
3071 override void OnDebugSpawn()
3072 {
3073 FullyBuild();
3074 }
3075
3076 void FullyBuild()
3077 {
3079 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3080
3081 Man p;
3082
3083 #ifdef SERVER
3084 array<Man> players = new array<Man>;
3085 GetGame().GetWorld().GetPlayerList(players);
3086 if (players.Count())
3087 p = players[0];
3088 #else
3089 p = GetGame().GetPlayer();
3090 #endif
3091
3092 foreach (ConstructionPart part : parts)
3093 {
3094 bool excluded = false;
3095 string partName = part.GetPartName();
3096 if (excludes)
3097 {
3098 foreach (string exclude : excludes)
3099 {
3100 if (partName.Contains(exclude))
3101 {
3102 excluded = true;
3103 break;
3104 }
3105 }
3106 }
3107
3108 if (!excluded)
3109 {
3110 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3111 }
3112 }
3113
3114 GetConstruction().UpdateVisuals();
3115 }
3116}
3117
3118void bsbDebugPrint (string s)
3119{
3120#ifdef BSB_DEBUG
3121 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3122#else
3123 //Print("" + s); // comment/uncomment to hide/see debug logs
3124#endif
3125}
3126void bsbDebugSpam (string s)
3127{
3128#ifdef BSB_DEBUG_SPAM
3129 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3130#else
3131 //Print("" + s); // comment/uncomment to hide/see debug logs
3132#endif
3133}
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