DayZ 1.27
DayZ Explorer by KGB
 
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◆ GetKitSpawnPosition()

vector bsbDebugPrint::GetKitSpawnPosition ( )
protected

См. определение в файле BaseBuildingBase.c строка 1661

1663{
1664 const string ANIMATION_DEPLOYED = "Deployed";
1665
1666 float m_ConstructionKitHealth; //stored health value for used construction kit
1667
1669
1670 bool m_HasBase;
1671 //variables for synchronization of base building parts (2x31 is the current limit)
1672 int m_SyncParts01; //synchronization for already built parts (31 parts)
1673 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1674 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1675 int m_InteractedPartId; //construction part id that an action was performed on
1676 int m_PerformedActionId; //action id that was performed on a construction part
1677
1678 //Sounds
1679 //build
1680 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1681 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1682 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1683 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1684 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1685 //dismantle
1686 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1687 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1688 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1689 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1690 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1691
1692 protected EffectSound m_Sound;
1693
1697
1698 // Constructor
1699 void BaseBuildingBase()
1700 {
1702
1703 //synchronized variables
1704 RegisterNetSyncVariableInt( "m_SyncParts01" );
1705 RegisterNetSyncVariableInt( "m_SyncParts02" );
1706 RegisterNetSyncVariableInt( "m_SyncParts03" );
1707 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1708 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1709 RegisterNetSyncVariableBool( "m_HasBase" );
1710
1711 //Construction init
1713
1714 if (ConfigIsExisting("hybridAttachments"))
1715 {
1717 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1718 }
1719 if (ConfigIsExisting("mountables"))
1720 {
1722 ConfigGetTextArray("mountables", m_Mountables);
1723 }
1724
1725 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1726 }
1727
1728 override void EEDelete(EntityAI parent)
1729 {
1730 super.EEDelete(parent);
1731
1732 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1733 {
1734 areaDamage.Destroy();
1735 }
1736
1737 }
1738
1739 override string GetInvulnerabilityTypeString()
1740 {
1741 return "disableBaseDamage";
1742 }
1743
1744 override bool CanObstruct()
1745 {
1746 return true;
1747 }
1748
1749 override int GetHideIconMask()
1750 {
1751 return EInventoryIconVisibility.HIDE_VICINITY;
1752 }
1753
1754 // --- SYNCHRONIZATION
1756 {
1757 if ( GetGame().IsServer() )
1758 {
1759 SetSynchDirty();
1760 }
1761 }
1762
1763 override void OnVariablesSynchronized()
1764 {
1765 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1766 super.OnVariablesSynchronized();
1767
1769 }
1770
1771 protected void OnSynchronizedClient()
1772 {
1773 //update parts
1775
1776 //update action on part
1778
1779 //update visuals (client)
1780 UpdateVisuals();
1781 }
1782
1783 //parts synchronization
1784 void RegisterPartForSync( int part_id )
1785 {
1786 //part_id must starts from index = 1
1787 int offset;
1788 int mask;
1789
1790 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1791 {
1792 offset = part_id - 1;
1793 mask = 1 << offset;
1794
1795 m_SyncParts01 = m_SyncParts01 | mask;
1796 }
1797 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1798 {
1799 offset = ( part_id % 32 );
1800 mask = 1 << offset;
1801
1802 m_SyncParts02 = m_SyncParts02 | mask;
1803 }
1804 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1805 {
1806 offset = ( part_id % 63 );
1807 mask = 1 << offset;
1808
1809 m_SyncParts03 = m_SyncParts03 | mask;
1810 }
1811 }
1812
1813 void UnregisterPartForSync( int part_id )
1814 {
1815 //part_id must starts from index = 1
1816 int offset;
1817 int mask;
1818
1819 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1820 {
1821 offset = part_id - 1;
1822 mask = 1 << offset;
1823
1824 m_SyncParts01 = m_SyncParts01 & ~mask;
1825 }
1826 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1827 {
1828 offset = ( part_id % 32 );
1829 mask = 1 << offset;
1830
1831 m_SyncParts02 = m_SyncParts02 & ~mask;
1832 }
1833 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1834 {
1835 offset = ( part_id % 63 );
1836 mask = 1 << offset;
1837
1838 m_SyncParts03 = m_SyncParts03 & ~mask;
1839 }
1840 }
1841
1842 bool IsPartBuildInSyncData( int part_id )
1843 {
1844 //part_id must starts from index = 1
1845 int offset;
1846 int mask;
1847
1848 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1849 {
1850 offset = part_id - 1;
1851 mask = 1 << offset;
1852
1853 if ( ( m_SyncParts01 & mask ) > 0 )
1854 {
1855 return true;
1856 }
1857 }
1858 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1859 {
1860 offset = ( part_id % 32 );
1861 mask = 1 << offset;
1862
1863 if ( ( m_SyncParts02 & mask ) > 0 )
1864 {
1865 return true;
1866 }
1867 }
1868 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1869 {
1870 offset = ( part_id % 63 );
1871 mask = 1 << offset;
1872
1873 if ( ( m_SyncParts03 & mask ) > 0 )
1874 {
1875 return true;
1876 }
1877 }
1878
1879 return false;
1880 }
1881
1882 protected void RegisterActionForSync( int part_id, int action_id )
1883 {
1884 m_InteractedPartId = part_id;
1885 m_PerformedActionId = action_id;
1886 }
1887
1888 protected void ResetActionSyncData()
1889 {
1890 //reset data
1891 m_InteractedPartId = -1;
1893 }
1894
1895 protected void SetActionFromSyncData()
1896 {
1897 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1898 {
1900 int build_action_id = m_PerformedActionId;
1901
1902 switch( build_action_id )
1903 {
1904 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1905 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1906 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1907 }
1908 }
1909 }
1910 //------
1911
1913 {
1914 string key = part.m_PartName;
1915 bool is_base = part.IsBase();
1916 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1917 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1918 if ( is_part_built_sync )
1919 {
1920 if ( !part.IsBuilt() )
1921 {
1922 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1923 GetConstruction().AddToConstructedParts( key );
1924 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1925
1926 if (is_base)
1927 {
1929 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1930 }
1931 }
1932 }
1933 else
1934 {
1935 if ( part.IsBuilt() )
1936 {
1937 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1938 GetConstruction().RemoveFromConstructedParts( key );
1939 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1940
1941 if (is_base)
1942 {
1944 AddProxyPhysics( ANIMATION_DEPLOYED );
1945 }
1946 }
1947 }
1948
1949 //check slot lock for material attachments
1950 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1951 }
1952
1953 //set construction parts based on synchronized data
1955 {
1956 Construction construction = GetConstruction();
1957 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1958
1959 for ( int i = 0; i < construction_parts.Count(); ++i )
1960 {
1961 string key = construction_parts.GetKey( i );
1962 ConstructionPart value = construction_parts.Get( key );
1963 SetPartFromSyncData(value);
1964 }
1965
1966 //regenerate navmesh
1967 UpdateNavmesh();
1968 }
1969
1970 protected ConstructionPart GetConstructionPartById( int id )
1971 {
1972 Construction construction = GetConstruction();
1973 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1974
1975 for ( int i = 0; i < construction_parts.Count(); ++i )
1976 {
1977 string key = construction_parts.GetKey( i );
1978 ConstructionPart value = construction_parts.Get( key );
1979
1980 if ( value.GetId() == id )
1981 {
1982 return value;
1983 }
1984 }
1985
1986 return NULL;
1987 }
1988 //
1989
1990 //Base
1991 bool HasBase()
1992 {
1993 return m_HasBase;
1994 }
1995
1996 void SetBaseState( bool has_base )
1997 {
1998 m_HasBase = has_base;
1999 }
2000
2001 override bool IsDeployable()
2002 {
2003 return true;
2004 }
2005
2006 bool IsOpened()
2007 {
2008 return false;
2009 }
2010
2011 //--- CONSTRUCTION KIT
2013 {
2014 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2015 if ( m_ConstructionKitHealth > 0 )
2016 {
2017 construction_kit.SetHealth( m_ConstructionKitHealth );
2018 }
2019
2020 return construction_kit;
2021 }
2022
2023 void CreateConstructionKitInHands(notnull PlayerBase player)
2024 {
2025 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2026 if ( m_ConstructionKitHealth > 0 )
2027 {
2028 construction_kit.SetHealth( m_ConstructionKitHealth );
2029 }
2030 }
2031
2032 protected vector GetKitSpawnPosition()
2033 {
2034 return GetPosition();
2035 }
2036
2037 protected string GetConstructionKitType()
2038 {
2039 return "";
2040 }
2041
2042 void DestroyConstructionKit( ItemBase construction_kit )
2043 {
2044 m_ConstructionKitHealth = construction_kit.GetHealth();
2045 GetGame().ObjectDelete( construction_kit );
2046 }
2047
2048 //--- CONSTRUCTION
2049 void DestroyConstruction()
2050 {
2051 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2052 GetGame().ObjectDelete( this );
2053 }
2054
2055 // --- EVENTS
2056 override void OnStoreSave( ParamsWriteContext ctx )
2057 {
2058 super.OnStoreSave( ctx );
2059
2060 //sync parts 01
2061 ctx.Write( m_SyncParts01 );
2062 ctx.Write( m_SyncParts02 );
2063 ctx.Write( m_SyncParts03 );
2064
2065 ctx.Write( m_HasBase );
2066 }
2067
2068 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2069 {
2070 if ( !super.OnStoreLoad( ctx, version ) )
2071 return false;
2072
2073 //--- Base building data ---
2074 //Restore synced parts data
2075 if ( !ctx.Read( m_SyncParts01 ) )
2076 {
2077 m_SyncParts01 = 0; //set default
2078 return false;
2079 }
2080 if ( !ctx.Read( m_SyncParts02 ) )
2081 {
2082 m_SyncParts02 = 0; //set default
2083 return false;
2084 }
2085 if ( !ctx.Read( m_SyncParts03 ) )
2086 {
2087 m_SyncParts03 = 0; //set default
2088 return false;
2089 }
2090
2091 //has base
2092 if ( !ctx.Read( m_HasBase ) )
2093 {
2094 m_HasBase = false;
2095 return false;
2096 }
2097 //---
2098
2099 return true;
2100 }
2101
2102 override void AfterStoreLoad()
2103 {
2104 super.AfterStoreLoad();
2105
2107 {
2109 }
2110 }
2111
2113 {
2114 //update server data
2116
2117 //set base state
2118 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2119 SetBaseState( construction_part.IsBuilt() ) ;
2120
2121 //synchronize after load
2123 }
2124
2125 override void OnCreatePhysics()
2126 {
2127 super.OnCreatePhysics();
2130 }
2131
2132 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2133 {
2135 return;
2136
2137 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2138
2139 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2140 return;
2141
2142 Construction construction = GetConstruction();
2143 string part_name = zone;
2144 part_name.ToLower();
2145
2146 if ( newLevel == GameConstants.STATE_RUINED )
2147 {
2148 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2149
2150 if ( construction_part && construction.IsPartConstructed( part_name ) )
2151 {
2152 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2153 construction.DestroyConnectedParts(part_name);
2154 }
2155
2156 //barbed wire handling (hack-ish)
2157 if ( part_name.Contains("barbed") )
2158 {
2159 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2160 if (barbed_wire)
2161 barbed_wire.SetMountedState( false );
2162 }
2163 }
2164 }
2165
2166 override void EEOnAfterLoad()
2167 {
2169 {
2171 }
2172
2173 super.EEOnAfterLoad();
2174 }
2175
2176 override void EEInit()
2177 {
2178 super.EEInit();
2179
2180 // init visuals and physics
2181 InitBaseState();
2182
2183 //debug
2184 #ifdef DEVELOPER
2186 #endif
2187 }
2188
2189 override void EEItemAttached( EntityAI item, string slot_name )
2190 {
2191 super.EEItemAttached( item, slot_name );
2192
2193 CheckForHybridAttachments( item, slot_name );
2194 UpdateVisuals();
2195 UpdateAttachmentPhysics( slot_name, false );
2196 }
2197
2198 override void EEItemDetached( EntityAI item, string slot_name )
2199 {
2200 super.EEItemDetached( item, slot_name );
2201
2202 UpdateVisuals();
2203 UpdateAttachmentPhysics( slot_name, false );
2204 }
2205
2206 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2207 {
2208 string slot_name = InventorySlots.GetSlotName( slotId );
2209 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2210
2211 UpdateAttachmentVisuals( slot_name, locked );
2212 UpdateAttachmentPhysics( slot_name, locked );
2213 }
2214
2215 //ignore out of reach condition
2216 override bool IgnoreOutOfReachCondition()
2217 {
2218 return true;
2219 }
2220
2221 //CONSTRUCTION EVENTS
2222 //Build
2223 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2224 {
2225 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2226
2227 //check base state
2228 if (construtionPart.IsBase())
2229 {
2230 SetBaseState(true);
2231
2232 //spawn kit
2234 }
2235
2236 //register constructed parts for synchronization
2237 RegisterPartForSync(construtionPart.GetId());
2238
2239 //register action that was performed on part
2240 RegisterActionForSync(construtionPart.GetId(), action_id);
2241
2242 //synchronize
2244
2245 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2246
2247 UpdateNavmesh();
2248
2249 //update visuals
2250 UpdateVisuals();
2251
2252 //reset action sync data
2254 }
2255
2256 void OnPartBuiltClient(string part_name, int action_id)
2257 {
2258 //play sound
2259 SoundBuildStart( part_name );
2260 }
2261
2262 //Dismantle
2263 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2264 {
2265 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2266 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2267
2268 //register constructed parts for synchronization
2269 UnregisterPartForSync(construtionPart.GetId());
2270
2271 //register action that was performed on part
2272 RegisterActionForSync(construtionPart.GetId(), action_id);
2273
2274 //synchronize
2276
2277 // server part of sync, client will be synced from SetPartsFromSyncData
2278 SetPartFromSyncData(construtionPart);
2279
2280 UpdateNavmesh();
2281
2282 //update visuals
2283 UpdateVisuals();
2284
2285 //reset action sync data
2287
2288 //check base state
2289 if (construtionPart.IsBase())
2290 {
2291 //Destroy construction
2293 }
2294
2295 if (GetGame().IsServer())
2296 HandleItemFalling(construtionPart);
2297 }
2298
2299 void OnPartDismantledClient( string part_name, int action_id )
2300 {
2301 //play sound
2302 SoundDismantleStart( part_name );
2303 }
2304
2305 //Destroy
2306 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2307 {
2308 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2309 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2310
2311 //register constructed parts for synchronization
2312 UnregisterPartForSync(construtionPart.GetId());
2313
2314 //register action that was performed on part
2315 RegisterActionForSync(construtionPart.GetId(), action_id);
2316
2317 //synchronize
2319
2320 // server part of sync, client will be synced from SetPartsFromSyncData
2321 SetPartFromSyncData(construtionPart);
2322
2323 UpdateNavmesh();
2324
2325 //update visuals
2326 UpdateVisuals();
2327
2328 //reset action sync data
2330
2331 //check base state
2332 if (construtionPart.IsBase())
2333 {
2334 //Destroy construction
2336 }
2337
2338 if (GetGame().IsServer())
2339 HandleItemFalling(construtionPart);
2340 }
2341
2342 void OnPartDestroyedClient( string part_name, int action_id )
2343 {
2344 //play sound
2345 SoundDestroyStart( part_name );
2346 }
2347
2348 protected void HandleItemFalling(ConstructionPart part)
2349 {
2350 bool process = false;
2351
2352 //TODO: add a parameter to parts' config classes?
2353 process |= part.m_PartName.Contains("_roof");
2354 process |= part.m_PartName.Contains("_platform");
2355 process |= part.m_PartName.Contains("_stair");
2356
2357 if (process)
2358 {
2359 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2360 {
2361 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2362 return;
2363 }
2364
2365 vector mins, maxs;
2366 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2367 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2368
2369 //sanitize minmaxs
2370 vector minTmp, maxTmp;
2371 minTmp[0] = Math.Min(mins[0],maxs[0]);
2372 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2373 minTmp[1] = Math.Min(mins[1],maxs[1]);
2374 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2375 minTmp[2] = Math.Min(mins[2],maxs[2]);
2376 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2377 mins = minTmp;
2378 maxs = maxTmp;
2379
2380 maxs[1] = maxs[1] + 0.35; //reach a little above..
2381
2382 ItemFall(mins,maxs);
2383 }
2384 }
2385
2386 protected void ItemFall(vector min, vector max)
2387 {
2388 array<EntityAI> foundEntities = new array<EntityAI>();
2389 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2390
2391 //filtering
2392 ItemBase item;
2393 foreach (EntityAI entity : foundEntities)
2394 {
2395 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2396 item.ThrowPhysically(null,vector.Zero);
2397 }
2398 }
2399
2400 // --- UPDATE
2401 void InitBaseState()
2402 {
2403 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2404
2405 InitVisuals();
2406 UpdateNavmesh(); //regenerate navmesh
2407 GetConstruction().InitBaseState();
2408 }
2409
2410 void InitVisuals()
2411 {
2412 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2413 //check base
2414 if ( !HasBase() )
2415 {
2416 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2417 }
2418 else
2419 {
2420 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2421 }
2422
2423 GetConstruction().UpdateVisuals();
2424 }
2425
2426 void UpdateVisuals()
2427 {
2428 array<string> attachmentSlots = new array<string>;
2429
2430 GetAttachmentSlots(this, attachmentSlots);
2431 foreach (string slotName : attachmentSlots)
2432 {
2434 }
2435
2436 //check base
2437 if (!HasBase())
2438 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2439 else
2440 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2441
2442 GetConstruction().UpdateVisuals();
2443 }
2444
2445 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2446 {
2447 string slotNameMounted = slot_name + "_Mounted";
2448 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2449
2450 if (attachment)
2451 {
2452 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2453 if (barbedWire && barbedWire.IsMounted())
2454 CreateAreaDamage(slotNameMounted);
2455 else
2456 DestroyAreaDamage(slotNameMounted);
2457
2458 if (is_locked)
2459 {
2460 SetAnimationPhase(slotNameMounted, 0);
2461 SetAnimationPhase(slot_name, 1);
2462 }
2463 else
2464 {
2465 SetAnimationPhase(slotNameMounted, 1);
2466 SetAnimationPhase(slot_name, 0);
2467 }
2468 }
2469 else
2470 {
2471 SetAnimationPhase(slotNameMounted, 1);
2472 SetAnimationPhase(slot_name, 1);
2473
2474 DestroyAreaDamage(slotNameMounted);
2475 }
2476 }
2477
2478 // avoid calling this function on frequent occasions, it's a massive performance hit
2479 void UpdatePhysics()
2480 {
2482 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2483
2484 array<string> attachmentSlots = new array<string>;
2485 GetAttachmentSlots(this, attachmentSlots);
2486
2488 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2489
2490 foreach (string slotName : attachmentSlots)
2491 {
2493 }
2494
2495 //check base
2496 if (!HasBase())
2497 {
2499 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2500
2501 AddProxyPhysics(ANIMATION_DEPLOYED);
2502 }
2503 else
2504 {
2506 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2507
2508 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2509 }
2510
2511 GetConstruction().UpdatePhysics();
2512 UpdateNavmesh();
2513 }
2514
2515 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2516 {
2517 //checks for invalid appends; hotfix
2518 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2519 return;
2520 //----------------------------------
2521 string slot_name_mounted = slot_name + "_Mounted";
2522 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2523
2524 //remove proxy physics
2525 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2526 RemoveProxyPhysics( slot_name_mounted );
2527 RemoveProxyPhysics( slot_name );
2528
2529 if ( attachment )
2530 {
2531 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2532 if ( is_locked )
2533 {
2534 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2535 AddProxyPhysics( slot_name_mounted );
2536 }
2537 else
2538 {
2539 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2540 AddProxyPhysics( slot_name );
2541 }
2542 }
2543 }
2544
2545 protected void UpdateNavmesh()
2546 {
2547 SetAffectPathgraph( true, false );
2548 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2549 }
2550
2551 override bool CanUseConstruction()
2552 {
2553 return true;
2554 }
2555
2556 override bool CanUseConstructionBuild()
2557 {
2558 return true;
2559 }
2560
2561 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2562 {
2563 if ( attachment )
2564 {
2565 InventoryLocation inventory_location = new InventoryLocation;
2566 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2567
2568 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2569 }
2570
2571 return false;
2572 }
2573
2574 protected bool IsAttachmentSlotLocked( string slot_name )
2575 {
2576 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2577 }
2578
2579 //--- ATTACHMENT SLOTS
2580 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2581 {
2582 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2583 if ( GetGame().ConfigIsExisting( config_path ) )
2584 {
2585 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2586 }
2587 }
2588
2589 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2590 {
2591 return true;
2592 }
2593
2594 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2595 {
2596 return true;
2597 }
2598
2599 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2600 {
2601 return true;
2602 }
2603
2604 // --- INIT
2605 void ConstructionInit()
2606 {
2607 if ( !m_Construction )
2608 {
2609 m_Construction = new Construction( this );
2610 }
2611
2612 GetConstruction().Init();
2613 }
2614
2616 {
2617 return m_Construction;
2618 }
2619
2620 //--- INVENTORY/ATTACHMENTS CONDITIONS
2621 //attachments
2622 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2623 {
2624 return super.CanReceiveAttachment(attachment, slotId);
2625 }
2626
2628 {
2629 int attachment_count = GetInventory().AttachmentCount();
2630 if ( attachment_count > 0 )
2631 {
2632 if ( HasBase() && attachment_count == 1 )
2633 {
2634 return false;
2635 }
2636
2637 return true;
2638 }
2639
2640 return false;
2641 }
2642
2643 override bool ShowZonesHealth()
2644 {
2645 return true;
2646 }
2647
2648 override bool IsTakeable()
2649 {
2650 return false;
2651 }
2652
2653 //this into/outo parent.Cargo
2654 override bool CanPutInCargo( EntityAI parent )
2655 {
2656 return false;
2657 }
2658
2659 override bool CanRemoveFromCargo( EntityAI parent )
2660 {
2661 return false;
2662 }
2663
2664 //hands
2665 override bool CanPutIntoHands( EntityAI parent )
2666 {
2667 return false;
2668 }
2669
2670 //--- ACTION CONDITIONS
2671 //direction
2672 override bool IsFacingPlayer( PlayerBase player, string selection )
2673 {
2674 return true;
2675 }
2676
2677 override bool IsPlayerInside( PlayerBase player, string selection )
2678 {
2679 return true;
2680 }
2681
2684 {
2685 return false;
2686 }
2687
2688 //camera direction check
2689 bool IsFacingCamera( string selection )
2690 {
2691 return true;
2692 }
2693
2694 //roof check
2695 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2696 {
2697 return false;
2698 }
2699
2700 //selection->player distance check
2701 bool HasProperDistance( string selection, PlayerBase player )
2702 {
2703 return true;
2704 }
2705
2706 //folding
2708 {
2709 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2710 {
2711 return false;
2712 }
2713
2714 return true;
2715 }
2716
2718 {
2721
2722 return item;
2723 }
2724
2725 //Damage triggers (barbed wire)
2726 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2727 {
2728 if ( GetGame() && GetGame().IsServer() )
2729 {
2730 //destroy area damage if some already exists
2731 DestroyAreaDamage( slot_name );
2732
2733 //create new area damage
2735 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2736
2737 vector min_max[2];
2738 if ( MemoryPointExists( slot_name + "_min" ) )
2739 {
2740 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2741 }
2742 if ( MemoryPointExists( slot_name + "_max" ) )
2743 {
2744 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2745 }
2746
2747 //get proper trigger extents (min<max)
2748 vector extents[2];
2749 GetConstruction().GetTriggerExtents( min_max, extents );
2750
2751 //get box center
2752 vector center;
2753 center = GetConstruction().GetBoxCenter( min_max );
2754 center = ModelToWorld( center );
2755
2756 //rotate center if needed
2757 vector orientation = GetOrientation();;
2758 CalcDamageAreaRotation( rotation_angle, center, orientation );
2759
2760 areaDamage.SetExtents( extents[0], extents[1] );
2761 areaDamage.SetAreaPosition( center );
2762 areaDamage.SetAreaOrientation( orientation );
2763 areaDamage.SetLoopInterval( 1.0 );
2764 areaDamage.SetDeferDuration( 0.2 );
2765 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2766 areaDamage.SetAmmoName( "BarbedWireHit" );
2767 areaDamage.Spawn();
2768
2769 m_DamageTriggers.Insert( slot_name, areaDamage );
2770 }
2771 }
2772
2773 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2774 {
2775 if ( angle_deg != 0 )
2776 {
2777 //orientation
2778 orientation[0] = orientation[0] - angle_deg;
2779
2780 //center
2781 vector rotate_axis;
2782 if ( MemoryPointExists( "rotate_axis" ) )
2783 {
2784 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2785 }
2786 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];
2787 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];
2788 center[0] = r_center_x;
2789 center[2] = r_center_z;
2790 }
2791 }
2792
2793 void DestroyAreaDamage( string slot_name )
2794 {
2795 if (GetGame() && GetGame().IsServer())
2796 {
2798 if (m_DamageTriggers.Find(slot_name, areaDamage))
2799 {
2800 if (areaDamage)
2801 {
2802 areaDamage.Destroy();
2803 }
2804
2805 m_DamageTriggers.Remove( slot_name );
2806 }
2807 }
2808 }
2809
2810 override bool IsIgnoredByConstruction()
2811 {
2812 return true;
2813 }
2814
2815 //================================================================
2816 // SOUNDS
2817 //================================================================
2818 protected void SoundBuildStart( string part_name )
2819 {
2820 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2821 }
2822
2823 protected void SoundDismantleStart( string part_name )
2824 {
2825 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2826 }
2827
2828 protected void SoundDestroyStart( string part_name )
2829 {
2830 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2831 }
2832
2833 protected string GetBuildSoundByMaterial( string part_name )
2834 {
2835 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2836
2837 switch ( material_type )
2838 {
2839 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2840 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2841 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2842 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2843 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2844 }
2845
2846 return "";
2847 }
2848
2849 protected string GetDismantleSoundByMaterial( string part_name )
2850 {
2851 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2852
2853 switch ( material_type )
2854 {
2855 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2856 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2857 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2858 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2859 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2860 }
2861
2862 return "";
2863 }
2864
2865 //misc
2866 void CheckForHybridAttachments( EntityAI item, string slot_name )
2867 {
2868 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2869 {
2870 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2871 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2872 {
2873 SetHealth(slot_name,"Health",item.GetHealth());
2874 }
2875 }
2876 }
2877
2878 override int GetDamageSystemVersionChange()
2879 {
2880 return 111;
2881 }
2882
2883 override void SetActions()
2884 {
2885 super.SetActions();
2886
2890 }
2891
2892 //================================================================
2893 // DEBUG
2894 //================================================================
2895 protected void DebugCustomState()
2896 {
2897 }
2898
2901 {
2902 return null;
2903 }
2904
2905 override void OnDebugSpawn()
2906 {
2907 FullyBuild();
2908 }
2909
2910 void FullyBuild()
2911 {
2913 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2914
2915 Man p;
2916
2917 #ifdef SERVER
2918 array<Man> players = new array<Man>;
2919 GetGame().GetWorld().GetPlayerList(players);
2920 if (players.Count())
2921 p = players[0];
2922 #else
2923 p = GetGame().GetPlayer();
2924 #endif
2925
2926 foreach (ConstructionPart part : parts)
2927 {
2928 bool excluded = false;
2929 string partName = part.GetPartName();
2930 if (excludes)
2931 {
2932 foreach (string exclude : excludes)
2933 {
2934 if (partName.Contains(exclude))
2935 {
2936 excluded = true;
2937 break;
2938 }
2939 }
2940 }
2941
2942 if (!excluded)
2943 {
2944 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2945 }
2946 }
2947
2948 GetConstruction().UpdateVisuals();
2949 }
2950}
2951
2952void bsbDebugPrint (string s)
2953{
2954#ifdef BSB_DEBUG
2955 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2956#else
2957 //Print("" + s); // comment/uncomment to hide/see debug logs
2958#endif
2959}
2960void bsbDebugSpam (string s)
2961{
2962#ifdef BSB_DEBUG_SPAM
2963 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2964#else
2965 //Print("" + s); // comment/uncomment to hide/see debug logs
2966#endif
2967}
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