DayZ 1.27
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◆ IsFacingCamera()

bool bsbDebugPrint::IsFacingCamera ( string selection)
protected

См. определение в файле BaseBuildingBase.c строка 2318

2320{
2321 const string ANIMATION_DEPLOYED = "Deployed";
2322
2323 float m_ConstructionKitHealth; //stored health value for used construction kit
2324
2326
2327 bool m_HasBase;
2328 //variables for synchronization of base building parts (2x31 is the current limit)
2329 int m_SyncParts01; //synchronization for already built parts (31 parts)
2330 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2331 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2332 int m_InteractedPartId; //construction part id that an action was performed on
2333 int m_PerformedActionId; //action id that was performed on a construction part
2334
2335 //Sounds
2336 //build
2337 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2338 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2339 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2340 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2341 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2342 //dismantle
2343 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2344 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2345 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2346 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2347 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2348
2349 protected EffectSound m_Sound;
2350
2354
2355 // Constructor
2356 void BaseBuildingBase()
2357 {
2359
2360 //synchronized variables
2361 RegisterNetSyncVariableInt( "m_SyncParts01" );
2362 RegisterNetSyncVariableInt( "m_SyncParts02" );
2363 RegisterNetSyncVariableInt( "m_SyncParts03" );
2364 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2365 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2366 RegisterNetSyncVariableBool( "m_HasBase" );
2367
2368 //Construction init
2370
2371 if (ConfigIsExisting("hybridAttachments"))
2372 {
2374 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2375 }
2376 if (ConfigIsExisting("mountables"))
2377 {
2379 ConfigGetTextArray("mountables", m_Mountables);
2380 }
2381
2382 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2383 }
2384
2385 override void EEDelete(EntityAI parent)
2386 {
2387 super.EEDelete(parent);
2388
2389 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2390 {
2391 areaDamage.Destroy();
2392 }
2393
2394 }
2395
2396 override string GetInvulnerabilityTypeString()
2397 {
2398 return "disableBaseDamage";
2399 }
2400
2401 override bool CanObstruct()
2402 {
2403 return true;
2404 }
2405
2406 override int GetHideIconMask()
2407 {
2408 return EInventoryIconVisibility.HIDE_VICINITY;
2409 }
2410
2411 // --- SYNCHRONIZATION
2413 {
2414 if ( GetGame().IsServer() )
2415 {
2416 SetSynchDirty();
2417 }
2418 }
2419
2420 override void OnVariablesSynchronized()
2421 {
2422 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2423 super.OnVariablesSynchronized();
2424
2426 }
2427
2428 protected void OnSynchronizedClient()
2429 {
2430 //update parts
2432
2433 //update action on part
2435
2436 //update visuals (client)
2437 UpdateVisuals();
2438 }
2439
2440 //parts synchronization
2441 void RegisterPartForSync( int part_id )
2442 {
2443 //part_id must starts from index = 1
2444 int offset;
2445 int mask;
2446
2447 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2448 {
2449 offset = part_id - 1;
2450 mask = 1 << offset;
2451
2452 m_SyncParts01 = m_SyncParts01 | mask;
2453 }
2454 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2455 {
2456 offset = ( part_id % 32 );
2457 mask = 1 << offset;
2458
2459 m_SyncParts02 = m_SyncParts02 | mask;
2460 }
2461 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2462 {
2463 offset = ( part_id % 63 );
2464 mask = 1 << offset;
2465
2466 m_SyncParts03 = m_SyncParts03 | mask;
2467 }
2468 }
2469
2470 void UnregisterPartForSync( int part_id )
2471 {
2472 //part_id must starts from index = 1
2473 int offset;
2474 int mask;
2475
2476 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2477 {
2478 offset = part_id - 1;
2479 mask = 1 << offset;
2480
2481 m_SyncParts01 = m_SyncParts01 & ~mask;
2482 }
2483 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2484 {
2485 offset = ( part_id % 32 );
2486 mask = 1 << offset;
2487
2488 m_SyncParts02 = m_SyncParts02 & ~mask;
2489 }
2490 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2491 {
2492 offset = ( part_id % 63 );
2493 mask = 1 << offset;
2494
2495 m_SyncParts03 = m_SyncParts03 & ~mask;
2496 }
2497 }
2498
2499 bool IsPartBuildInSyncData( int part_id )
2500 {
2501 //part_id must starts from index = 1
2502 int offset;
2503 int mask;
2504
2505 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2506 {
2507 offset = part_id - 1;
2508 mask = 1 << offset;
2509
2510 if ( ( m_SyncParts01 & mask ) > 0 )
2511 {
2512 return true;
2513 }
2514 }
2515 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2516 {
2517 offset = ( part_id % 32 );
2518 mask = 1 << offset;
2519
2520 if ( ( m_SyncParts02 & mask ) > 0 )
2521 {
2522 return true;
2523 }
2524 }
2525 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2526 {
2527 offset = ( part_id % 63 );
2528 mask = 1 << offset;
2529
2530 if ( ( m_SyncParts03 & mask ) > 0 )
2531 {
2532 return true;
2533 }
2534 }
2535
2536 return false;
2537 }
2538
2539 protected void RegisterActionForSync( int part_id, int action_id )
2540 {
2541 m_InteractedPartId = part_id;
2542 m_PerformedActionId = action_id;
2543 }
2544
2545 protected void ResetActionSyncData()
2546 {
2547 //reset data
2548 m_InteractedPartId = -1;
2550 }
2551
2552 protected void SetActionFromSyncData()
2553 {
2554 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2555 {
2557 int build_action_id = m_PerformedActionId;
2558
2559 switch( build_action_id )
2560 {
2561 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2562 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2563 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2564 }
2565 }
2566 }
2567 //------
2568
2570 {
2571 string key = part.m_PartName;
2572 bool is_base = part.IsBase();
2573 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2574 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2575 if ( is_part_built_sync )
2576 {
2577 if ( !part.IsBuilt() )
2578 {
2579 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2580 GetConstruction().AddToConstructedParts( key );
2581 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2582
2583 if (is_base)
2584 {
2586 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2587 }
2588 }
2589 }
2590 else
2591 {
2592 if ( part.IsBuilt() )
2593 {
2594 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2595 GetConstruction().RemoveFromConstructedParts( key );
2596 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2597
2598 if (is_base)
2599 {
2601 AddProxyPhysics( ANIMATION_DEPLOYED );
2602 }
2603 }
2604 }
2605
2606 //check slot lock for material attachments
2607 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2608 }
2609
2610 //set construction parts based on synchronized data
2612 {
2613 Construction construction = GetConstruction();
2614 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2615
2616 for ( int i = 0; i < construction_parts.Count(); ++i )
2617 {
2618 string key = construction_parts.GetKey( i );
2619 ConstructionPart value = construction_parts.Get( key );
2620 SetPartFromSyncData(value);
2621 }
2622
2623 //regenerate navmesh
2624 UpdateNavmesh();
2625 }
2626
2627 protected ConstructionPart GetConstructionPartById( int id )
2628 {
2629 Construction construction = GetConstruction();
2630 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2631
2632 for ( int i = 0; i < construction_parts.Count(); ++i )
2633 {
2634 string key = construction_parts.GetKey( i );
2635 ConstructionPart value = construction_parts.Get( key );
2636
2637 if ( value.GetId() == id )
2638 {
2639 return value;
2640 }
2641 }
2642
2643 return NULL;
2644 }
2645 //
2646
2647 //Base
2648 bool HasBase()
2649 {
2650 return m_HasBase;
2651 }
2652
2653 void SetBaseState( bool has_base )
2654 {
2655 m_HasBase = has_base;
2656 }
2657
2658 override bool IsDeployable()
2659 {
2660 return true;
2661 }
2662
2663 bool IsOpened()
2664 {
2665 return false;
2666 }
2667
2668 //--- CONSTRUCTION KIT
2670 {
2671 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2672 if ( m_ConstructionKitHealth > 0 )
2673 {
2674 construction_kit.SetHealth( m_ConstructionKitHealth );
2675 }
2676
2677 return construction_kit;
2678 }
2679
2680 void CreateConstructionKitInHands(notnull PlayerBase player)
2681 {
2682 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2683 if ( m_ConstructionKitHealth > 0 )
2684 {
2685 construction_kit.SetHealth( m_ConstructionKitHealth );
2686 }
2687 }
2688
2689 protected vector GetKitSpawnPosition()
2690 {
2691 return GetPosition();
2692 }
2693
2694 protected string GetConstructionKitType()
2695 {
2696 return "";
2697 }
2698
2699 void DestroyConstructionKit( ItemBase construction_kit )
2700 {
2701 m_ConstructionKitHealth = construction_kit.GetHealth();
2702 GetGame().ObjectDelete( construction_kit );
2703 }
2704
2705 //--- CONSTRUCTION
2706 void DestroyConstruction()
2707 {
2708 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2709 GetGame().ObjectDelete( this );
2710 }
2711
2712 // --- EVENTS
2713 override void OnStoreSave( ParamsWriteContext ctx )
2714 {
2715 super.OnStoreSave( ctx );
2716
2717 //sync parts 01
2718 ctx.Write( m_SyncParts01 );
2719 ctx.Write( m_SyncParts02 );
2720 ctx.Write( m_SyncParts03 );
2721
2722 ctx.Write( m_HasBase );
2723 }
2724
2725 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2726 {
2727 if ( !super.OnStoreLoad( ctx, version ) )
2728 return false;
2729
2730 //--- Base building data ---
2731 //Restore synced parts data
2732 if ( !ctx.Read( m_SyncParts01 ) )
2733 {
2734 m_SyncParts01 = 0; //set default
2735 return false;
2736 }
2737 if ( !ctx.Read( m_SyncParts02 ) )
2738 {
2739 m_SyncParts02 = 0; //set default
2740 return false;
2741 }
2742 if ( !ctx.Read( m_SyncParts03 ) )
2743 {
2744 m_SyncParts03 = 0; //set default
2745 return false;
2746 }
2747
2748 //has base
2749 if ( !ctx.Read( m_HasBase ) )
2750 {
2751 m_HasBase = false;
2752 return false;
2753 }
2754 //---
2755
2756 return true;
2757 }
2758
2759 override void AfterStoreLoad()
2760 {
2761 super.AfterStoreLoad();
2762
2764 {
2766 }
2767 }
2768
2770 {
2771 //update server data
2773
2774 //set base state
2775 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2776 SetBaseState( construction_part.IsBuilt() ) ;
2777
2778 //synchronize after load
2780 }
2781
2782 override void OnCreatePhysics()
2783 {
2784 super.OnCreatePhysics();
2787 }
2788
2789 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2790 {
2792 return;
2793
2794 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2795
2796 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2797 return;
2798
2799 Construction construction = GetConstruction();
2800 string part_name = zone;
2801 part_name.ToLower();
2802
2803 if ( newLevel == GameConstants.STATE_RUINED )
2804 {
2805 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2806
2807 if ( construction_part && construction.IsPartConstructed( part_name ) )
2808 {
2809 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2810 construction.DestroyConnectedParts(part_name);
2811 }
2812
2813 //barbed wire handling (hack-ish)
2814 if ( part_name.Contains("barbed") )
2815 {
2816 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2817 if (barbed_wire)
2818 barbed_wire.SetMountedState( false );
2819 }
2820 }
2821 }
2822
2823 override void EEOnAfterLoad()
2824 {
2826 {
2828 }
2829
2830 super.EEOnAfterLoad();
2831 }
2832
2833 override void EEInit()
2834 {
2835 super.EEInit();
2836
2837 // init visuals and physics
2838 InitBaseState();
2839
2840 //debug
2841 #ifdef DEVELOPER
2843 #endif
2844 }
2845
2846 override void EEItemAttached( EntityAI item, string slot_name )
2847 {
2848 super.EEItemAttached( item, slot_name );
2849
2850 CheckForHybridAttachments( item, slot_name );
2851 UpdateVisuals();
2852 UpdateAttachmentPhysics( slot_name, false );
2853 }
2854
2855 override void EEItemDetached( EntityAI item, string slot_name )
2856 {
2857 super.EEItemDetached( item, slot_name );
2858
2859 UpdateVisuals();
2860 UpdateAttachmentPhysics( slot_name, false );
2861 }
2862
2863 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2864 {
2865 string slot_name = InventorySlots.GetSlotName( slotId );
2866 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2867
2868 UpdateAttachmentVisuals( slot_name, locked );
2869 UpdateAttachmentPhysics( slot_name, locked );
2870 }
2871
2872 //ignore out of reach condition
2873 override bool IgnoreOutOfReachCondition()
2874 {
2875 return true;
2876 }
2877
2878 //CONSTRUCTION EVENTS
2879 //Build
2880 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2881 {
2882 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2883
2884 //check base state
2885 if (construtionPart.IsBase())
2886 {
2887 SetBaseState(true);
2888
2889 //spawn kit
2891 }
2892
2893 //register constructed parts for synchronization
2894 RegisterPartForSync(construtionPart.GetId());
2895
2896 //register action that was performed on part
2897 RegisterActionForSync(construtionPart.GetId(), action_id);
2898
2899 //synchronize
2901
2902 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2903
2904 UpdateNavmesh();
2905
2906 //update visuals
2907 UpdateVisuals();
2908
2909 //reset action sync data
2911 }
2912
2913 void OnPartBuiltClient(string part_name, int action_id)
2914 {
2915 //play sound
2916 SoundBuildStart( part_name );
2917 }
2918
2919 //Dismantle
2920 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2921 {
2922 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2923 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2924
2925 //register constructed parts for synchronization
2926 UnregisterPartForSync(construtionPart.GetId());
2927
2928 //register action that was performed on part
2929 RegisterActionForSync(construtionPart.GetId(), action_id);
2930
2931 //synchronize
2933
2934 // server part of sync, client will be synced from SetPartsFromSyncData
2935 SetPartFromSyncData(construtionPart);
2936
2937 UpdateNavmesh();
2938
2939 //update visuals
2940 UpdateVisuals();
2941
2942 //reset action sync data
2944
2945 //check base state
2946 if (construtionPart.IsBase())
2947 {
2948 //Destroy construction
2950 }
2951
2952 if (GetGame().IsServer())
2953 HandleItemFalling(construtionPart);
2954 }
2955
2956 void OnPartDismantledClient( string part_name, int action_id )
2957 {
2958 //play sound
2959 SoundDismantleStart( part_name );
2960 }
2961
2962 //Destroy
2963 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2964 {
2965 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2966 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2967
2968 //register constructed parts for synchronization
2969 UnregisterPartForSync(construtionPart.GetId());
2970
2971 //register action that was performed on part
2972 RegisterActionForSync(construtionPart.GetId(), action_id);
2973
2974 //synchronize
2976
2977 // server part of sync, client will be synced from SetPartsFromSyncData
2978 SetPartFromSyncData(construtionPart);
2979
2980 UpdateNavmesh();
2981
2982 //update visuals
2983 UpdateVisuals();
2984
2985 //reset action sync data
2987
2988 //check base state
2989 if (construtionPart.IsBase())
2990 {
2991 //Destroy construction
2993 }
2994
2995 if (GetGame().IsServer())
2996 HandleItemFalling(construtionPart);
2997 }
2998
2999 void OnPartDestroyedClient( string part_name, int action_id )
3000 {
3001 //play sound
3002 SoundDestroyStart( part_name );
3003 }
3004
3005 protected void HandleItemFalling(ConstructionPart part)
3006 {
3007 bool process = false;
3008
3009 //TODO: add a parameter to parts' config classes?
3010 process |= part.m_PartName.Contains("_roof");
3011 process |= part.m_PartName.Contains("_platform");
3012 process |= part.m_PartName.Contains("_stair");
3013
3014 if (process)
3015 {
3016 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3017 {
3018 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3019 return;
3020 }
3021
3022 vector mins, maxs;
3023 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3024 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3025
3026 //sanitize minmaxs
3027 vector minTmp, maxTmp;
3028 minTmp[0] = Math.Min(mins[0],maxs[0]);
3029 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3030 minTmp[1] = Math.Min(mins[1],maxs[1]);
3031 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3032 minTmp[2] = Math.Min(mins[2],maxs[2]);
3033 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3034 mins = minTmp;
3035 maxs = maxTmp;
3036
3037 maxs[1] = maxs[1] + 0.35; //reach a little above..
3038
3039 ItemFall(mins,maxs);
3040 }
3041 }
3042
3043 protected void ItemFall(vector min, vector max)
3044 {
3045 array<EntityAI> foundEntities = new array<EntityAI>();
3046 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3047
3048 //filtering
3049 ItemBase item;
3050 foreach (EntityAI entity : foundEntities)
3051 {
3052 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3053 item.ThrowPhysically(null,vector.Zero);
3054 }
3055 }
3056
3057 // --- UPDATE
3058 void InitBaseState()
3059 {
3060 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3061
3062 InitVisuals();
3063 UpdateNavmesh(); //regenerate navmesh
3064 GetConstruction().InitBaseState();
3065 }
3066
3067 void InitVisuals()
3068 {
3069 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3070 //check base
3071 if ( !HasBase() )
3072 {
3073 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3074 }
3075 else
3076 {
3077 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3078 }
3079
3080 GetConstruction().UpdateVisuals();
3081 }
3082
3083 void UpdateVisuals()
3084 {
3085 array<string> attachmentSlots = new array<string>;
3086
3087 GetAttachmentSlots(this, attachmentSlots);
3088 foreach (string slotName : attachmentSlots)
3089 {
3091 }
3092
3093 //check base
3094 if (!HasBase())
3095 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3096 else
3097 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3098
3099 GetConstruction().UpdateVisuals();
3100 }
3101
3102 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3103 {
3104 string slotNameMounted = slot_name + "_Mounted";
3105 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3106
3107 if (attachment)
3108 {
3109 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3110 if (barbedWire && barbedWire.IsMounted())
3111 CreateAreaDamage(slotNameMounted);
3112 else
3113 DestroyAreaDamage(slotNameMounted);
3114
3115 if (is_locked)
3116 {
3117 SetAnimationPhase(slotNameMounted, 0);
3118 SetAnimationPhase(slot_name, 1);
3119 }
3120 else
3121 {
3122 SetAnimationPhase(slotNameMounted, 1);
3123 SetAnimationPhase(slot_name, 0);
3124 }
3125 }
3126 else
3127 {
3128 SetAnimationPhase(slotNameMounted, 1);
3129 SetAnimationPhase(slot_name, 1);
3130
3131 DestroyAreaDamage(slotNameMounted);
3132 }
3133 }
3134
3135 // avoid calling this function on frequent occasions, it's a massive performance hit
3136 void UpdatePhysics()
3137 {
3139 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3140
3141 array<string> attachmentSlots = new array<string>;
3142 GetAttachmentSlots(this, attachmentSlots);
3143
3145 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3146
3147 foreach (string slotName : attachmentSlots)
3148 {
3150 }
3151
3152 //check base
3153 if (!HasBase())
3154 {
3156 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3157
3158 AddProxyPhysics(ANIMATION_DEPLOYED);
3159 }
3160 else
3161 {
3163 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3164
3165 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3166 }
3167
3168 GetConstruction().UpdatePhysics();
3169 UpdateNavmesh();
3170 }
3171
3172 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3173 {
3174 //checks for invalid appends; hotfix
3175 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3176 return;
3177 //----------------------------------
3178 string slot_name_mounted = slot_name + "_Mounted";
3179 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3180
3181 //remove proxy physics
3182 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3183 RemoveProxyPhysics( slot_name_mounted );
3184 RemoveProxyPhysics( slot_name );
3185
3186 if ( attachment )
3187 {
3188 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3189 if ( is_locked )
3190 {
3191 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3192 AddProxyPhysics( slot_name_mounted );
3193 }
3194 else
3195 {
3196 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3197 AddProxyPhysics( slot_name );
3198 }
3199 }
3200 }
3201
3202 protected void UpdateNavmesh()
3203 {
3204 SetAffectPathgraph( true, false );
3205 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3206 }
3207
3208 override bool CanUseConstruction()
3209 {
3210 return true;
3211 }
3212
3213 override bool CanUseConstructionBuild()
3214 {
3215 return true;
3216 }
3217
3218 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3219 {
3220 if ( attachment )
3221 {
3222 InventoryLocation inventory_location = new InventoryLocation;
3223 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3224
3225 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3226 }
3227
3228 return false;
3229 }
3230
3231 protected bool IsAttachmentSlotLocked( string slot_name )
3232 {
3233 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3234 }
3235
3236 //--- ATTACHMENT SLOTS
3237 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3238 {
3239 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3240 if ( GetGame().ConfigIsExisting( config_path ) )
3241 {
3242 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3243 }
3244 }
3245
3246 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3247 {
3248 return true;
3249 }
3250
3251 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3252 {
3253 return true;
3254 }
3255
3256 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3257 {
3258 return true;
3259 }
3260
3261 // --- INIT
3262 void ConstructionInit()
3263 {
3264 if ( !m_Construction )
3265 {
3266 m_Construction = new Construction( this );
3267 }
3268
3269 GetConstruction().Init();
3270 }
3271
3273 {
3274 return m_Construction;
3275 }
3276
3277 //--- INVENTORY/ATTACHMENTS CONDITIONS
3278 //attachments
3279 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3280 {
3281 return super.CanReceiveAttachment(attachment, slotId);
3282 }
3283
3285 {
3286 int attachment_count = GetInventory().AttachmentCount();
3287 if ( attachment_count > 0 )
3288 {
3289 if ( HasBase() && attachment_count == 1 )
3290 {
3291 return false;
3292 }
3293
3294 return true;
3295 }
3296
3297 return false;
3298 }
3299
3300 override bool ShowZonesHealth()
3301 {
3302 return true;
3303 }
3304
3305 override bool IsTakeable()
3306 {
3307 return false;
3308 }
3309
3310 //this into/outo parent.Cargo
3311 override bool CanPutInCargo( EntityAI parent )
3312 {
3313 return false;
3314 }
3315
3316 override bool CanRemoveFromCargo( EntityAI parent )
3317 {
3318 return false;
3319 }
3320
3321 //hands
3322 override bool CanPutIntoHands( EntityAI parent )
3323 {
3324 return false;
3325 }
3326
3327 //--- ACTION CONDITIONS
3328 //direction
3329 override bool IsFacingPlayer( PlayerBase player, string selection )
3330 {
3331 return true;
3332 }
3333
3334 override bool IsPlayerInside( PlayerBase player, string selection )
3335 {
3336 return true;
3337 }
3338
3341 {
3342 return false;
3343 }
3344
3345 //camera direction check
3346 bool IsFacingCamera( string selection )
3347 {
3348 return true;
3349 }
3350
3351 //roof check
3352 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3353 {
3354 return false;
3355 }
3356
3357 //selection->player distance check
3358 bool HasProperDistance( string selection, PlayerBase player )
3359 {
3360 return true;
3361 }
3362
3363 //folding
3365 {
3366 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3367 {
3368 return false;
3369 }
3370
3371 return true;
3372 }
3373
3375 {
3378
3379 return item;
3380 }
3381
3382 //Damage triggers (barbed wire)
3383 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3384 {
3385 if ( GetGame() && GetGame().IsServer() )
3386 {
3387 //destroy area damage if some already exists
3388 DestroyAreaDamage( slot_name );
3389
3390 //create new area damage
3392 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3393
3394 vector min_max[2];
3395 if ( MemoryPointExists( slot_name + "_min" ) )
3396 {
3397 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3398 }
3399 if ( MemoryPointExists( slot_name + "_max" ) )
3400 {
3401 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3402 }
3403
3404 //get proper trigger extents (min<max)
3405 vector extents[2];
3406 GetConstruction().GetTriggerExtents( min_max, extents );
3407
3408 //get box center
3409 vector center;
3410 center = GetConstruction().GetBoxCenter( min_max );
3411 center = ModelToWorld( center );
3412
3413 //rotate center if needed
3414 vector orientation = GetOrientation();;
3415 CalcDamageAreaRotation( rotation_angle, center, orientation );
3416
3417 areaDamage.SetExtents( extents[0], extents[1] );
3418 areaDamage.SetAreaPosition( center );
3419 areaDamage.SetAreaOrientation( orientation );
3420 areaDamage.SetLoopInterval( 1.0 );
3421 areaDamage.SetDeferDuration( 0.2 );
3422 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3423 areaDamage.SetAmmoName( "BarbedWireHit" );
3424 areaDamage.Spawn();
3425
3426 m_DamageTriggers.Insert( slot_name, areaDamage );
3427 }
3428 }
3429
3430 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3431 {
3432 if ( angle_deg != 0 )
3433 {
3434 //orientation
3435 orientation[0] = orientation[0] - angle_deg;
3436
3437 //center
3438 vector rotate_axis;
3439 if ( MemoryPointExists( "rotate_axis" ) )
3440 {
3441 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3442 }
3443 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];
3444 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];
3445 center[0] = r_center_x;
3446 center[2] = r_center_z;
3447 }
3448 }
3449
3450 void DestroyAreaDamage( string slot_name )
3451 {
3452 if (GetGame() && GetGame().IsServer())
3453 {
3455 if (m_DamageTriggers.Find(slot_name, areaDamage))
3456 {
3457 if (areaDamage)
3458 {
3459 areaDamage.Destroy();
3460 }
3461
3462 m_DamageTriggers.Remove( slot_name );
3463 }
3464 }
3465 }
3466
3467 override bool IsIgnoredByConstruction()
3468 {
3469 return true;
3470 }
3471
3472 //================================================================
3473 // SOUNDS
3474 //================================================================
3475 protected void SoundBuildStart( string part_name )
3476 {
3477 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3478 }
3479
3480 protected void SoundDismantleStart( string part_name )
3481 {
3482 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3483 }
3484
3485 protected void SoundDestroyStart( string part_name )
3486 {
3487 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3488 }
3489
3490 protected string GetBuildSoundByMaterial( string part_name )
3491 {
3492 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3493
3494 switch ( material_type )
3495 {
3496 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3497 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3498 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3499 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3500 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3501 }
3502
3503 return "";
3504 }
3505
3506 protected string GetDismantleSoundByMaterial( string part_name )
3507 {
3508 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3509
3510 switch ( material_type )
3511 {
3512 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3513 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3514 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3515 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3516 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3517 }
3518
3519 return "";
3520 }
3521
3522 //misc
3523 void CheckForHybridAttachments( EntityAI item, string slot_name )
3524 {
3525 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3526 {
3527 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3528 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3529 {
3530 SetHealth(slot_name,"Health",item.GetHealth());
3531 }
3532 }
3533 }
3534
3535 override int GetDamageSystemVersionChange()
3536 {
3537 return 111;
3538 }
3539
3540 override void SetActions()
3541 {
3542 super.SetActions();
3543
3547 }
3548
3549 //================================================================
3550 // DEBUG
3551 //================================================================
3552 protected void DebugCustomState()
3553 {
3554 }
3555
3558 {
3559 return null;
3560 }
3561
3562 override void OnDebugSpawn()
3563 {
3564 FullyBuild();
3565 }
3566
3567 void FullyBuild()
3568 {
3570 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3571
3572 Man p;
3573
3574 #ifdef SERVER
3575 array<Man> players = new array<Man>;
3576 GetGame().GetWorld().GetPlayerList(players);
3577 if (players.Count())
3578 p = players[0];
3579 #else
3580 p = GetGame().GetPlayer();
3581 #endif
3582
3583 foreach (ConstructionPart part : parts)
3584 {
3585 bool excluded = false;
3586 string partName = part.GetPartName();
3587 if (excludes)
3588 {
3589 foreach (string exclude : excludes)
3590 {
3591 if (partName.Contains(exclude))
3592 {
3593 excluded = true;
3594 break;
3595 }
3596 }
3597 }
3598
3599 if (!excluded)
3600 {
3601 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3602 }
3603 }
3604
3605 GetConstruction().UpdateVisuals();
3606 }
3607}
3608
3609void bsbDebugPrint (string s)
3610{
3611#ifdef BSB_DEBUG
3612 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3613#else
3614 //Print("" + s); // comment/uncomment to hide/see debug logs
3615#endif
3616}
3617void bsbDebugSpam (string s)
3618{
3619#ifdef BSB_DEBUG_SPAM
3620 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3621#else
3622 //Print("" + s); // comment/uncomment to hide/see debug logs
3623#endif
3624}
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