DayZ 1.28
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◆ IsFacingCamera()

bool bsbDebugPrint::IsFacingCamera ( string selection)
protected

См. определение в файле BaseBuildingBase.c строка 2358

2360{
2361 const string ANIMATION_DEPLOYED = "Deployed";
2362
2363 float m_ConstructionKitHealth; //stored health value for used construction kit
2364
2366
2367 bool m_HasBase;
2368 //variables for synchronization of base building parts (2x31 is the current limit)
2369 int m_SyncParts01; //synchronization for already built parts (31 parts)
2370 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2371 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2372 int m_InteractedPartId; //construction part id that an action was performed on
2373 int m_PerformedActionId; //action id that was performed on a construction part
2374
2375 //Sounds
2376 //build
2377 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2378 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2379 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2380 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2381 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2382 //dismantle
2383 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2384 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2385 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2386 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2387 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2388
2389 protected EffectSound m_Sound;
2390
2394
2395 // Constructor
2396 void BaseBuildingBase()
2397 {
2399
2400 //synchronized variables
2401 RegisterNetSyncVariableInt( "m_SyncParts01" );
2402 RegisterNetSyncVariableInt( "m_SyncParts02" );
2403 RegisterNetSyncVariableInt( "m_SyncParts03" );
2404 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2405 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2406 RegisterNetSyncVariableBool( "m_HasBase" );
2407
2408 //Construction init
2410
2411 if (ConfigIsExisting("hybridAttachments"))
2412 {
2414 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2415 }
2416 if (ConfigIsExisting("mountables"))
2417 {
2419 ConfigGetTextArray("mountables", m_Mountables);
2420 }
2421
2422 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2423 }
2424
2425 override void EEDelete(EntityAI parent)
2426 {
2427 super.EEDelete(parent);
2428
2429 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2430 {
2431 areaDamage.Destroy();
2432 }
2433
2434 }
2435
2436 override string GetInvulnerabilityTypeString()
2437 {
2438 return "disableBaseDamage";
2439 }
2440
2441 override bool CanObstruct()
2442 {
2443 return true;
2444 }
2445
2446 override int GetHideIconMask()
2447 {
2448 return EInventoryIconVisibility.HIDE_VICINITY;
2449 }
2450
2451 override void InitItemSounds()
2452 {
2453 super.InitItemSounds();
2454
2456 SoundParameters params = new SoundParameters();
2457 params.m_Loop = true;
2458
2459 if (GetFoldSoundset() != string.Empty)
2460 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2461 if (GetLoopFoldSoundset() != string.Empty)
2462 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2463 }
2464
2465 override string GetFoldSoundset()
2466 {
2467 return "putDown_FenceKit_SoundSet";
2468 }
2469
2470 override string GetLoopFoldSoundset()
2471 {
2472 return "Shelter_Site_Build_Loop_SoundSet";
2473 }
2474
2475 // --- SYNCHRONIZATION
2477 {
2478 if ( GetGame().IsServer() )
2479 {
2480 SetSynchDirty();
2481 }
2482 }
2483
2484 override void OnVariablesSynchronized()
2485 {
2486 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2487 super.OnVariablesSynchronized();
2488
2490 }
2491
2492 protected void OnSynchronizedClient()
2493 {
2494 //update parts
2496
2497 //update action on part
2499
2500 //update visuals (client)
2501 UpdateVisuals();
2502 }
2503
2504 //parts synchronization
2505 void RegisterPartForSync( int part_id )
2506 {
2507 //part_id must starts from index = 1
2508 int offset;
2509 int mask;
2510
2511 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2512 {
2513 offset = part_id - 1;
2514 mask = 1 << offset;
2515
2516 m_SyncParts01 = m_SyncParts01 | mask;
2517 }
2518 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2519 {
2520 offset = ( part_id % 32 );
2521 mask = 1 << offset;
2522
2523 m_SyncParts02 = m_SyncParts02 | mask;
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 m_SyncParts03 = m_SyncParts03 | mask;
2531 }
2532 }
2533
2534 void UnregisterPartForSync( int part_id )
2535 {
2536 //part_id must starts from index = 1
2537 int offset;
2538 int mask;
2539
2540 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2541 {
2542 offset = part_id - 1;
2543 mask = 1 << offset;
2544
2545 m_SyncParts01 = m_SyncParts01 & ~mask;
2546 }
2547 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2548 {
2549 offset = ( part_id % 32 );
2550 mask = 1 << offset;
2551
2552 m_SyncParts02 = m_SyncParts02 & ~mask;
2553 }
2554 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2555 {
2556 offset = ( part_id % 63 );
2557 mask = 1 << offset;
2558
2559 m_SyncParts03 = m_SyncParts03 & ~mask;
2560 }
2561 }
2562
2563 bool IsPartBuildInSyncData( int part_id )
2564 {
2565 //part_id must starts from index = 1
2566 int offset;
2567 int mask;
2568
2569 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2570 {
2571 offset = part_id - 1;
2572 mask = 1 << offset;
2573
2574 if ( ( m_SyncParts01 & mask ) > 0 )
2575 {
2576 return true;
2577 }
2578 }
2579 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2580 {
2581 offset = ( part_id % 32 );
2582 mask = 1 << offset;
2583
2584 if ( ( m_SyncParts02 & mask ) > 0 )
2585 {
2586 return true;
2587 }
2588 }
2589 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2590 {
2591 offset = ( part_id % 63 );
2592 mask = 1 << offset;
2593
2594 if ( ( m_SyncParts03 & mask ) > 0 )
2595 {
2596 return true;
2597 }
2598 }
2599
2600 return false;
2601 }
2602
2603 protected void RegisterActionForSync( int part_id, int action_id )
2604 {
2605 m_InteractedPartId = part_id;
2606 m_PerformedActionId = action_id;
2607 }
2608
2609 protected void ResetActionSyncData()
2610 {
2611 //reset data
2612 m_InteractedPartId = -1;
2614 }
2615
2616 protected void SetActionFromSyncData()
2617 {
2618 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2619 {
2621 int build_action_id = m_PerformedActionId;
2622
2623 switch( build_action_id )
2624 {
2625 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2626 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2627 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2628 }
2629 }
2630 }
2631 //------
2632
2634 {
2635 string key = part.m_PartName;
2636 bool is_base = part.IsBase();
2637 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2638 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2639 if ( is_part_built_sync )
2640 {
2641 if ( !part.IsBuilt() )
2642 {
2643 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2644 GetConstruction().AddToConstructedParts( key );
2645 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2646
2647 if (is_base)
2648 {
2650 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2651 }
2652 }
2653 }
2654 else
2655 {
2656 if ( part.IsBuilt() )
2657 {
2658 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2659 GetConstruction().RemoveFromConstructedParts( key );
2660 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2661
2662 if (is_base)
2663 {
2665 AddProxyPhysics( ANIMATION_DEPLOYED );
2666 }
2667 }
2668 }
2669
2670 //check slot lock for material attachments
2671 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2672 }
2673
2674 //set construction parts based on synchronized data
2676 {
2677 Construction construction = GetConstruction();
2678 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2679
2680 for ( int i = 0; i < construction_parts.Count(); ++i )
2681 {
2682 string key = construction_parts.GetKey( i );
2683 ConstructionPart value = construction_parts.Get( key );
2684 SetPartFromSyncData(value);
2685 }
2686
2687 //regenerate navmesh
2688 UpdateNavmesh();
2689 }
2690
2691 protected ConstructionPart GetConstructionPartById( int id )
2692 {
2693 Construction construction = GetConstruction();
2694 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2695
2696 for ( int i = 0; i < construction_parts.Count(); ++i )
2697 {
2698 string key = construction_parts.GetKey( i );
2699 ConstructionPart value = construction_parts.Get( key );
2700
2701 if ( value.GetId() == id )
2702 {
2703 return value;
2704 }
2705 }
2706
2707 return NULL;
2708 }
2709 //
2710
2711 //Base
2712 bool HasBase()
2713 {
2714 return m_HasBase;
2715 }
2716
2717 void SetBaseState( bool has_base )
2718 {
2719 m_HasBase = has_base;
2720 }
2721
2722 override bool IsDeployable()
2723 {
2724 return true;
2725 }
2726
2727 bool IsOpened()
2728 {
2729 return false;
2730 }
2731
2732 //--- CONSTRUCTION KIT
2734 {
2735 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2736 if ( m_ConstructionKitHealth > 0 )
2737 {
2738 construction_kit.SetHealth( m_ConstructionKitHealth );
2739 }
2740
2741 return construction_kit;
2742 }
2743
2744 void CreateConstructionKitInHands(notnull PlayerBase player)
2745 {
2746 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2747 if ( m_ConstructionKitHealth > 0 )
2748 {
2749 construction_kit.SetHealth( m_ConstructionKitHealth );
2750 }
2751 }
2752
2753 protected vector GetKitSpawnPosition()
2754 {
2755 return GetPosition();
2756 }
2757
2758 protected string GetConstructionKitType()
2759 {
2760 return "";
2761 }
2762
2763 void DestroyConstructionKit( ItemBase construction_kit )
2764 {
2765 m_ConstructionKitHealth = construction_kit.GetHealth();
2766 GetGame().ObjectDelete( construction_kit );
2767 }
2768
2769 //--- CONSTRUCTION
2770 void DestroyConstruction()
2771 {
2772 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2773 GetGame().ObjectDelete( this );
2774 }
2775
2776 // --- EVENTS
2777 override void OnStoreSave( ParamsWriteContext ctx )
2778 {
2779 super.OnStoreSave( ctx );
2780
2781 //sync parts 01
2782 ctx.Write( m_SyncParts01 );
2783 ctx.Write( m_SyncParts02 );
2784 ctx.Write( m_SyncParts03 );
2785
2786 ctx.Write( m_HasBase );
2787 }
2788
2789 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2790 {
2791 if ( !super.OnStoreLoad( ctx, version ) )
2792 return false;
2793
2794 //--- Base building data ---
2795 //Restore synced parts data
2796 if ( !ctx.Read( m_SyncParts01 ) )
2797 {
2798 m_SyncParts01 = 0; //set default
2799 return false;
2800 }
2801 if ( !ctx.Read( m_SyncParts02 ) )
2802 {
2803 m_SyncParts02 = 0; //set default
2804 return false;
2805 }
2806 if ( !ctx.Read( m_SyncParts03 ) )
2807 {
2808 m_SyncParts03 = 0; //set default
2809 return false;
2810 }
2811
2812 //has base
2813 if ( !ctx.Read( m_HasBase ) )
2814 {
2815 m_HasBase = false;
2816 return false;
2817 }
2818 //---
2819
2820 return true;
2821 }
2822
2823 override void AfterStoreLoad()
2824 {
2825 super.AfterStoreLoad();
2826
2828 {
2830 }
2831 }
2832
2834 {
2835 //update server data
2837
2838 //set base state
2839 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2840 SetBaseState( construction_part.IsBuilt() ) ;
2841
2842 //synchronize after load
2844 }
2845
2846 override void OnCreatePhysics()
2847 {
2848 super.OnCreatePhysics();
2851 }
2852
2853 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2854 {
2856 return;
2857
2858 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2859
2860 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2861 return;
2862
2863 Construction construction = GetConstruction();
2864 string part_name = zone;
2865 part_name.ToLower();
2866
2867 if ( newLevel == GameConstants.STATE_RUINED )
2868 {
2869 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2870
2871 if ( construction_part && construction.IsPartConstructed( part_name ) )
2872 {
2873 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2874 construction.DestroyConnectedParts(part_name);
2875 }
2876
2877 //barbed wire handling (hack-ish)
2878 if ( part_name.Contains("barbed") )
2879 {
2880 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2881 if (barbed_wire)
2882 barbed_wire.SetMountedState( false );
2883 }
2884 }
2885 }
2886
2887 override void EEOnAfterLoad()
2888 {
2890 {
2892 }
2893
2894 super.EEOnAfterLoad();
2895 }
2896
2897 override void EEInit()
2898 {
2899 super.EEInit();
2900
2901 // init visuals and physics
2902 InitBaseState();
2903
2904 //debug
2905 #ifdef DEVELOPER
2907 #endif
2908 }
2909
2910 override void EEItemAttached( EntityAI item, string slot_name )
2911 {
2912 super.EEItemAttached( item, slot_name );
2913
2914 CheckForHybridAttachments( item, slot_name );
2915 UpdateVisuals();
2916 UpdateAttachmentPhysics( slot_name, false );
2917 }
2918
2919 override void EEItemDetached( EntityAI item, string slot_name )
2920 {
2921 super.EEItemDetached( item, slot_name );
2922
2923 UpdateVisuals();
2924 UpdateAttachmentPhysics( slot_name, false );
2925 }
2926
2927 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2928 {
2929 string slot_name = InventorySlots.GetSlotName( slotId );
2930 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2931
2932 UpdateAttachmentVisuals( slot_name, locked );
2933 UpdateAttachmentPhysics( slot_name, locked );
2934 }
2935
2936 //ignore out of reach condition
2937 override bool IgnoreOutOfReachCondition()
2938 {
2939 return true;
2940 }
2941
2942 //CONSTRUCTION EVENTS
2943 //Build
2944 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2945 {
2946 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2947
2948 //check base state
2949 if (construtionPart.IsBase())
2950 {
2951 SetBaseState(true);
2952
2953 //spawn kit
2955 }
2956
2957 //register constructed parts for synchronization
2958 RegisterPartForSync(construtionPart.GetId());
2959
2960 //register action that was performed on part
2961 RegisterActionForSync(construtionPart.GetId(), action_id);
2962
2963 //synchronize
2965
2966 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2967
2968 UpdateNavmesh();
2969
2970 //update visuals
2971 UpdateVisuals();
2972
2973 //reset action sync data
2975 }
2976
2977 void OnPartBuiltClient(string part_name, int action_id)
2978 {
2979 //play sound
2980 SoundBuildStart( part_name );
2981 }
2982
2983 //Dismantle
2984 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2985 {
2986 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2987 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2988
2989 //register constructed parts for synchronization
2990 UnregisterPartForSync(construtionPart.GetId());
2991
2992 //register action that was performed on part
2993 RegisterActionForSync(construtionPart.GetId(), action_id);
2994
2995 //synchronize
2997
2998 // server part of sync, client will be synced from SetPartsFromSyncData
2999 SetPartFromSyncData(construtionPart);
3000
3001 UpdateNavmesh();
3002
3003 //update visuals
3004 UpdateVisuals();
3005
3006 //reset action sync data
3008
3009 //check base state
3010 if (construtionPart.IsBase())
3011 {
3012 //Destroy construction
3014 }
3015 }
3016
3017 void OnPartDismantledClient( string part_name, int action_id )
3018 {
3019 //play sound
3020 SoundDismantleStart( part_name );
3021 }
3022
3023 //Destroy
3024 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3025 {
3026 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3027 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3028
3029 //register constructed parts for synchronization
3030 UnregisterPartForSync(construtionPart.GetId());
3031
3032 //register action that was performed on part
3033 RegisterActionForSync(construtionPart.GetId(), action_id);
3034
3035 //synchronize
3037
3038 // server part of sync, client will be synced from SetPartsFromSyncData
3039 SetPartFromSyncData(construtionPart);
3040
3041 UpdateNavmesh();
3042
3043 //update visuals
3044 UpdateVisuals();
3045
3046 //reset action sync data
3048
3049 //check base state
3050 if (construtionPart.IsBase())
3051 {
3052 //Destroy construction
3054 }
3055 }
3056
3057 void OnPartDestroyedClient( string part_name, int action_id )
3058 {
3059 //play sound
3060 SoundDestroyStart( part_name );
3061 }
3062
3064 protected void HandleItemFalling(ConstructionPart part)
3065 {
3066 bool process = false;
3067
3068 //TODO: add a parameter to parts' config classes?
3069 process |= part.m_PartName.Contains("_roof");
3070 process |= part.m_PartName.Contains("_platform");
3071 process |= part.m_PartName.Contains("_stair");
3072
3073 if (process)
3074 {
3075 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3076 {
3077 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3078 return;
3079 }
3080
3081 vector mins, maxs;
3082 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3083 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3084
3085 //sanitize minmaxs
3086 vector minTmp, maxTmp;
3087 minTmp[0] = Math.Min(mins[0],maxs[0]);
3088 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3089 minTmp[1] = Math.Min(mins[1],maxs[1]);
3090 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3091 minTmp[2] = Math.Min(mins[2],maxs[2]);
3092 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3093 mins = minTmp;
3094 maxs = maxTmp;
3095
3096 maxs[1] = maxs[1] + 0.35; //reach a little above..
3097
3098 ItemFall(mins,maxs);
3099 }
3100 }
3101
3103 protected void ItemFall(vector min, vector max)
3104 {
3105 array<EntityAI> foundEntities = new array<EntityAI>();
3106 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3107
3108 //filtering
3109 ItemBase item;
3110 foreach (EntityAI entity : foundEntities)
3111 {
3112 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3113 item.ThrowPhysically(null,vector.Zero);
3114 }
3115 }
3116
3117 // --- UPDATE
3118 void InitBaseState()
3119 {
3120 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3121
3122 InitVisuals();
3123 UpdateNavmesh(); //regenerate navmesh
3124 GetConstruction().InitBaseState();
3125 }
3126
3127 void InitVisuals()
3128 {
3129 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3130 //check base
3131 if ( !HasBase() )
3132 {
3133 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3134 }
3135 else
3136 {
3137 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3138 }
3139
3140 GetConstruction().UpdateVisuals();
3141 }
3142
3143 void UpdateVisuals()
3144 {
3145 array<string> attachmentSlots = new array<string>;
3146
3147 GetAttachmentSlots(this, attachmentSlots);
3148 foreach (string slotName : attachmentSlots)
3149 {
3151 }
3152
3153 //check base
3154 if (!HasBase())
3155 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3156 else
3157 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3158
3159 GetConstruction().UpdateVisuals();
3160 }
3161
3162 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3163 {
3164 string slotNameMounted = slot_name + "_Mounted";
3165 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3166
3167 if (attachment)
3168 {
3169 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3170 if (barbedWire && barbedWire.IsMounted())
3171 CreateAreaDamage(slotNameMounted);
3172 else
3173 DestroyAreaDamage(slotNameMounted);
3174
3175 if (is_locked)
3176 {
3177 SetAnimationPhase(slotNameMounted, 0);
3178 SetAnimationPhase(slot_name, 1);
3179 }
3180 else
3181 {
3182 SetAnimationPhase(slotNameMounted, 1);
3183 SetAnimationPhase(slot_name, 0);
3184 }
3185 }
3186 else
3187 {
3188 SetAnimationPhase(slotNameMounted, 1);
3189 SetAnimationPhase(slot_name, 1);
3190
3191 DestroyAreaDamage(slotNameMounted);
3192 }
3193 }
3194
3195 // avoid calling this function on frequent occasions, it's a massive performance hit
3196 void UpdatePhysics()
3197 {
3199 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3200
3201 array<string> attachmentSlots = new array<string>;
3202 GetAttachmentSlots(this, attachmentSlots);
3203
3205 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3206
3207 foreach (string slotName : attachmentSlots)
3208 {
3210 }
3211
3212 //check base
3213 if (!HasBase())
3214 {
3216 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3217
3218 AddProxyPhysics(ANIMATION_DEPLOYED);
3219 }
3220 else
3221 {
3223 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3224
3225 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3226 }
3227
3228 GetConstruction().UpdatePhysics();
3229 UpdateNavmesh();
3230 }
3231
3232 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3233 {
3234 //checks for invalid appends; hotfix
3235 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3236 return;
3237 //----------------------------------
3238 string slot_name_mounted = slot_name + "_Mounted";
3239 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3240
3241 //remove proxy physics
3242 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3243 RemoveProxyPhysics( slot_name_mounted );
3244 RemoveProxyPhysics( slot_name );
3245
3246 if ( attachment )
3247 {
3248 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3249 if ( is_locked )
3250 {
3251 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3252 AddProxyPhysics( slot_name_mounted );
3253 }
3254 else
3255 {
3256 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3257 AddProxyPhysics( slot_name );
3258 }
3259 }
3260 }
3261
3262 protected void UpdateNavmesh()
3263 {
3264 SetAffectPathgraph( true, false );
3265 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3266 }
3267
3268 override bool CanUseConstruction()
3269 {
3270 return true;
3271 }
3272
3273 override bool CanUseConstructionBuild()
3274 {
3275 return true;
3276 }
3277
3278 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3279 {
3280 if ( attachment )
3281 {
3282 InventoryLocation inventory_location = new InventoryLocation;
3283 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3284
3285 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3286 }
3287
3288 return false;
3289 }
3290
3291 protected bool IsAttachmentSlotLocked( string slot_name )
3292 {
3293 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3294 }
3295
3296 //--- ATTACHMENT SLOTS
3297 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3298 {
3299 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3300 if ( GetGame().ConfigIsExisting( config_path ) )
3301 {
3302 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3303 }
3304 }
3305
3306 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3307 {
3308 return true;
3309 }
3310
3311 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3312 {
3313 return true;
3314 }
3315
3316 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3317 {
3318 return true;
3319 }
3320
3321 // --- INIT
3322 void ConstructionInit()
3323 {
3324 if ( !m_Construction )
3325 {
3326 m_Construction = new Construction( this );
3327 }
3328
3329 GetConstruction().Init();
3330 }
3331
3333 {
3334 return m_Construction;
3335 }
3336
3337 //--- INVENTORY/ATTACHMENTS CONDITIONS
3338 //attachments
3339 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3340 {
3341 return super.CanReceiveAttachment(attachment, slotId);
3342 }
3343
3345 {
3346 int attachment_count = GetInventory().AttachmentCount();
3347 if ( attachment_count > 0 )
3348 {
3349 if ( HasBase() && attachment_count == 1 )
3350 {
3351 return false;
3352 }
3353
3354 return true;
3355 }
3356
3357 return false;
3358 }
3359
3360 override bool ShowZonesHealth()
3361 {
3362 return true;
3363 }
3364
3365 override bool IsTakeable()
3366 {
3367 return false;
3368 }
3369
3370 //this into/outo parent.Cargo
3371 override bool CanPutInCargo( EntityAI parent )
3372 {
3373 return false;
3374 }
3375
3376 override bool CanRemoveFromCargo( EntityAI parent )
3377 {
3378 return false;
3379 }
3380
3381 //hands
3382 override bool CanPutIntoHands( EntityAI parent )
3383 {
3384 return false;
3385 }
3386
3387 //--- ACTION CONDITIONS
3388 //direction
3389 override bool IsFacingPlayer( PlayerBase player, string selection )
3390 {
3391 return true;
3392 }
3393
3394 override bool IsPlayerInside( PlayerBase player, string selection )
3395 {
3396 return true;
3397 }
3398
3401 {
3402 return false;
3403 }
3404
3405 //camera direction check
3406 bool IsFacingCamera( string selection )
3407 {
3408 return true;
3409 }
3410
3411 //roof check
3412 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3413 {
3414 return false;
3415 }
3416
3417 //selection->player distance check
3418 bool HasProperDistance( string selection, PlayerBase player )
3419 {
3420 return true;
3421 }
3422
3423 //folding
3425 {
3426 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3427 {
3428 return false;
3429 }
3430
3431 return true;
3432 }
3433
3435 {
3438
3439 return item;
3440 }
3441
3442 //Damage triggers (barbed wire)
3443 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3444 {
3445 if ( GetGame() && GetGame().IsServer() )
3446 {
3447 //destroy area damage if some already exists
3448 DestroyAreaDamage( slot_name );
3449
3450 //create new area damage
3452 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3453
3454 vector min_max[2];
3455 if ( MemoryPointExists( slot_name + "_min" ) )
3456 {
3457 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3458 }
3459 if ( MemoryPointExists( slot_name + "_max" ) )
3460 {
3461 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3462 }
3463
3464 //get proper trigger extents (min<max)
3465 vector extents[2];
3466 GetConstruction().GetTriggerExtents( min_max, extents );
3467
3468 //get box center
3469 vector center;
3470 center = GetConstruction().GetBoxCenter( min_max );
3471 center = ModelToWorld( center );
3472
3473 //rotate center if needed
3474 vector orientation = GetOrientation();;
3475 CalcDamageAreaRotation( rotation_angle, center, orientation );
3476
3477 areaDamage.SetExtents( extents[0], extents[1] );
3478 areaDamage.SetAreaPosition( center );
3479 areaDamage.SetAreaOrientation( orientation );
3480 areaDamage.SetLoopInterval( 1.0 );
3481 areaDamage.SetDeferDuration( 0.2 );
3482 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3483 areaDamage.SetAmmoName( "BarbedWireHit" );
3484 areaDamage.Spawn();
3485
3486 m_DamageTriggers.Insert( slot_name, areaDamage );
3487 }
3488 }
3489
3490 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3491 {
3492 if ( angle_deg != 0 )
3493 {
3494 //orientation
3495 orientation[0] = orientation[0] - angle_deg;
3496
3497 //center
3498 vector rotate_axis;
3499 if ( MemoryPointExists( "rotate_axis" ) )
3500 {
3501 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3502 }
3503 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];
3504 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];
3505 center[0] = r_center_x;
3506 center[2] = r_center_z;
3507 }
3508 }
3509
3510 void DestroyAreaDamage( string slot_name )
3511 {
3512 if (GetGame() && GetGame().IsServer())
3513 {
3515 if (m_DamageTriggers.Find(slot_name, areaDamage))
3516 {
3517 if (areaDamage)
3518 {
3519 areaDamage.Destroy();
3520 }
3521
3522 m_DamageTriggers.Remove( slot_name );
3523 }
3524 }
3525 }
3526
3527 override bool IsIgnoredByConstruction()
3528 {
3529 return true;
3530 }
3531
3532 //================================================================
3533 // SOUNDS
3534 //================================================================
3535 protected void SoundBuildStart( string part_name )
3536 {
3537 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3538 }
3539
3540 protected void SoundDismantleStart( string part_name )
3541 {
3542 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3543 }
3544
3545 protected void SoundDestroyStart( string part_name )
3546 {
3547 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3548 }
3549
3550 protected string GetBuildSoundByMaterial( string part_name )
3551 {
3552 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3553
3554 switch ( material_type )
3555 {
3556 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3557 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3558 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3559 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3560 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3561 }
3562
3563 return "";
3564 }
3565
3566 protected string GetDismantleSoundByMaterial( string part_name )
3567 {
3568 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3569
3570 switch ( material_type )
3571 {
3572 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3573 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3574 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3575 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3576 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3577 }
3578
3579 return "";
3580 }
3581
3582 //misc
3583 void CheckForHybridAttachments( EntityAI item, string slot_name )
3584 {
3585 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3586 {
3587 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3588 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3589 {
3590 SetHealth(slot_name,"Health",item.GetHealth());
3591 }
3592 }
3593 }
3594
3595 override int GetDamageSystemVersionChange()
3596 {
3597 return 111;
3598 }
3599
3600 override void SetActions()
3601 {
3602 super.SetActions();
3603
3607 }
3608
3609 //================================================================
3610 // DEBUG
3611 //================================================================
3612 protected void DebugCustomState()
3613 {
3614 }
3615
3618 {
3619 return null;
3620 }
3621
3622 override void OnDebugSpawn()
3623 {
3624 FullyBuild();
3625 }
3626
3627 void FullyBuild()
3628 {
3630 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3631
3632 Man p;
3633
3634 #ifdef SERVER
3635 array<Man> players = new array<Man>;
3636 GetGame().GetWorld().GetPlayerList(players);
3637 if (players.Count())
3638 p = players[0];
3639 #else
3640 p = GetGame().GetPlayer();
3641 #endif
3642
3643 foreach (ConstructionPart part : parts)
3644 {
3645 bool excluded = false;
3646 string partName = part.GetPartName();
3647 if (excludes)
3648 {
3649 foreach (string exclude : excludes)
3650 {
3651 if (partName.Contains(exclude))
3652 {
3653 excluded = true;
3654 break;
3655 }
3656 }
3657 }
3658
3659 if (!excluded)
3660 {
3661 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3662 }
3663 }
3664
3665 GetConstruction().UpdateVisuals();
3666 }
3667}
3668
3669void bsbDebugPrint (string s)
3670{
3671#ifdef BSB_DEBUG
3672 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3673#else
3674 //Print("" + s); // comment/uncomment to hide/see debug logs
3675#endif
3676}
3677void bsbDebugSpam (string s)
3678{
3679#ifdef BSB_DEBUG_SPAM
3680 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3681#else
3682 //Print("" + s); // comment/uncomment to hide/see debug logs
3683#endif
3684}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8