DayZ 1.27
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◆ CheckSlotVerticalDistance()

bool bsbDebugPrint::CheckSlotVerticalDistance ( int slot_id,
PlayerBase player )
protected

См. определение в файле BaseBuildingBase.c строка 2218

2220{
2221 const string ANIMATION_DEPLOYED = "Deployed";
2222
2223 float m_ConstructionKitHealth; //stored health value for used construction kit
2224
2226
2227 bool m_HasBase;
2228 //variables for synchronization of base building parts (2x31 is the current limit)
2229 int m_SyncParts01; //synchronization for already built parts (31 parts)
2230 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2231 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2232 int m_InteractedPartId; //construction part id that an action was performed on
2233 int m_PerformedActionId; //action id that was performed on a construction part
2234
2235 //Sounds
2236 //build
2237 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2238 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2239 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2240 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2241 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2242 //dismantle
2243 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2244 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2245 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2246 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2247 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2248
2249 protected EffectSound m_Sound;
2250
2254
2255 // Constructor
2256 void BaseBuildingBase()
2257 {
2259
2260 //synchronized variables
2261 RegisterNetSyncVariableInt( "m_SyncParts01" );
2262 RegisterNetSyncVariableInt( "m_SyncParts02" );
2263 RegisterNetSyncVariableInt( "m_SyncParts03" );
2264 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2265 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2266 RegisterNetSyncVariableBool( "m_HasBase" );
2267
2268 //Construction init
2270
2271 if (ConfigIsExisting("hybridAttachments"))
2272 {
2274 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2275 }
2276 if (ConfigIsExisting("mountables"))
2277 {
2279 ConfigGetTextArray("mountables", m_Mountables);
2280 }
2281
2282 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2283 }
2284
2285 override void EEDelete(EntityAI parent)
2286 {
2287 super.EEDelete(parent);
2288
2289 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2290 {
2291 areaDamage.Destroy();
2292 }
2293
2294 }
2295
2296 override string GetInvulnerabilityTypeString()
2297 {
2298 return "disableBaseDamage";
2299 }
2300
2301 override bool CanObstruct()
2302 {
2303 return true;
2304 }
2305
2306 override int GetHideIconMask()
2307 {
2308 return EInventoryIconVisibility.HIDE_VICINITY;
2309 }
2310
2311 // --- SYNCHRONIZATION
2313 {
2314 if ( GetGame().IsServer() )
2315 {
2316 SetSynchDirty();
2317 }
2318 }
2319
2320 override void OnVariablesSynchronized()
2321 {
2322 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2323 super.OnVariablesSynchronized();
2324
2326 }
2327
2328 protected void OnSynchronizedClient()
2329 {
2330 //update parts
2332
2333 //update action on part
2335
2336 //update visuals (client)
2337 UpdateVisuals();
2338 }
2339
2340 //parts synchronization
2341 void RegisterPartForSync( int part_id )
2342 {
2343 //part_id must starts from index = 1
2344 int offset;
2345 int mask;
2346
2347 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2348 {
2349 offset = part_id - 1;
2350 mask = 1 << offset;
2351
2352 m_SyncParts01 = m_SyncParts01 | mask;
2353 }
2354 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2355 {
2356 offset = ( part_id % 32 );
2357 mask = 1 << offset;
2358
2359 m_SyncParts02 = m_SyncParts02 | mask;
2360 }
2361 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2362 {
2363 offset = ( part_id % 63 );
2364 mask = 1 << offset;
2365
2366 m_SyncParts03 = m_SyncParts03 | mask;
2367 }
2368 }
2369
2370 void UnregisterPartForSync( int part_id )
2371 {
2372 //part_id must starts from index = 1
2373 int offset;
2374 int mask;
2375
2376 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2377 {
2378 offset = part_id - 1;
2379 mask = 1 << offset;
2380
2381 m_SyncParts01 = m_SyncParts01 & ~mask;
2382 }
2383 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2384 {
2385 offset = ( part_id % 32 );
2386 mask = 1 << offset;
2387
2388 m_SyncParts02 = m_SyncParts02 & ~mask;
2389 }
2390 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2391 {
2392 offset = ( part_id % 63 );
2393 mask = 1 << offset;
2394
2395 m_SyncParts03 = m_SyncParts03 & ~mask;
2396 }
2397 }
2398
2399 bool IsPartBuildInSyncData( int part_id )
2400 {
2401 //part_id must starts from index = 1
2402 int offset;
2403 int mask;
2404
2405 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2406 {
2407 offset = part_id - 1;
2408 mask = 1 << offset;
2409
2410 if ( ( m_SyncParts01 & mask ) > 0 )
2411 {
2412 return true;
2413 }
2414 }
2415 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2416 {
2417 offset = ( part_id % 32 );
2418 mask = 1 << offset;
2419
2420 if ( ( m_SyncParts02 & mask ) > 0 )
2421 {
2422 return true;
2423 }
2424 }
2425 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2426 {
2427 offset = ( part_id % 63 );
2428 mask = 1 << offset;
2429
2430 if ( ( m_SyncParts03 & mask ) > 0 )
2431 {
2432 return true;
2433 }
2434 }
2435
2436 return false;
2437 }
2438
2439 protected void RegisterActionForSync( int part_id, int action_id )
2440 {
2441 m_InteractedPartId = part_id;
2442 m_PerformedActionId = action_id;
2443 }
2444
2445 protected void ResetActionSyncData()
2446 {
2447 //reset data
2448 m_InteractedPartId = -1;
2450 }
2451
2452 protected void SetActionFromSyncData()
2453 {
2454 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2455 {
2457 int build_action_id = m_PerformedActionId;
2458
2459 switch( build_action_id )
2460 {
2461 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2462 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2463 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2464 }
2465 }
2466 }
2467 //------
2468
2470 {
2471 string key = part.m_PartName;
2472 bool is_base = part.IsBase();
2473 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2474 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2475 if ( is_part_built_sync )
2476 {
2477 if ( !part.IsBuilt() )
2478 {
2479 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2480 GetConstruction().AddToConstructedParts( key );
2481 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2482
2483 if (is_base)
2484 {
2486 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2487 }
2488 }
2489 }
2490 else
2491 {
2492 if ( part.IsBuilt() )
2493 {
2494 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2495 GetConstruction().RemoveFromConstructedParts( key );
2496 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2497
2498 if (is_base)
2499 {
2501 AddProxyPhysics( ANIMATION_DEPLOYED );
2502 }
2503 }
2504 }
2505
2506 //check slot lock for material attachments
2507 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2508 }
2509
2510 //set construction parts based on synchronized data
2512 {
2513 Construction construction = GetConstruction();
2514 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2515
2516 for ( int i = 0; i < construction_parts.Count(); ++i )
2517 {
2518 string key = construction_parts.GetKey( i );
2519 ConstructionPart value = construction_parts.Get( key );
2520 SetPartFromSyncData(value);
2521 }
2522
2523 //regenerate navmesh
2524 UpdateNavmesh();
2525 }
2526
2527 protected ConstructionPart GetConstructionPartById( int id )
2528 {
2529 Construction construction = GetConstruction();
2530 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2531
2532 for ( int i = 0; i < construction_parts.Count(); ++i )
2533 {
2534 string key = construction_parts.GetKey( i );
2535 ConstructionPart value = construction_parts.Get( key );
2536
2537 if ( value.GetId() == id )
2538 {
2539 return value;
2540 }
2541 }
2542
2543 return NULL;
2544 }
2545 //
2546
2547 //Base
2548 bool HasBase()
2549 {
2550 return m_HasBase;
2551 }
2552
2553 void SetBaseState( bool has_base )
2554 {
2555 m_HasBase = has_base;
2556 }
2557
2558 override bool IsDeployable()
2559 {
2560 return true;
2561 }
2562
2563 bool IsOpened()
2564 {
2565 return false;
2566 }
2567
2568 //--- CONSTRUCTION KIT
2570 {
2571 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2572 if ( m_ConstructionKitHealth > 0 )
2573 {
2574 construction_kit.SetHealth( m_ConstructionKitHealth );
2575 }
2576
2577 return construction_kit;
2578 }
2579
2580 void CreateConstructionKitInHands(notnull PlayerBase player)
2581 {
2582 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2583 if ( m_ConstructionKitHealth > 0 )
2584 {
2585 construction_kit.SetHealth( m_ConstructionKitHealth );
2586 }
2587 }
2588
2589 protected vector GetKitSpawnPosition()
2590 {
2591 return GetPosition();
2592 }
2593
2594 protected string GetConstructionKitType()
2595 {
2596 return "";
2597 }
2598
2599 void DestroyConstructionKit( ItemBase construction_kit )
2600 {
2601 m_ConstructionKitHealth = construction_kit.GetHealth();
2602 GetGame().ObjectDelete( construction_kit );
2603 }
2604
2605 //--- CONSTRUCTION
2606 void DestroyConstruction()
2607 {
2608 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2609 GetGame().ObjectDelete( this );
2610 }
2611
2612 // --- EVENTS
2613 override void OnStoreSave( ParamsWriteContext ctx )
2614 {
2615 super.OnStoreSave( ctx );
2616
2617 //sync parts 01
2618 ctx.Write( m_SyncParts01 );
2619 ctx.Write( m_SyncParts02 );
2620 ctx.Write( m_SyncParts03 );
2621
2622 ctx.Write( m_HasBase );
2623 }
2624
2625 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2626 {
2627 if ( !super.OnStoreLoad( ctx, version ) )
2628 return false;
2629
2630 //--- Base building data ---
2631 //Restore synced parts data
2632 if ( !ctx.Read( m_SyncParts01 ) )
2633 {
2634 m_SyncParts01 = 0; //set default
2635 return false;
2636 }
2637 if ( !ctx.Read( m_SyncParts02 ) )
2638 {
2639 m_SyncParts02 = 0; //set default
2640 return false;
2641 }
2642 if ( !ctx.Read( m_SyncParts03 ) )
2643 {
2644 m_SyncParts03 = 0; //set default
2645 return false;
2646 }
2647
2648 //has base
2649 if ( !ctx.Read( m_HasBase ) )
2650 {
2651 m_HasBase = false;
2652 return false;
2653 }
2654 //---
2655
2656 return true;
2657 }
2658
2659 override void AfterStoreLoad()
2660 {
2661 super.AfterStoreLoad();
2662
2664 {
2666 }
2667 }
2668
2670 {
2671 //update server data
2673
2674 //set base state
2675 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2676 SetBaseState( construction_part.IsBuilt() ) ;
2677
2678 //synchronize after load
2680 }
2681
2682 override void OnCreatePhysics()
2683 {
2684 super.OnCreatePhysics();
2687 }
2688
2689 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2690 {
2692 return;
2693
2694 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2695
2696 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2697 return;
2698
2699 Construction construction = GetConstruction();
2700 string part_name = zone;
2701 part_name.ToLower();
2702
2703 if ( newLevel == GameConstants.STATE_RUINED )
2704 {
2705 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2706
2707 if ( construction_part && construction.IsPartConstructed( part_name ) )
2708 {
2709 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2710 construction.DestroyConnectedParts(part_name);
2711 }
2712
2713 //barbed wire handling (hack-ish)
2714 if ( part_name.Contains("barbed") )
2715 {
2716 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2717 if (barbed_wire)
2718 barbed_wire.SetMountedState( false );
2719 }
2720 }
2721 }
2722
2723 override void EEOnAfterLoad()
2724 {
2726 {
2728 }
2729
2730 super.EEOnAfterLoad();
2731 }
2732
2733 override void EEInit()
2734 {
2735 super.EEInit();
2736
2737 // init visuals and physics
2738 InitBaseState();
2739
2740 //debug
2741 #ifdef DEVELOPER
2743 #endif
2744 }
2745
2746 override void EEItemAttached( EntityAI item, string slot_name )
2747 {
2748 super.EEItemAttached( item, slot_name );
2749
2750 CheckForHybridAttachments( item, slot_name );
2751 UpdateVisuals();
2752 UpdateAttachmentPhysics( slot_name, false );
2753 }
2754
2755 override void EEItemDetached( EntityAI item, string slot_name )
2756 {
2757 super.EEItemDetached( item, slot_name );
2758
2759 UpdateVisuals();
2760 UpdateAttachmentPhysics( slot_name, false );
2761 }
2762
2763 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2764 {
2765 string slot_name = InventorySlots.GetSlotName( slotId );
2766 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2767
2768 UpdateAttachmentVisuals( slot_name, locked );
2769 UpdateAttachmentPhysics( slot_name, locked );
2770 }
2771
2772 //ignore out of reach condition
2773 override bool IgnoreOutOfReachCondition()
2774 {
2775 return true;
2776 }
2777
2778 //CONSTRUCTION EVENTS
2779 //Build
2780 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2781 {
2782 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2783
2784 //check base state
2785 if (construtionPart.IsBase())
2786 {
2787 SetBaseState(true);
2788
2789 //spawn kit
2791 }
2792
2793 //register constructed parts for synchronization
2794 RegisterPartForSync(construtionPart.GetId());
2795
2796 //register action that was performed on part
2797 RegisterActionForSync(construtionPart.GetId(), action_id);
2798
2799 //synchronize
2801
2802 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2803
2804 UpdateNavmesh();
2805
2806 //update visuals
2807 UpdateVisuals();
2808
2809 //reset action sync data
2811 }
2812
2813 void OnPartBuiltClient(string part_name, int action_id)
2814 {
2815 //play sound
2816 SoundBuildStart( part_name );
2817 }
2818
2819 //Dismantle
2820 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2821 {
2822 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2823 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2824
2825 //register constructed parts for synchronization
2826 UnregisterPartForSync(construtionPart.GetId());
2827
2828 //register action that was performed on part
2829 RegisterActionForSync(construtionPart.GetId(), action_id);
2830
2831 //synchronize
2833
2834 // server part of sync, client will be synced from SetPartsFromSyncData
2835 SetPartFromSyncData(construtionPart);
2836
2837 UpdateNavmesh();
2838
2839 //update visuals
2840 UpdateVisuals();
2841
2842 //reset action sync data
2844
2845 //check base state
2846 if (construtionPart.IsBase())
2847 {
2848 //Destroy construction
2850 }
2851
2852 if (GetGame().IsServer())
2853 HandleItemFalling(construtionPart);
2854 }
2855
2856 void OnPartDismantledClient( string part_name, int action_id )
2857 {
2858 //play sound
2859 SoundDismantleStart( part_name );
2860 }
2861
2862 //Destroy
2863 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2864 {
2865 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2866 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2867
2868 //register constructed parts for synchronization
2869 UnregisterPartForSync(construtionPart.GetId());
2870
2871 //register action that was performed on part
2872 RegisterActionForSync(construtionPart.GetId(), action_id);
2873
2874 //synchronize
2876
2877 // server part of sync, client will be synced from SetPartsFromSyncData
2878 SetPartFromSyncData(construtionPart);
2879
2880 UpdateNavmesh();
2881
2882 //update visuals
2883 UpdateVisuals();
2884
2885 //reset action sync data
2887
2888 //check base state
2889 if (construtionPart.IsBase())
2890 {
2891 //Destroy construction
2893 }
2894
2895 if (GetGame().IsServer())
2896 HandleItemFalling(construtionPart);
2897 }
2898
2899 void OnPartDestroyedClient( string part_name, int action_id )
2900 {
2901 //play sound
2902 SoundDestroyStart( part_name );
2903 }
2904
2905 protected void HandleItemFalling(ConstructionPart part)
2906 {
2907 bool process = false;
2908
2909 //TODO: add a parameter to parts' config classes?
2910 process |= part.m_PartName.Contains("_roof");
2911 process |= part.m_PartName.Contains("_platform");
2912 process |= part.m_PartName.Contains("_stair");
2913
2914 if (process)
2915 {
2916 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2917 {
2918 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2919 return;
2920 }
2921
2922 vector mins, maxs;
2923 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2924 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2925
2926 //sanitize minmaxs
2927 vector minTmp, maxTmp;
2928 minTmp[0] = Math.Min(mins[0],maxs[0]);
2929 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2930 minTmp[1] = Math.Min(mins[1],maxs[1]);
2931 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2932 minTmp[2] = Math.Min(mins[2],maxs[2]);
2933 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2934 mins = minTmp;
2935 maxs = maxTmp;
2936
2937 maxs[1] = maxs[1] + 0.35; //reach a little above..
2938
2939 ItemFall(mins,maxs);
2940 }
2941 }
2942
2943 protected void ItemFall(vector min, vector max)
2944 {
2945 array<EntityAI> foundEntities = new array<EntityAI>();
2946 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2947
2948 //filtering
2949 ItemBase item;
2950 foreach (EntityAI entity : foundEntities)
2951 {
2952 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2953 item.ThrowPhysically(null,vector.Zero);
2954 }
2955 }
2956
2957 // --- UPDATE
2958 void InitBaseState()
2959 {
2960 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2961
2962 InitVisuals();
2963 UpdateNavmesh(); //regenerate navmesh
2964 GetConstruction().InitBaseState();
2965 }
2966
2967 void InitVisuals()
2968 {
2969 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2970 //check base
2971 if ( !HasBase() )
2972 {
2973 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2974 }
2975 else
2976 {
2977 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2978 }
2979
2980 GetConstruction().UpdateVisuals();
2981 }
2982
2983 void UpdateVisuals()
2984 {
2985 array<string> attachmentSlots = new array<string>;
2986
2987 GetAttachmentSlots(this, attachmentSlots);
2988 foreach (string slotName : attachmentSlots)
2989 {
2991 }
2992
2993 //check base
2994 if (!HasBase())
2995 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2996 else
2997 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2998
2999 GetConstruction().UpdateVisuals();
3000 }
3001
3002 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3003 {
3004 string slotNameMounted = slot_name + "_Mounted";
3005 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3006
3007 if (attachment)
3008 {
3009 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3010 if (barbedWire && barbedWire.IsMounted())
3011 CreateAreaDamage(slotNameMounted);
3012 else
3013 DestroyAreaDamage(slotNameMounted);
3014
3015 if (is_locked)
3016 {
3017 SetAnimationPhase(slotNameMounted, 0);
3018 SetAnimationPhase(slot_name, 1);
3019 }
3020 else
3021 {
3022 SetAnimationPhase(slotNameMounted, 1);
3023 SetAnimationPhase(slot_name, 0);
3024 }
3025 }
3026 else
3027 {
3028 SetAnimationPhase(slotNameMounted, 1);
3029 SetAnimationPhase(slot_name, 1);
3030
3031 DestroyAreaDamage(slotNameMounted);
3032 }
3033 }
3034
3035 // avoid calling this function on frequent occasions, it's a massive performance hit
3036 void UpdatePhysics()
3037 {
3039 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3040
3041 array<string> attachmentSlots = new array<string>;
3042 GetAttachmentSlots(this, attachmentSlots);
3043
3045 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3046
3047 foreach (string slotName : attachmentSlots)
3048 {
3050 }
3051
3052 //check base
3053 if (!HasBase())
3054 {
3056 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3057
3058 AddProxyPhysics(ANIMATION_DEPLOYED);
3059 }
3060 else
3061 {
3063 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3064
3065 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3066 }
3067
3068 GetConstruction().UpdatePhysics();
3069 UpdateNavmesh();
3070 }
3071
3072 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3073 {
3074 //checks for invalid appends; hotfix
3075 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3076 return;
3077 //----------------------------------
3078 string slot_name_mounted = slot_name + "_Mounted";
3079 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3080
3081 //remove proxy physics
3082 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3083 RemoveProxyPhysics( slot_name_mounted );
3084 RemoveProxyPhysics( slot_name );
3085
3086 if ( attachment )
3087 {
3088 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3089 if ( is_locked )
3090 {
3091 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3092 AddProxyPhysics( slot_name_mounted );
3093 }
3094 else
3095 {
3096 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3097 AddProxyPhysics( slot_name );
3098 }
3099 }
3100 }
3101
3102 protected void UpdateNavmesh()
3103 {
3104 SetAffectPathgraph( true, false );
3105 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3106 }
3107
3108 override bool CanUseConstruction()
3109 {
3110 return true;
3111 }
3112
3113 override bool CanUseConstructionBuild()
3114 {
3115 return true;
3116 }
3117
3118 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3119 {
3120 if ( attachment )
3121 {
3122 InventoryLocation inventory_location = new InventoryLocation;
3123 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3124
3125 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3126 }
3127
3128 return false;
3129 }
3130
3131 protected bool IsAttachmentSlotLocked( string slot_name )
3132 {
3133 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3134 }
3135
3136 //--- ATTACHMENT SLOTS
3137 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3138 {
3139 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3140 if ( GetGame().ConfigIsExisting( config_path ) )
3141 {
3142 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3143 }
3144 }
3145
3146 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3147 {
3148 return true;
3149 }
3150
3151 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3152 {
3153 return true;
3154 }
3155
3156 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3157 {
3158 return true;
3159 }
3160
3161 // --- INIT
3162 void ConstructionInit()
3163 {
3164 if ( !m_Construction )
3165 {
3166 m_Construction = new Construction( this );
3167 }
3168
3169 GetConstruction().Init();
3170 }
3171
3173 {
3174 return m_Construction;
3175 }
3176
3177 //--- INVENTORY/ATTACHMENTS CONDITIONS
3178 //attachments
3179 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3180 {
3181 return super.CanReceiveAttachment(attachment, slotId);
3182 }
3183
3185 {
3186 int attachment_count = GetInventory().AttachmentCount();
3187 if ( attachment_count > 0 )
3188 {
3189 if ( HasBase() && attachment_count == 1 )
3190 {
3191 return false;
3192 }
3193
3194 return true;
3195 }
3196
3197 return false;
3198 }
3199
3200 override bool ShowZonesHealth()
3201 {
3202 return true;
3203 }
3204
3205 override bool IsTakeable()
3206 {
3207 return false;
3208 }
3209
3210 //this into/outo parent.Cargo
3211 override bool CanPutInCargo( EntityAI parent )
3212 {
3213 return false;
3214 }
3215
3216 override bool CanRemoveFromCargo( EntityAI parent )
3217 {
3218 return false;
3219 }
3220
3221 //hands
3222 override bool CanPutIntoHands( EntityAI parent )
3223 {
3224 return false;
3225 }
3226
3227 //--- ACTION CONDITIONS
3228 //direction
3229 override bool IsFacingPlayer( PlayerBase player, string selection )
3230 {
3231 return true;
3232 }
3233
3234 override bool IsPlayerInside( PlayerBase player, string selection )
3235 {
3236 return true;
3237 }
3238
3241 {
3242 return false;
3243 }
3244
3245 //camera direction check
3246 bool IsFacingCamera( string selection )
3247 {
3248 return true;
3249 }
3250
3251 //roof check
3252 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3253 {
3254 return false;
3255 }
3256
3257 //selection->player distance check
3258 bool HasProperDistance( string selection, PlayerBase player )
3259 {
3260 return true;
3261 }
3262
3263 //folding
3265 {
3266 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3267 {
3268 return false;
3269 }
3270
3271 return true;
3272 }
3273
3275 {
3278
3279 return item;
3280 }
3281
3282 //Damage triggers (barbed wire)
3283 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3284 {
3285 if ( GetGame() && GetGame().IsServer() )
3286 {
3287 //destroy area damage if some already exists
3288 DestroyAreaDamage( slot_name );
3289
3290 //create new area damage
3292 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3293
3294 vector min_max[2];
3295 if ( MemoryPointExists( slot_name + "_min" ) )
3296 {
3297 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3298 }
3299 if ( MemoryPointExists( slot_name + "_max" ) )
3300 {
3301 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3302 }
3303
3304 //get proper trigger extents (min<max)
3305 vector extents[2];
3306 GetConstruction().GetTriggerExtents( min_max, extents );
3307
3308 //get box center
3309 vector center;
3310 center = GetConstruction().GetBoxCenter( min_max );
3311 center = ModelToWorld( center );
3312
3313 //rotate center if needed
3314 vector orientation = GetOrientation();;
3315 CalcDamageAreaRotation( rotation_angle, center, orientation );
3316
3317 areaDamage.SetExtents( extents[0], extents[1] );
3318 areaDamage.SetAreaPosition( center );
3319 areaDamage.SetAreaOrientation( orientation );
3320 areaDamage.SetLoopInterval( 1.0 );
3321 areaDamage.SetDeferDuration( 0.2 );
3322 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3323 areaDamage.SetAmmoName( "BarbedWireHit" );
3324 areaDamage.Spawn();
3325
3326 m_DamageTriggers.Insert( slot_name, areaDamage );
3327 }
3328 }
3329
3330 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3331 {
3332 if ( angle_deg != 0 )
3333 {
3334 //orientation
3335 orientation[0] = orientation[0] - angle_deg;
3336
3337 //center
3338 vector rotate_axis;
3339 if ( MemoryPointExists( "rotate_axis" ) )
3340 {
3341 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3342 }
3343 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];
3344 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];
3345 center[0] = r_center_x;
3346 center[2] = r_center_z;
3347 }
3348 }
3349
3350 void DestroyAreaDamage( string slot_name )
3351 {
3352 if (GetGame() && GetGame().IsServer())
3353 {
3355 if (m_DamageTriggers.Find(slot_name, areaDamage))
3356 {
3357 if (areaDamage)
3358 {
3359 areaDamage.Destroy();
3360 }
3361
3362 m_DamageTriggers.Remove( slot_name );
3363 }
3364 }
3365 }
3366
3367 override bool IsIgnoredByConstruction()
3368 {
3369 return true;
3370 }
3371
3372 //================================================================
3373 // SOUNDS
3374 //================================================================
3375 protected void SoundBuildStart( string part_name )
3376 {
3377 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3378 }
3379
3380 protected void SoundDismantleStart( string part_name )
3381 {
3382 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3383 }
3384
3385 protected void SoundDestroyStart( string part_name )
3386 {
3387 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3388 }
3389
3390 protected string GetBuildSoundByMaterial( string part_name )
3391 {
3392 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3393
3394 switch ( material_type )
3395 {
3396 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3397 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3398 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3399 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3400 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3401 }
3402
3403 return "";
3404 }
3405
3406 protected string GetDismantleSoundByMaterial( string part_name )
3407 {
3408 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3409
3410 switch ( material_type )
3411 {
3412 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3413 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3414 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3415 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3416 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3417 }
3418
3419 return "";
3420 }
3421
3422 //misc
3423 void CheckForHybridAttachments( EntityAI item, string slot_name )
3424 {
3425 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3426 {
3427 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3428 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3429 {
3430 SetHealth(slot_name,"Health",item.GetHealth());
3431 }
3432 }
3433 }
3434
3435 override int GetDamageSystemVersionChange()
3436 {
3437 return 111;
3438 }
3439
3440 override void SetActions()
3441 {
3442 super.SetActions();
3443
3447 }
3448
3449 //================================================================
3450 // DEBUG
3451 //================================================================
3452 protected void DebugCustomState()
3453 {
3454 }
3455
3458 {
3459 return null;
3460 }
3461
3462 override void OnDebugSpawn()
3463 {
3464 FullyBuild();
3465 }
3466
3467 void FullyBuild()
3468 {
3470 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3471
3472 Man p;
3473
3474 #ifdef SERVER
3475 array<Man> players = new array<Man>;
3476 GetGame().GetWorld().GetPlayerList(players);
3477 if (players.Count())
3478 p = players[0];
3479 #else
3480 p = GetGame().GetPlayer();
3481 #endif
3482
3483 foreach (ConstructionPart part : parts)
3484 {
3485 bool excluded = false;
3486 string partName = part.GetPartName();
3487 if (excludes)
3488 {
3489 foreach (string exclude : excludes)
3490 {
3491 if (partName.Contains(exclude))
3492 {
3493 excluded = true;
3494 break;
3495 }
3496 }
3497 }
3498
3499 if (!excluded)
3500 {
3501 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3502 }
3503 }
3504
3505 GetConstruction().UpdateVisuals();
3506 }
3507}
3508
3509void bsbDebugPrint (string s)
3510{
3511#ifdef BSB_DEBUG
3512 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3513#else
3514 //Print("" + s); // comment/uncomment to hide/see debug logs
3515#endif
3516}
3517void bsbDebugSpam (string s)
3518{
3519#ifdef BSB_DEBUG_SPAM
3520 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3521#else
3522 //Print("" + s); // comment/uncomment to hide/see debug logs
3523#endif
3524}
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