DayZ 1.27
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◆ OnPartDestroyedClient()

void bsbDebugPrint::OnPartDestroyedClient ( string part_name,
int action_id )
protected

См. определение в файле BaseBuildingBase.c строка 1971

1973{
1974 const string ANIMATION_DEPLOYED = "Deployed";
1975
1976 float m_ConstructionKitHealth; //stored health value for used construction kit
1977
1979
1980 bool m_HasBase;
1981 //variables for synchronization of base building parts (2x31 is the current limit)
1982 int m_SyncParts01; //synchronization for already built parts (31 parts)
1983 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1984 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1985 int m_InteractedPartId; //construction part id that an action was performed on
1986 int m_PerformedActionId; //action id that was performed on a construction part
1987
1988 //Sounds
1989 //build
1990 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1991 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1992 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1993 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1994 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1995 //dismantle
1996 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1997 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1998 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1999 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2000 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2001
2002 protected EffectSound m_Sound;
2003
2007
2008 // Constructor
2009 void BaseBuildingBase()
2010 {
2012
2013 //synchronized variables
2014 RegisterNetSyncVariableInt( "m_SyncParts01" );
2015 RegisterNetSyncVariableInt( "m_SyncParts02" );
2016 RegisterNetSyncVariableInt( "m_SyncParts03" );
2017 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2018 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2019 RegisterNetSyncVariableBool( "m_HasBase" );
2020
2021 //Construction init
2023
2024 if (ConfigIsExisting("hybridAttachments"))
2025 {
2027 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2028 }
2029 if (ConfigIsExisting("mountables"))
2030 {
2032 ConfigGetTextArray("mountables", m_Mountables);
2033 }
2034
2035 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2036 }
2037
2038 override void EEDelete(EntityAI parent)
2039 {
2040 super.EEDelete(parent);
2041
2042 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2043 {
2044 areaDamage.Destroy();
2045 }
2046
2047 }
2048
2049 override string GetInvulnerabilityTypeString()
2050 {
2051 return "disableBaseDamage";
2052 }
2053
2054 override bool CanObstruct()
2055 {
2056 return true;
2057 }
2058
2059 override int GetHideIconMask()
2060 {
2061 return EInventoryIconVisibility.HIDE_VICINITY;
2062 }
2063
2064 // --- SYNCHRONIZATION
2066 {
2067 if ( GetGame().IsServer() )
2068 {
2069 SetSynchDirty();
2070 }
2071 }
2072
2073 override void OnVariablesSynchronized()
2074 {
2075 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2076 super.OnVariablesSynchronized();
2077
2079 }
2080
2081 protected void OnSynchronizedClient()
2082 {
2083 //update parts
2085
2086 //update action on part
2088
2089 //update visuals (client)
2090 UpdateVisuals();
2091 }
2092
2093 //parts synchronization
2094 void RegisterPartForSync( int part_id )
2095 {
2096 //part_id must starts from index = 1
2097 int offset;
2098 int mask;
2099
2100 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2101 {
2102 offset = part_id - 1;
2103 mask = 1 << offset;
2104
2105 m_SyncParts01 = m_SyncParts01 | mask;
2106 }
2107 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2108 {
2109 offset = ( part_id % 32 );
2110 mask = 1 << offset;
2111
2112 m_SyncParts02 = m_SyncParts02 | mask;
2113 }
2114 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2115 {
2116 offset = ( part_id % 63 );
2117 mask = 1 << offset;
2118
2119 m_SyncParts03 = m_SyncParts03 | mask;
2120 }
2121 }
2122
2123 void UnregisterPartForSync( int part_id )
2124 {
2125 //part_id must starts from index = 1
2126 int offset;
2127 int mask;
2128
2129 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2130 {
2131 offset = part_id - 1;
2132 mask = 1 << offset;
2133
2134 m_SyncParts01 = m_SyncParts01 & ~mask;
2135 }
2136 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2137 {
2138 offset = ( part_id % 32 );
2139 mask = 1 << offset;
2140
2141 m_SyncParts02 = m_SyncParts02 & ~mask;
2142 }
2143 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2144 {
2145 offset = ( part_id % 63 );
2146 mask = 1 << offset;
2147
2148 m_SyncParts03 = m_SyncParts03 & ~mask;
2149 }
2150 }
2151
2152 bool IsPartBuildInSyncData( int part_id )
2153 {
2154 //part_id must starts from index = 1
2155 int offset;
2156 int mask;
2157
2158 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2159 {
2160 offset = part_id - 1;
2161 mask = 1 << offset;
2162
2163 if ( ( m_SyncParts01 & mask ) > 0 )
2164 {
2165 return true;
2166 }
2167 }
2168 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2169 {
2170 offset = ( part_id % 32 );
2171 mask = 1 << offset;
2172
2173 if ( ( m_SyncParts02 & mask ) > 0 )
2174 {
2175 return true;
2176 }
2177 }
2178 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2179 {
2180 offset = ( part_id % 63 );
2181 mask = 1 << offset;
2182
2183 if ( ( m_SyncParts03 & mask ) > 0 )
2184 {
2185 return true;
2186 }
2187 }
2188
2189 return false;
2190 }
2191
2192 protected void RegisterActionForSync( int part_id, int action_id )
2193 {
2194 m_InteractedPartId = part_id;
2195 m_PerformedActionId = action_id;
2196 }
2197
2198 protected void ResetActionSyncData()
2199 {
2200 //reset data
2201 m_InteractedPartId = -1;
2203 }
2204
2205 protected void SetActionFromSyncData()
2206 {
2207 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2208 {
2210 int build_action_id = m_PerformedActionId;
2211
2212 switch( build_action_id )
2213 {
2214 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2215 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2216 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2217 }
2218 }
2219 }
2220 //------
2221
2223 {
2224 string key = part.m_PartName;
2225 bool is_base = part.IsBase();
2226 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2227 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2228 if ( is_part_built_sync )
2229 {
2230 if ( !part.IsBuilt() )
2231 {
2232 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2233 GetConstruction().AddToConstructedParts( key );
2234 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2235
2236 if (is_base)
2237 {
2239 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2240 }
2241 }
2242 }
2243 else
2244 {
2245 if ( part.IsBuilt() )
2246 {
2247 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2248 GetConstruction().RemoveFromConstructedParts( key );
2249 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2250
2251 if (is_base)
2252 {
2254 AddProxyPhysics( ANIMATION_DEPLOYED );
2255 }
2256 }
2257 }
2258
2259 //check slot lock for material attachments
2260 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2261 }
2262
2263 //set construction parts based on synchronized data
2265 {
2266 Construction construction = GetConstruction();
2267 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2268
2269 for ( int i = 0; i < construction_parts.Count(); ++i )
2270 {
2271 string key = construction_parts.GetKey( i );
2272 ConstructionPart value = construction_parts.Get( key );
2273 SetPartFromSyncData(value);
2274 }
2275
2276 //regenerate navmesh
2277 UpdateNavmesh();
2278 }
2279
2280 protected ConstructionPart GetConstructionPartById( int id )
2281 {
2282 Construction construction = GetConstruction();
2283 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2284
2285 for ( int i = 0; i < construction_parts.Count(); ++i )
2286 {
2287 string key = construction_parts.GetKey( i );
2288 ConstructionPart value = construction_parts.Get( key );
2289
2290 if ( value.GetId() == id )
2291 {
2292 return value;
2293 }
2294 }
2295
2296 return NULL;
2297 }
2298 //
2299
2300 //Base
2301 bool HasBase()
2302 {
2303 return m_HasBase;
2304 }
2305
2306 void SetBaseState( bool has_base )
2307 {
2308 m_HasBase = has_base;
2309 }
2310
2311 override bool IsDeployable()
2312 {
2313 return true;
2314 }
2315
2316 bool IsOpened()
2317 {
2318 return false;
2319 }
2320
2321 //--- CONSTRUCTION KIT
2323 {
2324 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2325 if ( m_ConstructionKitHealth > 0 )
2326 {
2327 construction_kit.SetHealth( m_ConstructionKitHealth );
2328 }
2329
2330 return construction_kit;
2331 }
2332
2333 void CreateConstructionKitInHands(notnull PlayerBase player)
2334 {
2335 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2336 if ( m_ConstructionKitHealth > 0 )
2337 {
2338 construction_kit.SetHealth( m_ConstructionKitHealth );
2339 }
2340 }
2341
2342 protected vector GetKitSpawnPosition()
2343 {
2344 return GetPosition();
2345 }
2346
2347 protected string GetConstructionKitType()
2348 {
2349 return "";
2350 }
2351
2352 void DestroyConstructionKit( ItemBase construction_kit )
2353 {
2354 m_ConstructionKitHealth = construction_kit.GetHealth();
2355 GetGame().ObjectDelete( construction_kit );
2356 }
2357
2358 //--- CONSTRUCTION
2359 void DestroyConstruction()
2360 {
2361 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2362 GetGame().ObjectDelete( this );
2363 }
2364
2365 // --- EVENTS
2366 override void OnStoreSave( ParamsWriteContext ctx )
2367 {
2368 super.OnStoreSave( ctx );
2369
2370 //sync parts 01
2371 ctx.Write( m_SyncParts01 );
2372 ctx.Write( m_SyncParts02 );
2373 ctx.Write( m_SyncParts03 );
2374
2375 ctx.Write( m_HasBase );
2376 }
2377
2378 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2379 {
2380 if ( !super.OnStoreLoad( ctx, version ) )
2381 return false;
2382
2383 //--- Base building data ---
2384 //Restore synced parts data
2385 if ( !ctx.Read( m_SyncParts01 ) )
2386 {
2387 m_SyncParts01 = 0; //set default
2388 return false;
2389 }
2390 if ( !ctx.Read( m_SyncParts02 ) )
2391 {
2392 m_SyncParts02 = 0; //set default
2393 return false;
2394 }
2395 if ( !ctx.Read( m_SyncParts03 ) )
2396 {
2397 m_SyncParts03 = 0; //set default
2398 return false;
2399 }
2400
2401 //has base
2402 if ( !ctx.Read( m_HasBase ) )
2403 {
2404 m_HasBase = false;
2405 return false;
2406 }
2407 //---
2408
2409 return true;
2410 }
2411
2412 override void AfterStoreLoad()
2413 {
2414 super.AfterStoreLoad();
2415
2417 {
2419 }
2420 }
2421
2423 {
2424 //update server data
2426
2427 //set base state
2428 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2429 SetBaseState( construction_part.IsBuilt() ) ;
2430
2431 //synchronize after load
2433 }
2434
2435 override void OnCreatePhysics()
2436 {
2437 super.OnCreatePhysics();
2440 }
2441
2442 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2443 {
2445 return;
2446
2447 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2448
2449 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2450 return;
2451
2452 Construction construction = GetConstruction();
2453 string part_name = zone;
2454 part_name.ToLower();
2455
2456 if ( newLevel == GameConstants.STATE_RUINED )
2457 {
2458 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2459
2460 if ( construction_part && construction.IsPartConstructed( part_name ) )
2461 {
2462 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2463 construction.DestroyConnectedParts(part_name);
2464 }
2465
2466 //barbed wire handling (hack-ish)
2467 if ( part_name.Contains("barbed") )
2468 {
2469 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2470 if (barbed_wire)
2471 barbed_wire.SetMountedState( false );
2472 }
2473 }
2474 }
2475
2476 override void EEOnAfterLoad()
2477 {
2479 {
2481 }
2482
2483 super.EEOnAfterLoad();
2484 }
2485
2486 override void EEInit()
2487 {
2488 super.EEInit();
2489
2490 // init visuals and physics
2491 InitBaseState();
2492
2493 //debug
2494 #ifdef DEVELOPER
2496 #endif
2497 }
2498
2499 override void EEItemAttached( EntityAI item, string slot_name )
2500 {
2501 super.EEItemAttached( item, slot_name );
2502
2503 CheckForHybridAttachments( item, slot_name );
2504 UpdateVisuals();
2505 UpdateAttachmentPhysics( slot_name, false );
2506 }
2507
2508 override void EEItemDetached( EntityAI item, string slot_name )
2509 {
2510 super.EEItemDetached( item, slot_name );
2511
2512 UpdateVisuals();
2513 UpdateAttachmentPhysics( slot_name, false );
2514 }
2515
2516 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2517 {
2518 string slot_name = InventorySlots.GetSlotName( slotId );
2519 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2520
2521 UpdateAttachmentVisuals( slot_name, locked );
2522 UpdateAttachmentPhysics( slot_name, locked );
2523 }
2524
2525 //ignore out of reach condition
2526 override bool IgnoreOutOfReachCondition()
2527 {
2528 return true;
2529 }
2530
2531 //CONSTRUCTION EVENTS
2532 //Build
2533 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2534 {
2535 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2536
2537 //check base state
2538 if (construtionPart.IsBase())
2539 {
2540 SetBaseState(true);
2541
2542 //spawn kit
2544 }
2545
2546 //register constructed parts for synchronization
2547 RegisterPartForSync(construtionPart.GetId());
2548
2549 //register action that was performed on part
2550 RegisterActionForSync(construtionPart.GetId(), action_id);
2551
2552 //synchronize
2554
2555 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2556
2557 UpdateNavmesh();
2558
2559 //update visuals
2560 UpdateVisuals();
2561
2562 //reset action sync data
2564 }
2565
2566 void OnPartBuiltClient(string part_name, int action_id)
2567 {
2568 //play sound
2569 SoundBuildStart( part_name );
2570 }
2571
2572 //Dismantle
2573 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2574 {
2575 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2576 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2577
2578 //register constructed parts for synchronization
2579 UnregisterPartForSync(construtionPart.GetId());
2580
2581 //register action that was performed on part
2582 RegisterActionForSync(construtionPart.GetId(), action_id);
2583
2584 //synchronize
2586
2587 // server part of sync, client will be synced from SetPartsFromSyncData
2588 SetPartFromSyncData(construtionPart);
2589
2590 UpdateNavmesh();
2591
2592 //update visuals
2593 UpdateVisuals();
2594
2595 //reset action sync data
2597
2598 //check base state
2599 if (construtionPart.IsBase())
2600 {
2601 //Destroy construction
2603 }
2604
2605 if (GetGame().IsServer())
2606 HandleItemFalling(construtionPart);
2607 }
2608
2609 void OnPartDismantledClient( string part_name, int action_id )
2610 {
2611 //play sound
2612 SoundDismantleStart( part_name );
2613 }
2614
2615 //Destroy
2616 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2617 {
2618 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2619 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2620
2621 //register constructed parts for synchronization
2622 UnregisterPartForSync(construtionPart.GetId());
2623
2624 //register action that was performed on part
2625 RegisterActionForSync(construtionPart.GetId(), action_id);
2626
2627 //synchronize
2629
2630 // server part of sync, client will be synced from SetPartsFromSyncData
2631 SetPartFromSyncData(construtionPart);
2632
2633 UpdateNavmesh();
2634
2635 //update visuals
2636 UpdateVisuals();
2637
2638 //reset action sync data
2640
2641 //check base state
2642 if (construtionPart.IsBase())
2643 {
2644 //Destroy construction
2646 }
2647
2648 if (GetGame().IsServer())
2649 HandleItemFalling(construtionPart);
2650 }
2651
2652 void OnPartDestroyedClient( string part_name, int action_id )
2653 {
2654 //play sound
2655 SoundDestroyStart( part_name );
2656 }
2657
2658 protected void HandleItemFalling(ConstructionPart part)
2659 {
2660 bool process = false;
2661
2662 //TODO: add a parameter to parts' config classes?
2663 process |= part.m_PartName.Contains("_roof");
2664 process |= part.m_PartName.Contains("_platform");
2665 process |= part.m_PartName.Contains("_stair");
2666
2667 if (process)
2668 {
2669 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2670 {
2671 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2672 return;
2673 }
2674
2675 vector mins, maxs;
2676 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2677 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2678
2679 //sanitize minmaxs
2680 vector minTmp, maxTmp;
2681 minTmp[0] = Math.Min(mins[0],maxs[0]);
2682 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2683 minTmp[1] = Math.Min(mins[1],maxs[1]);
2684 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2685 minTmp[2] = Math.Min(mins[2],maxs[2]);
2686 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2687 mins = minTmp;
2688 maxs = maxTmp;
2689
2690 maxs[1] = maxs[1] + 0.35; //reach a little above..
2691
2692 ItemFall(mins,maxs);
2693 }
2694 }
2695
2696 protected void ItemFall(vector min, vector max)
2697 {
2698 array<EntityAI> foundEntities = new array<EntityAI>();
2699 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2700
2701 //filtering
2702 ItemBase item;
2703 foreach (EntityAI entity : foundEntities)
2704 {
2705 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2706 item.ThrowPhysically(null,vector.Zero);
2707 }
2708 }
2709
2710 // --- UPDATE
2711 void InitBaseState()
2712 {
2713 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2714
2715 InitVisuals();
2716 UpdateNavmesh(); //regenerate navmesh
2717 GetConstruction().InitBaseState();
2718 }
2719
2720 void InitVisuals()
2721 {
2722 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2723 //check base
2724 if ( !HasBase() )
2725 {
2726 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2727 }
2728 else
2729 {
2730 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2731 }
2732
2733 GetConstruction().UpdateVisuals();
2734 }
2735
2736 void UpdateVisuals()
2737 {
2738 array<string> attachmentSlots = new array<string>;
2739
2740 GetAttachmentSlots(this, attachmentSlots);
2741 foreach (string slotName : attachmentSlots)
2742 {
2744 }
2745
2746 //check base
2747 if (!HasBase())
2748 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2749 else
2750 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2751
2752 GetConstruction().UpdateVisuals();
2753 }
2754
2755 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2756 {
2757 string slotNameMounted = slot_name + "_Mounted";
2758 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2759
2760 if (attachment)
2761 {
2762 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2763 if (barbedWire && barbedWire.IsMounted())
2764 CreateAreaDamage(slotNameMounted);
2765 else
2766 DestroyAreaDamage(slotNameMounted);
2767
2768 if (is_locked)
2769 {
2770 SetAnimationPhase(slotNameMounted, 0);
2771 SetAnimationPhase(slot_name, 1);
2772 }
2773 else
2774 {
2775 SetAnimationPhase(slotNameMounted, 1);
2776 SetAnimationPhase(slot_name, 0);
2777 }
2778 }
2779 else
2780 {
2781 SetAnimationPhase(slotNameMounted, 1);
2782 SetAnimationPhase(slot_name, 1);
2783
2784 DestroyAreaDamage(slotNameMounted);
2785 }
2786 }
2787
2788 // avoid calling this function on frequent occasions, it's a massive performance hit
2789 void UpdatePhysics()
2790 {
2792 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2793
2794 array<string> attachmentSlots = new array<string>;
2795 GetAttachmentSlots(this, attachmentSlots);
2796
2798 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2799
2800 foreach (string slotName : attachmentSlots)
2801 {
2803 }
2804
2805 //check base
2806 if (!HasBase())
2807 {
2809 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2810
2811 AddProxyPhysics(ANIMATION_DEPLOYED);
2812 }
2813 else
2814 {
2816 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2817
2818 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2819 }
2820
2821 GetConstruction().UpdatePhysics();
2822 UpdateNavmesh();
2823 }
2824
2825 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2826 {
2827 //checks for invalid appends; hotfix
2828 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2829 return;
2830 //----------------------------------
2831 string slot_name_mounted = slot_name + "_Mounted";
2832 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2833
2834 //remove proxy physics
2835 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2836 RemoveProxyPhysics( slot_name_mounted );
2837 RemoveProxyPhysics( slot_name );
2838
2839 if ( attachment )
2840 {
2841 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2842 if ( is_locked )
2843 {
2844 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2845 AddProxyPhysics( slot_name_mounted );
2846 }
2847 else
2848 {
2849 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2850 AddProxyPhysics( slot_name );
2851 }
2852 }
2853 }
2854
2855 protected void UpdateNavmesh()
2856 {
2857 SetAffectPathgraph( true, false );
2858 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2859 }
2860
2861 override bool CanUseConstruction()
2862 {
2863 return true;
2864 }
2865
2866 override bool CanUseConstructionBuild()
2867 {
2868 return true;
2869 }
2870
2871 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2872 {
2873 if ( attachment )
2874 {
2875 InventoryLocation inventory_location = new InventoryLocation;
2876 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2877
2878 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2879 }
2880
2881 return false;
2882 }
2883
2884 protected bool IsAttachmentSlotLocked( string slot_name )
2885 {
2886 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2887 }
2888
2889 //--- ATTACHMENT SLOTS
2890 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2891 {
2892 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2893 if ( GetGame().ConfigIsExisting( config_path ) )
2894 {
2895 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2896 }
2897 }
2898
2899 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2900 {
2901 return true;
2902 }
2903
2904 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2905 {
2906 return true;
2907 }
2908
2909 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2910 {
2911 return true;
2912 }
2913
2914 // --- INIT
2915 void ConstructionInit()
2916 {
2917 if ( !m_Construction )
2918 {
2919 m_Construction = new Construction( this );
2920 }
2921
2922 GetConstruction().Init();
2923 }
2924
2926 {
2927 return m_Construction;
2928 }
2929
2930 //--- INVENTORY/ATTACHMENTS CONDITIONS
2931 //attachments
2932 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2933 {
2934 return super.CanReceiveAttachment(attachment, slotId);
2935 }
2936
2938 {
2939 int attachment_count = GetInventory().AttachmentCount();
2940 if ( attachment_count > 0 )
2941 {
2942 if ( HasBase() && attachment_count == 1 )
2943 {
2944 return false;
2945 }
2946
2947 return true;
2948 }
2949
2950 return false;
2951 }
2952
2953 override bool ShowZonesHealth()
2954 {
2955 return true;
2956 }
2957
2958 override bool IsTakeable()
2959 {
2960 return false;
2961 }
2962
2963 //this into/outo parent.Cargo
2964 override bool CanPutInCargo( EntityAI parent )
2965 {
2966 return false;
2967 }
2968
2969 override bool CanRemoveFromCargo( EntityAI parent )
2970 {
2971 return false;
2972 }
2973
2974 //hands
2975 override bool CanPutIntoHands( EntityAI parent )
2976 {
2977 return false;
2978 }
2979
2980 //--- ACTION CONDITIONS
2981 //direction
2982 override bool IsFacingPlayer( PlayerBase player, string selection )
2983 {
2984 return true;
2985 }
2986
2987 override bool IsPlayerInside( PlayerBase player, string selection )
2988 {
2989 return true;
2990 }
2991
2994 {
2995 return false;
2996 }
2997
2998 //camera direction check
2999 bool IsFacingCamera( string selection )
3000 {
3001 return true;
3002 }
3003
3004 //roof check
3005 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3006 {
3007 return false;
3008 }
3009
3010 //selection->player distance check
3011 bool HasProperDistance( string selection, PlayerBase player )
3012 {
3013 return true;
3014 }
3015
3016 //folding
3018 {
3019 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3020 {
3021 return false;
3022 }
3023
3024 return true;
3025 }
3026
3028 {
3031
3032 return item;
3033 }
3034
3035 //Damage triggers (barbed wire)
3036 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3037 {
3038 if ( GetGame() && GetGame().IsServer() )
3039 {
3040 //destroy area damage if some already exists
3041 DestroyAreaDamage( slot_name );
3042
3043 //create new area damage
3045 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3046
3047 vector min_max[2];
3048 if ( MemoryPointExists( slot_name + "_min" ) )
3049 {
3050 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3051 }
3052 if ( MemoryPointExists( slot_name + "_max" ) )
3053 {
3054 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3055 }
3056
3057 //get proper trigger extents (min<max)
3058 vector extents[2];
3059 GetConstruction().GetTriggerExtents( min_max, extents );
3060
3061 //get box center
3062 vector center;
3063 center = GetConstruction().GetBoxCenter( min_max );
3064 center = ModelToWorld( center );
3065
3066 //rotate center if needed
3067 vector orientation = GetOrientation();;
3068 CalcDamageAreaRotation( rotation_angle, center, orientation );
3069
3070 areaDamage.SetExtents( extents[0], extents[1] );
3071 areaDamage.SetAreaPosition( center );
3072 areaDamage.SetAreaOrientation( orientation );
3073 areaDamage.SetLoopInterval( 1.0 );
3074 areaDamage.SetDeferDuration( 0.2 );
3075 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3076 areaDamage.SetAmmoName( "BarbedWireHit" );
3077 areaDamage.Spawn();
3078
3079 m_DamageTriggers.Insert( slot_name, areaDamage );
3080 }
3081 }
3082
3083 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3084 {
3085 if ( angle_deg != 0 )
3086 {
3087 //orientation
3088 orientation[0] = orientation[0] - angle_deg;
3089
3090 //center
3091 vector rotate_axis;
3092 if ( MemoryPointExists( "rotate_axis" ) )
3093 {
3094 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3095 }
3096 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];
3097 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];
3098 center[0] = r_center_x;
3099 center[2] = r_center_z;
3100 }
3101 }
3102
3103 void DestroyAreaDamage( string slot_name )
3104 {
3105 if (GetGame() && GetGame().IsServer())
3106 {
3108 if (m_DamageTriggers.Find(slot_name, areaDamage))
3109 {
3110 if (areaDamage)
3111 {
3112 areaDamage.Destroy();
3113 }
3114
3115 m_DamageTriggers.Remove( slot_name );
3116 }
3117 }
3118 }
3119
3120 override bool IsIgnoredByConstruction()
3121 {
3122 return true;
3123 }
3124
3125 //================================================================
3126 // SOUNDS
3127 //================================================================
3128 protected void SoundBuildStart( string part_name )
3129 {
3130 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3131 }
3132
3133 protected void SoundDismantleStart( string part_name )
3134 {
3135 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3136 }
3137
3138 protected void SoundDestroyStart( string part_name )
3139 {
3140 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3141 }
3142
3143 protected string GetBuildSoundByMaterial( string part_name )
3144 {
3145 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3146
3147 switch ( material_type )
3148 {
3149 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3150 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3151 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3152 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3153 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3154 }
3155
3156 return "";
3157 }
3158
3159 protected string GetDismantleSoundByMaterial( string part_name )
3160 {
3161 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3162
3163 switch ( material_type )
3164 {
3165 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3166 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3167 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3168 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3169 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3170 }
3171
3172 return "";
3173 }
3174
3175 //misc
3176 void CheckForHybridAttachments( EntityAI item, string slot_name )
3177 {
3178 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3179 {
3180 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3181 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3182 {
3183 SetHealth(slot_name,"Health",item.GetHealth());
3184 }
3185 }
3186 }
3187
3188 override int GetDamageSystemVersionChange()
3189 {
3190 return 111;
3191 }
3192
3193 override void SetActions()
3194 {
3195 super.SetActions();
3196
3200 }
3201
3202 //================================================================
3203 // DEBUG
3204 //================================================================
3205 protected void DebugCustomState()
3206 {
3207 }
3208
3211 {
3212 return null;
3213 }
3214
3215 override void OnDebugSpawn()
3216 {
3217 FullyBuild();
3218 }
3219
3220 void FullyBuild()
3221 {
3223 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3224
3225 Man p;
3226
3227 #ifdef SERVER
3228 array<Man> players = new array<Man>;
3229 GetGame().GetWorld().GetPlayerList(players);
3230 if (players.Count())
3231 p = players[0];
3232 #else
3233 p = GetGame().GetPlayer();
3234 #endif
3235
3236 foreach (ConstructionPart part : parts)
3237 {
3238 bool excluded = false;
3239 string partName = part.GetPartName();
3240 if (excludes)
3241 {
3242 foreach (string exclude : excludes)
3243 {
3244 if (partName.Contains(exclude))
3245 {
3246 excluded = true;
3247 break;
3248 }
3249 }
3250 }
3251
3252 if (!excluded)
3253 {
3254 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3255 }
3256 }
3257
3258 GetConstruction().UpdateVisuals();
3259 }
3260}
3261
3262void bsbDebugPrint (string s)
3263{
3264#ifdef BSB_DEBUG
3265 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3266#else
3267 //Print("" + s); // comment/uncomment to hide/see debug logs
3268#endif
3269}
3270void bsbDebugSpam (string s)
3271{
3272#ifdef BSB_DEBUG_SPAM
3273 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3274#else
3275 //Print("" + s); // comment/uncomment to hide/see debug logs
3276#endif
3277}
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

Используется в ItemBase::SetActionFromSyncData().