DayZ 1.27
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◆ EEInit()

override void bsbDebugPrint::EEInit ( )
protected

См. определение в файле BaseBuildingBase.c строка 1805

1807{
1808 const string ANIMATION_DEPLOYED = "Deployed";
1809
1810 float m_ConstructionKitHealth; //stored health value for used construction kit
1811
1813
1814 bool m_HasBase;
1815 //variables for synchronization of base building parts (2x31 is the current limit)
1816 int m_SyncParts01; //synchronization for already built parts (31 parts)
1817 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1818 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1819 int m_InteractedPartId; //construction part id that an action was performed on
1820 int m_PerformedActionId; //action id that was performed on a construction part
1821
1822 //Sounds
1823 //build
1824 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1825 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1826 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1827 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1828 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1829 //dismantle
1830 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1831 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1832 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1833 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1834 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1835
1836 protected EffectSound m_Sound;
1837
1841
1842 // Constructor
1843 void BaseBuildingBase()
1844 {
1846
1847 //synchronized variables
1848 RegisterNetSyncVariableInt( "m_SyncParts01" );
1849 RegisterNetSyncVariableInt( "m_SyncParts02" );
1850 RegisterNetSyncVariableInt( "m_SyncParts03" );
1851 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1852 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1853 RegisterNetSyncVariableBool( "m_HasBase" );
1854
1855 //Construction init
1857
1858 if (ConfigIsExisting("hybridAttachments"))
1859 {
1861 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1862 }
1863 if (ConfigIsExisting("mountables"))
1864 {
1866 ConfigGetTextArray("mountables", m_Mountables);
1867 }
1868
1869 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1870 }
1871
1872 override void EEDelete(EntityAI parent)
1873 {
1874 super.EEDelete(parent);
1875
1876 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1877 {
1878 areaDamage.Destroy();
1879 }
1880
1881 }
1882
1883 override string GetInvulnerabilityTypeString()
1884 {
1885 return "disableBaseDamage";
1886 }
1887
1888 override bool CanObstruct()
1889 {
1890 return true;
1891 }
1892
1893 override int GetHideIconMask()
1894 {
1895 return EInventoryIconVisibility.HIDE_VICINITY;
1896 }
1897
1898 // --- SYNCHRONIZATION
1900 {
1901 if ( GetGame().IsServer() )
1902 {
1903 SetSynchDirty();
1904 }
1905 }
1906
1907 override void OnVariablesSynchronized()
1908 {
1909 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1910 super.OnVariablesSynchronized();
1911
1913 }
1914
1915 protected void OnSynchronizedClient()
1916 {
1917 //update parts
1919
1920 //update action on part
1922
1923 //update visuals (client)
1924 UpdateVisuals();
1925 }
1926
1927 //parts synchronization
1928 void RegisterPartForSync( int part_id )
1929 {
1930 //part_id must starts from index = 1
1931 int offset;
1932 int mask;
1933
1934 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1935 {
1936 offset = part_id - 1;
1937 mask = 1 << offset;
1938
1939 m_SyncParts01 = m_SyncParts01 | mask;
1940 }
1941 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1942 {
1943 offset = ( part_id % 32 );
1944 mask = 1 << offset;
1945
1946 m_SyncParts02 = m_SyncParts02 | mask;
1947 }
1948 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1949 {
1950 offset = ( part_id % 63 );
1951 mask = 1 << offset;
1952
1953 m_SyncParts03 = m_SyncParts03 | mask;
1954 }
1955 }
1956
1957 void UnregisterPartForSync( int part_id )
1958 {
1959 //part_id must starts from index = 1
1960 int offset;
1961 int mask;
1962
1963 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1964 {
1965 offset = part_id - 1;
1966 mask = 1 << offset;
1967
1968 m_SyncParts01 = m_SyncParts01 & ~mask;
1969 }
1970 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1971 {
1972 offset = ( part_id % 32 );
1973 mask = 1 << offset;
1974
1975 m_SyncParts02 = m_SyncParts02 & ~mask;
1976 }
1977 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1978 {
1979 offset = ( part_id % 63 );
1980 mask = 1 << offset;
1981
1982 m_SyncParts03 = m_SyncParts03 & ~mask;
1983 }
1984 }
1985
1986 bool IsPartBuildInSyncData( int part_id )
1987 {
1988 //part_id must starts from index = 1
1989 int offset;
1990 int mask;
1991
1992 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1993 {
1994 offset = part_id - 1;
1995 mask = 1 << offset;
1996
1997 if ( ( m_SyncParts01 & mask ) > 0 )
1998 {
1999 return true;
2000 }
2001 }
2002 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2003 {
2004 offset = ( part_id % 32 );
2005 mask = 1 << offset;
2006
2007 if ( ( m_SyncParts02 & mask ) > 0 )
2008 {
2009 return true;
2010 }
2011 }
2012 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2013 {
2014 offset = ( part_id % 63 );
2015 mask = 1 << offset;
2016
2017 if ( ( m_SyncParts03 & mask ) > 0 )
2018 {
2019 return true;
2020 }
2021 }
2022
2023 return false;
2024 }
2025
2026 protected void RegisterActionForSync( int part_id, int action_id )
2027 {
2028 m_InteractedPartId = part_id;
2029 m_PerformedActionId = action_id;
2030 }
2031
2032 protected void ResetActionSyncData()
2033 {
2034 //reset data
2035 m_InteractedPartId = -1;
2037 }
2038
2039 protected void SetActionFromSyncData()
2040 {
2041 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2042 {
2044 int build_action_id = m_PerformedActionId;
2045
2046 switch( build_action_id )
2047 {
2048 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2049 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2050 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2051 }
2052 }
2053 }
2054 //------
2055
2057 {
2058 string key = part.m_PartName;
2059 bool is_base = part.IsBase();
2060 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2061 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2062 if ( is_part_built_sync )
2063 {
2064 if ( !part.IsBuilt() )
2065 {
2066 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2067 GetConstruction().AddToConstructedParts( key );
2068 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2069
2070 if (is_base)
2071 {
2073 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2074 }
2075 }
2076 }
2077 else
2078 {
2079 if ( part.IsBuilt() )
2080 {
2081 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2082 GetConstruction().RemoveFromConstructedParts( key );
2083 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2084
2085 if (is_base)
2086 {
2088 AddProxyPhysics( ANIMATION_DEPLOYED );
2089 }
2090 }
2091 }
2092
2093 //check slot lock for material attachments
2094 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2095 }
2096
2097 //set construction parts based on synchronized data
2099 {
2100 Construction construction = GetConstruction();
2101 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2102
2103 for ( int i = 0; i < construction_parts.Count(); ++i )
2104 {
2105 string key = construction_parts.GetKey( i );
2106 ConstructionPart value = construction_parts.Get( key );
2107 SetPartFromSyncData(value);
2108 }
2109
2110 //regenerate navmesh
2111 UpdateNavmesh();
2112 }
2113
2114 protected ConstructionPart GetConstructionPartById( int id )
2115 {
2116 Construction construction = GetConstruction();
2117 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2118
2119 for ( int i = 0; i < construction_parts.Count(); ++i )
2120 {
2121 string key = construction_parts.GetKey( i );
2122 ConstructionPart value = construction_parts.Get( key );
2123
2124 if ( value.GetId() == id )
2125 {
2126 return value;
2127 }
2128 }
2129
2130 return NULL;
2131 }
2132 //
2133
2134 //Base
2135 bool HasBase()
2136 {
2137 return m_HasBase;
2138 }
2139
2140 void SetBaseState( bool has_base )
2141 {
2142 m_HasBase = has_base;
2143 }
2144
2145 override bool IsDeployable()
2146 {
2147 return true;
2148 }
2149
2150 bool IsOpened()
2151 {
2152 return false;
2153 }
2154
2155 //--- CONSTRUCTION KIT
2157 {
2158 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2159 if ( m_ConstructionKitHealth > 0 )
2160 {
2161 construction_kit.SetHealth( m_ConstructionKitHealth );
2162 }
2163
2164 return construction_kit;
2165 }
2166
2167 void CreateConstructionKitInHands(notnull PlayerBase player)
2168 {
2169 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2170 if ( m_ConstructionKitHealth > 0 )
2171 {
2172 construction_kit.SetHealth( m_ConstructionKitHealth );
2173 }
2174 }
2175
2176 protected vector GetKitSpawnPosition()
2177 {
2178 return GetPosition();
2179 }
2180
2181 protected string GetConstructionKitType()
2182 {
2183 return "";
2184 }
2185
2186 void DestroyConstructionKit( ItemBase construction_kit )
2187 {
2188 m_ConstructionKitHealth = construction_kit.GetHealth();
2189 GetGame().ObjectDelete( construction_kit );
2190 }
2191
2192 //--- CONSTRUCTION
2193 void DestroyConstruction()
2194 {
2195 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2196 GetGame().ObjectDelete( this );
2197 }
2198
2199 // --- EVENTS
2200 override void OnStoreSave( ParamsWriteContext ctx )
2201 {
2202 super.OnStoreSave( ctx );
2203
2204 //sync parts 01
2205 ctx.Write( m_SyncParts01 );
2206 ctx.Write( m_SyncParts02 );
2207 ctx.Write( m_SyncParts03 );
2208
2209 ctx.Write( m_HasBase );
2210 }
2211
2212 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2213 {
2214 if ( !super.OnStoreLoad( ctx, version ) )
2215 return false;
2216
2217 //--- Base building data ---
2218 //Restore synced parts data
2219 if ( !ctx.Read( m_SyncParts01 ) )
2220 {
2221 m_SyncParts01 = 0; //set default
2222 return false;
2223 }
2224 if ( !ctx.Read( m_SyncParts02 ) )
2225 {
2226 m_SyncParts02 = 0; //set default
2227 return false;
2228 }
2229 if ( !ctx.Read( m_SyncParts03 ) )
2230 {
2231 m_SyncParts03 = 0; //set default
2232 return false;
2233 }
2234
2235 //has base
2236 if ( !ctx.Read( m_HasBase ) )
2237 {
2238 m_HasBase = false;
2239 return false;
2240 }
2241 //---
2242
2243 return true;
2244 }
2245
2246 override void AfterStoreLoad()
2247 {
2248 super.AfterStoreLoad();
2249
2251 {
2253 }
2254 }
2255
2257 {
2258 //update server data
2260
2261 //set base state
2262 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2263 SetBaseState( construction_part.IsBuilt() ) ;
2264
2265 //synchronize after load
2267 }
2268
2269 override void OnCreatePhysics()
2270 {
2271 super.OnCreatePhysics();
2274 }
2275
2276 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2277 {
2279 return;
2280
2281 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2282
2283 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2284 return;
2285
2286 Construction construction = GetConstruction();
2287 string part_name = zone;
2288 part_name.ToLower();
2289
2290 if ( newLevel == GameConstants.STATE_RUINED )
2291 {
2292 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2293
2294 if ( construction_part && construction.IsPartConstructed( part_name ) )
2295 {
2296 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2297 construction.DestroyConnectedParts(part_name);
2298 }
2299
2300 //barbed wire handling (hack-ish)
2301 if ( part_name.Contains("barbed") )
2302 {
2303 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2304 if (barbed_wire)
2305 barbed_wire.SetMountedState( false );
2306 }
2307 }
2308 }
2309
2310 override void EEOnAfterLoad()
2311 {
2313 {
2315 }
2316
2317 super.EEOnAfterLoad();
2318 }
2319
2320 override void EEInit()
2321 {
2322 super.EEInit();
2323
2324 // init visuals and physics
2325 InitBaseState();
2326
2327 //debug
2328 #ifdef DEVELOPER
2330 #endif
2331 }
2332
2333 override void EEItemAttached( EntityAI item, string slot_name )
2334 {
2335 super.EEItemAttached( item, slot_name );
2336
2337 CheckForHybridAttachments( item, slot_name );
2338 UpdateVisuals();
2339 UpdateAttachmentPhysics( slot_name, false );
2340 }
2341
2342 override void EEItemDetached( EntityAI item, string slot_name )
2343 {
2344 super.EEItemDetached( item, slot_name );
2345
2346 UpdateVisuals();
2347 UpdateAttachmentPhysics( slot_name, false );
2348 }
2349
2350 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2351 {
2352 string slot_name = InventorySlots.GetSlotName( slotId );
2353 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2354
2355 UpdateAttachmentVisuals( slot_name, locked );
2356 UpdateAttachmentPhysics( slot_name, locked );
2357 }
2358
2359 //ignore out of reach condition
2360 override bool IgnoreOutOfReachCondition()
2361 {
2362 return true;
2363 }
2364
2365 //CONSTRUCTION EVENTS
2366 //Build
2367 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2368 {
2369 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2370
2371 //check base state
2372 if (construtionPart.IsBase())
2373 {
2374 SetBaseState(true);
2375
2376 //spawn kit
2378 }
2379
2380 //register constructed parts for synchronization
2381 RegisterPartForSync(construtionPart.GetId());
2382
2383 //register action that was performed on part
2384 RegisterActionForSync(construtionPart.GetId(), action_id);
2385
2386 //synchronize
2388
2389 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2390
2391 UpdateNavmesh();
2392
2393 //update visuals
2394 UpdateVisuals();
2395
2396 //reset action sync data
2398 }
2399
2400 void OnPartBuiltClient(string part_name, int action_id)
2401 {
2402 //play sound
2403 SoundBuildStart( part_name );
2404 }
2405
2406 //Dismantle
2407 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2408 {
2409 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2410 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2411
2412 //register constructed parts for synchronization
2413 UnregisterPartForSync(construtionPart.GetId());
2414
2415 //register action that was performed on part
2416 RegisterActionForSync(construtionPart.GetId(), action_id);
2417
2418 //synchronize
2420
2421 // server part of sync, client will be synced from SetPartsFromSyncData
2422 SetPartFromSyncData(construtionPart);
2423
2424 UpdateNavmesh();
2425
2426 //update visuals
2427 UpdateVisuals();
2428
2429 //reset action sync data
2431
2432 //check base state
2433 if (construtionPart.IsBase())
2434 {
2435 //Destroy construction
2437 }
2438
2439 if (GetGame().IsServer())
2440 HandleItemFalling(construtionPart);
2441 }
2442
2443 void OnPartDismantledClient( string part_name, int action_id )
2444 {
2445 //play sound
2446 SoundDismantleStart( part_name );
2447 }
2448
2449 //Destroy
2450 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2451 {
2452 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2453 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2454
2455 //register constructed parts for synchronization
2456 UnregisterPartForSync(construtionPart.GetId());
2457
2458 //register action that was performed on part
2459 RegisterActionForSync(construtionPart.GetId(), action_id);
2460
2461 //synchronize
2463
2464 // server part of sync, client will be synced from SetPartsFromSyncData
2465 SetPartFromSyncData(construtionPart);
2466
2467 UpdateNavmesh();
2468
2469 //update visuals
2470 UpdateVisuals();
2471
2472 //reset action sync data
2474
2475 //check base state
2476 if (construtionPart.IsBase())
2477 {
2478 //Destroy construction
2480 }
2481
2482 if (GetGame().IsServer())
2483 HandleItemFalling(construtionPart);
2484 }
2485
2486 void OnPartDestroyedClient( string part_name, int action_id )
2487 {
2488 //play sound
2489 SoundDestroyStart( part_name );
2490 }
2491
2492 protected void HandleItemFalling(ConstructionPart part)
2493 {
2494 bool process = false;
2495
2496 //TODO: add a parameter to parts' config classes?
2497 process |= part.m_PartName.Contains("_roof");
2498 process |= part.m_PartName.Contains("_platform");
2499 process |= part.m_PartName.Contains("_stair");
2500
2501 if (process)
2502 {
2503 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2504 {
2505 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2506 return;
2507 }
2508
2509 vector mins, maxs;
2510 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2511 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2512
2513 //sanitize minmaxs
2514 vector minTmp, maxTmp;
2515 minTmp[0] = Math.Min(mins[0],maxs[0]);
2516 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2517 minTmp[1] = Math.Min(mins[1],maxs[1]);
2518 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2519 minTmp[2] = Math.Min(mins[2],maxs[2]);
2520 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2521 mins = minTmp;
2522 maxs = maxTmp;
2523
2524 maxs[1] = maxs[1] + 0.35; //reach a little above..
2525
2526 ItemFall(mins,maxs);
2527 }
2528 }
2529
2530 protected void ItemFall(vector min, vector max)
2531 {
2532 array<EntityAI> foundEntities = new array<EntityAI>();
2533 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2534
2535 //filtering
2536 ItemBase item;
2537 foreach (EntityAI entity : foundEntities)
2538 {
2539 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2540 item.ThrowPhysically(null,vector.Zero);
2541 }
2542 }
2543
2544 // --- UPDATE
2545 void InitBaseState()
2546 {
2547 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2548
2549 InitVisuals();
2550 UpdateNavmesh(); //regenerate navmesh
2551 GetConstruction().InitBaseState();
2552 }
2553
2554 void InitVisuals()
2555 {
2556 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2557 //check base
2558 if ( !HasBase() )
2559 {
2560 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2561 }
2562 else
2563 {
2564 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2565 }
2566
2567 GetConstruction().UpdateVisuals();
2568 }
2569
2570 void UpdateVisuals()
2571 {
2572 array<string> attachmentSlots = new array<string>;
2573
2574 GetAttachmentSlots(this, attachmentSlots);
2575 foreach (string slotName : attachmentSlots)
2576 {
2578 }
2579
2580 //check base
2581 if (!HasBase())
2582 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2583 else
2584 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2585
2586 GetConstruction().UpdateVisuals();
2587 }
2588
2589 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2590 {
2591 string slotNameMounted = slot_name + "_Mounted";
2592 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2593
2594 if (attachment)
2595 {
2596 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2597 if (barbedWire && barbedWire.IsMounted())
2598 CreateAreaDamage(slotNameMounted);
2599 else
2600 DestroyAreaDamage(slotNameMounted);
2601
2602 if (is_locked)
2603 {
2604 SetAnimationPhase(slotNameMounted, 0);
2605 SetAnimationPhase(slot_name, 1);
2606 }
2607 else
2608 {
2609 SetAnimationPhase(slotNameMounted, 1);
2610 SetAnimationPhase(slot_name, 0);
2611 }
2612 }
2613 else
2614 {
2615 SetAnimationPhase(slotNameMounted, 1);
2616 SetAnimationPhase(slot_name, 1);
2617
2618 DestroyAreaDamage(slotNameMounted);
2619 }
2620 }
2621
2622 // avoid calling this function on frequent occasions, it's a massive performance hit
2623 void UpdatePhysics()
2624 {
2626 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2627
2628 array<string> attachmentSlots = new array<string>;
2629 GetAttachmentSlots(this, attachmentSlots);
2630
2632 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2633
2634 foreach (string slotName : attachmentSlots)
2635 {
2637 }
2638
2639 //check base
2640 if (!HasBase())
2641 {
2643 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2644
2645 AddProxyPhysics(ANIMATION_DEPLOYED);
2646 }
2647 else
2648 {
2650 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2651
2652 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2653 }
2654
2655 GetConstruction().UpdatePhysics();
2656 UpdateNavmesh();
2657 }
2658
2659 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2660 {
2661 //checks for invalid appends; hotfix
2662 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2663 return;
2664 //----------------------------------
2665 string slot_name_mounted = slot_name + "_Mounted";
2666 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2667
2668 //remove proxy physics
2669 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2670 RemoveProxyPhysics( slot_name_mounted );
2671 RemoveProxyPhysics( slot_name );
2672
2673 if ( attachment )
2674 {
2675 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2676 if ( is_locked )
2677 {
2678 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2679 AddProxyPhysics( slot_name_mounted );
2680 }
2681 else
2682 {
2683 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2684 AddProxyPhysics( slot_name );
2685 }
2686 }
2687 }
2688
2689 protected void UpdateNavmesh()
2690 {
2691 SetAffectPathgraph( true, false );
2692 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2693 }
2694
2695 override bool CanUseConstruction()
2696 {
2697 return true;
2698 }
2699
2700 override bool CanUseConstructionBuild()
2701 {
2702 return true;
2703 }
2704
2705 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2706 {
2707 if ( attachment )
2708 {
2709 InventoryLocation inventory_location = new InventoryLocation;
2710 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2711
2712 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2713 }
2714
2715 return false;
2716 }
2717
2718 protected bool IsAttachmentSlotLocked( string slot_name )
2719 {
2720 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2721 }
2722
2723 //--- ATTACHMENT SLOTS
2724 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2725 {
2726 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2727 if ( GetGame().ConfigIsExisting( config_path ) )
2728 {
2729 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2730 }
2731 }
2732
2733 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2734 {
2735 return true;
2736 }
2737
2738 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2739 {
2740 return true;
2741 }
2742
2743 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2744 {
2745 return true;
2746 }
2747
2748 // --- INIT
2749 void ConstructionInit()
2750 {
2751 if ( !m_Construction )
2752 {
2753 m_Construction = new Construction( this );
2754 }
2755
2756 GetConstruction().Init();
2757 }
2758
2760 {
2761 return m_Construction;
2762 }
2763
2764 //--- INVENTORY/ATTACHMENTS CONDITIONS
2765 //attachments
2766 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2767 {
2768 return super.CanReceiveAttachment(attachment, slotId);
2769 }
2770
2772 {
2773 int attachment_count = GetInventory().AttachmentCount();
2774 if ( attachment_count > 0 )
2775 {
2776 if ( HasBase() && attachment_count == 1 )
2777 {
2778 return false;
2779 }
2780
2781 return true;
2782 }
2783
2784 return false;
2785 }
2786
2787 override bool ShowZonesHealth()
2788 {
2789 return true;
2790 }
2791
2792 override bool IsTakeable()
2793 {
2794 return false;
2795 }
2796
2797 //this into/outo parent.Cargo
2798 override bool CanPutInCargo( EntityAI parent )
2799 {
2800 return false;
2801 }
2802
2803 override bool CanRemoveFromCargo( EntityAI parent )
2804 {
2805 return false;
2806 }
2807
2808 //hands
2809 override bool CanPutIntoHands( EntityAI parent )
2810 {
2811 return false;
2812 }
2813
2814 //--- ACTION CONDITIONS
2815 //direction
2816 override bool IsFacingPlayer( PlayerBase player, string selection )
2817 {
2818 return true;
2819 }
2820
2821 override bool IsPlayerInside( PlayerBase player, string selection )
2822 {
2823 return true;
2824 }
2825
2828 {
2829 return false;
2830 }
2831
2832 //camera direction check
2833 bool IsFacingCamera( string selection )
2834 {
2835 return true;
2836 }
2837
2838 //roof check
2839 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2840 {
2841 return false;
2842 }
2843
2844 //selection->player distance check
2845 bool HasProperDistance( string selection, PlayerBase player )
2846 {
2847 return true;
2848 }
2849
2850 //folding
2852 {
2853 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2854 {
2855 return false;
2856 }
2857
2858 return true;
2859 }
2860
2862 {
2865
2866 return item;
2867 }
2868
2869 //Damage triggers (barbed wire)
2870 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2871 {
2872 if ( GetGame() && GetGame().IsServer() )
2873 {
2874 //destroy area damage if some already exists
2875 DestroyAreaDamage( slot_name );
2876
2877 //create new area damage
2879 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2880
2881 vector min_max[2];
2882 if ( MemoryPointExists( slot_name + "_min" ) )
2883 {
2884 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2885 }
2886 if ( MemoryPointExists( slot_name + "_max" ) )
2887 {
2888 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2889 }
2890
2891 //get proper trigger extents (min<max)
2892 vector extents[2];
2893 GetConstruction().GetTriggerExtents( min_max, extents );
2894
2895 //get box center
2896 vector center;
2897 center = GetConstruction().GetBoxCenter( min_max );
2898 center = ModelToWorld( center );
2899
2900 //rotate center if needed
2901 vector orientation = GetOrientation();;
2902 CalcDamageAreaRotation( rotation_angle, center, orientation );
2903
2904 areaDamage.SetExtents( extents[0], extents[1] );
2905 areaDamage.SetAreaPosition( center );
2906 areaDamage.SetAreaOrientation( orientation );
2907 areaDamage.SetLoopInterval( 1.0 );
2908 areaDamage.SetDeferDuration( 0.2 );
2909 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2910 areaDamage.SetAmmoName( "BarbedWireHit" );
2911 areaDamage.Spawn();
2912
2913 m_DamageTriggers.Insert( slot_name, areaDamage );
2914 }
2915 }
2916
2917 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2918 {
2919 if ( angle_deg != 0 )
2920 {
2921 //orientation
2922 orientation[0] = orientation[0] - angle_deg;
2923
2924 //center
2925 vector rotate_axis;
2926 if ( MemoryPointExists( "rotate_axis" ) )
2927 {
2928 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2929 }
2930 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];
2931 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];
2932 center[0] = r_center_x;
2933 center[2] = r_center_z;
2934 }
2935 }
2936
2937 void DestroyAreaDamage( string slot_name )
2938 {
2939 if (GetGame() && GetGame().IsServer())
2940 {
2942 if (m_DamageTriggers.Find(slot_name, areaDamage))
2943 {
2944 if (areaDamage)
2945 {
2946 areaDamage.Destroy();
2947 }
2948
2949 m_DamageTriggers.Remove( slot_name );
2950 }
2951 }
2952 }
2953
2954 override bool IsIgnoredByConstruction()
2955 {
2956 return true;
2957 }
2958
2959 //================================================================
2960 // SOUNDS
2961 //================================================================
2962 protected void SoundBuildStart( string part_name )
2963 {
2964 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2965 }
2966
2967 protected void SoundDismantleStart( string part_name )
2968 {
2969 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2970 }
2971
2972 protected void SoundDestroyStart( string part_name )
2973 {
2974 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2975 }
2976
2977 protected string GetBuildSoundByMaterial( string part_name )
2978 {
2979 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2980
2981 switch ( material_type )
2982 {
2983 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2984 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2985 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2986 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2987 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2988 }
2989
2990 return "";
2991 }
2992
2993 protected string GetDismantleSoundByMaterial( string part_name )
2994 {
2995 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2996
2997 switch ( material_type )
2998 {
2999 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3000 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3001 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3002 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3003 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3004 }
3005
3006 return "";
3007 }
3008
3009 //misc
3010 void CheckForHybridAttachments( EntityAI item, string slot_name )
3011 {
3012 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3013 {
3014 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3015 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3016 {
3017 SetHealth(slot_name,"Health",item.GetHealth());
3018 }
3019 }
3020 }
3021
3022 override int GetDamageSystemVersionChange()
3023 {
3024 return 111;
3025 }
3026
3027 override void SetActions()
3028 {
3029 super.SetActions();
3030
3034 }
3035
3036 //================================================================
3037 // DEBUG
3038 //================================================================
3039 protected void DebugCustomState()
3040 {
3041 }
3042
3045 {
3046 return null;
3047 }
3048
3049 override void OnDebugSpawn()
3050 {
3051 FullyBuild();
3052 }
3053
3054 void FullyBuild()
3055 {
3057 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3058
3059 Man p;
3060
3061 #ifdef SERVER
3062 array<Man> players = new array<Man>;
3063 GetGame().GetWorld().GetPlayerList(players);
3064 if (players.Count())
3065 p = players[0];
3066 #else
3067 p = GetGame().GetPlayer();
3068 #endif
3069
3070 foreach (ConstructionPart part : parts)
3071 {
3072 bool excluded = false;
3073 string partName = part.GetPartName();
3074 if (excludes)
3075 {
3076 foreach (string exclude : excludes)
3077 {
3078 if (partName.Contains(exclude))
3079 {
3080 excluded = true;
3081 break;
3082 }
3083 }
3084 }
3085
3086 if (!excluded)
3087 {
3088 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3089 }
3090 }
3091
3092 GetConstruction().UpdateVisuals();
3093 }
3094}
3095
3096void bsbDebugPrint (string s)
3097{
3098#ifdef BSB_DEBUG
3099 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3100#else
3101 //Print("" + s); // comment/uncomment to hide/see debug logs
3102#endif
3103}
3104void bsbDebugSpam (string s)
3105{
3106#ifdef BSB_DEBUG_SPAM
3107 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3108#else
3109 //Print("" + s); // comment/uncomment to hide/see debug logs
3110#endif
3111}
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