DayZ 1.28
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◆ UnregisterPartForSync()

void bsbDebugPrint::UnregisterPartForSync ( int part_id)
protected

См. определение в файле BaseBuildingBase.c строка 1486

1488{
1489 const string ANIMATION_DEPLOYED = "Deployed";
1490
1491 float m_ConstructionKitHealth; //stored health value for used construction kit
1492
1494
1495 bool m_HasBase;
1496 //variables for synchronization of base building parts (2x31 is the current limit)
1497 int m_SyncParts01; //synchronization for already built parts (31 parts)
1498 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1499 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1500 int m_InteractedPartId; //construction part id that an action was performed on
1501 int m_PerformedActionId; //action id that was performed on a construction part
1502
1503 //Sounds
1504 //build
1505 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1506 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1507 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1508 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1509 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1510 //dismantle
1511 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1512 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1513 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1514 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1515 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1516
1517 protected EffectSound m_Sound;
1518
1522
1523 // Constructor
1524 void BaseBuildingBase()
1525 {
1527
1528 //synchronized variables
1529 RegisterNetSyncVariableInt( "m_SyncParts01" );
1530 RegisterNetSyncVariableInt( "m_SyncParts02" );
1531 RegisterNetSyncVariableInt( "m_SyncParts03" );
1532 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1533 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1534 RegisterNetSyncVariableBool( "m_HasBase" );
1535
1536 //Construction init
1538
1539 if (ConfigIsExisting("hybridAttachments"))
1540 {
1542 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1543 }
1544 if (ConfigIsExisting("mountables"))
1545 {
1547 ConfigGetTextArray("mountables", m_Mountables);
1548 }
1549
1550 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1551 }
1552
1553 override void EEDelete(EntityAI parent)
1554 {
1555 super.EEDelete(parent);
1556
1557 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1558 {
1559 areaDamage.Destroy();
1560 }
1561
1562 }
1563
1564 override string GetInvulnerabilityTypeString()
1565 {
1566 return "disableBaseDamage";
1567 }
1568
1569 override bool CanObstruct()
1570 {
1571 return true;
1572 }
1573
1574 override int GetHideIconMask()
1575 {
1576 return EInventoryIconVisibility.HIDE_VICINITY;
1577 }
1578
1579 override void InitItemSounds()
1580 {
1581 super.InitItemSounds();
1582
1584 SoundParameters params = new SoundParameters();
1585 params.m_Loop = true;
1586
1587 if (GetFoldSoundset() != string.Empty)
1588 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1589 if (GetLoopFoldSoundset() != string.Empty)
1590 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1591 }
1592
1593 override string GetFoldSoundset()
1594 {
1595 return "putDown_FenceKit_SoundSet";
1596 }
1597
1598 override string GetLoopFoldSoundset()
1599 {
1600 return "Shelter_Site_Build_Loop_SoundSet";
1601 }
1602
1603 // --- SYNCHRONIZATION
1605 {
1606 if ( GetGame().IsServer() )
1607 {
1608 SetSynchDirty();
1609 }
1610 }
1611
1612 override void OnVariablesSynchronized()
1613 {
1614 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1615 super.OnVariablesSynchronized();
1616
1618 }
1619
1620 protected void OnSynchronizedClient()
1621 {
1622 //update parts
1624
1625 //update action on part
1627
1628 //update visuals (client)
1629 UpdateVisuals();
1630 }
1631
1632 //parts synchronization
1633 void RegisterPartForSync( int part_id )
1634 {
1635 //part_id must starts from index = 1
1636 int offset;
1637 int mask;
1638
1639 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1640 {
1641 offset = part_id - 1;
1642 mask = 1 << offset;
1643
1644 m_SyncParts01 = m_SyncParts01 | mask;
1645 }
1646 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1647 {
1648 offset = ( part_id % 32 );
1649 mask = 1 << offset;
1650
1651 m_SyncParts02 = m_SyncParts02 | mask;
1652 }
1653 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1654 {
1655 offset = ( part_id % 63 );
1656 mask = 1 << offset;
1657
1658 m_SyncParts03 = m_SyncParts03 | mask;
1659 }
1660 }
1661
1662 void UnregisterPartForSync( int part_id )
1663 {
1664 //part_id must starts from index = 1
1665 int offset;
1666 int mask;
1667
1668 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1669 {
1670 offset = part_id - 1;
1671 mask = 1 << offset;
1672
1673 m_SyncParts01 = m_SyncParts01 & ~mask;
1674 }
1675 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1676 {
1677 offset = ( part_id % 32 );
1678 mask = 1 << offset;
1679
1680 m_SyncParts02 = m_SyncParts02 & ~mask;
1681 }
1682 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1683 {
1684 offset = ( part_id % 63 );
1685 mask = 1 << offset;
1686
1687 m_SyncParts03 = m_SyncParts03 & ~mask;
1688 }
1689 }
1690
1691 bool IsPartBuildInSyncData( int part_id )
1692 {
1693 //part_id must starts from index = 1
1694 int offset;
1695 int mask;
1696
1697 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1698 {
1699 offset = part_id - 1;
1700 mask = 1 << offset;
1701
1702 if ( ( m_SyncParts01 & mask ) > 0 )
1703 {
1704 return true;
1705 }
1706 }
1707 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1708 {
1709 offset = ( part_id % 32 );
1710 mask = 1 << offset;
1711
1712 if ( ( m_SyncParts02 & mask ) > 0 )
1713 {
1714 return true;
1715 }
1716 }
1717 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1718 {
1719 offset = ( part_id % 63 );
1720 mask = 1 << offset;
1721
1722 if ( ( m_SyncParts03 & mask ) > 0 )
1723 {
1724 return true;
1725 }
1726 }
1727
1728 return false;
1729 }
1730
1731 protected void RegisterActionForSync( int part_id, int action_id )
1732 {
1733 m_InteractedPartId = part_id;
1734 m_PerformedActionId = action_id;
1735 }
1736
1737 protected void ResetActionSyncData()
1738 {
1739 //reset data
1740 m_InteractedPartId = -1;
1742 }
1743
1744 protected void SetActionFromSyncData()
1745 {
1746 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1747 {
1749 int build_action_id = m_PerformedActionId;
1750
1751 switch( build_action_id )
1752 {
1753 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1754 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1755 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1756 }
1757 }
1758 }
1759 //------
1760
1762 {
1763 string key = part.m_PartName;
1764 bool is_base = part.IsBase();
1765 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1766 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1767 if ( is_part_built_sync )
1768 {
1769 if ( !part.IsBuilt() )
1770 {
1771 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1772 GetConstruction().AddToConstructedParts( key );
1773 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1774
1775 if (is_base)
1776 {
1778 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1779 }
1780 }
1781 }
1782 else
1783 {
1784 if ( part.IsBuilt() )
1785 {
1786 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1787 GetConstruction().RemoveFromConstructedParts( key );
1788 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1789
1790 if (is_base)
1791 {
1793 AddProxyPhysics( ANIMATION_DEPLOYED );
1794 }
1795 }
1796 }
1797
1798 //check slot lock for material attachments
1799 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1800 }
1801
1802 //set construction parts based on synchronized data
1804 {
1805 Construction construction = GetConstruction();
1806 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1807
1808 for ( int i = 0; i < construction_parts.Count(); ++i )
1809 {
1810 string key = construction_parts.GetKey( i );
1811 ConstructionPart value = construction_parts.Get( key );
1812 SetPartFromSyncData(value);
1813 }
1814
1815 //regenerate navmesh
1816 UpdateNavmesh();
1817 }
1818
1819 protected ConstructionPart GetConstructionPartById( int id )
1820 {
1821 Construction construction = GetConstruction();
1822 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1823
1824 for ( int i = 0; i < construction_parts.Count(); ++i )
1825 {
1826 string key = construction_parts.GetKey( i );
1827 ConstructionPart value = construction_parts.Get( key );
1828
1829 if ( value.GetId() == id )
1830 {
1831 return value;
1832 }
1833 }
1834
1835 return NULL;
1836 }
1837 //
1838
1839 //Base
1840 bool HasBase()
1841 {
1842 return m_HasBase;
1843 }
1844
1845 void SetBaseState( bool has_base )
1846 {
1847 m_HasBase = has_base;
1848 }
1849
1850 override bool IsDeployable()
1851 {
1852 return true;
1853 }
1854
1855 bool IsOpened()
1856 {
1857 return false;
1858 }
1859
1860 //--- CONSTRUCTION KIT
1862 {
1863 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1864 if ( m_ConstructionKitHealth > 0 )
1865 {
1866 construction_kit.SetHealth( m_ConstructionKitHealth );
1867 }
1868
1869 return construction_kit;
1870 }
1871
1872 void CreateConstructionKitInHands(notnull PlayerBase player)
1873 {
1874 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1875 if ( m_ConstructionKitHealth > 0 )
1876 {
1877 construction_kit.SetHealth( m_ConstructionKitHealth );
1878 }
1879 }
1880
1881 protected vector GetKitSpawnPosition()
1882 {
1883 return GetPosition();
1884 }
1885
1886 protected string GetConstructionKitType()
1887 {
1888 return "";
1889 }
1890
1891 void DestroyConstructionKit( ItemBase construction_kit )
1892 {
1893 m_ConstructionKitHealth = construction_kit.GetHealth();
1894 GetGame().ObjectDelete( construction_kit );
1895 }
1896
1897 //--- CONSTRUCTION
1898 void DestroyConstruction()
1899 {
1900 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1901 GetGame().ObjectDelete( this );
1902 }
1903
1904 // --- EVENTS
1905 override void OnStoreSave( ParamsWriteContext ctx )
1906 {
1907 super.OnStoreSave( ctx );
1908
1909 //sync parts 01
1910 ctx.Write( m_SyncParts01 );
1911 ctx.Write( m_SyncParts02 );
1912 ctx.Write( m_SyncParts03 );
1913
1914 ctx.Write( m_HasBase );
1915 }
1916
1917 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1918 {
1919 if ( !super.OnStoreLoad( ctx, version ) )
1920 return false;
1921
1922 //--- Base building data ---
1923 //Restore synced parts data
1924 if ( !ctx.Read( m_SyncParts01 ) )
1925 {
1926 m_SyncParts01 = 0; //set default
1927 return false;
1928 }
1929 if ( !ctx.Read( m_SyncParts02 ) )
1930 {
1931 m_SyncParts02 = 0; //set default
1932 return false;
1933 }
1934 if ( !ctx.Read( m_SyncParts03 ) )
1935 {
1936 m_SyncParts03 = 0; //set default
1937 return false;
1938 }
1939
1940 //has base
1941 if ( !ctx.Read( m_HasBase ) )
1942 {
1943 m_HasBase = false;
1944 return false;
1945 }
1946 //---
1947
1948 return true;
1949 }
1950
1951 override void AfterStoreLoad()
1952 {
1953 super.AfterStoreLoad();
1954
1956 {
1958 }
1959 }
1960
1962 {
1963 //update server data
1965
1966 //set base state
1967 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
1968 SetBaseState( construction_part.IsBuilt() ) ;
1969
1970 //synchronize after load
1972 }
1973
1974 override void OnCreatePhysics()
1975 {
1976 super.OnCreatePhysics();
1979 }
1980
1981 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1982 {
1984 return;
1985
1986 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1987
1988 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
1989 return;
1990
1991 Construction construction = GetConstruction();
1992 string part_name = zone;
1993 part_name.ToLower();
1994
1995 if ( newLevel == GameConstants.STATE_RUINED )
1996 {
1997 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
1998
1999 if ( construction_part && construction.IsPartConstructed( part_name ) )
2000 {
2001 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2002 construction.DestroyConnectedParts(part_name);
2003 }
2004
2005 //barbed wire handling (hack-ish)
2006 if ( part_name.Contains("barbed") )
2007 {
2008 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2009 if (barbed_wire)
2010 barbed_wire.SetMountedState( false );
2011 }
2012 }
2013 }
2014
2015 override void EEOnAfterLoad()
2016 {
2018 {
2020 }
2021
2022 super.EEOnAfterLoad();
2023 }
2024
2025 override void EEInit()
2026 {
2027 super.EEInit();
2028
2029 // init visuals and physics
2030 InitBaseState();
2031
2032 //debug
2033 #ifdef DEVELOPER
2035 #endif
2036 }
2037
2038 override void EEItemAttached( EntityAI item, string slot_name )
2039 {
2040 super.EEItemAttached( item, slot_name );
2041
2042 CheckForHybridAttachments( item, slot_name );
2043 UpdateVisuals();
2044 UpdateAttachmentPhysics( slot_name, false );
2045 }
2046
2047 override void EEItemDetached( EntityAI item, string slot_name )
2048 {
2049 super.EEItemDetached( item, slot_name );
2050
2051 UpdateVisuals();
2052 UpdateAttachmentPhysics( slot_name, false );
2053 }
2054
2055 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2056 {
2057 string slot_name = InventorySlots.GetSlotName( slotId );
2058 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2059
2060 UpdateAttachmentVisuals( slot_name, locked );
2061 UpdateAttachmentPhysics( slot_name, locked );
2062 }
2063
2064 //ignore out of reach condition
2065 override bool IgnoreOutOfReachCondition()
2066 {
2067 return true;
2068 }
2069
2070 //CONSTRUCTION EVENTS
2071 //Build
2072 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2073 {
2074 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2075
2076 //check base state
2077 if (construtionPart.IsBase())
2078 {
2079 SetBaseState(true);
2080
2081 //spawn kit
2083 }
2084
2085 //register constructed parts for synchronization
2086 RegisterPartForSync(construtionPart.GetId());
2087
2088 //register action that was performed on part
2089 RegisterActionForSync(construtionPart.GetId(), action_id);
2090
2091 //synchronize
2093
2094 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2095
2096 UpdateNavmesh();
2097
2098 //update visuals
2099 UpdateVisuals();
2100
2101 //reset action sync data
2103 }
2104
2105 void OnPartBuiltClient(string part_name, int action_id)
2106 {
2107 //play sound
2108 SoundBuildStart( part_name );
2109 }
2110
2111 //Dismantle
2112 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2113 {
2114 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2115 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2116
2117 //register constructed parts for synchronization
2118 UnregisterPartForSync(construtionPart.GetId());
2119
2120 //register action that was performed on part
2121 RegisterActionForSync(construtionPart.GetId(), action_id);
2122
2123 //synchronize
2125
2126 // server part of sync, client will be synced from SetPartsFromSyncData
2127 SetPartFromSyncData(construtionPart);
2128
2129 UpdateNavmesh();
2130
2131 //update visuals
2132 UpdateVisuals();
2133
2134 //reset action sync data
2136
2137 //check base state
2138 if (construtionPart.IsBase())
2139 {
2140 //Destroy construction
2142 }
2143 }
2144
2145 void OnPartDismantledClient( string part_name, int action_id )
2146 {
2147 //play sound
2148 SoundDismantleStart( part_name );
2149 }
2150
2151 //Destroy
2152 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2153 {
2154 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2155 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2156
2157 //register constructed parts for synchronization
2158 UnregisterPartForSync(construtionPart.GetId());
2159
2160 //register action that was performed on part
2161 RegisterActionForSync(construtionPart.GetId(), action_id);
2162
2163 //synchronize
2165
2166 // server part of sync, client will be synced from SetPartsFromSyncData
2167 SetPartFromSyncData(construtionPart);
2168
2169 UpdateNavmesh();
2170
2171 //update visuals
2172 UpdateVisuals();
2173
2174 //reset action sync data
2176
2177 //check base state
2178 if (construtionPart.IsBase())
2179 {
2180 //Destroy construction
2182 }
2183 }
2184
2185 void OnPartDestroyedClient( string part_name, int action_id )
2186 {
2187 //play sound
2188 SoundDestroyStart( part_name );
2189 }
2190
2192 protected void HandleItemFalling(ConstructionPart part)
2193 {
2194 bool process = false;
2195
2196 //TODO: add a parameter to parts' config classes?
2197 process |= part.m_PartName.Contains("_roof");
2198 process |= part.m_PartName.Contains("_platform");
2199 process |= part.m_PartName.Contains("_stair");
2200
2201 if (process)
2202 {
2203 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2204 {
2205 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2206 return;
2207 }
2208
2209 vector mins, maxs;
2210 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2211 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2212
2213 //sanitize minmaxs
2214 vector minTmp, maxTmp;
2215 minTmp[0] = Math.Min(mins[0],maxs[0]);
2216 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2217 minTmp[1] = Math.Min(mins[1],maxs[1]);
2218 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2219 minTmp[2] = Math.Min(mins[2],maxs[2]);
2220 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2221 mins = minTmp;
2222 maxs = maxTmp;
2223
2224 maxs[1] = maxs[1] + 0.35; //reach a little above..
2225
2226 ItemFall(mins,maxs);
2227 }
2228 }
2229
2231 protected void ItemFall(vector min, vector max)
2232 {
2233 array<EntityAI> foundEntities = new array<EntityAI>();
2234 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2235
2236 //filtering
2237 ItemBase item;
2238 foreach (EntityAI entity : foundEntities)
2239 {
2240 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2241 item.ThrowPhysically(null,vector.Zero);
2242 }
2243 }
2244
2245 // --- UPDATE
2246 void InitBaseState()
2247 {
2248 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2249
2250 InitVisuals();
2251 UpdateNavmesh(); //regenerate navmesh
2252 GetConstruction().InitBaseState();
2253 }
2254
2255 void InitVisuals()
2256 {
2257 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2258 //check base
2259 if ( !HasBase() )
2260 {
2261 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2262 }
2263 else
2264 {
2265 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2266 }
2267
2268 GetConstruction().UpdateVisuals();
2269 }
2270
2271 void UpdateVisuals()
2272 {
2273 array<string> attachmentSlots = new array<string>;
2274
2275 GetAttachmentSlots(this, attachmentSlots);
2276 foreach (string slotName : attachmentSlots)
2277 {
2279 }
2280
2281 //check base
2282 if (!HasBase())
2283 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2284 else
2285 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2286
2287 GetConstruction().UpdateVisuals();
2288 }
2289
2290 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2291 {
2292 string slotNameMounted = slot_name + "_Mounted";
2293 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2294
2295 if (attachment)
2296 {
2297 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2298 if (barbedWire && barbedWire.IsMounted())
2299 CreateAreaDamage(slotNameMounted);
2300 else
2301 DestroyAreaDamage(slotNameMounted);
2302
2303 if (is_locked)
2304 {
2305 SetAnimationPhase(slotNameMounted, 0);
2306 SetAnimationPhase(slot_name, 1);
2307 }
2308 else
2309 {
2310 SetAnimationPhase(slotNameMounted, 1);
2311 SetAnimationPhase(slot_name, 0);
2312 }
2313 }
2314 else
2315 {
2316 SetAnimationPhase(slotNameMounted, 1);
2317 SetAnimationPhase(slot_name, 1);
2318
2319 DestroyAreaDamage(slotNameMounted);
2320 }
2321 }
2322
2323 // avoid calling this function on frequent occasions, it's a massive performance hit
2324 void UpdatePhysics()
2325 {
2327 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2328
2329 array<string> attachmentSlots = new array<string>;
2330 GetAttachmentSlots(this, attachmentSlots);
2331
2333 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2334
2335 foreach (string slotName : attachmentSlots)
2336 {
2338 }
2339
2340 //check base
2341 if (!HasBase())
2342 {
2344 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2345
2346 AddProxyPhysics(ANIMATION_DEPLOYED);
2347 }
2348 else
2349 {
2351 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2352
2353 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2354 }
2355
2356 GetConstruction().UpdatePhysics();
2357 UpdateNavmesh();
2358 }
2359
2360 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2361 {
2362 //checks for invalid appends; hotfix
2363 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2364 return;
2365 //----------------------------------
2366 string slot_name_mounted = slot_name + "_Mounted";
2367 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2368
2369 //remove proxy physics
2370 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2371 RemoveProxyPhysics( slot_name_mounted );
2372 RemoveProxyPhysics( slot_name );
2373
2374 if ( attachment )
2375 {
2376 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2377 if ( is_locked )
2378 {
2379 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2380 AddProxyPhysics( slot_name_mounted );
2381 }
2382 else
2383 {
2384 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2385 AddProxyPhysics( slot_name );
2386 }
2387 }
2388 }
2389
2390 protected void UpdateNavmesh()
2391 {
2392 SetAffectPathgraph( true, false );
2393 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2394 }
2395
2396 override bool CanUseConstruction()
2397 {
2398 return true;
2399 }
2400
2401 override bool CanUseConstructionBuild()
2402 {
2403 return true;
2404 }
2405
2406 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2407 {
2408 if ( attachment )
2409 {
2410 InventoryLocation inventory_location = new InventoryLocation;
2411 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2412
2413 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2414 }
2415
2416 return false;
2417 }
2418
2419 protected bool IsAttachmentSlotLocked( string slot_name )
2420 {
2421 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2422 }
2423
2424 //--- ATTACHMENT SLOTS
2425 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2426 {
2427 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2428 if ( GetGame().ConfigIsExisting( config_path ) )
2429 {
2430 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2431 }
2432 }
2433
2434 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2435 {
2436 return true;
2437 }
2438
2439 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2440 {
2441 return true;
2442 }
2443
2444 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2445 {
2446 return true;
2447 }
2448
2449 // --- INIT
2450 void ConstructionInit()
2451 {
2452 if ( !m_Construction )
2453 {
2454 m_Construction = new Construction( this );
2455 }
2456
2457 GetConstruction().Init();
2458 }
2459
2461 {
2462 return m_Construction;
2463 }
2464
2465 //--- INVENTORY/ATTACHMENTS CONDITIONS
2466 //attachments
2467 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2468 {
2469 return super.CanReceiveAttachment(attachment, slotId);
2470 }
2471
2473 {
2474 int attachment_count = GetInventory().AttachmentCount();
2475 if ( attachment_count > 0 )
2476 {
2477 if ( HasBase() && attachment_count == 1 )
2478 {
2479 return false;
2480 }
2481
2482 return true;
2483 }
2484
2485 return false;
2486 }
2487
2488 override bool ShowZonesHealth()
2489 {
2490 return true;
2491 }
2492
2493 override bool IsTakeable()
2494 {
2495 return false;
2496 }
2497
2498 //this into/outo parent.Cargo
2499 override bool CanPutInCargo( EntityAI parent )
2500 {
2501 return false;
2502 }
2503
2504 override bool CanRemoveFromCargo( EntityAI parent )
2505 {
2506 return false;
2507 }
2508
2509 //hands
2510 override bool CanPutIntoHands( EntityAI parent )
2511 {
2512 return false;
2513 }
2514
2515 //--- ACTION CONDITIONS
2516 //direction
2517 override bool IsFacingPlayer( PlayerBase player, string selection )
2518 {
2519 return true;
2520 }
2521
2522 override bool IsPlayerInside( PlayerBase player, string selection )
2523 {
2524 return true;
2525 }
2526
2529 {
2530 return false;
2531 }
2532
2533 //camera direction check
2534 bool IsFacingCamera( string selection )
2535 {
2536 return true;
2537 }
2538
2539 //roof check
2540 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2541 {
2542 return false;
2543 }
2544
2545 //selection->player distance check
2546 bool HasProperDistance( string selection, PlayerBase player )
2547 {
2548 return true;
2549 }
2550
2551 //folding
2553 {
2554 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2555 {
2556 return false;
2557 }
2558
2559 return true;
2560 }
2561
2563 {
2566
2567 return item;
2568 }
2569
2570 //Damage triggers (barbed wire)
2571 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2572 {
2573 if ( GetGame() && GetGame().IsServer() )
2574 {
2575 //destroy area damage if some already exists
2576 DestroyAreaDamage( slot_name );
2577
2578 //create new area damage
2580 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2581
2582 vector min_max[2];
2583 if ( MemoryPointExists( slot_name + "_min" ) )
2584 {
2585 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2586 }
2587 if ( MemoryPointExists( slot_name + "_max" ) )
2588 {
2589 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2590 }
2591
2592 //get proper trigger extents (min<max)
2593 vector extents[2];
2594 GetConstruction().GetTriggerExtents( min_max, extents );
2595
2596 //get box center
2597 vector center;
2598 center = GetConstruction().GetBoxCenter( min_max );
2599 center = ModelToWorld( center );
2600
2601 //rotate center if needed
2602 vector orientation = GetOrientation();;
2603 CalcDamageAreaRotation( rotation_angle, center, orientation );
2604
2605 areaDamage.SetExtents( extents[0], extents[1] );
2606 areaDamage.SetAreaPosition( center );
2607 areaDamage.SetAreaOrientation( orientation );
2608 areaDamage.SetLoopInterval( 1.0 );
2609 areaDamage.SetDeferDuration( 0.2 );
2610 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2611 areaDamage.SetAmmoName( "BarbedWireHit" );
2612 areaDamage.Spawn();
2613
2614 m_DamageTriggers.Insert( slot_name, areaDamage );
2615 }
2616 }
2617
2618 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2619 {
2620 if ( angle_deg != 0 )
2621 {
2622 //orientation
2623 orientation[0] = orientation[0] - angle_deg;
2624
2625 //center
2626 vector rotate_axis;
2627 if ( MemoryPointExists( "rotate_axis" ) )
2628 {
2629 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2630 }
2631 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];
2632 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];
2633 center[0] = r_center_x;
2634 center[2] = r_center_z;
2635 }
2636 }
2637
2638 void DestroyAreaDamage( string slot_name )
2639 {
2640 if (GetGame() && GetGame().IsServer())
2641 {
2643 if (m_DamageTriggers.Find(slot_name, areaDamage))
2644 {
2645 if (areaDamage)
2646 {
2647 areaDamage.Destroy();
2648 }
2649
2650 m_DamageTriggers.Remove( slot_name );
2651 }
2652 }
2653 }
2654
2655 override bool IsIgnoredByConstruction()
2656 {
2657 return true;
2658 }
2659
2660 //================================================================
2661 // SOUNDS
2662 //================================================================
2663 protected void SoundBuildStart( string part_name )
2664 {
2665 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2666 }
2667
2668 protected void SoundDismantleStart( string part_name )
2669 {
2670 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2671 }
2672
2673 protected void SoundDestroyStart( string part_name )
2674 {
2675 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2676 }
2677
2678 protected string GetBuildSoundByMaterial( string part_name )
2679 {
2680 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2681
2682 switch ( material_type )
2683 {
2684 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2685 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2686 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2687 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2688 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2689 }
2690
2691 return "";
2692 }
2693
2694 protected string GetDismantleSoundByMaterial( string part_name )
2695 {
2696 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2697
2698 switch ( material_type )
2699 {
2700 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2701 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2702 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2703 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2704 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2705 }
2706
2707 return "";
2708 }
2709
2710 //misc
2711 void CheckForHybridAttachments( EntityAI item, string slot_name )
2712 {
2713 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2714 {
2715 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2716 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2717 {
2718 SetHealth(slot_name,"Health",item.GetHealth());
2719 }
2720 }
2721 }
2722
2723 override int GetDamageSystemVersionChange()
2724 {
2725 return 111;
2726 }
2727
2728 override void SetActions()
2729 {
2730 super.SetActions();
2731
2735 }
2736
2737 //================================================================
2738 // DEBUG
2739 //================================================================
2740 protected void DebugCustomState()
2741 {
2742 }
2743
2746 {
2747 return null;
2748 }
2749
2750 override void OnDebugSpawn()
2751 {
2752 FullyBuild();
2753 }
2754
2755 void FullyBuild()
2756 {
2758 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2759
2760 Man p;
2761
2762 #ifdef SERVER
2763 array<Man> players = new array<Man>;
2764 GetGame().GetWorld().GetPlayerList(players);
2765 if (players.Count())
2766 p = players[0];
2767 #else
2768 p = GetGame().GetPlayer();
2769 #endif
2770
2771 foreach (ConstructionPart part : parts)
2772 {
2773 bool excluded = false;
2774 string partName = part.GetPartName();
2775 if (excludes)
2776 {
2777 foreach (string exclude : excludes)
2778 {
2779 if (partName.Contains(exclude))
2780 {
2781 excluded = true;
2782 break;
2783 }
2784 }
2785 }
2786
2787 if (!excluded)
2788 {
2789 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2790 }
2791 }
2792
2793 GetConstruction().UpdateVisuals();
2794 }
2795}
2796
2797void bsbDebugPrint (string s)
2798{
2799#ifdef BSB_DEBUG
2800 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2801#else
2802 //Print("" + s); // comment/uncomment to hide/see debug logs
2803#endif
2804}
2805void bsbDebugSpam (string s)
2806{
2807#ifdef BSB_DEBUG_SPAM
2808 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2809#else
2810 //Print("" + s); // comment/uncomment to hide/see debug logs
2811#endif
2812}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8

Используется в ItemBase::OnPartDestroyedServer() и ItemBase::OnPartDismantledServer().