DayZ 1.27
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◆ SoundDismantleStart()

void bsbDebugPrint::SoundDismantleStart ( string part_name)
protected

См. определение в файле BaseBuildingBase.c строка 2452

2454{
2455 const string ANIMATION_DEPLOYED = "Deployed";
2456
2457 float m_ConstructionKitHealth; //stored health value for used construction kit
2458
2460
2461 bool m_HasBase;
2462 //variables for synchronization of base building parts (2x31 is the current limit)
2463 int m_SyncParts01; //synchronization for already built parts (31 parts)
2464 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2465 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2466 int m_InteractedPartId; //construction part id that an action was performed on
2467 int m_PerformedActionId; //action id that was performed on a construction part
2468
2469 //Sounds
2470 //build
2471 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2472 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2473 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2474 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2475 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2476 //dismantle
2477 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2478 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2479 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2480 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2481 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2482
2483 protected EffectSound m_Sound;
2484
2488
2489 // Constructor
2490 void BaseBuildingBase()
2491 {
2493
2494 //synchronized variables
2495 RegisterNetSyncVariableInt( "m_SyncParts01" );
2496 RegisterNetSyncVariableInt( "m_SyncParts02" );
2497 RegisterNetSyncVariableInt( "m_SyncParts03" );
2498 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2499 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2500 RegisterNetSyncVariableBool( "m_HasBase" );
2501
2502 //Construction init
2504
2505 if (ConfigIsExisting("hybridAttachments"))
2506 {
2508 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2509 }
2510 if (ConfigIsExisting("mountables"))
2511 {
2513 ConfigGetTextArray("mountables", m_Mountables);
2514 }
2515
2516 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2517 }
2518
2519 override void EEDelete(EntityAI parent)
2520 {
2521 super.EEDelete(parent);
2522
2523 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2524 {
2525 areaDamage.Destroy();
2526 }
2527
2528 }
2529
2530 override string GetInvulnerabilityTypeString()
2531 {
2532 return "disableBaseDamage";
2533 }
2534
2535 override bool CanObstruct()
2536 {
2537 return true;
2538 }
2539
2540 override int GetHideIconMask()
2541 {
2542 return EInventoryIconVisibility.HIDE_VICINITY;
2543 }
2544
2545 // --- SYNCHRONIZATION
2547 {
2548 if ( GetGame().IsServer() )
2549 {
2550 SetSynchDirty();
2551 }
2552 }
2553
2554 override void OnVariablesSynchronized()
2555 {
2556 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2557 super.OnVariablesSynchronized();
2558
2560 }
2561
2562 protected void OnSynchronizedClient()
2563 {
2564 //update parts
2566
2567 //update action on part
2569
2570 //update visuals (client)
2571 UpdateVisuals();
2572 }
2573
2574 //parts synchronization
2575 void RegisterPartForSync( int part_id )
2576 {
2577 //part_id must starts from index = 1
2578 int offset;
2579 int mask;
2580
2581 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2582 {
2583 offset = part_id - 1;
2584 mask = 1 << offset;
2585
2586 m_SyncParts01 = m_SyncParts01 | mask;
2587 }
2588 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2589 {
2590 offset = ( part_id % 32 );
2591 mask = 1 << offset;
2592
2593 m_SyncParts02 = m_SyncParts02 | mask;
2594 }
2595 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2596 {
2597 offset = ( part_id % 63 );
2598 mask = 1 << offset;
2599
2600 m_SyncParts03 = m_SyncParts03 | mask;
2601 }
2602 }
2603
2604 void UnregisterPartForSync( int part_id )
2605 {
2606 //part_id must starts from index = 1
2607 int offset;
2608 int mask;
2609
2610 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2611 {
2612 offset = part_id - 1;
2613 mask = 1 << offset;
2614
2615 m_SyncParts01 = m_SyncParts01 & ~mask;
2616 }
2617 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2618 {
2619 offset = ( part_id % 32 );
2620 mask = 1 << offset;
2621
2622 m_SyncParts02 = m_SyncParts02 & ~mask;
2623 }
2624 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2625 {
2626 offset = ( part_id % 63 );
2627 mask = 1 << offset;
2628
2629 m_SyncParts03 = m_SyncParts03 & ~mask;
2630 }
2631 }
2632
2633 bool IsPartBuildInSyncData( int part_id )
2634 {
2635 //part_id must starts from index = 1
2636 int offset;
2637 int mask;
2638
2639 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2640 {
2641 offset = part_id - 1;
2642 mask = 1 << offset;
2643
2644 if ( ( m_SyncParts01 & mask ) > 0 )
2645 {
2646 return true;
2647 }
2648 }
2649 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2650 {
2651 offset = ( part_id % 32 );
2652 mask = 1 << offset;
2653
2654 if ( ( m_SyncParts02 & mask ) > 0 )
2655 {
2656 return true;
2657 }
2658 }
2659 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2660 {
2661 offset = ( part_id % 63 );
2662 mask = 1 << offset;
2663
2664 if ( ( m_SyncParts03 & mask ) > 0 )
2665 {
2666 return true;
2667 }
2668 }
2669
2670 return false;
2671 }
2672
2673 protected void RegisterActionForSync( int part_id, int action_id )
2674 {
2675 m_InteractedPartId = part_id;
2676 m_PerformedActionId = action_id;
2677 }
2678
2679 protected void ResetActionSyncData()
2680 {
2681 //reset data
2682 m_InteractedPartId = -1;
2684 }
2685
2686 protected void SetActionFromSyncData()
2687 {
2688 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2689 {
2691 int build_action_id = m_PerformedActionId;
2692
2693 switch( build_action_id )
2694 {
2695 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2696 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2697 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2698 }
2699 }
2700 }
2701 //------
2702
2704 {
2705 string key = part.m_PartName;
2706 bool is_base = part.IsBase();
2707 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2708 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2709 if ( is_part_built_sync )
2710 {
2711 if ( !part.IsBuilt() )
2712 {
2713 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2714 GetConstruction().AddToConstructedParts( key );
2715 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2716
2717 if (is_base)
2718 {
2720 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2721 }
2722 }
2723 }
2724 else
2725 {
2726 if ( part.IsBuilt() )
2727 {
2728 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2729 GetConstruction().RemoveFromConstructedParts( key );
2730 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2731
2732 if (is_base)
2733 {
2735 AddProxyPhysics( ANIMATION_DEPLOYED );
2736 }
2737 }
2738 }
2739
2740 //check slot lock for material attachments
2741 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2742 }
2743
2744 //set construction parts based on synchronized data
2746 {
2747 Construction construction = GetConstruction();
2748 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2749
2750 for ( int i = 0; i < construction_parts.Count(); ++i )
2751 {
2752 string key = construction_parts.GetKey( i );
2753 ConstructionPart value = construction_parts.Get( key );
2754 SetPartFromSyncData(value);
2755 }
2756
2757 //regenerate navmesh
2758 UpdateNavmesh();
2759 }
2760
2761 protected ConstructionPart GetConstructionPartById( int id )
2762 {
2763 Construction construction = GetConstruction();
2764 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2765
2766 for ( int i = 0; i < construction_parts.Count(); ++i )
2767 {
2768 string key = construction_parts.GetKey( i );
2769 ConstructionPart value = construction_parts.Get( key );
2770
2771 if ( value.GetId() == id )
2772 {
2773 return value;
2774 }
2775 }
2776
2777 return NULL;
2778 }
2779 //
2780
2781 //Base
2782 bool HasBase()
2783 {
2784 return m_HasBase;
2785 }
2786
2787 void SetBaseState( bool has_base )
2788 {
2789 m_HasBase = has_base;
2790 }
2791
2792 override bool IsDeployable()
2793 {
2794 return true;
2795 }
2796
2797 bool IsOpened()
2798 {
2799 return false;
2800 }
2801
2802 //--- CONSTRUCTION KIT
2804 {
2805 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2806 if ( m_ConstructionKitHealth > 0 )
2807 {
2808 construction_kit.SetHealth( m_ConstructionKitHealth );
2809 }
2810
2811 return construction_kit;
2812 }
2813
2814 void CreateConstructionKitInHands(notnull PlayerBase player)
2815 {
2816 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2817 if ( m_ConstructionKitHealth > 0 )
2818 {
2819 construction_kit.SetHealth( m_ConstructionKitHealth );
2820 }
2821 }
2822
2823 protected vector GetKitSpawnPosition()
2824 {
2825 return GetPosition();
2826 }
2827
2828 protected string GetConstructionKitType()
2829 {
2830 return "";
2831 }
2832
2833 void DestroyConstructionKit( ItemBase construction_kit )
2834 {
2835 m_ConstructionKitHealth = construction_kit.GetHealth();
2836 GetGame().ObjectDelete( construction_kit );
2837 }
2838
2839 //--- CONSTRUCTION
2840 void DestroyConstruction()
2841 {
2842 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2843 GetGame().ObjectDelete( this );
2844 }
2845
2846 // --- EVENTS
2847 override void OnStoreSave( ParamsWriteContext ctx )
2848 {
2849 super.OnStoreSave( ctx );
2850
2851 //sync parts 01
2852 ctx.Write( m_SyncParts01 );
2853 ctx.Write( m_SyncParts02 );
2854 ctx.Write( m_SyncParts03 );
2855
2856 ctx.Write( m_HasBase );
2857 }
2858
2859 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2860 {
2861 if ( !super.OnStoreLoad( ctx, version ) )
2862 return false;
2863
2864 //--- Base building data ---
2865 //Restore synced parts data
2866 if ( !ctx.Read( m_SyncParts01 ) )
2867 {
2868 m_SyncParts01 = 0; //set default
2869 return false;
2870 }
2871 if ( !ctx.Read( m_SyncParts02 ) )
2872 {
2873 m_SyncParts02 = 0; //set default
2874 return false;
2875 }
2876 if ( !ctx.Read( m_SyncParts03 ) )
2877 {
2878 m_SyncParts03 = 0; //set default
2879 return false;
2880 }
2881
2882 //has base
2883 if ( !ctx.Read( m_HasBase ) )
2884 {
2885 m_HasBase = false;
2886 return false;
2887 }
2888 //---
2889
2890 return true;
2891 }
2892
2893 override void AfterStoreLoad()
2894 {
2895 super.AfterStoreLoad();
2896
2898 {
2900 }
2901 }
2902
2904 {
2905 //update server data
2907
2908 //set base state
2909 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2910 SetBaseState( construction_part.IsBuilt() ) ;
2911
2912 //synchronize after load
2914 }
2915
2916 override void OnCreatePhysics()
2917 {
2918 super.OnCreatePhysics();
2921 }
2922
2923 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2924 {
2926 return;
2927
2928 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2929
2930 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2931 return;
2932
2933 Construction construction = GetConstruction();
2934 string part_name = zone;
2935 part_name.ToLower();
2936
2937 if ( newLevel == GameConstants.STATE_RUINED )
2938 {
2939 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2940
2941 if ( construction_part && construction.IsPartConstructed( part_name ) )
2942 {
2943 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2944 construction.DestroyConnectedParts(part_name);
2945 }
2946
2947 //barbed wire handling (hack-ish)
2948 if ( part_name.Contains("barbed") )
2949 {
2950 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2951 if (barbed_wire)
2952 barbed_wire.SetMountedState( false );
2953 }
2954 }
2955 }
2956
2957 override void EEOnAfterLoad()
2958 {
2960 {
2962 }
2963
2964 super.EEOnAfterLoad();
2965 }
2966
2967 override void EEInit()
2968 {
2969 super.EEInit();
2970
2971 // init visuals and physics
2972 InitBaseState();
2973
2974 //debug
2975 #ifdef DEVELOPER
2977 #endif
2978 }
2979
2980 override void EEItemAttached( EntityAI item, string slot_name )
2981 {
2982 super.EEItemAttached( item, slot_name );
2983
2984 CheckForHybridAttachments( item, slot_name );
2985 UpdateVisuals();
2986 UpdateAttachmentPhysics( slot_name, false );
2987 }
2988
2989 override void EEItemDetached( EntityAI item, string slot_name )
2990 {
2991 super.EEItemDetached( item, slot_name );
2992
2993 UpdateVisuals();
2994 UpdateAttachmentPhysics( slot_name, false );
2995 }
2996
2997 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2998 {
2999 string slot_name = InventorySlots.GetSlotName( slotId );
3000 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3001
3002 UpdateAttachmentVisuals( slot_name, locked );
3003 UpdateAttachmentPhysics( slot_name, locked );
3004 }
3005
3006 //ignore out of reach condition
3007 override bool IgnoreOutOfReachCondition()
3008 {
3009 return true;
3010 }
3011
3012 //CONSTRUCTION EVENTS
3013 //Build
3014 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3015 {
3016 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3017
3018 //check base state
3019 if (construtionPart.IsBase())
3020 {
3021 SetBaseState(true);
3022
3023 //spawn kit
3025 }
3026
3027 //register constructed parts for synchronization
3028 RegisterPartForSync(construtionPart.GetId());
3029
3030 //register action that was performed on part
3031 RegisterActionForSync(construtionPart.GetId(), action_id);
3032
3033 //synchronize
3035
3036 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3037
3038 UpdateNavmesh();
3039
3040 //update visuals
3041 UpdateVisuals();
3042
3043 //reset action sync data
3045 }
3046
3047 void OnPartBuiltClient(string part_name, int action_id)
3048 {
3049 //play sound
3050 SoundBuildStart( part_name );
3051 }
3052
3053 //Dismantle
3054 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3055 {
3056 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3057 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3058
3059 //register constructed parts for synchronization
3060 UnregisterPartForSync(construtionPart.GetId());
3061
3062 //register action that was performed on part
3063 RegisterActionForSync(construtionPart.GetId(), action_id);
3064
3065 //synchronize
3067
3068 // server part of sync, client will be synced from SetPartsFromSyncData
3069 SetPartFromSyncData(construtionPart);
3070
3071 UpdateNavmesh();
3072
3073 //update visuals
3074 UpdateVisuals();
3075
3076 //reset action sync data
3078
3079 //check base state
3080 if (construtionPart.IsBase())
3081 {
3082 //Destroy construction
3084 }
3085
3086 if (GetGame().IsServer())
3087 HandleItemFalling(construtionPart);
3088 }
3089
3090 void OnPartDismantledClient( string part_name, int action_id )
3091 {
3092 //play sound
3093 SoundDismantleStart( part_name );
3094 }
3095
3096 //Destroy
3097 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3098 {
3099 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3100 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3101
3102 //register constructed parts for synchronization
3103 UnregisterPartForSync(construtionPart.GetId());
3104
3105 //register action that was performed on part
3106 RegisterActionForSync(construtionPart.GetId(), action_id);
3107
3108 //synchronize
3110
3111 // server part of sync, client will be synced from SetPartsFromSyncData
3112 SetPartFromSyncData(construtionPart);
3113
3114 UpdateNavmesh();
3115
3116 //update visuals
3117 UpdateVisuals();
3118
3119 //reset action sync data
3121
3122 //check base state
3123 if (construtionPart.IsBase())
3124 {
3125 //Destroy construction
3127 }
3128
3129 if (GetGame().IsServer())
3130 HandleItemFalling(construtionPart);
3131 }
3132
3133 void OnPartDestroyedClient( string part_name, int action_id )
3134 {
3135 //play sound
3136 SoundDestroyStart( part_name );
3137 }
3138
3139 protected void HandleItemFalling(ConstructionPart part)
3140 {
3141 bool process = false;
3142
3143 //TODO: add a parameter to parts' config classes?
3144 process |= part.m_PartName.Contains("_roof");
3145 process |= part.m_PartName.Contains("_platform");
3146 process |= part.m_PartName.Contains("_stair");
3147
3148 if (process)
3149 {
3150 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3151 {
3152 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3153 return;
3154 }
3155
3156 vector mins, maxs;
3157 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3158 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3159
3160 //sanitize minmaxs
3161 vector minTmp, maxTmp;
3162 minTmp[0] = Math.Min(mins[0],maxs[0]);
3163 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3164 minTmp[1] = Math.Min(mins[1],maxs[1]);
3165 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3166 minTmp[2] = Math.Min(mins[2],maxs[2]);
3167 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3168 mins = minTmp;
3169 maxs = maxTmp;
3170
3171 maxs[1] = maxs[1] + 0.35; //reach a little above..
3172
3173 ItemFall(mins,maxs);
3174 }
3175 }
3176
3177 protected void ItemFall(vector min, vector max)
3178 {
3179 array<EntityAI> foundEntities = new array<EntityAI>();
3180 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3181
3182 //filtering
3183 ItemBase item;
3184 foreach (EntityAI entity : foundEntities)
3185 {
3186 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3187 item.ThrowPhysically(null,vector.Zero);
3188 }
3189 }
3190
3191 // --- UPDATE
3192 void InitBaseState()
3193 {
3194 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3195
3196 InitVisuals();
3197 UpdateNavmesh(); //regenerate navmesh
3198 GetConstruction().InitBaseState();
3199 }
3200
3201 void InitVisuals()
3202 {
3203 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3204 //check base
3205 if ( !HasBase() )
3206 {
3207 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3208 }
3209 else
3210 {
3211 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3212 }
3213
3214 GetConstruction().UpdateVisuals();
3215 }
3216
3217 void UpdateVisuals()
3218 {
3219 array<string> attachmentSlots = new array<string>;
3220
3221 GetAttachmentSlots(this, attachmentSlots);
3222 foreach (string slotName : attachmentSlots)
3223 {
3225 }
3226
3227 //check base
3228 if (!HasBase())
3229 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3230 else
3231 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3232
3233 GetConstruction().UpdateVisuals();
3234 }
3235
3236 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3237 {
3238 string slotNameMounted = slot_name + "_Mounted";
3239 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3240
3241 if (attachment)
3242 {
3243 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3244 if (barbedWire && barbedWire.IsMounted())
3245 CreateAreaDamage(slotNameMounted);
3246 else
3247 DestroyAreaDamage(slotNameMounted);
3248
3249 if (is_locked)
3250 {
3251 SetAnimationPhase(slotNameMounted, 0);
3252 SetAnimationPhase(slot_name, 1);
3253 }
3254 else
3255 {
3256 SetAnimationPhase(slotNameMounted, 1);
3257 SetAnimationPhase(slot_name, 0);
3258 }
3259 }
3260 else
3261 {
3262 SetAnimationPhase(slotNameMounted, 1);
3263 SetAnimationPhase(slot_name, 1);
3264
3265 DestroyAreaDamage(slotNameMounted);
3266 }
3267 }
3268
3269 // avoid calling this function on frequent occasions, it's a massive performance hit
3270 void UpdatePhysics()
3271 {
3273 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3274
3275 array<string> attachmentSlots = new array<string>;
3276 GetAttachmentSlots(this, attachmentSlots);
3277
3279 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3280
3281 foreach (string slotName : attachmentSlots)
3282 {
3284 }
3285
3286 //check base
3287 if (!HasBase())
3288 {
3290 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3291
3292 AddProxyPhysics(ANIMATION_DEPLOYED);
3293 }
3294 else
3295 {
3297 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3298
3299 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3300 }
3301
3302 GetConstruction().UpdatePhysics();
3303 UpdateNavmesh();
3304 }
3305
3306 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3307 {
3308 //checks for invalid appends; hotfix
3309 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3310 return;
3311 //----------------------------------
3312 string slot_name_mounted = slot_name + "_Mounted";
3313 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3314
3315 //remove proxy physics
3316 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3317 RemoveProxyPhysics( slot_name_mounted );
3318 RemoveProxyPhysics( slot_name );
3319
3320 if ( attachment )
3321 {
3322 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3323 if ( is_locked )
3324 {
3325 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3326 AddProxyPhysics( slot_name_mounted );
3327 }
3328 else
3329 {
3330 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3331 AddProxyPhysics( slot_name );
3332 }
3333 }
3334 }
3335
3336 protected void UpdateNavmesh()
3337 {
3338 SetAffectPathgraph( true, false );
3339 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3340 }
3341
3342 override bool CanUseConstruction()
3343 {
3344 return true;
3345 }
3346
3347 override bool CanUseConstructionBuild()
3348 {
3349 return true;
3350 }
3351
3352 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3353 {
3354 if ( attachment )
3355 {
3356 InventoryLocation inventory_location = new InventoryLocation;
3357 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3358
3359 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3360 }
3361
3362 return false;
3363 }
3364
3365 protected bool IsAttachmentSlotLocked( string slot_name )
3366 {
3367 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3368 }
3369
3370 //--- ATTACHMENT SLOTS
3371 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3372 {
3373 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3374 if ( GetGame().ConfigIsExisting( config_path ) )
3375 {
3376 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3377 }
3378 }
3379
3380 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3381 {
3382 return true;
3383 }
3384
3385 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3386 {
3387 return true;
3388 }
3389
3390 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3391 {
3392 return true;
3393 }
3394
3395 // --- INIT
3396 void ConstructionInit()
3397 {
3398 if ( !m_Construction )
3399 {
3400 m_Construction = new Construction( this );
3401 }
3402
3403 GetConstruction().Init();
3404 }
3405
3407 {
3408 return m_Construction;
3409 }
3410
3411 //--- INVENTORY/ATTACHMENTS CONDITIONS
3412 //attachments
3413 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3414 {
3415 return super.CanReceiveAttachment(attachment, slotId);
3416 }
3417
3419 {
3420 int attachment_count = GetInventory().AttachmentCount();
3421 if ( attachment_count > 0 )
3422 {
3423 if ( HasBase() && attachment_count == 1 )
3424 {
3425 return false;
3426 }
3427
3428 return true;
3429 }
3430
3431 return false;
3432 }
3433
3434 override bool ShowZonesHealth()
3435 {
3436 return true;
3437 }
3438
3439 override bool IsTakeable()
3440 {
3441 return false;
3442 }
3443
3444 //this into/outo parent.Cargo
3445 override bool CanPutInCargo( EntityAI parent )
3446 {
3447 return false;
3448 }
3449
3450 override bool CanRemoveFromCargo( EntityAI parent )
3451 {
3452 return false;
3453 }
3454
3455 //hands
3456 override bool CanPutIntoHands( EntityAI parent )
3457 {
3458 return false;
3459 }
3460
3461 //--- ACTION CONDITIONS
3462 //direction
3463 override bool IsFacingPlayer( PlayerBase player, string selection )
3464 {
3465 return true;
3466 }
3467
3468 override bool IsPlayerInside( PlayerBase player, string selection )
3469 {
3470 return true;
3471 }
3472
3475 {
3476 return false;
3477 }
3478
3479 //camera direction check
3480 bool IsFacingCamera( string selection )
3481 {
3482 return true;
3483 }
3484
3485 //roof check
3486 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3487 {
3488 return false;
3489 }
3490
3491 //selection->player distance check
3492 bool HasProperDistance( string selection, PlayerBase player )
3493 {
3494 return true;
3495 }
3496
3497 //folding
3499 {
3500 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3501 {
3502 return false;
3503 }
3504
3505 return true;
3506 }
3507
3509 {
3512
3513 return item;
3514 }
3515
3516 //Damage triggers (barbed wire)
3517 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3518 {
3519 if ( GetGame() && GetGame().IsServer() )
3520 {
3521 //destroy area damage if some already exists
3522 DestroyAreaDamage( slot_name );
3523
3524 //create new area damage
3526 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3527
3528 vector min_max[2];
3529 if ( MemoryPointExists( slot_name + "_min" ) )
3530 {
3531 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3532 }
3533 if ( MemoryPointExists( slot_name + "_max" ) )
3534 {
3535 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3536 }
3537
3538 //get proper trigger extents (min<max)
3539 vector extents[2];
3540 GetConstruction().GetTriggerExtents( min_max, extents );
3541
3542 //get box center
3543 vector center;
3544 center = GetConstruction().GetBoxCenter( min_max );
3545 center = ModelToWorld( center );
3546
3547 //rotate center if needed
3548 vector orientation = GetOrientation();;
3549 CalcDamageAreaRotation( rotation_angle, center, orientation );
3550
3551 areaDamage.SetExtents( extents[0], extents[1] );
3552 areaDamage.SetAreaPosition( center );
3553 areaDamage.SetAreaOrientation( orientation );
3554 areaDamage.SetLoopInterval( 1.0 );
3555 areaDamage.SetDeferDuration( 0.2 );
3556 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3557 areaDamage.SetAmmoName( "BarbedWireHit" );
3558 areaDamage.Spawn();
3559
3560 m_DamageTriggers.Insert( slot_name, areaDamage );
3561 }
3562 }
3563
3564 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3565 {
3566 if ( angle_deg != 0 )
3567 {
3568 //orientation
3569 orientation[0] = orientation[0] - angle_deg;
3570
3571 //center
3572 vector rotate_axis;
3573 if ( MemoryPointExists( "rotate_axis" ) )
3574 {
3575 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3576 }
3577 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];
3578 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];
3579 center[0] = r_center_x;
3580 center[2] = r_center_z;
3581 }
3582 }
3583
3584 void DestroyAreaDamage( string slot_name )
3585 {
3586 if (GetGame() && GetGame().IsServer())
3587 {
3589 if (m_DamageTriggers.Find(slot_name, areaDamage))
3590 {
3591 if (areaDamage)
3592 {
3593 areaDamage.Destroy();
3594 }
3595
3596 m_DamageTriggers.Remove( slot_name );
3597 }
3598 }
3599 }
3600
3601 override bool IsIgnoredByConstruction()
3602 {
3603 return true;
3604 }
3605
3606 //================================================================
3607 // SOUNDS
3608 //================================================================
3609 protected void SoundBuildStart( string part_name )
3610 {
3611 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3612 }
3613
3614 protected void SoundDismantleStart( string part_name )
3615 {
3616 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3617 }
3618
3619 protected void SoundDestroyStart( string part_name )
3620 {
3621 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3622 }
3623
3624 protected string GetBuildSoundByMaterial( string part_name )
3625 {
3626 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3627
3628 switch ( material_type )
3629 {
3630 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3631 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3632 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3633 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3634 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3635 }
3636
3637 return "";
3638 }
3639
3640 protected string GetDismantleSoundByMaterial( string part_name )
3641 {
3642 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3643
3644 switch ( material_type )
3645 {
3646 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3647 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3648 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3649 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3650 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3651 }
3652
3653 return "";
3654 }
3655
3656 //misc
3657 void CheckForHybridAttachments( EntityAI item, string slot_name )
3658 {
3659 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3660 {
3661 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3662 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3663 {
3664 SetHealth(slot_name,"Health",item.GetHealth());
3665 }
3666 }
3667 }
3668
3669 override int GetDamageSystemVersionChange()
3670 {
3671 return 111;
3672 }
3673
3674 override void SetActions()
3675 {
3676 super.SetActions();
3677
3681 }
3682
3683 //================================================================
3684 // DEBUG
3685 //================================================================
3686 protected void DebugCustomState()
3687 {
3688 }
3689
3692 {
3693 return null;
3694 }
3695
3696 override void OnDebugSpawn()
3697 {
3698 FullyBuild();
3699 }
3700
3701 void FullyBuild()
3702 {
3704 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3705
3706 Man p;
3707
3708 #ifdef SERVER
3709 array<Man> players = new array<Man>;
3710 GetGame().GetWorld().GetPlayerList(players);
3711 if (players.Count())
3712 p = players[0];
3713 #else
3714 p = GetGame().GetPlayer();
3715 #endif
3716
3717 foreach (ConstructionPart part : parts)
3718 {
3719 bool excluded = false;
3720 string partName = part.GetPartName();
3721 if (excludes)
3722 {
3723 foreach (string exclude : excludes)
3724 {
3725 if (partName.Contains(exclude))
3726 {
3727 excluded = true;
3728 break;
3729 }
3730 }
3731 }
3732
3733 if (!excluded)
3734 {
3735 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3736 }
3737 }
3738
3739 GetConstruction().UpdateVisuals();
3740 }
3741}
3742
3743void bsbDebugPrint (string s)
3744{
3745#ifdef BSB_DEBUG
3746 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3747#else
3748 //Print("" + s); // comment/uncomment to hide/see debug logs
3749#endif
3750}
3751void bsbDebugSpam (string s)
3752{
3753#ifdef BSB_DEBUG_SPAM
3754 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3755#else
3756 //Print("" + s); // comment/uncomment to hide/see debug logs
3757#endif
3758}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в ItemBase::OnPartDismantledClient().