DayZ 1.28
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ GetConstructionKitType()

string bsbDebugPrint::GetConstructionKitType ( )
protected

См. определение в файле BaseBuildingBase.c строка 1710

1712{
1713 const string ANIMATION_DEPLOYED = "Deployed";
1714
1715 float m_ConstructionKitHealth; //stored health value for used construction kit
1716
1718
1719 bool m_HasBase;
1720 //variables for synchronization of base building parts (2x31 is the current limit)
1721 int m_SyncParts01; //synchronization for already built parts (31 parts)
1722 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1723 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1724 int m_InteractedPartId; //construction part id that an action was performed on
1725 int m_PerformedActionId; //action id that was performed on a construction part
1726
1727 //Sounds
1728 //build
1729 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1730 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1731 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1732 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1733 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1734 //dismantle
1735 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1736 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1737 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1738 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1739 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1740
1741 protected EffectSound m_Sound;
1742
1746
1747 // Constructor
1748 void BaseBuildingBase()
1749 {
1751
1752 //synchronized variables
1753 RegisterNetSyncVariableInt( "m_SyncParts01" );
1754 RegisterNetSyncVariableInt( "m_SyncParts02" );
1755 RegisterNetSyncVariableInt( "m_SyncParts03" );
1756 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1757 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1758 RegisterNetSyncVariableBool( "m_HasBase" );
1759
1760 //Construction init
1762
1763 if (ConfigIsExisting("hybridAttachments"))
1764 {
1766 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1767 }
1768 if (ConfigIsExisting("mountables"))
1769 {
1771 ConfigGetTextArray("mountables", m_Mountables);
1772 }
1773
1774 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1775 }
1776
1777 override void EEDelete(EntityAI parent)
1778 {
1779 super.EEDelete(parent);
1780
1781 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1782 {
1783 areaDamage.Destroy();
1784 }
1785
1786 }
1787
1788 override string GetInvulnerabilityTypeString()
1789 {
1790 return "disableBaseDamage";
1791 }
1792
1793 override bool CanObstruct()
1794 {
1795 return true;
1796 }
1797
1798 override int GetHideIconMask()
1799 {
1800 return EInventoryIconVisibility.HIDE_VICINITY;
1801 }
1802
1803 override void InitItemSounds()
1804 {
1805 super.InitItemSounds();
1806
1808 SoundParameters params = new SoundParameters();
1809 params.m_Loop = true;
1810
1811 if (GetFoldSoundset() != string.Empty)
1812 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1813 if (GetLoopFoldSoundset() != string.Empty)
1814 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1815 }
1816
1817 override string GetFoldSoundset()
1818 {
1819 return "putDown_FenceKit_SoundSet";
1820 }
1821
1822 override string GetLoopFoldSoundset()
1823 {
1824 return "Shelter_Site_Build_Loop_SoundSet";
1825 }
1826
1827 // --- SYNCHRONIZATION
1829 {
1830 if ( GetGame().IsServer() )
1831 {
1832 SetSynchDirty();
1833 }
1834 }
1835
1836 override void OnVariablesSynchronized()
1837 {
1838 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1839 super.OnVariablesSynchronized();
1840
1842 }
1843
1844 protected void OnSynchronizedClient()
1845 {
1846 //update parts
1848
1849 //update action on part
1851
1852 //update visuals (client)
1853 UpdateVisuals();
1854 }
1855
1856 //parts synchronization
1857 void RegisterPartForSync( int part_id )
1858 {
1859 //part_id must starts from index = 1
1860 int offset;
1861 int mask;
1862
1863 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1864 {
1865 offset = part_id - 1;
1866 mask = 1 << offset;
1867
1868 m_SyncParts01 = m_SyncParts01 | mask;
1869 }
1870 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1871 {
1872 offset = ( part_id % 32 );
1873 mask = 1 << offset;
1874
1875 m_SyncParts02 = m_SyncParts02 | mask;
1876 }
1877 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1878 {
1879 offset = ( part_id % 63 );
1880 mask = 1 << offset;
1881
1882 m_SyncParts03 = m_SyncParts03 | mask;
1883 }
1884 }
1885
1886 void UnregisterPartForSync( int part_id )
1887 {
1888 //part_id must starts from index = 1
1889 int offset;
1890 int mask;
1891
1892 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1893 {
1894 offset = part_id - 1;
1895 mask = 1 << offset;
1896
1897 m_SyncParts01 = m_SyncParts01 & ~mask;
1898 }
1899 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1900 {
1901 offset = ( part_id % 32 );
1902 mask = 1 << offset;
1903
1904 m_SyncParts02 = m_SyncParts02 & ~mask;
1905 }
1906 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1907 {
1908 offset = ( part_id % 63 );
1909 mask = 1 << offset;
1910
1911 m_SyncParts03 = m_SyncParts03 & ~mask;
1912 }
1913 }
1914
1915 bool IsPartBuildInSyncData( int part_id )
1916 {
1917 //part_id must starts from index = 1
1918 int offset;
1919 int mask;
1920
1921 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1922 {
1923 offset = part_id - 1;
1924 mask = 1 << offset;
1925
1926 if ( ( m_SyncParts01 & mask ) > 0 )
1927 {
1928 return true;
1929 }
1930 }
1931 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1932 {
1933 offset = ( part_id % 32 );
1934 mask = 1 << offset;
1935
1936 if ( ( m_SyncParts02 & mask ) > 0 )
1937 {
1938 return true;
1939 }
1940 }
1941 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1942 {
1943 offset = ( part_id % 63 );
1944 mask = 1 << offset;
1945
1946 if ( ( m_SyncParts03 & mask ) > 0 )
1947 {
1948 return true;
1949 }
1950 }
1951
1952 return false;
1953 }
1954
1955 protected void RegisterActionForSync( int part_id, int action_id )
1956 {
1957 m_InteractedPartId = part_id;
1958 m_PerformedActionId = action_id;
1959 }
1960
1961 protected void ResetActionSyncData()
1962 {
1963 //reset data
1964 m_InteractedPartId = -1;
1966 }
1967
1968 protected void SetActionFromSyncData()
1969 {
1970 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1971 {
1973 int build_action_id = m_PerformedActionId;
1974
1975 switch( build_action_id )
1976 {
1977 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1978 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1979 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1980 }
1981 }
1982 }
1983 //------
1984
1986 {
1987 string key = part.m_PartName;
1988 bool is_base = part.IsBase();
1989 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1990 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1991 if ( is_part_built_sync )
1992 {
1993 if ( !part.IsBuilt() )
1994 {
1995 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1996 GetConstruction().AddToConstructedParts( key );
1997 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1998
1999 if (is_base)
2000 {
2002 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2003 }
2004 }
2005 }
2006 else
2007 {
2008 if ( part.IsBuilt() )
2009 {
2010 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2011 GetConstruction().RemoveFromConstructedParts( key );
2012 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2013
2014 if (is_base)
2015 {
2017 AddProxyPhysics( ANIMATION_DEPLOYED );
2018 }
2019 }
2020 }
2021
2022 //check slot lock for material attachments
2023 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2024 }
2025
2026 //set construction parts based on synchronized data
2028 {
2029 Construction construction = GetConstruction();
2030 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2031
2032 for ( int i = 0; i < construction_parts.Count(); ++i )
2033 {
2034 string key = construction_parts.GetKey( i );
2035 ConstructionPart value = construction_parts.Get( key );
2036 SetPartFromSyncData(value);
2037 }
2038
2039 //regenerate navmesh
2040 UpdateNavmesh();
2041 }
2042
2043 protected ConstructionPart GetConstructionPartById( int id )
2044 {
2045 Construction construction = GetConstruction();
2046 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2047
2048 for ( int i = 0; i < construction_parts.Count(); ++i )
2049 {
2050 string key = construction_parts.GetKey( i );
2051 ConstructionPart value = construction_parts.Get( key );
2052
2053 if ( value.GetId() == id )
2054 {
2055 return value;
2056 }
2057 }
2058
2059 return NULL;
2060 }
2061 //
2062
2063 //Base
2064 bool HasBase()
2065 {
2066 return m_HasBase;
2067 }
2068
2069 void SetBaseState( bool has_base )
2070 {
2071 m_HasBase = has_base;
2072 }
2073
2074 override bool IsDeployable()
2075 {
2076 return true;
2077 }
2078
2079 bool IsOpened()
2080 {
2081 return false;
2082 }
2083
2084 //--- CONSTRUCTION KIT
2086 {
2087 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2088 if ( m_ConstructionKitHealth > 0 )
2089 {
2090 construction_kit.SetHealth( m_ConstructionKitHealth );
2091 }
2092
2093 return construction_kit;
2094 }
2095
2096 void CreateConstructionKitInHands(notnull PlayerBase player)
2097 {
2098 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2099 if ( m_ConstructionKitHealth > 0 )
2100 {
2101 construction_kit.SetHealth( m_ConstructionKitHealth );
2102 }
2103 }
2104
2105 protected vector GetKitSpawnPosition()
2106 {
2107 return GetPosition();
2108 }
2109
2110 protected string GetConstructionKitType()
2111 {
2112 return "";
2113 }
2114
2115 void DestroyConstructionKit( ItemBase construction_kit )
2116 {
2117 m_ConstructionKitHealth = construction_kit.GetHealth();
2118 GetGame().ObjectDelete( construction_kit );
2119 }
2120
2121 //--- CONSTRUCTION
2122 void DestroyConstruction()
2123 {
2124 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2125 GetGame().ObjectDelete( this );
2126 }
2127
2128 // --- EVENTS
2129 override void OnStoreSave( ParamsWriteContext ctx )
2130 {
2131 super.OnStoreSave( ctx );
2132
2133 //sync parts 01
2134 ctx.Write( m_SyncParts01 );
2135 ctx.Write( m_SyncParts02 );
2136 ctx.Write( m_SyncParts03 );
2137
2138 ctx.Write( m_HasBase );
2139 }
2140
2141 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2142 {
2143 if ( !super.OnStoreLoad( ctx, version ) )
2144 return false;
2145
2146 //--- Base building data ---
2147 //Restore synced parts data
2148 if ( !ctx.Read( m_SyncParts01 ) )
2149 {
2150 m_SyncParts01 = 0; //set default
2151 return false;
2152 }
2153 if ( !ctx.Read( m_SyncParts02 ) )
2154 {
2155 m_SyncParts02 = 0; //set default
2156 return false;
2157 }
2158 if ( !ctx.Read( m_SyncParts03 ) )
2159 {
2160 m_SyncParts03 = 0; //set default
2161 return false;
2162 }
2163
2164 //has base
2165 if ( !ctx.Read( m_HasBase ) )
2166 {
2167 m_HasBase = false;
2168 return false;
2169 }
2170 //---
2171
2172 return true;
2173 }
2174
2175 override void AfterStoreLoad()
2176 {
2177 super.AfterStoreLoad();
2178
2180 {
2182 }
2183 }
2184
2186 {
2187 //update server data
2189
2190 //set base state
2191 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2192 SetBaseState( construction_part.IsBuilt() ) ;
2193
2194 //synchronize after load
2196 }
2197
2198 override void OnCreatePhysics()
2199 {
2200 super.OnCreatePhysics();
2203 }
2204
2205 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2206 {
2208 return;
2209
2210 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2211
2212 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2213 return;
2214
2215 Construction construction = GetConstruction();
2216 string part_name = zone;
2217 part_name.ToLower();
2218
2219 if ( newLevel == GameConstants.STATE_RUINED )
2220 {
2221 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2222
2223 if ( construction_part && construction.IsPartConstructed( part_name ) )
2224 {
2225 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2226 construction.DestroyConnectedParts(part_name);
2227 }
2228
2229 //barbed wire handling (hack-ish)
2230 if ( part_name.Contains("barbed") )
2231 {
2232 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2233 if (barbed_wire)
2234 barbed_wire.SetMountedState( false );
2235 }
2236 }
2237 }
2238
2239 override void EEOnAfterLoad()
2240 {
2242 {
2244 }
2245
2246 super.EEOnAfterLoad();
2247 }
2248
2249 override void EEInit()
2250 {
2251 super.EEInit();
2252
2253 // init visuals and physics
2254 InitBaseState();
2255
2256 //debug
2257 #ifdef DEVELOPER
2259 #endif
2260 }
2261
2262 override void EEItemAttached( EntityAI item, string slot_name )
2263 {
2264 super.EEItemAttached( item, slot_name );
2265
2266 CheckForHybridAttachments( item, slot_name );
2267 UpdateVisuals();
2268 UpdateAttachmentPhysics( slot_name, false );
2269 }
2270
2271 override void EEItemDetached( EntityAI item, string slot_name )
2272 {
2273 super.EEItemDetached( item, slot_name );
2274
2275 UpdateVisuals();
2276 UpdateAttachmentPhysics( slot_name, false );
2277 }
2278
2279 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2280 {
2281 string slot_name = InventorySlots.GetSlotName( slotId );
2282 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2283
2284 UpdateAttachmentVisuals( slot_name, locked );
2285 UpdateAttachmentPhysics( slot_name, locked );
2286 }
2287
2288 //ignore out of reach condition
2289 override bool IgnoreOutOfReachCondition()
2290 {
2291 return true;
2292 }
2293
2294 //CONSTRUCTION EVENTS
2295 //Build
2296 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2297 {
2298 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2299
2300 //check base state
2301 if (construtionPart.IsBase())
2302 {
2303 SetBaseState(true);
2304
2305 //spawn kit
2307 }
2308
2309 //register constructed parts for synchronization
2310 RegisterPartForSync(construtionPart.GetId());
2311
2312 //register action that was performed on part
2313 RegisterActionForSync(construtionPart.GetId(), action_id);
2314
2315 //synchronize
2317
2318 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2319
2320 UpdateNavmesh();
2321
2322 //update visuals
2323 UpdateVisuals();
2324
2325 //reset action sync data
2327 }
2328
2329 void OnPartBuiltClient(string part_name, int action_id)
2330 {
2331 //play sound
2332 SoundBuildStart( part_name );
2333 }
2334
2335 //Dismantle
2336 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2337 {
2338 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2339 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2340
2341 //register constructed parts for synchronization
2342 UnregisterPartForSync(construtionPart.GetId());
2343
2344 //register action that was performed on part
2345 RegisterActionForSync(construtionPart.GetId(), action_id);
2346
2347 //synchronize
2349
2350 // server part of sync, client will be synced from SetPartsFromSyncData
2351 SetPartFromSyncData(construtionPart);
2352
2353 UpdateNavmesh();
2354
2355 //update visuals
2356 UpdateVisuals();
2357
2358 //reset action sync data
2360
2361 //check base state
2362 if (construtionPart.IsBase())
2363 {
2364 //Destroy construction
2366 }
2367 }
2368
2369 void OnPartDismantledClient( string part_name, int action_id )
2370 {
2371 //play sound
2372 SoundDismantleStart( part_name );
2373 }
2374
2375 //Destroy
2376 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2377 {
2378 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2379 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2380
2381 //register constructed parts for synchronization
2382 UnregisterPartForSync(construtionPart.GetId());
2383
2384 //register action that was performed on part
2385 RegisterActionForSync(construtionPart.GetId(), action_id);
2386
2387 //synchronize
2389
2390 // server part of sync, client will be synced from SetPartsFromSyncData
2391 SetPartFromSyncData(construtionPart);
2392
2393 UpdateNavmesh();
2394
2395 //update visuals
2396 UpdateVisuals();
2397
2398 //reset action sync data
2400
2401 //check base state
2402 if (construtionPart.IsBase())
2403 {
2404 //Destroy construction
2406 }
2407 }
2408
2409 void OnPartDestroyedClient( string part_name, int action_id )
2410 {
2411 //play sound
2412 SoundDestroyStart( part_name );
2413 }
2414
2416 protected void HandleItemFalling(ConstructionPart part)
2417 {
2418 bool process = false;
2419
2420 //TODO: add a parameter to parts' config classes?
2421 process |= part.m_PartName.Contains("_roof");
2422 process |= part.m_PartName.Contains("_platform");
2423 process |= part.m_PartName.Contains("_stair");
2424
2425 if (process)
2426 {
2427 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2428 {
2429 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2430 return;
2431 }
2432
2433 vector mins, maxs;
2434 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2435 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2436
2437 //sanitize minmaxs
2438 vector minTmp, maxTmp;
2439 minTmp[0] = Math.Min(mins[0],maxs[0]);
2440 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2441 minTmp[1] = Math.Min(mins[1],maxs[1]);
2442 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2443 minTmp[2] = Math.Min(mins[2],maxs[2]);
2444 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2445 mins = minTmp;
2446 maxs = maxTmp;
2447
2448 maxs[1] = maxs[1] + 0.35; //reach a little above..
2449
2450 ItemFall(mins,maxs);
2451 }
2452 }
2453
2455 protected void ItemFall(vector min, vector max)
2456 {
2457 array<EntityAI> foundEntities = new array<EntityAI>();
2458 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2459
2460 //filtering
2461 ItemBase item;
2462 foreach (EntityAI entity : foundEntities)
2463 {
2464 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2465 item.ThrowPhysically(null,vector.Zero);
2466 }
2467 }
2468
2469 // --- UPDATE
2470 void InitBaseState()
2471 {
2472 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2473
2474 InitVisuals();
2475 UpdateNavmesh(); //regenerate navmesh
2476 GetConstruction().InitBaseState();
2477 }
2478
2479 void InitVisuals()
2480 {
2481 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2482 //check base
2483 if ( !HasBase() )
2484 {
2485 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2486 }
2487 else
2488 {
2489 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2490 }
2491
2492 GetConstruction().UpdateVisuals();
2493 }
2494
2495 void UpdateVisuals()
2496 {
2497 array<string> attachmentSlots = new array<string>;
2498
2499 GetAttachmentSlots(this, attachmentSlots);
2500 foreach (string slotName : attachmentSlots)
2501 {
2503 }
2504
2505 //check base
2506 if (!HasBase())
2507 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2508 else
2509 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2510
2511 GetConstruction().UpdateVisuals();
2512 }
2513
2514 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2515 {
2516 string slotNameMounted = slot_name + "_Mounted";
2517 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2518
2519 if (attachment)
2520 {
2521 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2522 if (barbedWire && barbedWire.IsMounted())
2523 CreateAreaDamage(slotNameMounted);
2524 else
2525 DestroyAreaDamage(slotNameMounted);
2526
2527 if (is_locked)
2528 {
2529 SetAnimationPhase(slotNameMounted, 0);
2530 SetAnimationPhase(slot_name, 1);
2531 }
2532 else
2533 {
2534 SetAnimationPhase(slotNameMounted, 1);
2535 SetAnimationPhase(slot_name, 0);
2536 }
2537 }
2538 else
2539 {
2540 SetAnimationPhase(slotNameMounted, 1);
2541 SetAnimationPhase(slot_name, 1);
2542
2543 DestroyAreaDamage(slotNameMounted);
2544 }
2545 }
2546
2547 // avoid calling this function on frequent occasions, it's a massive performance hit
2548 void UpdatePhysics()
2549 {
2551 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2552
2553 array<string> attachmentSlots = new array<string>;
2554 GetAttachmentSlots(this, attachmentSlots);
2555
2557 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2558
2559 foreach (string slotName : attachmentSlots)
2560 {
2562 }
2563
2564 //check base
2565 if (!HasBase())
2566 {
2568 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2569
2570 AddProxyPhysics(ANIMATION_DEPLOYED);
2571 }
2572 else
2573 {
2575 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2576
2577 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2578 }
2579
2580 GetConstruction().UpdatePhysics();
2581 UpdateNavmesh();
2582 }
2583
2584 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2585 {
2586 //checks for invalid appends; hotfix
2587 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2588 return;
2589 //----------------------------------
2590 string slot_name_mounted = slot_name + "_Mounted";
2591 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2592
2593 //remove proxy physics
2594 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2595 RemoveProxyPhysics( slot_name_mounted );
2596 RemoveProxyPhysics( slot_name );
2597
2598 if ( attachment )
2599 {
2600 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2601 if ( is_locked )
2602 {
2603 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2604 AddProxyPhysics( slot_name_mounted );
2605 }
2606 else
2607 {
2608 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2609 AddProxyPhysics( slot_name );
2610 }
2611 }
2612 }
2613
2614 protected void UpdateNavmesh()
2615 {
2616 SetAffectPathgraph( true, false );
2617 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2618 }
2619
2620 override bool CanUseConstruction()
2621 {
2622 return true;
2623 }
2624
2625 override bool CanUseConstructionBuild()
2626 {
2627 return true;
2628 }
2629
2630 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2631 {
2632 if ( attachment )
2633 {
2634 InventoryLocation inventory_location = new InventoryLocation;
2635 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2636
2637 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2638 }
2639
2640 return false;
2641 }
2642
2643 protected bool IsAttachmentSlotLocked( string slot_name )
2644 {
2645 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2646 }
2647
2648 //--- ATTACHMENT SLOTS
2649 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2650 {
2651 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2652 if ( GetGame().ConfigIsExisting( config_path ) )
2653 {
2654 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2655 }
2656 }
2657
2658 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2659 {
2660 return true;
2661 }
2662
2663 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2664 {
2665 return true;
2666 }
2667
2668 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2669 {
2670 return true;
2671 }
2672
2673 // --- INIT
2674 void ConstructionInit()
2675 {
2676 if ( !m_Construction )
2677 {
2678 m_Construction = new Construction( this );
2679 }
2680
2681 GetConstruction().Init();
2682 }
2683
2685 {
2686 return m_Construction;
2687 }
2688
2689 //--- INVENTORY/ATTACHMENTS CONDITIONS
2690 //attachments
2691 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2692 {
2693 return super.CanReceiveAttachment(attachment, slotId);
2694 }
2695
2697 {
2698 int attachment_count = GetInventory().AttachmentCount();
2699 if ( attachment_count > 0 )
2700 {
2701 if ( HasBase() && attachment_count == 1 )
2702 {
2703 return false;
2704 }
2705
2706 return true;
2707 }
2708
2709 return false;
2710 }
2711
2712 override bool ShowZonesHealth()
2713 {
2714 return true;
2715 }
2716
2717 override bool IsTakeable()
2718 {
2719 return false;
2720 }
2721
2722 //this into/outo parent.Cargo
2723 override bool CanPutInCargo( EntityAI parent )
2724 {
2725 return false;
2726 }
2727
2728 override bool CanRemoveFromCargo( EntityAI parent )
2729 {
2730 return false;
2731 }
2732
2733 //hands
2734 override bool CanPutIntoHands( EntityAI parent )
2735 {
2736 return false;
2737 }
2738
2739 //--- ACTION CONDITIONS
2740 //direction
2741 override bool IsFacingPlayer( PlayerBase player, string selection )
2742 {
2743 return true;
2744 }
2745
2746 override bool IsPlayerInside( PlayerBase player, string selection )
2747 {
2748 return true;
2749 }
2750
2753 {
2754 return false;
2755 }
2756
2757 //camera direction check
2758 bool IsFacingCamera( string selection )
2759 {
2760 return true;
2761 }
2762
2763 //roof check
2764 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2765 {
2766 return false;
2767 }
2768
2769 //selection->player distance check
2770 bool HasProperDistance( string selection, PlayerBase player )
2771 {
2772 return true;
2773 }
2774
2775 //folding
2777 {
2778 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2779 {
2780 return false;
2781 }
2782
2783 return true;
2784 }
2785
2787 {
2790
2791 return item;
2792 }
2793
2794 //Damage triggers (barbed wire)
2795 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2796 {
2797 if ( GetGame() && GetGame().IsServer() )
2798 {
2799 //destroy area damage if some already exists
2800 DestroyAreaDamage( slot_name );
2801
2802 //create new area damage
2804 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2805
2806 vector min_max[2];
2807 if ( MemoryPointExists( slot_name + "_min" ) )
2808 {
2809 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2810 }
2811 if ( MemoryPointExists( slot_name + "_max" ) )
2812 {
2813 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2814 }
2815
2816 //get proper trigger extents (min<max)
2817 vector extents[2];
2818 GetConstruction().GetTriggerExtents( min_max, extents );
2819
2820 //get box center
2821 vector center;
2822 center = GetConstruction().GetBoxCenter( min_max );
2823 center = ModelToWorld( center );
2824
2825 //rotate center if needed
2826 vector orientation = GetOrientation();;
2827 CalcDamageAreaRotation( rotation_angle, center, orientation );
2828
2829 areaDamage.SetExtents( extents[0], extents[1] );
2830 areaDamage.SetAreaPosition( center );
2831 areaDamage.SetAreaOrientation( orientation );
2832 areaDamage.SetLoopInterval( 1.0 );
2833 areaDamage.SetDeferDuration( 0.2 );
2834 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2835 areaDamage.SetAmmoName( "BarbedWireHit" );
2836 areaDamage.Spawn();
2837
2838 m_DamageTriggers.Insert( slot_name, areaDamage );
2839 }
2840 }
2841
2842 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2843 {
2844 if ( angle_deg != 0 )
2845 {
2846 //orientation
2847 orientation[0] = orientation[0] - angle_deg;
2848
2849 //center
2850 vector rotate_axis;
2851 if ( MemoryPointExists( "rotate_axis" ) )
2852 {
2853 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2854 }
2855 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];
2856 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];
2857 center[0] = r_center_x;
2858 center[2] = r_center_z;
2859 }
2860 }
2861
2862 void DestroyAreaDamage( string slot_name )
2863 {
2864 if (GetGame() && GetGame().IsServer())
2865 {
2867 if (m_DamageTriggers.Find(slot_name, areaDamage))
2868 {
2869 if (areaDamage)
2870 {
2871 areaDamage.Destroy();
2872 }
2873
2874 m_DamageTriggers.Remove( slot_name );
2875 }
2876 }
2877 }
2878
2879 override bool IsIgnoredByConstruction()
2880 {
2881 return true;
2882 }
2883
2884 //================================================================
2885 // SOUNDS
2886 //================================================================
2887 protected void SoundBuildStart( string part_name )
2888 {
2889 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2890 }
2891
2892 protected void SoundDismantleStart( string part_name )
2893 {
2894 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2895 }
2896
2897 protected void SoundDestroyStart( string part_name )
2898 {
2899 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2900 }
2901
2902 protected string GetBuildSoundByMaterial( string part_name )
2903 {
2904 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2905
2906 switch ( material_type )
2907 {
2908 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2909 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2910 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2911 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2912 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2913 }
2914
2915 return "";
2916 }
2917
2918 protected string GetDismantleSoundByMaterial( string part_name )
2919 {
2920 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2921
2922 switch ( material_type )
2923 {
2924 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2925 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2926 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2927 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2928 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2929 }
2930
2931 return "";
2932 }
2933
2934 //misc
2935 void CheckForHybridAttachments( EntityAI item, string slot_name )
2936 {
2937 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2938 {
2939 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2940 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2941 {
2942 SetHealth(slot_name,"Health",item.GetHealth());
2943 }
2944 }
2945 }
2946
2947 override int GetDamageSystemVersionChange()
2948 {
2949 return 111;
2950 }
2951
2952 override void SetActions()
2953 {
2954 super.SetActions();
2955
2959 }
2960
2961 //================================================================
2962 // DEBUG
2963 //================================================================
2964 protected void DebugCustomState()
2965 {
2966 }
2967
2970 {
2971 return null;
2972 }
2973
2974 override void OnDebugSpawn()
2975 {
2976 FullyBuild();
2977 }
2978
2979 void FullyBuild()
2980 {
2982 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2983
2984 Man p;
2985
2986 #ifdef SERVER
2987 array<Man> players = new array<Man>;
2988 GetGame().GetWorld().GetPlayerList(players);
2989 if (players.Count())
2990 p = players[0];
2991 #else
2992 p = GetGame().GetPlayer();
2993 #endif
2994
2995 foreach (ConstructionPart part : parts)
2996 {
2997 bool excluded = false;
2998 string partName = part.GetPartName();
2999 if (excludes)
3000 {
3001 foreach (string exclude : excludes)
3002 {
3003 if (partName.Contains(exclude))
3004 {
3005 excluded = true;
3006 break;
3007 }
3008 }
3009 }
3010
3011 if (!excluded)
3012 {
3013 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3014 }
3015 }
3016
3017 GetConstruction().UpdateVisuals();
3018 }
3019}
3020
3021void bsbDebugPrint (string s)
3022{
3023#ifdef BSB_DEBUG
3024 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3025#else
3026 //Print("" + s); // comment/uncomment to hide/see debug logs
3027#endif
3028}
3029void bsbDebugSpam (string s)
3030{
3031#ifdef BSB_DEBUG_SPAM
3032 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3033#else
3034 //Print("" + s); // comment/uncomment to hide/see debug logs
3035#endif
3036}
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