DayZ 1.27
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◆ CheckLevelVerticalDistance()

bool bsbDebugPrint::CheckLevelVerticalDistance ( float max_dist,
string selection,
PlayerBase player )
protected

См. определение в файле BaseBuildingBase.c строка 2228

2230{
2231 const string ANIMATION_DEPLOYED = "Deployed";
2232
2233 float m_ConstructionKitHealth; //stored health value for used construction kit
2234
2236
2237 bool m_HasBase;
2238 //variables for synchronization of base building parts (2x31 is the current limit)
2239 int m_SyncParts01; //synchronization for already built parts (31 parts)
2240 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2241 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2242 int m_InteractedPartId; //construction part id that an action was performed on
2243 int m_PerformedActionId; //action id that was performed on a construction part
2244
2245 //Sounds
2246 //build
2247 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2248 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2249 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2250 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2251 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2252 //dismantle
2253 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2254 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2255 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2256 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2257 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2258
2259 protected EffectSound m_Sound;
2260
2264
2265 // Constructor
2266 void BaseBuildingBase()
2267 {
2269
2270 //synchronized variables
2271 RegisterNetSyncVariableInt( "m_SyncParts01" );
2272 RegisterNetSyncVariableInt( "m_SyncParts02" );
2273 RegisterNetSyncVariableInt( "m_SyncParts03" );
2274 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2275 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2276 RegisterNetSyncVariableBool( "m_HasBase" );
2277
2278 //Construction init
2280
2281 if (ConfigIsExisting("hybridAttachments"))
2282 {
2284 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2285 }
2286 if (ConfigIsExisting("mountables"))
2287 {
2289 ConfigGetTextArray("mountables", m_Mountables);
2290 }
2291
2292 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2293 }
2294
2295 override void EEDelete(EntityAI parent)
2296 {
2297 super.EEDelete(parent);
2298
2299 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2300 {
2301 areaDamage.Destroy();
2302 }
2303
2304 }
2305
2306 override string GetInvulnerabilityTypeString()
2307 {
2308 return "disableBaseDamage";
2309 }
2310
2311 override bool CanObstruct()
2312 {
2313 return true;
2314 }
2315
2316 override int GetHideIconMask()
2317 {
2318 return EInventoryIconVisibility.HIDE_VICINITY;
2319 }
2320
2321 // --- SYNCHRONIZATION
2323 {
2324 if ( GetGame().IsServer() )
2325 {
2326 SetSynchDirty();
2327 }
2328 }
2329
2330 override void OnVariablesSynchronized()
2331 {
2332 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2333 super.OnVariablesSynchronized();
2334
2336 }
2337
2338 protected void OnSynchronizedClient()
2339 {
2340 //update parts
2342
2343 //update action on part
2345
2346 //update visuals (client)
2347 UpdateVisuals();
2348 }
2349
2350 //parts synchronization
2351 void RegisterPartForSync( int part_id )
2352 {
2353 //part_id must starts from index = 1
2354 int offset;
2355 int mask;
2356
2357 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2358 {
2359 offset = part_id - 1;
2360 mask = 1 << offset;
2361
2362 m_SyncParts01 = m_SyncParts01 | mask;
2363 }
2364 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2365 {
2366 offset = ( part_id % 32 );
2367 mask = 1 << offset;
2368
2369 m_SyncParts02 = m_SyncParts02 | mask;
2370 }
2371 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2372 {
2373 offset = ( part_id % 63 );
2374 mask = 1 << offset;
2375
2376 m_SyncParts03 = m_SyncParts03 | mask;
2377 }
2378 }
2379
2380 void UnregisterPartForSync( int part_id )
2381 {
2382 //part_id must starts from index = 1
2383 int offset;
2384 int mask;
2385
2386 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2387 {
2388 offset = part_id - 1;
2389 mask = 1 << offset;
2390
2391 m_SyncParts01 = m_SyncParts01 & ~mask;
2392 }
2393 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2394 {
2395 offset = ( part_id % 32 );
2396 mask = 1 << offset;
2397
2398 m_SyncParts02 = m_SyncParts02 & ~mask;
2399 }
2400 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2401 {
2402 offset = ( part_id % 63 );
2403 mask = 1 << offset;
2404
2405 m_SyncParts03 = m_SyncParts03 & ~mask;
2406 }
2407 }
2408
2409 bool IsPartBuildInSyncData( int part_id )
2410 {
2411 //part_id must starts from index = 1
2412 int offset;
2413 int mask;
2414
2415 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2416 {
2417 offset = part_id - 1;
2418 mask = 1 << offset;
2419
2420 if ( ( m_SyncParts01 & mask ) > 0 )
2421 {
2422 return true;
2423 }
2424 }
2425 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2426 {
2427 offset = ( part_id % 32 );
2428 mask = 1 << offset;
2429
2430 if ( ( m_SyncParts02 & mask ) > 0 )
2431 {
2432 return true;
2433 }
2434 }
2435 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2436 {
2437 offset = ( part_id % 63 );
2438 mask = 1 << offset;
2439
2440 if ( ( m_SyncParts03 & mask ) > 0 )
2441 {
2442 return true;
2443 }
2444 }
2445
2446 return false;
2447 }
2448
2449 protected void RegisterActionForSync( int part_id, int action_id )
2450 {
2451 m_InteractedPartId = part_id;
2452 m_PerformedActionId = action_id;
2453 }
2454
2455 protected void ResetActionSyncData()
2456 {
2457 //reset data
2458 m_InteractedPartId = -1;
2460 }
2461
2462 protected void SetActionFromSyncData()
2463 {
2464 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2465 {
2467 int build_action_id = m_PerformedActionId;
2468
2469 switch( build_action_id )
2470 {
2471 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2472 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2473 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2474 }
2475 }
2476 }
2477 //------
2478
2480 {
2481 string key = part.m_PartName;
2482 bool is_base = part.IsBase();
2483 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2484 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2485 if ( is_part_built_sync )
2486 {
2487 if ( !part.IsBuilt() )
2488 {
2489 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2490 GetConstruction().AddToConstructedParts( key );
2491 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2492
2493 if (is_base)
2494 {
2496 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2497 }
2498 }
2499 }
2500 else
2501 {
2502 if ( part.IsBuilt() )
2503 {
2504 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2505 GetConstruction().RemoveFromConstructedParts( key );
2506 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2507
2508 if (is_base)
2509 {
2511 AddProxyPhysics( ANIMATION_DEPLOYED );
2512 }
2513 }
2514 }
2515
2516 //check slot lock for material attachments
2517 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2518 }
2519
2520 //set construction parts based on synchronized data
2522 {
2523 Construction construction = GetConstruction();
2524 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2525
2526 for ( int i = 0; i < construction_parts.Count(); ++i )
2527 {
2528 string key = construction_parts.GetKey( i );
2529 ConstructionPart value = construction_parts.Get( key );
2530 SetPartFromSyncData(value);
2531 }
2532
2533 //regenerate navmesh
2534 UpdateNavmesh();
2535 }
2536
2537 protected ConstructionPart GetConstructionPartById( int id )
2538 {
2539 Construction construction = GetConstruction();
2540 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2541
2542 for ( int i = 0; i < construction_parts.Count(); ++i )
2543 {
2544 string key = construction_parts.GetKey( i );
2545 ConstructionPart value = construction_parts.Get( key );
2546
2547 if ( value.GetId() == id )
2548 {
2549 return value;
2550 }
2551 }
2552
2553 return NULL;
2554 }
2555 //
2556
2557 //Base
2558 bool HasBase()
2559 {
2560 return m_HasBase;
2561 }
2562
2563 void SetBaseState( bool has_base )
2564 {
2565 m_HasBase = has_base;
2566 }
2567
2568 override bool IsDeployable()
2569 {
2570 return true;
2571 }
2572
2573 bool IsOpened()
2574 {
2575 return false;
2576 }
2577
2578 //--- CONSTRUCTION KIT
2580 {
2581 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2582 if ( m_ConstructionKitHealth > 0 )
2583 {
2584 construction_kit.SetHealth( m_ConstructionKitHealth );
2585 }
2586
2587 return construction_kit;
2588 }
2589
2590 void CreateConstructionKitInHands(notnull PlayerBase player)
2591 {
2592 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2593 if ( m_ConstructionKitHealth > 0 )
2594 {
2595 construction_kit.SetHealth( m_ConstructionKitHealth );
2596 }
2597 }
2598
2599 protected vector GetKitSpawnPosition()
2600 {
2601 return GetPosition();
2602 }
2603
2604 protected string GetConstructionKitType()
2605 {
2606 return "";
2607 }
2608
2609 void DestroyConstructionKit( ItemBase construction_kit )
2610 {
2611 m_ConstructionKitHealth = construction_kit.GetHealth();
2612 GetGame().ObjectDelete( construction_kit );
2613 }
2614
2615 //--- CONSTRUCTION
2616 void DestroyConstruction()
2617 {
2618 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2619 GetGame().ObjectDelete( this );
2620 }
2621
2622 // --- EVENTS
2623 override void OnStoreSave( ParamsWriteContext ctx )
2624 {
2625 super.OnStoreSave( ctx );
2626
2627 //sync parts 01
2628 ctx.Write( m_SyncParts01 );
2629 ctx.Write( m_SyncParts02 );
2630 ctx.Write( m_SyncParts03 );
2631
2632 ctx.Write( m_HasBase );
2633 }
2634
2635 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2636 {
2637 if ( !super.OnStoreLoad( ctx, version ) )
2638 return false;
2639
2640 //--- Base building data ---
2641 //Restore synced parts data
2642 if ( !ctx.Read( m_SyncParts01 ) )
2643 {
2644 m_SyncParts01 = 0; //set default
2645 return false;
2646 }
2647 if ( !ctx.Read( m_SyncParts02 ) )
2648 {
2649 m_SyncParts02 = 0; //set default
2650 return false;
2651 }
2652 if ( !ctx.Read( m_SyncParts03 ) )
2653 {
2654 m_SyncParts03 = 0; //set default
2655 return false;
2656 }
2657
2658 //has base
2659 if ( !ctx.Read( m_HasBase ) )
2660 {
2661 m_HasBase = false;
2662 return false;
2663 }
2664 //---
2665
2666 return true;
2667 }
2668
2669 override void AfterStoreLoad()
2670 {
2671 super.AfterStoreLoad();
2672
2674 {
2676 }
2677 }
2678
2680 {
2681 //update server data
2683
2684 //set base state
2685 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2686 SetBaseState( construction_part.IsBuilt() ) ;
2687
2688 //synchronize after load
2690 }
2691
2692 override void OnCreatePhysics()
2693 {
2694 super.OnCreatePhysics();
2697 }
2698
2699 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2700 {
2702 return;
2703
2704 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2705
2706 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2707 return;
2708
2709 Construction construction = GetConstruction();
2710 string part_name = zone;
2711 part_name.ToLower();
2712
2713 if ( newLevel == GameConstants.STATE_RUINED )
2714 {
2715 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2716
2717 if ( construction_part && construction.IsPartConstructed( part_name ) )
2718 {
2719 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2720 construction.DestroyConnectedParts(part_name);
2721 }
2722
2723 //barbed wire handling (hack-ish)
2724 if ( part_name.Contains("barbed") )
2725 {
2726 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2727 if (barbed_wire)
2728 barbed_wire.SetMountedState( false );
2729 }
2730 }
2731 }
2732
2733 override void EEOnAfterLoad()
2734 {
2736 {
2738 }
2739
2740 super.EEOnAfterLoad();
2741 }
2742
2743 override void EEInit()
2744 {
2745 super.EEInit();
2746
2747 // init visuals and physics
2748 InitBaseState();
2749
2750 //debug
2751 #ifdef DEVELOPER
2753 #endif
2754 }
2755
2756 override void EEItemAttached( EntityAI item, string slot_name )
2757 {
2758 super.EEItemAttached( item, slot_name );
2759
2760 CheckForHybridAttachments( item, slot_name );
2761 UpdateVisuals();
2762 UpdateAttachmentPhysics( slot_name, false );
2763 }
2764
2765 override void EEItemDetached( EntityAI item, string slot_name )
2766 {
2767 super.EEItemDetached( item, slot_name );
2768
2769 UpdateVisuals();
2770 UpdateAttachmentPhysics( slot_name, false );
2771 }
2772
2773 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2774 {
2775 string slot_name = InventorySlots.GetSlotName( slotId );
2776 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2777
2778 UpdateAttachmentVisuals( slot_name, locked );
2779 UpdateAttachmentPhysics( slot_name, locked );
2780 }
2781
2782 //ignore out of reach condition
2783 override bool IgnoreOutOfReachCondition()
2784 {
2785 return true;
2786 }
2787
2788 //CONSTRUCTION EVENTS
2789 //Build
2790 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2791 {
2792 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2793
2794 //check base state
2795 if (construtionPart.IsBase())
2796 {
2797 SetBaseState(true);
2798
2799 //spawn kit
2801 }
2802
2803 //register constructed parts for synchronization
2804 RegisterPartForSync(construtionPart.GetId());
2805
2806 //register action that was performed on part
2807 RegisterActionForSync(construtionPart.GetId(), action_id);
2808
2809 //synchronize
2811
2812 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2813
2814 UpdateNavmesh();
2815
2816 //update visuals
2817 UpdateVisuals();
2818
2819 //reset action sync data
2821 }
2822
2823 void OnPartBuiltClient(string part_name, int action_id)
2824 {
2825 //play sound
2826 SoundBuildStart( part_name );
2827 }
2828
2829 //Dismantle
2830 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2831 {
2832 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2833 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2834
2835 //register constructed parts for synchronization
2836 UnregisterPartForSync(construtionPart.GetId());
2837
2838 //register action that was performed on part
2839 RegisterActionForSync(construtionPart.GetId(), action_id);
2840
2841 //synchronize
2843
2844 // server part of sync, client will be synced from SetPartsFromSyncData
2845 SetPartFromSyncData(construtionPart);
2846
2847 UpdateNavmesh();
2848
2849 //update visuals
2850 UpdateVisuals();
2851
2852 //reset action sync data
2854
2855 //check base state
2856 if (construtionPart.IsBase())
2857 {
2858 //Destroy construction
2860 }
2861
2862 if (GetGame().IsServer())
2863 HandleItemFalling(construtionPart);
2864 }
2865
2866 void OnPartDismantledClient( string part_name, int action_id )
2867 {
2868 //play sound
2869 SoundDismantleStart( part_name );
2870 }
2871
2872 //Destroy
2873 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2874 {
2875 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2876 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2877
2878 //register constructed parts for synchronization
2879 UnregisterPartForSync(construtionPart.GetId());
2880
2881 //register action that was performed on part
2882 RegisterActionForSync(construtionPart.GetId(), action_id);
2883
2884 //synchronize
2886
2887 // server part of sync, client will be synced from SetPartsFromSyncData
2888 SetPartFromSyncData(construtionPart);
2889
2890 UpdateNavmesh();
2891
2892 //update visuals
2893 UpdateVisuals();
2894
2895 //reset action sync data
2897
2898 //check base state
2899 if (construtionPart.IsBase())
2900 {
2901 //Destroy construction
2903 }
2904
2905 if (GetGame().IsServer())
2906 HandleItemFalling(construtionPart);
2907 }
2908
2909 void OnPartDestroyedClient( string part_name, int action_id )
2910 {
2911 //play sound
2912 SoundDestroyStart( part_name );
2913 }
2914
2915 protected void HandleItemFalling(ConstructionPart part)
2916 {
2917 bool process = false;
2918
2919 //TODO: add a parameter to parts' config classes?
2920 process |= part.m_PartName.Contains("_roof");
2921 process |= part.m_PartName.Contains("_platform");
2922 process |= part.m_PartName.Contains("_stair");
2923
2924 if (process)
2925 {
2926 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2927 {
2928 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2929 return;
2930 }
2931
2932 vector mins, maxs;
2933 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2934 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2935
2936 //sanitize minmaxs
2937 vector minTmp, maxTmp;
2938 minTmp[0] = Math.Min(mins[0],maxs[0]);
2939 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2940 minTmp[1] = Math.Min(mins[1],maxs[1]);
2941 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2942 minTmp[2] = Math.Min(mins[2],maxs[2]);
2943 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2944 mins = minTmp;
2945 maxs = maxTmp;
2946
2947 maxs[1] = maxs[1] + 0.35; //reach a little above..
2948
2949 ItemFall(mins,maxs);
2950 }
2951 }
2952
2953 protected void ItemFall(vector min, vector max)
2954 {
2955 array<EntityAI> foundEntities = new array<EntityAI>();
2956 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2957
2958 //filtering
2959 ItemBase item;
2960 foreach (EntityAI entity : foundEntities)
2961 {
2962 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2963 item.ThrowPhysically(null,vector.Zero);
2964 }
2965 }
2966
2967 // --- UPDATE
2968 void InitBaseState()
2969 {
2970 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2971
2972 InitVisuals();
2973 UpdateNavmesh(); //regenerate navmesh
2974 GetConstruction().InitBaseState();
2975 }
2976
2977 void InitVisuals()
2978 {
2979 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2980 //check base
2981 if ( !HasBase() )
2982 {
2983 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2984 }
2985 else
2986 {
2987 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2988 }
2989
2990 GetConstruction().UpdateVisuals();
2991 }
2992
2993 void UpdateVisuals()
2994 {
2995 array<string> attachmentSlots = new array<string>;
2996
2997 GetAttachmentSlots(this, attachmentSlots);
2998 foreach (string slotName : attachmentSlots)
2999 {
3001 }
3002
3003 //check base
3004 if (!HasBase())
3005 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3006 else
3007 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3008
3009 GetConstruction().UpdateVisuals();
3010 }
3011
3012 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3013 {
3014 string slotNameMounted = slot_name + "_Mounted";
3015 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3016
3017 if (attachment)
3018 {
3019 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3020 if (barbedWire && barbedWire.IsMounted())
3021 CreateAreaDamage(slotNameMounted);
3022 else
3023 DestroyAreaDamage(slotNameMounted);
3024
3025 if (is_locked)
3026 {
3027 SetAnimationPhase(slotNameMounted, 0);
3028 SetAnimationPhase(slot_name, 1);
3029 }
3030 else
3031 {
3032 SetAnimationPhase(slotNameMounted, 1);
3033 SetAnimationPhase(slot_name, 0);
3034 }
3035 }
3036 else
3037 {
3038 SetAnimationPhase(slotNameMounted, 1);
3039 SetAnimationPhase(slot_name, 1);
3040
3041 DestroyAreaDamage(slotNameMounted);
3042 }
3043 }
3044
3045 // avoid calling this function on frequent occasions, it's a massive performance hit
3046 void UpdatePhysics()
3047 {
3049 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3050
3051 array<string> attachmentSlots = new array<string>;
3052 GetAttachmentSlots(this, attachmentSlots);
3053
3055 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3056
3057 foreach (string slotName : attachmentSlots)
3058 {
3060 }
3061
3062 //check base
3063 if (!HasBase())
3064 {
3066 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3067
3068 AddProxyPhysics(ANIMATION_DEPLOYED);
3069 }
3070 else
3071 {
3073 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3074
3075 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3076 }
3077
3078 GetConstruction().UpdatePhysics();
3079 UpdateNavmesh();
3080 }
3081
3082 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3083 {
3084 //checks for invalid appends; hotfix
3085 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3086 return;
3087 //----------------------------------
3088 string slot_name_mounted = slot_name + "_Mounted";
3089 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3090
3091 //remove proxy physics
3092 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3093 RemoveProxyPhysics( slot_name_mounted );
3094 RemoveProxyPhysics( slot_name );
3095
3096 if ( attachment )
3097 {
3098 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3099 if ( is_locked )
3100 {
3101 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3102 AddProxyPhysics( slot_name_mounted );
3103 }
3104 else
3105 {
3106 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3107 AddProxyPhysics( slot_name );
3108 }
3109 }
3110 }
3111
3112 protected void UpdateNavmesh()
3113 {
3114 SetAffectPathgraph( true, false );
3115 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3116 }
3117
3118 override bool CanUseConstruction()
3119 {
3120 return true;
3121 }
3122
3123 override bool CanUseConstructionBuild()
3124 {
3125 return true;
3126 }
3127
3128 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3129 {
3130 if ( attachment )
3131 {
3132 InventoryLocation inventory_location = new InventoryLocation;
3133 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3134
3135 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3136 }
3137
3138 return false;
3139 }
3140
3141 protected bool IsAttachmentSlotLocked( string slot_name )
3142 {
3143 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3144 }
3145
3146 //--- ATTACHMENT SLOTS
3147 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3148 {
3149 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3150 if ( GetGame().ConfigIsExisting( config_path ) )
3151 {
3152 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3153 }
3154 }
3155
3156 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3157 {
3158 return true;
3159 }
3160
3161 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3162 {
3163 return true;
3164 }
3165
3166 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3167 {
3168 return true;
3169 }
3170
3171 // --- INIT
3172 void ConstructionInit()
3173 {
3174 if ( !m_Construction )
3175 {
3176 m_Construction = new Construction( this );
3177 }
3178
3179 GetConstruction().Init();
3180 }
3181
3183 {
3184 return m_Construction;
3185 }
3186
3187 //--- INVENTORY/ATTACHMENTS CONDITIONS
3188 //attachments
3189 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3190 {
3191 return super.CanReceiveAttachment(attachment, slotId);
3192 }
3193
3195 {
3196 int attachment_count = GetInventory().AttachmentCount();
3197 if ( attachment_count > 0 )
3198 {
3199 if ( HasBase() && attachment_count == 1 )
3200 {
3201 return false;
3202 }
3203
3204 return true;
3205 }
3206
3207 return false;
3208 }
3209
3210 override bool ShowZonesHealth()
3211 {
3212 return true;
3213 }
3214
3215 override bool IsTakeable()
3216 {
3217 return false;
3218 }
3219
3220 //this into/outo parent.Cargo
3221 override bool CanPutInCargo( EntityAI parent )
3222 {
3223 return false;
3224 }
3225
3226 override bool CanRemoveFromCargo( EntityAI parent )
3227 {
3228 return false;
3229 }
3230
3231 //hands
3232 override bool CanPutIntoHands( EntityAI parent )
3233 {
3234 return false;
3235 }
3236
3237 //--- ACTION CONDITIONS
3238 //direction
3239 override bool IsFacingPlayer( PlayerBase player, string selection )
3240 {
3241 return true;
3242 }
3243
3244 override bool IsPlayerInside( PlayerBase player, string selection )
3245 {
3246 return true;
3247 }
3248
3251 {
3252 return false;
3253 }
3254
3255 //camera direction check
3256 bool IsFacingCamera( string selection )
3257 {
3258 return true;
3259 }
3260
3261 //roof check
3262 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3263 {
3264 return false;
3265 }
3266
3267 //selection->player distance check
3268 bool HasProperDistance( string selection, PlayerBase player )
3269 {
3270 return true;
3271 }
3272
3273 //folding
3275 {
3276 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3277 {
3278 return false;
3279 }
3280
3281 return true;
3282 }
3283
3285 {
3288
3289 return item;
3290 }
3291
3292 //Damage triggers (barbed wire)
3293 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3294 {
3295 if ( GetGame() && GetGame().IsServer() )
3296 {
3297 //destroy area damage if some already exists
3298 DestroyAreaDamage( slot_name );
3299
3300 //create new area damage
3302 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3303
3304 vector min_max[2];
3305 if ( MemoryPointExists( slot_name + "_min" ) )
3306 {
3307 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3308 }
3309 if ( MemoryPointExists( slot_name + "_max" ) )
3310 {
3311 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3312 }
3313
3314 //get proper trigger extents (min<max)
3315 vector extents[2];
3316 GetConstruction().GetTriggerExtents( min_max, extents );
3317
3318 //get box center
3319 vector center;
3320 center = GetConstruction().GetBoxCenter( min_max );
3321 center = ModelToWorld( center );
3322
3323 //rotate center if needed
3324 vector orientation = GetOrientation();;
3325 CalcDamageAreaRotation( rotation_angle, center, orientation );
3326
3327 areaDamage.SetExtents( extents[0], extents[1] );
3328 areaDamage.SetAreaPosition( center );
3329 areaDamage.SetAreaOrientation( orientation );
3330 areaDamage.SetLoopInterval( 1.0 );
3331 areaDamage.SetDeferDuration( 0.2 );
3332 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3333 areaDamage.SetAmmoName( "BarbedWireHit" );
3334 areaDamage.Spawn();
3335
3336 m_DamageTriggers.Insert( slot_name, areaDamage );
3337 }
3338 }
3339
3340 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3341 {
3342 if ( angle_deg != 0 )
3343 {
3344 //orientation
3345 orientation[0] = orientation[0] - angle_deg;
3346
3347 //center
3348 vector rotate_axis;
3349 if ( MemoryPointExists( "rotate_axis" ) )
3350 {
3351 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3352 }
3353 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];
3354 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];
3355 center[0] = r_center_x;
3356 center[2] = r_center_z;
3357 }
3358 }
3359
3360 void DestroyAreaDamage( string slot_name )
3361 {
3362 if (GetGame() && GetGame().IsServer())
3363 {
3365 if (m_DamageTriggers.Find(slot_name, areaDamage))
3366 {
3367 if (areaDamage)
3368 {
3369 areaDamage.Destroy();
3370 }
3371
3372 m_DamageTriggers.Remove( slot_name );
3373 }
3374 }
3375 }
3376
3377 override bool IsIgnoredByConstruction()
3378 {
3379 return true;
3380 }
3381
3382 //================================================================
3383 // SOUNDS
3384 //================================================================
3385 protected void SoundBuildStart( string part_name )
3386 {
3387 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3388 }
3389
3390 protected void SoundDismantleStart( string part_name )
3391 {
3392 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3393 }
3394
3395 protected void SoundDestroyStart( string part_name )
3396 {
3397 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3398 }
3399
3400 protected string GetBuildSoundByMaterial( string part_name )
3401 {
3402 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3403
3404 switch ( material_type )
3405 {
3406 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3407 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3408 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3409 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3410 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3411 }
3412
3413 return "";
3414 }
3415
3416 protected string GetDismantleSoundByMaterial( string part_name )
3417 {
3418 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3419
3420 switch ( material_type )
3421 {
3422 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3423 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3424 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3425 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3426 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3427 }
3428
3429 return "";
3430 }
3431
3432 //misc
3433 void CheckForHybridAttachments( EntityAI item, string slot_name )
3434 {
3435 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3436 {
3437 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3438 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3439 {
3440 SetHealth(slot_name,"Health",item.GetHealth());
3441 }
3442 }
3443 }
3444
3445 override int GetDamageSystemVersionChange()
3446 {
3447 return 111;
3448 }
3449
3450 override void SetActions()
3451 {
3452 super.SetActions();
3453
3457 }
3458
3459 //================================================================
3460 // DEBUG
3461 //================================================================
3462 protected void DebugCustomState()
3463 {
3464 }
3465
3468 {
3469 return null;
3470 }
3471
3472 override void OnDebugSpawn()
3473 {
3474 FullyBuild();
3475 }
3476
3477 void FullyBuild()
3478 {
3480 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3481
3482 Man p;
3483
3484 #ifdef SERVER
3485 array<Man> players = new array<Man>;
3486 GetGame().GetWorld().GetPlayerList(players);
3487 if (players.Count())
3488 p = players[0];
3489 #else
3490 p = GetGame().GetPlayer();
3491 #endif
3492
3493 foreach (ConstructionPart part : parts)
3494 {
3495 bool excluded = false;
3496 string partName = part.GetPartName();
3497 if (excludes)
3498 {
3499 foreach (string exclude : excludes)
3500 {
3501 if (partName.Contains(exclude))
3502 {
3503 excluded = true;
3504 break;
3505 }
3506 }
3507 }
3508
3509 if (!excluded)
3510 {
3511 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3512 }
3513 }
3514
3515 GetConstruction().UpdateVisuals();
3516 }
3517}
3518
3519void bsbDebugPrint (string s)
3520{
3521#ifdef BSB_DEBUG
3522 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3523#else
3524 //Print("" + s); // comment/uncomment to hide/see debug logs
3525#endif
3526}
3527void bsbDebugSpam (string s)
3528{
3529#ifdef BSB_DEBUG_SPAM
3530 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3531#else
3532 //Print("" + s); // comment/uncomment to hide/see debug logs
3533#endif
3534}
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