DayZ 1.28
DayZ Explorer by KGB
 
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◆ CheckLevelVerticalDistance()

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

См. определение в файле BaseBuildingBase.c строка 2268

2270{
2271 const string ANIMATION_DEPLOYED = "Deployed";
2272
2273 float m_ConstructionKitHealth; //stored health value for used construction kit
2274
2276
2277 bool m_HasBase;
2278 //variables for synchronization of base building parts (2x31 is the current limit)
2279 int m_SyncParts01; //synchronization for already built parts (31 parts)
2280 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2281 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2282 int m_InteractedPartId; //construction part id that an action was performed on
2283 int m_PerformedActionId; //action id that was performed on a construction part
2284
2285 //Sounds
2286 //build
2287 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2288 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2289 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2290 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2291 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2292 //dismantle
2293 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2294 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2295 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2296 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2297 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2298
2299 protected EffectSound m_Sound;
2300
2304
2305 // Constructor
2306 void BaseBuildingBase()
2307 {
2309
2310 //synchronized variables
2311 RegisterNetSyncVariableInt( "m_SyncParts01" );
2312 RegisterNetSyncVariableInt( "m_SyncParts02" );
2313 RegisterNetSyncVariableInt( "m_SyncParts03" );
2314 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2315 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2316 RegisterNetSyncVariableBool( "m_HasBase" );
2317
2318 //Construction init
2320
2321 if (ConfigIsExisting("hybridAttachments"))
2322 {
2324 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2325 }
2326 if (ConfigIsExisting("mountables"))
2327 {
2329 ConfigGetTextArray("mountables", m_Mountables);
2330 }
2331
2332 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2333 }
2334
2335 override void EEDelete(EntityAI parent)
2336 {
2337 super.EEDelete(parent);
2338
2339 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2340 {
2341 areaDamage.Destroy();
2342 }
2343
2344 }
2345
2346 override string GetInvulnerabilityTypeString()
2347 {
2348 return "disableBaseDamage";
2349 }
2350
2351 override bool CanObstruct()
2352 {
2353 return true;
2354 }
2355
2356 override int GetHideIconMask()
2357 {
2358 return EInventoryIconVisibility.HIDE_VICINITY;
2359 }
2360
2361 override void InitItemSounds()
2362 {
2363 super.InitItemSounds();
2364
2366 SoundParameters params = new SoundParameters();
2367 params.m_Loop = true;
2368
2369 if (GetFoldSoundset() != string.Empty)
2370 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2371 if (GetLoopFoldSoundset() != string.Empty)
2372 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2373 }
2374
2375 override string GetFoldSoundset()
2376 {
2377 return "putDown_FenceKit_SoundSet";
2378 }
2379
2380 override string GetLoopFoldSoundset()
2381 {
2382 return "Shelter_Site_Build_Loop_SoundSet";
2383 }
2384
2385 // --- SYNCHRONIZATION
2387 {
2388 if ( GetGame().IsServer() )
2389 {
2390 SetSynchDirty();
2391 }
2392 }
2393
2394 override void OnVariablesSynchronized()
2395 {
2396 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2397 super.OnVariablesSynchronized();
2398
2400 }
2401
2402 protected void OnSynchronizedClient()
2403 {
2404 //update parts
2406
2407 //update action on part
2409
2410 //update visuals (client)
2411 UpdateVisuals();
2412 }
2413
2414 //parts synchronization
2415 void RegisterPartForSync( int part_id )
2416 {
2417 //part_id must starts from index = 1
2418 int offset;
2419 int mask;
2420
2421 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2422 {
2423 offset = part_id - 1;
2424 mask = 1 << offset;
2425
2426 m_SyncParts01 = m_SyncParts01 | mask;
2427 }
2428 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2429 {
2430 offset = ( part_id % 32 );
2431 mask = 1 << offset;
2432
2433 m_SyncParts02 = m_SyncParts02 | mask;
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 m_SyncParts03 = m_SyncParts03 | mask;
2441 }
2442 }
2443
2444 void UnregisterPartForSync( int part_id )
2445 {
2446 //part_id must starts from index = 1
2447 int offset;
2448 int mask;
2449
2450 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2451 {
2452 offset = part_id - 1;
2453 mask = 1 << offset;
2454
2455 m_SyncParts01 = m_SyncParts01 & ~mask;
2456 }
2457 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2458 {
2459 offset = ( part_id % 32 );
2460 mask = 1 << offset;
2461
2462 m_SyncParts02 = m_SyncParts02 & ~mask;
2463 }
2464 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2465 {
2466 offset = ( part_id % 63 );
2467 mask = 1 << offset;
2468
2469 m_SyncParts03 = m_SyncParts03 & ~mask;
2470 }
2471 }
2472
2473 bool IsPartBuildInSyncData( int part_id )
2474 {
2475 //part_id must starts from index = 1
2476 int offset;
2477 int mask;
2478
2479 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2480 {
2481 offset = part_id - 1;
2482 mask = 1 << offset;
2483
2484 if ( ( m_SyncParts01 & mask ) > 0 )
2485 {
2486 return true;
2487 }
2488 }
2489 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2490 {
2491 offset = ( part_id % 32 );
2492 mask = 1 << offset;
2493
2494 if ( ( m_SyncParts02 & mask ) > 0 )
2495 {
2496 return true;
2497 }
2498 }
2499 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2500 {
2501 offset = ( part_id % 63 );
2502 mask = 1 << offset;
2503
2504 if ( ( m_SyncParts03 & mask ) > 0 )
2505 {
2506 return true;
2507 }
2508 }
2509
2510 return false;
2511 }
2512
2513 protected void RegisterActionForSync( int part_id, int action_id )
2514 {
2515 m_InteractedPartId = part_id;
2516 m_PerformedActionId = action_id;
2517 }
2518
2519 protected void ResetActionSyncData()
2520 {
2521 //reset data
2522 m_InteractedPartId = -1;
2524 }
2525
2526 protected void SetActionFromSyncData()
2527 {
2528 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2529 {
2531 int build_action_id = m_PerformedActionId;
2532
2533 switch( build_action_id )
2534 {
2535 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2536 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2537 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2538 }
2539 }
2540 }
2541 //------
2542
2544 {
2545 string key = part.m_PartName;
2546 bool is_base = part.IsBase();
2547 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2548 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2549 if ( is_part_built_sync )
2550 {
2551 if ( !part.IsBuilt() )
2552 {
2553 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2554 GetConstruction().AddToConstructedParts( key );
2555 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2556
2557 if (is_base)
2558 {
2560 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2561 }
2562 }
2563 }
2564 else
2565 {
2566 if ( part.IsBuilt() )
2567 {
2568 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2569 GetConstruction().RemoveFromConstructedParts( key );
2570 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2571
2572 if (is_base)
2573 {
2575 AddProxyPhysics( ANIMATION_DEPLOYED );
2576 }
2577 }
2578 }
2579
2580 //check slot lock for material attachments
2581 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2582 }
2583
2584 //set construction parts based on synchronized data
2586 {
2587 Construction construction = GetConstruction();
2588 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2589
2590 for ( int i = 0; i < construction_parts.Count(); ++i )
2591 {
2592 string key = construction_parts.GetKey( i );
2593 ConstructionPart value = construction_parts.Get( key );
2594 SetPartFromSyncData(value);
2595 }
2596
2597 //regenerate navmesh
2598 UpdateNavmesh();
2599 }
2600
2601 protected ConstructionPart GetConstructionPartById( int id )
2602 {
2603 Construction construction = GetConstruction();
2604 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2605
2606 for ( int i = 0; i < construction_parts.Count(); ++i )
2607 {
2608 string key = construction_parts.GetKey( i );
2609 ConstructionPart value = construction_parts.Get( key );
2610
2611 if ( value.GetId() == id )
2612 {
2613 return value;
2614 }
2615 }
2616
2617 return NULL;
2618 }
2619 //
2620
2621 //Base
2622 bool HasBase()
2623 {
2624 return m_HasBase;
2625 }
2626
2627 void SetBaseState( bool has_base )
2628 {
2629 m_HasBase = has_base;
2630 }
2631
2632 override bool IsDeployable()
2633 {
2634 return true;
2635 }
2636
2637 bool IsOpened()
2638 {
2639 return false;
2640 }
2641
2642 //--- CONSTRUCTION KIT
2644 {
2645 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2646 if ( m_ConstructionKitHealth > 0 )
2647 {
2648 construction_kit.SetHealth( m_ConstructionKitHealth );
2649 }
2650
2651 return construction_kit;
2652 }
2653
2654 void CreateConstructionKitInHands(notnull PlayerBase player)
2655 {
2656 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2657 if ( m_ConstructionKitHealth > 0 )
2658 {
2659 construction_kit.SetHealth( m_ConstructionKitHealth );
2660 }
2661 }
2662
2663 protected vector GetKitSpawnPosition()
2664 {
2665 return GetPosition();
2666 }
2667
2668 protected string GetConstructionKitType()
2669 {
2670 return "";
2671 }
2672
2673 void DestroyConstructionKit( ItemBase construction_kit )
2674 {
2675 m_ConstructionKitHealth = construction_kit.GetHealth();
2676 GetGame().ObjectDelete( construction_kit );
2677 }
2678
2679 //--- CONSTRUCTION
2680 void DestroyConstruction()
2681 {
2682 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2683 GetGame().ObjectDelete( this );
2684 }
2685
2686 // --- EVENTS
2687 override void OnStoreSave( ParamsWriteContext ctx )
2688 {
2689 super.OnStoreSave( ctx );
2690
2691 //sync parts 01
2692 ctx.Write( m_SyncParts01 );
2693 ctx.Write( m_SyncParts02 );
2694 ctx.Write( m_SyncParts03 );
2695
2696 ctx.Write( m_HasBase );
2697 }
2698
2699 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2700 {
2701 if ( !super.OnStoreLoad( ctx, version ) )
2702 return false;
2703
2704 //--- Base building data ---
2705 //Restore synced parts data
2706 if ( !ctx.Read( m_SyncParts01 ) )
2707 {
2708 m_SyncParts01 = 0; //set default
2709 return false;
2710 }
2711 if ( !ctx.Read( m_SyncParts02 ) )
2712 {
2713 m_SyncParts02 = 0; //set default
2714 return false;
2715 }
2716 if ( !ctx.Read( m_SyncParts03 ) )
2717 {
2718 m_SyncParts03 = 0; //set default
2719 return false;
2720 }
2721
2722 //has base
2723 if ( !ctx.Read( m_HasBase ) )
2724 {
2725 m_HasBase = false;
2726 return false;
2727 }
2728 //---
2729
2730 return true;
2731 }
2732
2733 override void AfterStoreLoad()
2734 {
2735 super.AfterStoreLoad();
2736
2738 {
2740 }
2741 }
2742
2744 {
2745 //update server data
2747
2748 //set base state
2749 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2750 SetBaseState( construction_part.IsBuilt() ) ;
2751
2752 //synchronize after load
2754 }
2755
2756 override void OnCreatePhysics()
2757 {
2758 super.OnCreatePhysics();
2761 }
2762
2763 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2764 {
2766 return;
2767
2768 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2769
2770 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2771 return;
2772
2773 Construction construction = GetConstruction();
2774 string part_name = zone;
2775 part_name.ToLower();
2776
2777 if ( newLevel == GameConstants.STATE_RUINED )
2778 {
2779 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2780
2781 if ( construction_part && construction.IsPartConstructed( part_name ) )
2782 {
2783 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2784 construction.DestroyConnectedParts(part_name);
2785 }
2786
2787 //barbed wire handling (hack-ish)
2788 if ( part_name.Contains("barbed") )
2789 {
2790 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2791 if (barbed_wire)
2792 barbed_wire.SetMountedState( false );
2793 }
2794 }
2795 }
2796
2797 override void EEOnAfterLoad()
2798 {
2800 {
2802 }
2803
2804 super.EEOnAfterLoad();
2805 }
2806
2807 override void EEInit()
2808 {
2809 super.EEInit();
2810
2811 // init visuals and physics
2812 InitBaseState();
2813
2814 //debug
2815 #ifdef DEVELOPER
2817 #endif
2818 }
2819
2820 override void EEItemAttached( EntityAI item, string slot_name )
2821 {
2822 super.EEItemAttached( item, slot_name );
2823
2824 CheckForHybridAttachments( item, slot_name );
2825 UpdateVisuals();
2826 UpdateAttachmentPhysics( slot_name, false );
2827 }
2828
2829 override void EEItemDetached( EntityAI item, string slot_name )
2830 {
2831 super.EEItemDetached( item, slot_name );
2832
2833 UpdateVisuals();
2834 UpdateAttachmentPhysics( slot_name, false );
2835 }
2836
2837 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2838 {
2839 string slot_name = InventorySlots.GetSlotName( slotId );
2840 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2841
2842 UpdateAttachmentVisuals( slot_name, locked );
2843 UpdateAttachmentPhysics( slot_name, locked );
2844 }
2845
2846 //ignore out of reach condition
2847 override bool IgnoreOutOfReachCondition()
2848 {
2849 return true;
2850 }
2851
2852 //CONSTRUCTION EVENTS
2853 //Build
2854 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2855 {
2856 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2857
2858 //check base state
2859 if (construtionPart.IsBase())
2860 {
2861 SetBaseState(true);
2862
2863 //spawn kit
2865 }
2866
2867 //register constructed parts for synchronization
2868 RegisterPartForSync(construtionPart.GetId());
2869
2870 //register action that was performed on part
2871 RegisterActionForSync(construtionPart.GetId(), action_id);
2872
2873 //synchronize
2875
2876 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2877
2878 UpdateNavmesh();
2879
2880 //update visuals
2881 UpdateVisuals();
2882
2883 //reset action sync data
2885 }
2886
2887 void OnPartBuiltClient(string part_name, int action_id)
2888 {
2889 //play sound
2890 SoundBuildStart( part_name );
2891 }
2892
2893 //Dismantle
2894 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2895 {
2896 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2897 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2898
2899 //register constructed parts for synchronization
2900 UnregisterPartForSync(construtionPart.GetId());
2901
2902 //register action that was performed on part
2903 RegisterActionForSync(construtionPart.GetId(), action_id);
2904
2905 //synchronize
2907
2908 // server part of sync, client will be synced from SetPartsFromSyncData
2909 SetPartFromSyncData(construtionPart);
2910
2911 UpdateNavmesh();
2912
2913 //update visuals
2914 UpdateVisuals();
2915
2916 //reset action sync data
2918
2919 //check base state
2920 if (construtionPart.IsBase())
2921 {
2922 //Destroy construction
2924 }
2925 }
2926
2927 void OnPartDismantledClient( string part_name, int action_id )
2928 {
2929 //play sound
2930 SoundDismantleStart( part_name );
2931 }
2932
2933 //Destroy
2934 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2935 {
2936 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2937 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2938
2939 //register constructed parts for synchronization
2940 UnregisterPartForSync(construtionPart.GetId());
2941
2942 //register action that was performed on part
2943 RegisterActionForSync(construtionPart.GetId(), action_id);
2944
2945 //synchronize
2947
2948 // server part of sync, client will be synced from SetPartsFromSyncData
2949 SetPartFromSyncData(construtionPart);
2950
2951 UpdateNavmesh();
2952
2953 //update visuals
2954 UpdateVisuals();
2955
2956 //reset action sync data
2958
2959 //check base state
2960 if (construtionPart.IsBase())
2961 {
2962 //Destroy construction
2964 }
2965 }
2966
2967 void OnPartDestroyedClient( string part_name, int action_id )
2968 {
2969 //play sound
2970 SoundDestroyStart( part_name );
2971 }
2972
2974 protected void HandleItemFalling(ConstructionPart part)
2975 {
2976 bool process = false;
2977
2978 //TODO: add a parameter to parts' config classes?
2979 process |= part.m_PartName.Contains("_roof");
2980 process |= part.m_PartName.Contains("_platform");
2981 process |= part.m_PartName.Contains("_stair");
2982
2983 if (process)
2984 {
2985 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2986 {
2987 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2988 return;
2989 }
2990
2991 vector mins, maxs;
2992 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2993 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2994
2995 //sanitize minmaxs
2996 vector minTmp, maxTmp;
2997 minTmp[0] = Math.Min(mins[0],maxs[0]);
2998 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2999 minTmp[1] = Math.Min(mins[1],maxs[1]);
3000 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3001 minTmp[2] = Math.Min(mins[2],maxs[2]);
3002 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3003 mins = minTmp;
3004 maxs = maxTmp;
3005
3006 maxs[1] = maxs[1] + 0.35; //reach a little above..
3007
3008 ItemFall(mins,maxs);
3009 }
3010 }
3011
3013 protected void ItemFall(vector min, vector max)
3014 {
3015 array<EntityAI> foundEntities = new array<EntityAI>();
3016 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3017
3018 //filtering
3019 ItemBase item;
3020 foreach (EntityAI entity : foundEntities)
3021 {
3022 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3023 item.ThrowPhysically(null,vector.Zero);
3024 }
3025 }
3026
3027 // --- UPDATE
3028 void InitBaseState()
3029 {
3030 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3031
3032 InitVisuals();
3033 UpdateNavmesh(); //regenerate navmesh
3034 GetConstruction().InitBaseState();
3035 }
3036
3037 void InitVisuals()
3038 {
3039 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3040 //check base
3041 if ( !HasBase() )
3042 {
3043 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3044 }
3045 else
3046 {
3047 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3048 }
3049
3050 GetConstruction().UpdateVisuals();
3051 }
3052
3053 void UpdateVisuals()
3054 {
3055 array<string> attachmentSlots = new array<string>;
3056
3057 GetAttachmentSlots(this, attachmentSlots);
3058 foreach (string slotName : attachmentSlots)
3059 {
3061 }
3062
3063 //check base
3064 if (!HasBase())
3065 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3066 else
3067 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3068
3069 GetConstruction().UpdateVisuals();
3070 }
3071
3072 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3073 {
3074 string slotNameMounted = slot_name + "_Mounted";
3075 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3076
3077 if (attachment)
3078 {
3079 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3080 if (barbedWire && barbedWire.IsMounted())
3081 CreateAreaDamage(slotNameMounted);
3082 else
3083 DestroyAreaDamage(slotNameMounted);
3084
3085 if (is_locked)
3086 {
3087 SetAnimationPhase(slotNameMounted, 0);
3088 SetAnimationPhase(slot_name, 1);
3089 }
3090 else
3091 {
3092 SetAnimationPhase(slotNameMounted, 1);
3093 SetAnimationPhase(slot_name, 0);
3094 }
3095 }
3096 else
3097 {
3098 SetAnimationPhase(slotNameMounted, 1);
3099 SetAnimationPhase(slot_name, 1);
3100
3101 DestroyAreaDamage(slotNameMounted);
3102 }
3103 }
3104
3105 // avoid calling this function on frequent occasions, it's a massive performance hit
3106 void UpdatePhysics()
3107 {
3109 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3110
3111 array<string> attachmentSlots = new array<string>;
3112 GetAttachmentSlots(this, attachmentSlots);
3113
3115 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3116
3117 foreach (string slotName : attachmentSlots)
3118 {
3120 }
3121
3122 //check base
3123 if (!HasBase())
3124 {
3126 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3127
3128 AddProxyPhysics(ANIMATION_DEPLOYED);
3129 }
3130 else
3131 {
3133 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3134
3135 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3136 }
3137
3138 GetConstruction().UpdatePhysics();
3139 UpdateNavmesh();
3140 }
3141
3142 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3143 {
3144 //checks for invalid appends; hotfix
3145 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3146 return;
3147 //----------------------------------
3148 string slot_name_mounted = slot_name + "_Mounted";
3149 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3150
3151 //remove proxy physics
3152 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3153 RemoveProxyPhysics( slot_name_mounted );
3154 RemoveProxyPhysics( slot_name );
3155
3156 if ( attachment )
3157 {
3158 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3159 if ( is_locked )
3160 {
3161 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3162 AddProxyPhysics( slot_name_mounted );
3163 }
3164 else
3165 {
3166 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3167 AddProxyPhysics( slot_name );
3168 }
3169 }
3170 }
3171
3172 protected void UpdateNavmesh()
3173 {
3174 SetAffectPathgraph( true, false );
3175 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3176 }
3177
3178 override bool CanUseConstruction()
3179 {
3180 return true;
3181 }
3182
3183 override bool CanUseConstructionBuild()
3184 {
3185 return true;
3186 }
3187
3188 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3189 {
3190 if ( attachment )
3191 {
3192 InventoryLocation inventory_location = new InventoryLocation;
3193 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3194
3195 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3196 }
3197
3198 return false;
3199 }
3200
3201 protected bool IsAttachmentSlotLocked( string slot_name )
3202 {
3203 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3204 }
3205
3206 //--- ATTACHMENT SLOTS
3207 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3208 {
3209 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3210 if ( GetGame().ConfigIsExisting( config_path ) )
3211 {
3212 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3213 }
3214 }
3215
3216 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3217 {
3218 return true;
3219 }
3220
3221 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3222 {
3223 return true;
3224 }
3225
3226 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3227 {
3228 return true;
3229 }
3230
3231 // --- INIT
3232 void ConstructionInit()
3233 {
3234 if ( !m_Construction )
3235 {
3236 m_Construction = new Construction( this );
3237 }
3238
3239 GetConstruction().Init();
3240 }
3241
3243 {
3244 return m_Construction;
3245 }
3246
3247 //--- INVENTORY/ATTACHMENTS CONDITIONS
3248 //attachments
3249 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3250 {
3251 return super.CanReceiveAttachment(attachment, slotId);
3252 }
3253
3255 {
3256 int attachment_count = GetInventory().AttachmentCount();
3257 if ( attachment_count > 0 )
3258 {
3259 if ( HasBase() && attachment_count == 1 )
3260 {
3261 return false;
3262 }
3263
3264 return true;
3265 }
3266
3267 return false;
3268 }
3269
3270 override bool ShowZonesHealth()
3271 {
3272 return true;
3273 }
3274
3275 override bool IsTakeable()
3276 {
3277 return false;
3278 }
3279
3280 //this into/outo parent.Cargo
3281 override bool CanPutInCargo( EntityAI parent )
3282 {
3283 return false;
3284 }
3285
3286 override bool CanRemoveFromCargo( EntityAI parent )
3287 {
3288 return false;
3289 }
3290
3291 //hands
3292 override bool CanPutIntoHands( EntityAI parent )
3293 {
3294 return false;
3295 }
3296
3297 //--- ACTION CONDITIONS
3298 //direction
3299 override bool IsFacingPlayer( PlayerBase player, string selection )
3300 {
3301 return true;
3302 }
3303
3304 override bool IsPlayerInside( PlayerBase player, string selection )
3305 {
3306 return true;
3307 }
3308
3311 {
3312 return false;
3313 }
3314
3315 //camera direction check
3316 bool IsFacingCamera( string selection )
3317 {
3318 return true;
3319 }
3320
3321 //roof check
3322 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3323 {
3324 return false;
3325 }
3326
3327 //selection->player distance check
3328 bool HasProperDistance( string selection, PlayerBase player )
3329 {
3330 return true;
3331 }
3332
3333 //folding
3335 {
3336 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3337 {
3338 return false;
3339 }
3340
3341 return true;
3342 }
3343
3345 {
3348
3349 return item;
3350 }
3351
3352 //Damage triggers (barbed wire)
3353 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3354 {
3355 if ( GetGame() && GetGame().IsServer() )
3356 {
3357 //destroy area damage if some already exists
3358 DestroyAreaDamage( slot_name );
3359
3360 //create new area damage
3362 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3363
3364 vector min_max[2];
3365 if ( MemoryPointExists( slot_name + "_min" ) )
3366 {
3367 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3368 }
3369 if ( MemoryPointExists( slot_name + "_max" ) )
3370 {
3371 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3372 }
3373
3374 //get proper trigger extents (min<max)
3375 vector extents[2];
3376 GetConstruction().GetTriggerExtents( min_max, extents );
3377
3378 //get box center
3379 vector center;
3380 center = GetConstruction().GetBoxCenter( min_max );
3381 center = ModelToWorld( center );
3382
3383 //rotate center if needed
3384 vector orientation = GetOrientation();;
3385 CalcDamageAreaRotation( rotation_angle, center, orientation );
3386
3387 areaDamage.SetExtents( extents[0], extents[1] );
3388 areaDamage.SetAreaPosition( center );
3389 areaDamage.SetAreaOrientation( orientation );
3390 areaDamage.SetLoopInterval( 1.0 );
3391 areaDamage.SetDeferDuration( 0.2 );
3392 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3393 areaDamage.SetAmmoName( "BarbedWireHit" );
3394 areaDamage.Spawn();
3395
3396 m_DamageTriggers.Insert( slot_name, areaDamage );
3397 }
3398 }
3399
3400 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3401 {
3402 if ( angle_deg != 0 )
3403 {
3404 //orientation
3405 orientation[0] = orientation[0] - angle_deg;
3406
3407 //center
3408 vector rotate_axis;
3409 if ( MemoryPointExists( "rotate_axis" ) )
3410 {
3411 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3412 }
3413 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];
3414 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];
3415 center[0] = r_center_x;
3416 center[2] = r_center_z;
3417 }
3418 }
3419
3420 void DestroyAreaDamage( string slot_name )
3421 {
3422 if (GetGame() && GetGame().IsServer())
3423 {
3425 if (m_DamageTriggers.Find(slot_name, areaDamage))
3426 {
3427 if (areaDamage)
3428 {
3429 areaDamage.Destroy();
3430 }
3431
3432 m_DamageTriggers.Remove( slot_name );
3433 }
3434 }
3435 }
3436
3437 override bool IsIgnoredByConstruction()
3438 {
3439 return true;
3440 }
3441
3442 //================================================================
3443 // SOUNDS
3444 //================================================================
3445 protected void SoundBuildStart( string part_name )
3446 {
3447 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3448 }
3449
3450 protected void SoundDismantleStart( string part_name )
3451 {
3452 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3453 }
3454
3455 protected void SoundDestroyStart( string part_name )
3456 {
3457 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3458 }
3459
3460 protected string GetBuildSoundByMaterial( string part_name )
3461 {
3462 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3463
3464 switch ( material_type )
3465 {
3466 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3467 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3468 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3469 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3470 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3471 }
3472
3473 return "";
3474 }
3475
3476 protected string GetDismantleSoundByMaterial( string part_name )
3477 {
3478 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3479
3480 switch ( material_type )
3481 {
3482 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3483 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3484 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3485 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3486 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3487 }
3488
3489 return "";
3490 }
3491
3492 //misc
3493 void CheckForHybridAttachments( EntityAI item, string slot_name )
3494 {
3495 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3496 {
3497 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3498 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3499 {
3500 SetHealth(slot_name,"Health",item.GetHealth());
3501 }
3502 }
3503 }
3504
3505 override int GetDamageSystemVersionChange()
3506 {
3507 return 111;
3508 }
3509
3510 override void SetActions()
3511 {
3512 super.SetActions();
3513
3517 }
3518
3519 //================================================================
3520 // DEBUG
3521 //================================================================
3522 protected void DebugCustomState()
3523 {
3524 }
3525
3528 {
3529 return null;
3530 }
3531
3532 override void OnDebugSpawn()
3533 {
3534 FullyBuild();
3535 }
3536
3537 void FullyBuild()
3538 {
3540 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3541
3542 Man p;
3543
3544 #ifdef SERVER
3545 array<Man> players = new array<Man>;
3546 GetGame().GetWorld().GetPlayerList(players);
3547 if (players.Count())
3548 p = players[0];
3549 #else
3550 p = GetGame().GetPlayer();
3551 #endif
3552
3553 foreach (ConstructionPart part : parts)
3554 {
3555 bool excluded = false;
3556 string partName = part.GetPartName();
3557 if (excludes)
3558 {
3559 foreach (string exclude : excludes)
3560 {
3561 if (partName.Contains(exclude))
3562 {
3563 excluded = true;
3564 break;
3565 }
3566 }
3567 }
3568
3569 if (!excluded)
3570 {
3571 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3572 }
3573 }
3574
3575 GetConstruction().UpdateVisuals();
3576 }
3577}
3578
3579void bsbDebugPrint (string s)
3580{
3581#ifdef BSB_DEBUG
3582 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3583#else
3584 //Print("" + s); // comment/uncomment to hide/see debug logs
3585#endif
3586}
3587void bsbDebugSpam (string s)
3588{
3589#ifdef BSB_DEBUG_SPAM
3590 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3591#else
3592 //Print("" + s); // comment/uncomment to hide/see debug logs
3593#endif
3594}
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