DayZ 1.27
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◆ OnPartDestroyedServer()

void bsbDebugPrint::OnPartDestroyedServer ( Man player,
string part_name,
int action_id,
bool destroyed_by_connected_part = false )
protected

См. определение в файле BaseBuildingBase.c строка 1935

1937{
1938 const string ANIMATION_DEPLOYED = "Deployed";
1939
1940 float m_ConstructionKitHealth; //stored health value for used construction kit
1941
1943
1944 bool m_HasBase;
1945 //variables for synchronization of base building parts (2x31 is the current limit)
1946 int m_SyncParts01; //synchronization for already built parts (31 parts)
1947 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1948 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1949 int m_InteractedPartId; //construction part id that an action was performed on
1950 int m_PerformedActionId; //action id that was performed on a construction part
1951
1952 //Sounds
1953 //build
1954 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1955 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1956 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1957 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1958 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1959 //dismantle
1960 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1961 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1962 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1963 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1964 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1965
1966 protected EffectSound m_Sound;
1967
1971
1972 // Constructor
1973 void BaseBuildingBase()
1974 {
1976
1977 //synchronized variables
1978 RegisterNetSyncVariableInt( "m_SyncParts01" );
1979 RegisterNetSyncVariableInt( "m_SyncParts02" );
1980 RegisterNetSyncVariableInt( "m_SyncParts03" );
1981 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1982 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1983 RegisterNetSyncVariableBool( "m_HasBase" );
1984
1985 //Construction init
1987
1988 if (ConfigIsExisting("hybridAttachments"))
1989 {
1991 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1992 }
1993 if (ConfigIsExisting("mountables"))
1994 {
1996 ConfigGetTextArray("mountables", m_Mountables);
1997 }
1998
1999 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2000 }
2001
2002 override void EEDelete(EntityAI parent)
2003 {
2004 super.EEDelete(parent);
2005
2006 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2007 {
2008 areaDamage.Destroy();
2009 }
2010
2011 }
2012
2013 override string GetInvulnerabilityTypeString()
2014 {
2015 return "disableBaseDamage";
2016 }
2017
2018 override bool CanObstruct()
2019 {
2020 return true;
2021 }
2022
2023 override int GetHideIconMask()
2024 {
2025 return EInventoryIconVisibility.HIDE_VICINITY;
2026 }
2027
2028 // --- SYNCHRONIZATION
2030 {
2031 if ( GetGame().IsServer() )
2032 {
2033 SetSynchDirty();
2034 }
2035 }
2036
2037 override void OnVariablesSynchronized()
2038 {
2039 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2040 super.OnVariablesSynchronized();
2041
2043 }
2044
2045 protected void OnSynchronizedClient()
2046 {
2047 //update parts
2049
2050 //update action on part
2052
2053 //update visuals (client)
2054 UpdateVisuals();
2055 }
2056
2057 //parts synchronization
2058 void RegisterPartForSync( int part_id )
2059 {
2060 //part_id must starts from index = 1
2061 int offset;
2062 int mask;
2063
2064 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2065 {
2066 offset = part_id - 1;
2067 mask = 1 << offset;
2068
2069 m_SyncParts01 = m_SyncParts01 | mask;
2070 }
2071 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2072 {
2073 offset = ( part_id % 32 );
2074 mask = 1 << offset;
2075
2076 m_SyncParts02 = m_SyncParts02 | mask;
2077 }
2078 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2079 {
2080 offset = ( part_id % 63 );
2081 mask = 1 << offset;
2082
2083 m_SyncParts03 = m_SyncParts03 | mask;
2084 }
2085 }
2086
2087 void UnregisterPartForSync( int part_id )
2088 {
2089 //part_id must starts from index = 1
2090 int offset;
2091 int mask;
2092
2093 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2094 {
2095 offset = part_id - 1;
2096 mask = 1 << offset;
2097
2098 m_SyncParts01 = m_SyncParts01 & ~mask;
2099 }
2100 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2101 {
2102 offset = ( part_id % 32 );
2103 mask = 1 << offset;
2104
2105 m_SyncParts02 = m_SyncParts02 & ~mask;
2106 }
2107 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2108 {
2109 offset = ( part_id % 63 );
2110 mask = 1 << offset;
2111
2112 m_SyncParts03 = m_SyncParts03 & ~mask;
2113 }
2114 }
2115
2116 bool IsPartBuildInSyncData( int part_id )
2117 {
2118 //part_id must starts from index = 1
2119 int offset;
2120 int mask;
2121
2122 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2123 {
2124 offset = part_id - 1;
2125 mask = 1 << offset;
2126
2127 if ( ( m_SyncParts01 & mask ) > 0 )
2128 {
2129 return true;
2130 }
2131 }
2132 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2133 {
2134 offset = ( part_id % 32 );
2135 mask = 1 << offset;
2136
2137 if ( ( m_SyncParts02 & mask ) > 0 )
2138 {
2139 return true;
2140 }
2141 }
2142 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2143 {
2144 offset = ( part_id % 63 );
2145 mask = 1 << offset;
2146
2147 if ( ( m_SyncParts03 & mask ) > 0 )
2148 {
2149 return true;
2150 }
2151 }
2152
2153 return false;
2154 }
2155
2156 protected void RegisterActionForSync( int part_id, int action_id )
2157 {
2158 m_InteractedPartId = part_id;
2159 m_PerformedActionId = action_id;
2160 }
2161
2162 protected void ResetActionSyncData()
2163 {
2164 //reset data
2165 m_InteractedPartId = -1;
2167 }
2168
2169 protected void SetActionFromSyncData()
2170 {
2171 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2172 {
2174 int build_action_id = m_PerformedActionId;
2175
2176 switch( build_action_id )
2177 {
2178 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2179 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2180 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2181 }
2182 }
2183 }
2184 //------
2185
2187 {
2188 string key = part.m_PartName;
2189 bool is_base = part.IsBase();
2190 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2191 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2192 if ( is_part_built_sync )
2193 {
2194 if ( !part.IsBuilt() )
2195 {
2196 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2197 GetConstruction().AddToConstructedParts( key );
2198 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2199
2200 if (is_base)
2201 {
2203 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2204 }
2205 }
2206 }
2207 else
2208 {
2209 if ( part.IsBuilt() )
2210 {
2211 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2212 GetConstruction().RemoveFromConstructedParts( key );
2213 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2214
2215 if (is_base)
2216 {
2218 AddProxyPhysics( ANIMATION_DEPLOYED );
2219 }
2220 }
2221 }
2222
2223 //check slot lock for material attachments
2224 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2225 }
2226
2227 //set construction parts based on synchronized data
2229 {
2230 Construction construction = GetConstruction();
2231 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2232
2233 for ( int i = 0; i < construction_parts.Count(); ++i )
2234 {
2235 string key = construction_parts.GetKey( i );
2236 ConstructionPart value = construction_parts.Get( key );
2237 SetPartFromSyncData(value);
2238 }
2239
2240 //regenerate navmesh
2241 UpdateNavmesh();
2242 }
2243
2244 protected ConstructionPart GetConstructionPartById( int id )
2245 {
2246 Construction construction = GetConstruction();
2247 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2248
2249 for ( int i = 0; i < construction_parts.Count(); ++i )
2250 {
2251 string key = construction_parts.GetKey( i );
2252 ConstructionPart value = construction_parts.Get( key );
2253
2254 if ( value.GetId() == id )
2255 {
2256 return value;
2257 }
2258 }
2259
2260 return NULL;
2261 }
2262 //
2263
2264 //Base
2265 bool HasBase()
2266 {
2267 return m_HasBase;
2268 }
2269
2270 void SetBaseState( bool has_base )
2271 {
2272 m_HasBase = has_base;
2273 }
2274
2275 override bool IsDeployable()
2276 {
2277 return true;
2278 }
2279
2280 bool IsOpened()
2281 {
2282 return false;
2283 }
2284
2285 //--- CONSTRUCTION KIT
2287 {
2288 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2289 if ( m_ConstructionKitHealth > 0 )
2290 {
2291 construction_kit.SetHealth( m_ConstructionKitHealth );
2292 }
2293
2294 return construction_kit;
2295 }
2296
2297 void CreateConstructionKitInHands(notnull PlayerBase player)
2298 {
2299 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2300 if ( m_ConstructionKitHealth > 0 )
2301 {
2302 construction_kit.SetHealth( m_ConstructionKitHealth );
2303 }
2304 }
2305
2306 protected vector GetKitSpawnPosition()
2307 {
2308 return GetPosition();
2309 }
2310
2311 protected string GetConstructionKitType()
2312 {
2313 return "";
2314 }
2315
2316 void DestroyConstructionKit( ItemBase construction_kit )
2317 {
2318 m_ConstructionKitHealth = construction_kit.GetHealth();
2319 GetGame().ObjectDelete( construction_kit );
2320 }
2321
2322 //--- CONSTRUCTION
2323 void DestroyConstruction()
2324 {
2325 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2326 GetGame().ObjectDelete( this );
2327 }
2328
2329 // --- EVENTS
2330 override void OnStoreSave( ParamsWriteContext ctx )
2331 {
2332 super.OnStoreSave( ctx );
2333
2334 //sync parts 01
2335 ctx.Write( m_SyncParts01 );
2336 ctx.Write( m_SyncParts02 );
2337 ctx.Write( m_SyncParts03 );
2338
2339 ctx.Write( m_HasBase );
2340 }
2341
2342 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2343 {
2344 if ( !super.OnStoreLoad( ctx, version ) )
2345 return false;
2346
2347 //--- Base building data ---
2348 //Restore synced parts data
2349 if ( !ctx.Read( m_SyncParts01 ) )
2350 {
2351 m_SyncParts01 = 0; //set default
2352 return false;
2353 }
2354 if ( !ctx.Read( m_SyncParts02 ) )
2355 {
2356 m_SyncParts02 = 0; //set default
2357 return false;
2358 }
2359 if ( !ctx.Read( m_SyncParts03 ) )
2360 {
2361 m_SyncParts03 = 0; //set default
2362 return false;
2363 }
2364
2365 //has base
2366 if ( !ctx.Read( m_HasBase ) )
2367 {
2368 m_HasBase = false;
2369 return false;
2370 }
2371 //---
2372
2373 return true;
2374 }
2375
2376 override void AfterStoreLoad()
2377 {
2378 super.AfterStoreLoad();
2379
2381 {
2383 }
2384 }
2385
2387 {
2388 //update server data
2390
2391 //set base state
2392 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2393 SetBaseState( construction_part.IsBuilt() ) ;
2394
2395 //synchronize after load
2397 }
2398
2399 override void OnCreatePhysics()
2400 {
2401 super.OnCreatePhysics();
2404 }
2405
2406 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2407 {
2409 return;
2410
2411 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2412
2413 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2414 return;
2415
2416 Construction construction = GetConstruction();
2417 string part_name = zone;
2418 part_name.ToLower();
2419
2420 if ( newLevel == GameConstants.STATE_RUINED )
2421 {
2422 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2423
2424 if ( construction_part && construction.IsPartConstructed( part_name ) )
2425 {
2426 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2427 construction.DestroyConnectedParts(part_name);
2428 }
2429
2430 //barbed wire handling (hack-ish)
2431 if ( part_name.Contains("barbed") )
2432 {
2433 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2434 if (barbed_wire)
2435 barbed_wire.SetMountedState( false );
2436 }
2437 }
2438 }
2439
2440 override void EEOnAfterLoad()
2441 {
2443 {
2445 }
2446
2447 super.EEOnAfterLoad();
2448 }
2449
2450 override void EEInit()
2451 {
2452 super.EEInit();
2453
2454 // init visuals and physics
2455 InitBaseState();
2456
2457 //debug
2458 #ifdef DEVELOPER
2460 #endif
2461 }
2462
2463 override void EEItemAttached( EntityAI item, string slot_name )
2464 {
2465 super.EEItemAttached( item, slot_name );
2466
2467 CheckForHybridAttachments( item, slot_name );
2468 UpdateVisuals();
2469 UpdateAttachmentPhysics( slot_name, false );
2470 }
2471
2472 override void EEItemDetached( EntityAI item, string slot_name )
2473 {
2474 super.EEItemDetached( item, slot_name );
2475
2476 UpdateVisuals();
2477 UpdateAttachmentPhysics( slot_name, false );
2478 }
2479
2480 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2481 {
2482 string slot_name = InventorySlots.GetSlotName( slotId );
2483 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2484
2485 UpdateAttachmentVisuals( slot_name, locked );
2486 UpdateAttachmentPhysics( slot_name, locked );
2487 }
2488
2489 //ignore out of reach condition
2490 override bool IgnoreOutOfReachCondition()
2491 {
2492 return true;
2493 }
2494
2495 //CONSTRUCTION EVENTS
2496 //Build
2497 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2498 {
2499 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2500
2501 //check base state
2502 if (construtionPart.IsBase())
2503 {
2504 SetBaseState(true);
2505
2506 //spawn kit
2508 }
2509
2510 //register constructed parts for synchronization
2511 RegisterPartForSync(construtionPart.GetId());
2512
2513 //register action that was performed on part
2514 RegisterActionForSync(construtionPart.GetId(), action_id);
2515
2516 //synchronize
2518
2519 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2520
2521 UpdateNavmesh();
2522
2523 //update visuals
2524 UpdateVisuals();
2525
2526 //reset action sync data
2528 }
2529
2530 void OnPartBuiltClient(string part_name, int action_id)
2531 {
2532 //play sound
2533 SoundBuildStart( part_name );
2534 }
2535
2536 //Dismantle
2537 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2538 {
2539 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2540 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2541
2542 //register constructed parts for synchronization
2543 UnregisterPartForSync(construtionPart.GetId());
2544
2545 //register action that was performed on part
2546 RegisterActionForSync(construtionPart.GetId(), action_id);
2547
2548 //synchronize
2550
2551 // server part of sync, client will be synced from SetPartsFromSyncData
2552 SetPartFromSyncData(construtionPart);
2553
2554 UpdateNavmesh();
2555
2556 //update visuals
2557 UpdateVisuals();
2558
2559 //reset action sync data
2561
2562 //check base state
2563 if (construtionPart.IsBase())
2564 {
2565 //Destroy construction
2567 }
2568
2569 if (GetGame().IsServer())
2570 HandleItemFalling(construtionPart);
2571 }
2572
2573 void OnPartDismantledClient( string part_name, int action_id )
2574 {
2575 //play sound
2576 SoundDismantleStart( part_name );
2577 }
2578
2579 //Destroy
2580 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2581 {
2582 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2583 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2584
2585 //register constructed parts for synchronization
2586 UnregisterPartForSync(construtionPart.GetId());
2587
2588 //register action that was performed on part
2589 RegisterActionForSync(construtionPart.GetId(), action_id);
2590
2591 //synchronize
2593
2594 // server part of sync, client will be synced from SetPartsFromSyncData
2595 SetPartFromSyncData(construtionPart);
2596
2597 UpdateNavmesh();
2598
2599 //update visuals
2600 UpdateVisuals();
2601
2602 //reset action sync data
2604
2605 //check base state
2606 if (construtionPart.IsBase())
2607 {
2608 //Destroy construction
2610 }
2611
2612 if (GetGame().IsServer())
2613 HandleItemFalling(construtionPart);
2614 }
2615
2616 void OnPartDestroyedClient( string part_name, int action_id )
2617 {
2618 //play sound
2619 SoundDestroyStart( part_name );
2620 }
2621
2622 protected void HandleItemFalling(ConstructionPart part)
2623 {
2624 bool process = false;
2625
2626 //TODO: add a parameter to parts' config classes?
2627 process |= part.m_PartName.Contains("_roof");
2628 process |= part.m_PartName.Contains("_platform");
2629 process |= part.m_PartName.Contains("_stair");
2630
2631 if (process)
2632 {
2633 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2634 {
2635 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2636 return;
2637 }
2638
2639 vector mins, maxs;
2640 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2641 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2642
2643 //sanitize minmaxs
2644 vector minTmp, maxTmp;
2645 minTmp[0] = Math.Min(mins[0],maxs[0]);
2646 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2647 minTmp[1] = Math.Min(mins[1],maxs[1]);
2648 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2649 minTmp[2] = Math.Min(mins[2],maxs[2]);
2650 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2651 mins = minTmp;
2652 maxs = maxTmp;
2653
2654 maxs[1] = maxs[1] + 0.35; //reach a little above..
2655
2656 ItemFall(mins,maxs);
2657 }
2658 }
2659
2660 protected void ItemFall(vector min, vector max)
2661 {
2662 array<EntityAI> foundEntities = new array<EntityAI>();
2663 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2664
2665 //filtering
2666 ItemBase item;
2667 foreach (EntityAI entity : foundEntities)
2668 {
2669 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2670 item.ThrowPhysically(null,vector.Zero);
2671 }
2672 }
2673
2674 // --- UPDATE
2675 void InitBaseState()
2676 {
2677 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2678
2679 InitVisuals();
2680 UpdateNavmesh(); //regenerate navmesh
2681 GetConstruction().InitBaseState();
2682 }
2683
2684 void InitVisuals()
2685 {
2686 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2687 //check base
2688 if ( !HasBase() )
2689 {
2690 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2691 }
2692 else
2693 {
2694 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2695 }
2696
2697 GetConstruction().UpdateVisuals();
2698 }
2699
2700 void UpdateVisuals()
2701 {
2702 array<string> attachmentSlots = new array<string>;
2703
2704 GetAttachmentSlots(this, attachmentSlots);
2705 foreach (string slotName : attachmentSlots)
2706 {
2708 }
2709
2710 //check base
2711 if (!HasBase())
2712 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2713 else
2714 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2715
2716 GetConstruction().UpdateVisuals();
2717 }
2718
2719 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2720 {
2721 string slotNameMounted = slot_name + "_Mounted";
2722 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2723
2724 if (attachment)
2725 {
2726 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2727 if (barbedWire && barbedWire.IsMounted())
2728 CreateAreaDamage(slotNameMounted);
2729 else
2730 DestroyAreaDamage(slotNameMounted);
2731
2732 if (is_locked)
2733 {
2734 SetAnimationPhase(slotNameMounted, 0);
2735 SetAnimationPhase(slot_name, 1);
2736 }
2737 else
2738 {
2739 SetAnimationPhase(slotNameMounted, 1);
2740 SetAnimationPhase(slot_name, 0);
2741 }
2742 }
2743 else
2744 {
2745 SetAnimationPhase(slotNameMounted, 1);
2746 SetAnimationPhase(slot_name, 1);
2747
2748 DestroyAreaDamage(slotNameMounted);
2749 }
2750 }
2751
2752 // avoid calling this function on frequent occasions, it's a massive performance hit
2753 void UpdatePhysics()
2754 {
2756 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2757
2758 array<string> attachmentSlots = new array<string>;
2759 GetAttachmentSlots(this, attachmentSlots);
2760
2762 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2763
2764 foreach (string slotName : attachmentSlots)
2765 {
2767 }
2768
2769 //check base
2770 if (!HasBase())
2771 {
2773 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2774
2775 AddProxyPhysics(ANIMATION_DEPLOYED);
2776 }
2777 else
2778 {
2780 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2781
2782 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2783 }
2784
2785 GetConstruction().UpdatePhysics();
2786 UpdateNavmesh();
2787 }
2788
2789 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2790 {
2791 //checks for invalid appends; hotfix
2792 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2793 return;
2794 //----------------------------------
2795 string slot_name_mounted = slot_name + "_Mounted";
2796 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2797
2798 //remove proxy physics
2799 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2800 RemoveProxyPhysics( slot_name_mounted );
2801 RemoveProxyPhysics( slot_name );
2802
2803 if ( attachment )
2804 {
2805 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2806 if ( is_locked )
2807 {
2808 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2809 AddProxyPhysics( slot_name_mounted );
2810 }
2811 else
2812 {
2813 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2814 AddProxyPhysics( slot_name );
2815 }
2816 }
2817 }
2818
2819 protected void UpdateNavmesh()
2820 {
2821 SetAffectPathgraph( true, false );
2822 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2823 }
2824
2825 override bool CanUseConstruction()
2826 {
2827 return true;
2828 }
2829
2830 override bool CanUseConstructionBuild()
2831 {
2832 return true;
2833 }
2834
2835 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2836 {
2837 if ( attachment )
2838 {
2839 InventoryLocation inventory_location = new InventoryLocation;
2840 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2841
2842 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2843 }
2844
2845 return false;
2846 }
2847
2848 protected bool IsAttachmentSlotLocked( string slot_name )
2849 {
2850 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2851 }
2852
2853 //--- ATTACHMENT SLOTS
2854 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2855 {
2856 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2857 if ( GetGame().ConfigIsExisting( config_path ) )
2858 {
2859 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2860 }
2861 }
2862
2863 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2864 {
2865 return true;
2866 }
2867
2868 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2869 {
2870 return true;
2871 }
2872
2873 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2874 {
2875 return true;
2876 }
2877
2878 // --- INIT
2879 void ConstructionInit()
2880 {
2881 if ( !m_Construction )
2882 {
2883 m_Construction = new Construction( this );
2884 }
2885
2886 GetConstruction().Init();
2887 }
2888
2890 {
2891 return m_Construction;
2892 }
2893
2894 //--- INVENTORY/ATTACHMENTS CONDITIONS
2895 //attachments
2896 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2897 {
2898 return super.CanReceiveAttachment(attachment, slotId);
2899 }
2900
2902 {
2903 int attachment_count = GetInventory().AttachmentCount();
2904 if ( attachment_count > 0 )
2905 {
2906 if ( HasBase() && attachment_count == 1 )
2907 {
2908 return false;
2909 }
2910
2911 return true;
2912 }
2913
2914 return false;
2915 }
2916
2917 override bool ShowZonesHealth()
2918 {
2919 return true;
2920 }
2921
2922 override bool IsTakeable()
2923 {
2924 return false;
2925 }
2926
2927 //this into/outo parent.Cargo
2928 override bool CanPutInCargo( EntityAI parent )
2929 {
2930 return false;
2931 }
2932
2933 override bool CanRemoveFromCargo( EntityAI parent )
2934 {
2935 return false;
2936 }
2937
2938 //hands
2939 override bool CanPutIntoHands( EntityAI parent )
2940 {
2941 return false;
2942 }
2943
2944 //--- ACTION CONDITIONS
2945 //direction
2946 override bool IsFacingPlayer( PlayerBase player, string selection )
2947 {
2948 return true;
2949 }
2950
2951 override bool IsPlayerInside( PlayerBase player, string selection )
2952 {
2953 return true;
2954 }
2955
2958 {
2959 return false;
2960 }
2961
2962 //camera direction check
2963 bool IsFacingCamera( string selection )
2964 {
2965 return true;
2966 }
2967
2968 //roof check
2969 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2970 {
2971 return false;
2972 }
2973
2974 //selection->player distance check
2975 bool HasProperDistance( string selection, PlayerBase player )
2976 {
2977 return true;
2978 }
2979
2980 //folding
2982 {
2983 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2984 {
2985 return false;
2986 }
2987
2988 return true;
2989 }
2990
2992 {
2995
2996 return item;
2997 }
2998
2999 //Damage triggers (barbed wire)
3000 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3001 {
3002 if ( GetGame() && GetGame().IsServer() )
3003 {
3004 //destroy area damage if some already exists
3005 DestroyAreaDamage( slot_name );
3006
3007 //create new area damage
3009 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3010
3011 vector min_max[2];
3012 if ( MemoryPointExists( slot_name + "_min" ) )
3013 {
3014 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3015 }
3016 if ( MemoryPointExists( slot_name + "_max" ) )
3017 {
3018 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3019 }
3020
3021 //get proper trigger extents (min<max)
3022 vector extents[2];
3023 GetConstruction().GetTriggerExtents( min_max, extents );
3024
3025 //get box center
3026 vector center;
3027 center = GetConstruction().GetBoxCenter( min_max );
3028 center = ModelToWorld( center );
3029
3030 //rotate center if needed
3031 vector orientation = GetOrientation();;
3032 CalcDamageAreaRotation( rotation_angle, center, orientation );
3033
3034 areaDamage.SetExtents( extents[0], extents[1] );
3035 areaDamage.SetAreaPosition( center );
3036 areaDamage.SetAreaOrientation( orientation );
3037 areaDamage.SetLoopInterval( 1.0 );
3038 areaDamage.SetDeferDuration( 0.2 );
3039 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3040 areaDamage.SetAmmoName( "BarbedWireHit" );
3041 areaDamage.Spawn();
3042
3043 m_DamageTriggers.Insert( slot_name, areaDamage );
3044 }
3045 }
3046
3047 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3048 {
3049 if ( angle_deg != 0 )
3050 {
3051 //orientation
3052 orientation[0] = orientation[0] - angle_deg;
3053
3054 //center
3055 vector rotate_axis;
3056 if ( MemoryPointExists( "rotate_axis" ) )
3057 {
3058 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3059 }
3060 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];
3061 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];
3062 center[0] = r_center_x;
3063 center[2] = r_center_z;
3064 }
3065 }
3066
3067 void DestroyAreaDamage( string slot_name )
3068 {
3069 if (GetGame() && GetGame().IsServer())
3070 {
3072 if (m_DamageTriggers.Find(slot_name, areaDamage))
3073 {
3074 if (areaDamage)
3075 {
3076 areaDamage.Destroy();
3077 }
3078
3079 m_DamageTriggers.Remove( slot_name );
3080 }
3081 }
3082 }
3083
3084 override bool IsIgnoredByConstruction()
3085 {
3086 return true;
3087 }
3088
3089 //================================================================
3090 // SOUNDS
3091 //================================================================
3092 protected void SoundBuildStart( string part_name )
3093 {
3094 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3095 }
3096
3097 protected void SoundDismantleStart( string part_name )
3098 {
3099 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3100 }
3101
3102 protected void SoundDestroyStart( string part_name )
3103 {
3104 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3105 }
3106
3107 protected string GetBuildSoundByMaterial( string part_name )
3108 {
3109 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3110
3111 switch ( material_type )
3112 {
3113 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3114 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3115 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3116 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3117 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3118 }
3119
3120 return "";
3121 }
3122
3123 protected string GetDismantleSoundByMaterial( string part_name )
3124 {
3125 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3126
3127 switch ( material_type )
3128 {
3129 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3130 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3131 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3132 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3133 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3134 }
3135
3136 return "";
3137 }
3138
3139 //misc
3140 void CheckForHybridAttachments( EntityAI item, string slot_name )
3141 {
3142 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3143 {
3144 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3145 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3146 {
3147 SetHealth(slot_name,"Health",item.GetHealth());
3148 }
3149 }
3150 }
3151
3152 override int GetDamageSystemVersionChange()
3153 {
3154 return 111;
3155 }
3156
3157 override void SetActions()
3158 {
3159 super.SetActions();
3160
3164 }
3165
3166 //================================================================
3167 // DEBUG
3168 //================================================================
3169 protected void DebugCustomState()
3170 {
3171 }
3172
3175 {
3176 return null;
3177 }
3178
3179 override void OnDebugSpawn()
3180 {
3181 FullyBuild();
3182 }
3183
3184 void FullyBuild()
3185 {
3187 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3188
3189 Man p;
3190
3191 #ifdef SERVER
3192 array<Man> players = new array<Man>;
3193 GetGame().GetWorld().GetPlayerList(players);
3194 if (players.Count())
3195 p = players[0];
3196 #else
3197 p = GetGame().GetPlayer();
3198 #endif
3199
3200 foreach (ConstructionPart part : parts)
3201 {
3202 bool excluded = false;
3203 string partName = part.GetPartName();
3204 if (excludes)
3205 {
3206 foreach (string exclude : excludes)
3207 {
3208 if (partName.Contains(exclude))
3209 {
3210 excluded = true;
3211 break;
3212 }
3213 }
3214 }
3215
3216 if (!excluded)
3217 {
3218 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3219 }
3220 }
3221
3222 GetConstruction().UpdateVisuals();
3223 }
3224}
3225
3226void bsbDebugPrint (string s)
3227{
3228#ifdef BSB_DEBUG
3229 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3230#else
3231 //Print("" + s); // comment/uncomment to hide/see debug logs
3232#endif
3233}
3234void bsbDebugSpam (string s)
3235{
3236#ifdef BSB_DEBUG_SPAM
3237 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3238#else
3239 //Print("" + s); // comment/uncomment to hide/see debug logs
3240#endif
3241}
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