DayZ 1.28
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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 1976

1978{
1979 const string ANIMATION_DEPLOYED = "Deployed";
1980
1981 float m_ConstructionKitHealth; //stored health value for used construction kit
1982
1984
1985 bool m_HasBase;
1986 //variables for synchronization of base building parts (2x31 is the current limit)
1987 int m_SyncParts01; //synchronization for already built parts (31 parts)
1988 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1989 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1990 int m_InteractedPartId; //construction part id that an action was performed on
1991 int m_PerformedActionId; //action id that was performed on a construction part
1992
1993 //Sounds
1994 //build
1995 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1996 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1997 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1998 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1999 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2000 //dismantle
2001 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2002 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2003 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2004 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2005 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2006
2007 protected EffectSound m_Sound;
2008
2012
2013 // Constructor
2014 void BaseBuildingBase()
2015 {
2017
2018 //synchronized variables
2019 RegisterNetSyncVariableInt( "m_SyncParts01" );
2020 RegisterNetSyncVariableInt( "m_SyncParts02" );
2021 RegisterNetSyncVariableInt( "m_SyncParts03" );
2022 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2023 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2024 RegisterNetSyncVariableBool( "m_HasBase" );
2025
2026 //Construction init
2028
2029 if (ConfigIsExisting("hybridAttachments"))
2030 {
2032 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2033 }
2034 if (ConfigIsExisting("mountables"))
2035 {
2037 ConfigGetTextArray("mountables", m_Mountables);
2038 }
2039
2040 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2041 }
2042
2043 override void EEDelete(EntityAI parent)
2044 {
2045 super.EEDelete(parent);
2046
2047 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2048 {
2049 areaDamage.Destroy();
2050 }
2051
2052 }
2053
2054 override string GetInvulnerabilityTypeString()
2055 {
2056 return "disableBaseDamage";
2057 }
2058
2059 override bool CanObstruct()
2060 {
2061 return true;
2062 }
2063
2064 override int GetHideIconMask()
2065 {
2066 return EInventoryIconVisibility.HIDE_VICINITY;
2067 }
2068
2069 override void InitItemSounds()
2070 {
2071 super.InitItemSounds();
2072
2074 SoundParameters params = new SoundParameters();
2075 params.m_Loop = true;
2076
2077 if (GetFoldSoundset() != string.Empty)
2078 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2079 if (GetLoopFoldSoundset() != string.Empty)
2080 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2081 }
2082
2083 override string GetFoldSoundset()
2084 {
2085 return "putDown_FenceKit_SoundSet";
2086 }
2087
2088 override string GetLoopFoldSoundset()
2089 {
2090 return "Shelter_Site_Build_Loop_SoundSet";
2091 }
2092
2093 // --- SYNCHRONIZATION
2095 {
2096 if ( GetGame().IsServer() )
2097 {
2098 SetSynchDirty();
2099 }
2100 }
2101
2102 override void OnVariablesSynchronized()
2103 {
2104 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2105 super.OnVariablesSynchronized();
2106
2108 }
2109
2110 protected void OnSynchronizedClient()
2111 {
2112 //update parts
2114
2115 //update action on part
2117
2118 //update visuals (client)
2119 UpdateVisuals();
2120 }
2121
2122 //parts synchronization
2123 void RegisterPartForSync( int part_id )
2124 {
2125 //part_id must starts from index = 1
2126 int offset;
2127 int mask;
2128
2129 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2130 {
2131 offset = part_id - 1;
2132 mask = 1 << offset;
2133
2134 m_SyncParts01 = m_SyncParts01 | mask;
2135 }
2136 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2137 {
2138 offset = ( part_id % 32 );
2139 mask = 1 << offset;
2140
2141 m_SyncParts02 = m_SyncParts02 | mask;
2142 }
2143 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2144 {
2145 offset = ( part_id % 63 );
2146 mask = 1 << offset;
2147
2148 m_SyncParts03 = m_SyncParts03 | mask;
2149 }
2150 }
2151
2152 void UnregisterPartForSync( int part_id )
2153 {
2154 //part_id must starts from index = 1
2155 int offset;
2156 int mask;
2157
2158 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2159 {
2160 offset = part_id - 1;
2161 mask = 1 << offset;
2162
2163 m_SyncParts01 = m_SyncParts01 & ~mask;
2164 }
2165 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2166 {
2167 offset = ( part_id % 32 );
2168 mask = 1 << offset;
2169
2170 m_SyncParts02 = m_SyncParts02 & ~mask;
2171 }
2172 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2173 {
2174 offset = ( part_id % 63 );
2175 mask = 1 << offset;
2176
2177 m_SyncParts03 = m_SyncParts03 & ~mask;
2178 }
2179 }
2180
2181 bool IsPartBuildInSyncData( int part_id )
2182 {
2183 //part_id must starts from index = 1
2184 int offset;
2185 int mask;
2186
2187 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2188 {
2189 offset = part_id - 1;
2190 mask = 1 << offset;
2191
2192 if ( ( m_SyncParts01 & mask ) > 0 )
2193 {
2194 return true;
2195 }
2196 }
2197 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2198 {
2199 offset = ( part_id % 32 );
2200 mask = 1 << offset;
2201
2202 if ( ( m_SyncParts02 & mask ) > 0 )
2203 {
2204 return true;
2205 }
2206 }
2207 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2208 {
2209 offset = ( part_id % 63 );
2210 mask = 1 << offset;
2211
2212 if ( ( m_SyncParts03 & mask ) > 0 )
2213 {
2214 return true;
2215 }
2216 }
2217
2218 return false;
2219 }
2220
2221 protected void RegisterActionForSync( int part_id, int action_id )
2222 {
2223 m_InteractedPartId = part_id;
2224 m_PerformedActionId = action_id;
2225 }
2226
2227 protected void ResetActionSyncData()
2228 {
2229 //reset data
2230 m_InteractedPartId = -1;
2232 }
2233
2234 protected void SetActionFromSyncData()
2235 {
2236 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2237 {
2239 int build_action_id = m_PerformedActionId;
2240
2241 switch( build_action_id )
2242 {
2243 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2244 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2245 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2246 }
2247 }
2248 }
2249 //------
2250
2252 {
2253 string key = part.m_PartName;
2254 bool is_base = part.IsBase();
2255 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2256 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2257 if ( is_part_built_sync )
2258 {
2259 if ( !part.IsBuilt() )
2260 {
2261 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2262 GetConstruction().AddToConstructedParts( key );
2263 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2264
2265 if (is_base)
2266 {
2268 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2269 }
2270 }
2271 }
2272 else
2273 {
2274 if ( part.IsBuilt() )
2275 {
2276 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2277 GetConstruction().RemoveFromConstructedParts( key );
2278 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2279
2280 if (is_base)
2281 {
2283 AddProxyPhysics( ANIMATION_DEPLOYED );
2284 }
2285 }
2286 }
2287
2288 //check slot lock for material attachments
2289 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2290 }
2291
2292 //set construction parts based on synchronized data
2294 {
2295 Construction construction = GetConstruction();
2296 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2297
2298 for ( int i = 0; i < construction_parts.Count(); ++i )
2299 {
2300 string key = construction_parts.GetKey( i );
2301 ConstructionPart value = construction_parts.Get( key );
2302 SetPartFromSyncData(value);
2303 }
2304
2305 //regenerate navmesh
2306 UpdateNavmesh();
2307 }
2308
2309 protected ConstructionPart GetConstructionPartById( int id )
2310 {
2311 Construction construction = GetConstruction();
2312 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2313
2314 for ( int i = 0; i < construction_parts.Count(); ++i )
2315 {
2316 string key = construction_parts.GetKey( i );
2317 ConstructionPart value = construction_parts.Get( key );
2318
2319 if ( value.GetId() == id )
2320 {
2321 return value;
2322 }
2323 }
2324
2325 return NULL;
2326 }
2327 //
2328
2329 //Base
2330 bool HasBase()
2331 {
2332 return m_HasBase;
2333 }
2334
2335 void SetBaseState( bool has_base )
2336 {
2337 m_HasBase = has_base;
2338 }
2339
2340 override bool IsDeployable()
2341 {
2342 return true;
2343 }
2344
2345 bool IsOpened()
2346 {
2347 return false;
2348 }
2349
2350 //--- CONSTRUCTION KIT
2352 {
2353 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2354 if ( m_ConstructionKitHealth > 0 )
2355 {
2356 construction_kit.SetHealth( m_ConstructionKitHealth );
2357 }
2358
2359 return construction_kit;
2360 }
2361
2362 void CreateConstructionKitInHands(notnull PlayerBase player)
2363 {
2364 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2365 if ( m_ConstructionKitHealth > 0 )
2366 {
2367 construction_kit.SetHealth( m_ConstructionKitHealth );
2368 }
2369 }
2370
2371 protected vector GetKitSpawnPosition()
2372 {
2373 return GetPosition();
2374 }
2375
2376 protected string GetConstructionKitType()
2377 {
2378 return "";
2379 }
2380
2381 void DestroyConstructionKit( ItemBase construction_kit )
2382 {
2383 m_ConstructionKitHealth = construction_kit.GetHealth();
2384 GetGame().ObjectDelete( construction_kit );
2385 }
2386
2387 //--- CONSTRUCTION
2388 void DestroyConstruction()
2389 {
2390 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2391 GetGame().ObjectDelete( this );
2392 }
2393
2394 // --- EVENTS
2395 override void OnStoreSave( ParamsWriteContext ctx )
2396 {
2397 super.OnStoreSave( ctx );
2398
2399 //sync parts 01
2400 ctx.Write( m_SyncParts01 );
2401 ctx.Write( m_SyncParts02 );
2402 ctx.Write( m_SyncParts03 );
2403
2404 ctx.Write( m_HasBase );
2405 }
2406
2407 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2408 {
2409 if ( !super.OnStoreLoad( ctx, version ) )
2410 return false;
2411
2412 //--- Base building data ---
2413 //Restore synced parts data
2414 if ( !ctx.Read( m_SyncParts01 ) )
2415 {
2416 m_SyncParts01 = 0; //set default
2417 return false;
2418 }
2419 if ( !ctx.Read( m_SyncParts02 ) )
2420 {
2421 m_SyncParts02 = 0; //set default
2422 return false;
2423 }
2424 if ( !ctx.Read( m_SyncParts03 ) )
2425 {
2426 m_SyncParts03 = 0; //set default
2427 return false;
2428 }
2429
2430 //has base
2431 if ( !ctx.Read( m_HasBase ) )
2432 {
2433 m_HasBase = false;
2434 return false;
2435 }
2436 //---
2437
2438 return true;
2439 }
2440
2441 override void AfterStoreLoad()
2442 {
2443 super.AfterStoreLoad();
2444
2446 {
2448 }
2449 }
2450
2452 {
2453 //update server data
2455
2456 //set base state
2457 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2458 SetBaseState( construction_part.IsBuilt() ) ;
2459
2460 //synchronize after load
2462 }
2463
2464 override void OnCreatePhysics()
2465 {
2466 super.OnCreatePhysics();
2469 }
2470
2471 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2472 {
2474 return;
2475
2476 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2477
2478 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2479 return;
2480
2481 Construction construction = GetConstruction();
2482 string part_name = zone;
2483 part_name.ToLower();
2484
2485 if ( newLevel == GameConstants.STATE_RUINED )
2486 {
2487 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2488
2489 if ( construction_part && construction.IsPartConstructed( part_name ) )
2490 {
2491 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2492 construction.DestroyConnectedParts(part_name);
2493 }
2494
2495 //barbed wire handling (hack-ish)
2496 if ( part_name.Contains("barbed") )
2497 {
2498 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2499 if (barbed_wire)
2500 barbed_wire.SetMountedState( false );
2501 }
2502 }
2503 }
2504
2505 override void EEOnAfterLoad()
2506 {
2508 {
2510 }
2511
2512 super.EEOnAfterLoad();
2513 }
2514
2515 override void EEInit()
2516 {
2517 super.EEInit();
2518
2519 // init visuals and physics
2520 InitBaseState();
2521
2522 //debug
2523 #ifdef DEVELOPER
2525 #endif
2526 }
2527
2528 override void EEItemAttached( EntityAI item, string slot_name )
2529 {
2530 super.EEItemAttached( item, slot_name );
2531
2532 CheckForHybridAttachments( item, slot_name );
2533 UpdateVisuals();
2534 UpdateAttachmentPhysics( slot_name, false );
2535 }
2536
2537 override void EEItemDetached( EntityAI item, string slot_name )
2538 {
2539 super.EEItemDetached( item, slot_name );
2540
2541 UpdateVisuals();
2542 UpdateAttachmentPhysics( slot_name, false );
2543 }
2544
2545 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2546 {
2547 string slot_name = InventorySlots.GetSlotName( slotId );
2548 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2549
2550 UpdateAttachmentVisuals( slot_name, locked );
2551 UpdateAttachmentPhysics( slot_name, locked );
2552 }
2553
2554 //ignore out of reach condition
2555 override bool IgnoreOutOfReachCondition()
2556 {
2557 return true;
2558 }
2559
2560 //CONSTRUCTION EVENTS
2561 //Build
2562 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2563 {
2564 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2565
2566 //check base state
2567 if (construtionPart.IsBase())
2568 {
2569 SetBaseState(true);
2570
2571 //spawn kit
2573 }
2574
2575 //register constructed parts for synchronization
2576 RegisterPartForSync(construtionPart.GetId());
2577
2578 //register action that was performed on part
2579 RegisterActionForSync(construtionPart.GetId(), action_id);
2580
2581 //synchronize
2583
2584 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2585
2586 UpdateNavmesh();
2587
2588 //update visuals
2589 UpdateVisuals();
2590
2591 //reset action sync data
2593 }
2594
2595 void OnPartBuiltClient(string part_name, int action_id)
2596 {
2597 //play sound
2598 SoundBuildStart( part_name );
2599 }
2600
2601 //Dismantle
2602 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2603 {
2604 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2605 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2606
2607 //register constructed parts for synchronization
2608 UnregisterPartForSync(construtionPart.GetId());
2609
2610 //register action that was performed on part
2611 RegisterActionForSync(construtionPart.GetId(), action_id);
2612
2613 //synchronize
2615
2616 // server part of sync, client will be synced from SetPartsFromSyncData
2617 SetPartFromSyncData(construtionPart);
2618
2619 UpdateNavmesh();
2620
2621 //update visuals
2622 UpdateVisuals();
2623
2624 //reset action sync data
2626
2627 //check base state
2628 if (construtionPart.IsBase())
2629 {
2630 //Destroy construction
2632 }
2633 }
2634
2635 void OnPartDismantledClient( string part_name, int action_id )
2636 {
2637 //play sound
2638 SoundDismantleStart( part_name );
2639 }
2640
2641 //Destroy
2642 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2643 {
2644 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2645 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2646
2647 //register constructed parts for synchronization
2648 UnregisterPartForSync(construtionPart.GetId());
2649
2650 //register action that was performed on part
2651 RegisterActionForSync(construtionPart.GetId(), action_id);
2652
2653 //synchronize
2655
2656 // server part of sync, client will be synced from SetPartsFromSyncData
2657 SetPartFromSyncData(construtionPart);
2658
2659 UpdateNavmesh();
2660
2661 //update visuals
2662 UpdateVisuals();
2663
2664 //reset action sync data
2666
2667 //check base state
2668 if (construtionPart.IsBase())
2669 {
2670 //Destroy construction
2672 }
2673 }
2674
2675 void OnPartDestroyedClient( string part_name, int action_id )
2676 {
2677 //play sound
2678 SoundDestroyStart( part_name );
2679 }
2680
2682 protected void HandleItemFalling(ConstructionPart part)
2683 {
2684 bool process = false;
2685
2686 //TODO: add a parameter to parts' config classes?
2687 process |= part.m_PartName.Contains("_roof");
2688 process |= part.m_PartName.Contains("_platform");
2689 process |= part.m_PartName.Contains("_stair");
2690
2691 if (process)
2692 {
2693 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2694 {
2695 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2696 return;
2697 }
2698
2699 vector mins, maxs;
2700 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2701 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2702
2703 //sanitize minmaxs
2704 vector minTmp, maxTmp;
2705 minTmp[0] = Math.Min(mins[0],maxs[0]);
2706 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2707 minTmp[1] = Math.Min(mins[1],maxs[1]);
2708 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2709 minTmp[2] = Math.Min(mins[2],maxs[2]);
2710 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2711 mins = minTmp;
2712 maxs = maxTmp;
2713
2714 maxs[1] = maxs[1] + 0.35; //reach a little above..
2715
2716 ItemFall(mins,maxs);
2717 }
2718 }
2719
2721 protected void ItemFall(vector min, vector max)
2722 {
2723 array<EntityAI> foundEntities = new array<EntityAI>();
2724 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2725
2726 //filtering
2727 ItemBase item;
2728 foreach (EntityAI entity : foundEntities)
2729 {
2730 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2731 item.ThrowPhysically(null,vector.Zero);
2732 }
2733 }
2734
2735 // --- UPDATE
2736 void InitBaseState()
2737 {
2738 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2739
2740 InitVisuals();
2741 UpdateNavmesh(); //regenerate navmesh
2742 GetConstruction().InitBaseState();
2743 }
2744
2745 void InitVisuals()
2746 {
2747 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2748 //check base
2749 if ( !HasBase() )
2750 {
2751 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2752 }
2753 else
2754 {
2755 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2756 }
2757
2758 GetConstruction().UpdateVisuals();
2759 }
2760
2761 void UpdateVisuals()
2762 {
2763 array<string> attachmentSlots = new array<string>;
2764
2765 GetAttachmentSlots(this, attachmentSlots);
2766 foreach (string slotName : attachmentSlots)
2767 {
2769 }
2770
2771 //check base
2772 if (!HasBase())
2773 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2774 else
2775 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2776
2777 GetConstruction().UpdateVisuals();
2778 }
2779
2780 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2781 {
2782 string slotNameMounted = slot_name + "_Mounted";
2783 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2784
2785 if (attachment)
2786 {
2787 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2788 if (barbedWire && barbedWire.IsMounted())
2789 CreateAreaDamage(slotNameMounted);
2790 else
2791 DestroyAreaDamage(slotNameMounted);
2792
2793 if (is_locked)
2794 {
2795 SetAnimationPhase(slotNameMounted, 0);
2796 SetAnimationPhase(slot_name, 1);
2797 }
2798 else
2799 {
2800 SetAnimationPhase(slotNameMounted, 1);
2801 SetAnimationPhase(slot_name, 0);
2802 }
2803 }
2804 else
2805 {
2806 SetAnimationPhase(slotNameMounted, 1);
2807 SetAnimationPhase(slot_name, 1);
2808
2809 DestroyAreaDamage(slotNameMounted);
2810 }
2811 }
2812
2813 // avoid calling this function on frequent occasions, it's a massive performance hit
2814 void UpdatePhysics()
2815 {
2817 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2818
2819 array<string> attachmentSlots = new array<string>;
2820 GetAttachmentSlots(this, attachmentSlots);
2821
2823 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2824
2825 foreach (string slotName : attachmentSlots)
2826 {
2828 }
2829
2830 //check base
2831 if (!HasBase())
2832 {
2834 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2835
2836 AddProxyPhysics(ANIMATION_DEPLOYED);
2837 }
2838 else
2839 {
2841 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2842
2843 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2844 }
2845
2846 GetConstruction().UpdatePhysics();
2847 UpdateNavmesh();
2848 }
2849
2850 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2851 {
2852 //checks for invalid appends; hotfix
2853 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2854 return;
2855 //----------------------------------
2856 string slot_name_mounted = slot_name + "_Mounted";
2857 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2858
2859 //remove proxy physics
2860 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2861 RemoveProxyPhysics( slot_name_mounted );
2862 RemoveProxyPhysics( slot_name );
2863
2864 if ( attachment )
2865 {
2866 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2867 if ( is_locked )
2868 {
2869 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2870 AddProxyPhysics( slot_name_mounted );
2871 }
2872 else
2873 {
2874 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2875 AddProxyPhysics( slot_name );
2876 }
2877 }
2878 }
2879
2880 protected void UpdateNavmesh()
2881 {
2882 SetAffectPathgraph( true, false );
2883 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2884 }
2885
2886 override bool CanUseConstruction()
2887 {
2888 return true;
2889 }
2890
2891 override bool CanUseConstructionBuild()
2892 {
2893 return true;
2894 }
2895
2896 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2897 {
2898 if ( attachment )
2899 {
2900 InventoryLocation inventory_location = new InventoryLocation;
2901 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2902
2903 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2904 }
2905
2906 return false;
2907 }
2908
2909 protected bool IsAttachmentSlotLocked( string slot_name )
2910 {
2911 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2912 }
2913
2914 //--- ATTACHMENT SLOTS
2915 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2916 {
2917 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2918 if ( GetGame().ConfigIsExisting( config_path ) )
2919 {
2920 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2921 }
2922 }
2923
2924 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2925 {
2926 return true;
2927 }
2928
2929 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2930 {
2931 return true;
2932 }
2933
2934 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2935 {
2936 return true;
2937 }
2938
2939 // --- INIT
2940 void ConstructionInit()
2941 {
2942 if ( !m_Construction )
2943 {
2944 m_Construction = new Construction( this );
2945 }
2946
2947 GetConstruction().Init();
2948 }
2949
2951 {
2952 return m_Construction;
2953 }
2954
2955 //--- INVENTORY/ATTACHMENTS CONDITIONS
2956 //attachments
2957 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2958 {
2959 return super.CanReceiveAttachment(attachment, slotId);
2960 }
2961
2963 {
2964 int attachment_count = GetInventory().AttachmentCount();
2965 if ( attachment_count > 0 )
2966 {
2967 if ( HasBase() && attachment_count == 1 )
2968 {
2969 return false;
2970 }
2971
2972 return true;
2973 }
2974
2975 return false;
2976 }
2977
2978 override bool ShowZonesHealth()
2979 {
2980 return true;
2981 }
2982
2983 override bool IsTakeable()
2984 {
2985 return false;
2986 }
2987
2988 //this into/outo parent.Cargo
2989 override bool CanPutInCargo( EntityAI parent )
2990 {
2991 return false;
2992 }
2993
2994 override bool CanRemoveFromCargo( EntityAI parent )
2995 {
2996 return false;
2997 }
2998
2999 //hands
3000 override bool CanPutIntoHands( EntityAI parent )
3001 {
3002 return false;
3003 }
3004
3005 //--- ACTION CONDITIONS
3006 //direction
3007 override bool IsFacingPlayer( PlayerBase player, string selection )
3008 {
3009 return true;
3010 }
3011
3012 override bool IsPlayerInside( PlayerBase player, string selection )
3013 {
3014 return true;
3015 }
3016
3019 {
3020 return false;
3021 }
3022
3023 //camera direction check
3024 bool IsFacingCamera( string selection )
3025 {
3026 return true;
3027 }
3028
3029 //roof check
3030 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3031 {
3032 return false;
3033 }
3034
3035 //selection->player distance check
3036 bool HasProperDistance( string selection, PlayerBase player )
3037 {
3038 return true;
3039 }
3040
3041 //folding
3043 {
3044 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3045 {
3046 return false;
3047 }
3048
3049 return true;
3050 }
3051
3053 {
3056
3057 return item;
3058 }
3059
3060 //Damage triggers (barbed wire)
3061 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3062 {
3063 if ( GetGame() && GetGame().IsServer() )
3064 {
3065 //destroy area damage if some already exists
3066 DestroyAreaDamage( slot_name );
3067
3068 //create new area damage
3070 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3071
3072 vector min_max[2];
3073 if ( MemoryPointExists( slot_name + "_min" ) )
3074 {
3075 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3076 }
3077 if ( MemoryPointExists( slot_name + "_max" ) )
3078 {
3079 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3080 }
3081
3082 //get proper trigger extents (min<max)
3083 vector extents[2];
3084 GetConstruction().GetTriggerExtents( min_max, extents );
3085
3086 //get box center
3087 vector center;
3088 center = GetConstruction().GetBoxCenter( min_max );
3089 center = ModelToWorld( center );
3090
3091 //rotate center if needed
3092 vector orientation = GetOrientation();;
3093 CalcDamageAreaRotation( rotation_angle, center, orientation );
3094
3095 areaDamage.SetExtents( extents[0], extents[1] );
3096 areaDamage.SetAreaPosition( center );
3097 areaDamage.SetAreaOrientation( orientation );
3098 areaDamage.SetLoopInterval( 1.0 );
3099 areaDamage.SetDeferDuration( 0.2 );
3100 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3101 areaDamage.SetAmmoName( "BarbedWireHit" );
3102 areaDamage.Spawn();
3103
3104 m_DamageTriggers.Insert( slot_name, areaDamage );
3105 }
3106 }
3107
3108 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3109 {
3110 if ( angle_deg != 0 )
3111 {
3112 //orientation
3113 orientation[0] = orientation[0] - angle_deg;
3114
3115 //center
3116 vector rotate_axis;
3117 if ( MemoryPointExists( "rotate_axis" ) )
3118 {
3119 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3120 }
3121 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];
3122 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];
3123 center[0] = r_center_x;
3124 center[2] = r_center_z;
3125 }
3126 }
3127
3128 void DestroyAreaDamage( string slot_name )
3129 {
3130 if (GetGame() && GetGame().IsServer())
3131 {
3133 if (m_DamageTriggers.Find(slot_name, areaDamage))
3134 {
3135 if (areaDamage)
3136 {
3137 areaDamage.Destroy();
3138 }
3139
3140 m_DamageTriggers.Remove( slot_name );
3141 }
3142 }
3143 }
3144
3145 override bool IsIgnoredByConstruction()
3146 {
3147 return true;
3148 }
3149
3150 //================================================================
3151 // SOUNDS
3152 //================================================================
3153 protected void SoundBuildStart( string part_name )
3154 {
3155 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3156 }
3157
3158 protected void SoundDismantleStart( string part_name )
3159 {
3160 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3161 }
3162
3163 protected void SoundDestroyStart( string part_name )
3164 {
3165 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3166 }
3167
3168 protected string GetBuildSoundByMaterial( string part_name )
3169 {
3170 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3171
3172 switch ( material_type )
3173 {
3174 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3175 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3176 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3177 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3178 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3179 }
3180
3181 return "";
3182 }
3183
3184 protected string GetDismantleSoundByMaterial( string part_name )
3185 {
3186 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3187
3188 switch ( material_type )
3189 {
3190 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3191 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3192 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3193 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3194 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3195 }
3196
3197 return "";
3198 }
3199
3200 //misc
3201 void CheckForHybridAttachments( EntityAI item, string slot_name )
3202 {
3203 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3204 {
3205 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3206 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3207 {
3208 SetHealth(slot_name,"Health",item.GetHealth());
3209 }
3210 }
3211 }
3212
3213 override int GetDamageSystemVersionChange()
3214 {
3215 return 111;
3216 }
3217
3218 override void SetActions()
3219 {
3220 super.SetActions();
3221
3225 }
3226
3227 //================================================================
3228 // DEBUG
3229 //================================================================
3230 protected void DebugCustomState()
3231 {
3232 }
3233
3236 {
3237 return null;
3238 }
3239
3240 override void OnDebugSpawn()
3241 {
3242 FullyBuild();
3243 }
3244
3245 void FullyBuild()
3246 {
3248 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3249
3250 Man p;
3251
3252 #ifdef SERVER
3253 array<Man> players = new array<Man>;
3254 GetGame().GetWorld().GetPlayerList(players);
3255 if (players.Count())
3256 p = players[0];
3257 #else
3258 p = GetGame().GetPlayer();
3259 #endif
3260
3261 foreach (ConstructionPart part : parts)
3262 {
3263 bool excluded = false;
3264 string partName = part.GetPartName();
3265 if (excludes)
3266 {
3267 foreach (string exclude : excludes)
3268 {
3269 if (partName.Contains(exclude))
3270 {
3271 excluded = true;
3272 break;
3273 }
3274 }
3275 }
3276
3277 if (!excluded)
3278 {
3279 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3280 }
3281 }
3282
3283 GetConstruction().UpdateVisuals();
3284 }
3285}
3286
3287void bsbDebugPrint (string s)
3288{
3289#ifdef BSB_DEBUG
3290 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3291#else
3292 //Print("" + s); // comment/uncomment to hide/see debug logs
3293#endif
3294}
3295void bsbDebugSpam (string s)
3296{
3297#ifdef BSB_DEBUG_SPAM
3298 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3299#else
3300 //Print("" + s); // comment/uncomment to hide/see debug logs
3301#endif
3302}
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