DayZ 1.27
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◆ EEItemAttached()

override void bsbDebugPrint::EEItemAttached ( EntityAI item,
string slot_name )
protected

См. определение в файле BaseBuildingBase.c строка 1818

1820{
1821 const string ANIMATION_DEPLOYED = "Deployed";
1822
1823 float m_ConstructionKitHealth; //stored health value for used construction kit
1824
1826
1827 bool m_HasBase;
1828 //variables for synchronization of base building parts (2x31 is the current limit)
1829 int m_SyncParts01; //synchronization for already built parts (31 parts)
1830 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1831 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1832 int m_InteractedPartId; //construction part id that an action was performed on
1833 int m_PerformedActionId; //action id that was performed on a construction part
1834
1835 //Sounds
1836 //build
1837 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1838 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1839 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1840 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1841 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1842 //dismantle
1843 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1844 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1845 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1846 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1847 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1848
1849 protected EffectSound m_Sound;
1850
1854
1855 // Constructor
1856 void BaseBuildingBase()
1857 {
1859
1860 //synchronized variables
1861 RegisterNetSyncVariableInt( "m_SyncParts01" );
1862 RegisterNetSyncVariableInt( "m_SyncParts02" );
1863 RegisterNetSyncVariableInt( "m_SyncParts03" );
1864 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1865 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1866 RegisterNetSyncVariableBool( "m_HasBase" );
1867
1868 //Construction init
1870
1871 if (ConfigIsExisting("hybridAttachments"))
1872 {
1874 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1875 }
1876 if (ConfigIsExisting("mountables"))
1877 {
1879 ConfigGetTextArray("mountables", m_Mountables);
1880 }
1881
1882 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1883 }
1884
1885 override void EEDelete(EntityAI parent)
1886 {
1887 super.EEDelete(parent);
1888
1889 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1890 {
1891 areaDamage.Destroy();
1892 }
1893
1894 }
1895
1896 override string GetInvulnerabilityTypeString()
1897 {
1898 return "disableBaseDamage";
1899 }
1900
1901 override bool CanObstruct()
1902 {
1903 return true;
1904 }
1905
1906 override int GetHideIconMask()
1907 {
1908 return EInventoryIconVisibility.HIDE_VICINITY;
1909 }
1910
1911 // --- SYNCHRONIZATION
1913 {
1914 if ( GetGame().IsServer() )
1915 {
1916 SetSynchDirty();
1917 }
1918 }
1919
1920 override void OnVariablesSynchronized()
1921 {
1922 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1923 super.OnVariablesSynchronized();
1924
1926 }
1927
1928 protected void OnSynchronizedClient()
1929 {
1930 //update parts
1932
1933 //update action on part
1935
1936 //update visuals (client)
1937 UpdateVisuals();
1938 }
1939
1940 //parts synchronization
1941 void RegisterPartForSync( int part_id )
1942 {
1943 //part_id must starts from index = 1
1944 int offset;
1945 int mask;
1946
1947 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1948 {
1949 offset = part_id - 1;
1950 mask = 1 << offset;
1951
1952 m_SyncParts01 = m_SyncParts01 | mask;
1953 }
1954 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1955 {
1956 offset = ( part_id % 32 );
1957 mask = 1 << offset;
1958
1959 m_SyncParts02 = m_SyncParts02 | mask;
1960 }
1961 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1962 {
1963 offset = ( part_id % 63 );
1964 mask = 1 << offset;
1965
1966 m_SyncParts03 = m_SyncParts03 | mask;
1967 }
1968 }
1969
1970 void UnregisterPartForSync( int part_id )
1971 {
1972 //part_id must starts from index = 1
1973 int offset;
1974 int mask;
1975
1976 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1977 {
1978 offset = part_id - 1;
1979 mask = 1 << offset;
1980
1981 m_SyncParts01 = m_SyncParts01 & ~mask;
1982 }
1983 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1984 {
1985 offset = ( part_id % 32 );
1986 mask = 1 << offset;
1987
1988 m_SyncParts02 = m_SyncParts02 & ~mask;
1989 }
1990 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1991 {
1992 offset = ( part_id % 63 );
1993 mask = 1 << offset;
1994
1995 m_SyncParts03 = m_SyncParts03 & ~mask;
1996 }
1997 }
1998
1999 bool IsPartBuildInSyncData( int part_id )
2000 {
2001 //part_id must starts from index = 1
2002 int offset;
2003 int mask;
2004
2005 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2006 {
2007 offset = part_id - 1;
2008 mask = 1 << offset;
2009
2010 if ( ( m_SyncParts01 & mask ) > 0 )
2011 {
2012 return true;
2013 }
2014 }
2015 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2016 {
2017 offset = ( part_id % 32 );
2018 mask = 1 << offset;
2019
2020 if ( ( m_SyncParts02 & mask ) > 0 )
2021 {
2022 return true;
2023 }
2024 }
2025 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2026 {
2027 offset = ( part_id % 63 );
2028 mask = 1 << offset;
2029
2030 if ( ( m_SyncParts03 & mask ) > 0 )
2031 {
2032 return true;
2033 }
2034 }
2035
2036 return false;
2037 }
2038
2039 protected void RegisterActionForSync( int part_id, int action_id )
2040 {
2041 m_InteractedPartId = part_id;
2042 m_PerformedActionId = action_id;
2043 }
2044
2045 protected void ResetActionSyncData()
2046 {
2047 //reset data
2048 m_InteractedPartId = -1;
2050 }
2051
2052 protected void SetActionFromSyncData()
2053 {
2054 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2055 {
2057 int build_action_id = m_PerformedActionId;
2058
2059 switch( build_action_id )
2060 {
2061 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2062 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2063 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2064 }
2065 }
2066 }
2067 //------
2068
2070 {
2071 string key = part.m_PartName;
2072 bool is_base = part.IsBase();
2073 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2074 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2075 if ( is_part_built_sync )
2076 {
2077 if ( !part.IsBuilt() )
2078 {
2079 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2080 GetConstruction().AddToConstructedParts( key );
2081 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2082
2083 if (is_base)
2084 {
2086 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2087 }
2088 }
2089 }
2090 else
2091 {
2092 if ( part.IsBuilt() )
2093 {
2094 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2095 GetConstruction().RemoveFromConstructedParts( key );
2096 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2097
2098 if (is_base)
2099 {
2101 AddProxyPhysics( ANIMATION_DEPLOYED );
2102 }
2103 }
2104 }
2105
2106 //check slot lock for material attachments
2107 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2108 }
2109
2110 //set construction parts based on synchronized data
2112 {
2113 Construction construction = GetConstruction();
2114 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2115
2116 for ( int i = 0; i < construction_parts.Count(); ++i )
2117 {
2118 string key = construction_parts.GetKey( i );
2119 ConstructionPart value = construction_parts.Get( key );
2120 SetPartFromSyncData(value);
2121 }
2122
2123 //regenerate navmesh
2124 UpdateNavmesh();
2125 }
2126
2127 protected ConstructionPart GetConstructionPartById( int id )
2128 {
2129 Construction construction = GetConstruction();
2130 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2131
2132 for ( int i = 0; i < construction_parts.Count(); ++i )
2133 {
2134 string key = construction_parts.GetKey( i );
2135 ConstructionPart value = construction_parts.Get( key );
2136
2137 if ( value.GetId() == id )
2138 {
2139 return value;
2140 }
2141 }
2142
2143 return NULL;
2144 }
2145 //
2146
2147 //Base
2148 bool HasBase()
2149 {
2150 return m_HasBase;
2151 }
2152
2153 void SetBaseState( bool has_base )
2154 {
2155 m_HasBase = has_base;
2156 }
2157
2158 override bool IsDeployable()
2159 {
2160 return true;
2161 }
2162
2163 bool IsOpened()
2164 {
2165 return false;
2166 }
2167
2168 //--- CONSTRUCTION KIT
2170 {
2171 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2172 if ( m_ConstructionKitHealth > 0 )
2173 {
2174 construction_kit.SetHealth( m_ConstructionKitHealth );
2175 }
2176
2177 return construction_kit;
2178 }
2179
2180 void CreateConstructionKitInHands(notnull PlayerBase player)
2181 {
2182 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2183 if ( m_ConstructionKitHealth > 0 )
2184 {
2185 construction_kit.SetHealth( m_ConstructionKitHealth );
2186 }
2187 }
2188
2189 protected vector GetKitSpawnPosition()
2190 {
2191 return GetPosition();
2192 }
2193
2194 protected string GetConstructionKitType()
2195 {
2196 return "";
2197 }
2198
2199 void DestroyConstructionKit( ItemBase construction_kit )
2200 {
2201 m_ConstructionKitHealth = construction_kit.GetHealth();
2202 GetGame().ObjectDelete( construction_kit );
2203 }
2204
2205 //--- CONSTRUCTION
2206 void DestroyConstruction()
2207 {
2208 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2209 GetGame().ObjectDelete( this );
2210 }
2211
2212 // --- EVENTS
2213 override void OnStoreSave( ParamsWriteContext ctx )
2214 {
2215 super.OnStoreSave( ctx );
2216
2217 //sync parts 01
2218 ctx.Write( m_SyncParts01 );
2219 ctx.Write( m_SyncParts02 );
2220 ctx.Write( m_SyncParts03 );
2221
2222 ctx.Write( m_HasBase );
2223 }
2224
2225 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2226 {
2227 if ( !super.OnStoreLoad( ctx, version ) )
2228 return false;
2229
2230 //--- Base building data ---
2231 //Restore synced parts data
2232 if ( !ctx.Read( m_SyncParts01 ) )
2233 {
2234 m_SyncParts01 = 0; //set default
2235 return false;
2236 }
2237 if ( !ctx.Read( m_SyncParts02 ) )
2238 {
2239 m_SyncParts02 = 0; //set default
2240 return false;
2241 }
2242 if ( !ctx.Read( m_SyncParts03 ) )
2243 {
2244 m_SyncParts03 = 0; //set default
2245 return false;
2246 }
2247
2248 //has base
2249 if ( !ctx.Read( m_HasBase ) )
2250 {
2251 m_HasBase = false;
2252 return false;
2253 }
2254 //---
2255
2256 return true;
2257 }
2258
2259 override void AfterStoreLoad()
2260 {
2261 super.AfterStoreLoad();
2262
2264 {
2266 }
2267 }
2268
2270 {
2271 //update server data
2273
2274 //set base state
2275 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2276 SetBaseState( construction_part.IsBuilt() ) ;
2277
2278 //synchronize after load
2280 }
2281
2282 override void OnCreatePhysics()
2283 {
2284 super.OnCreatePhysics();
2287 }
2288
2289 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2290 {
2292 return;
2293
2294 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2295
2296 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2297 return;
2298
2299 Construction construction = GetConstruction();
2300 string part_name = zone;
2301 part_name.ToLower();
2302
2303 if ( newLevel == GameConstants.STATE_RUINED )
2304 {
2305 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2306
2307 if ( construction_part && construction.IsPartConstructed( part_name ) )
2308 {
2309 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2310 construction.DestroyConnectedParts(part_name);
2311 }
2312
2313 //barbed wire handling (hack-ish)
2314 if ( part_name.Contains("barbed") )
2315 {
2316 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2317 if (barbed_wire)
2318 barbed_wire.SetMountedState( false );
2319 }
2320 }
2321 }
2322
2323 override void EEOnAfterLoad()
2324 {
2326 {
2328 }
2329
2330 super.EEOnAfterLoad();
2331 }
2332
2333 override void EEInit()
2334 {
2335 super.EEInit();
2336
2337 // init visuals and physics
2338 InitBaseState();
2339
2340 //debug
2341 #ifdef DEVELOPER
2343 #endif
2344 }
2345
2346 override void EEItemAttached( EntityAI item, string slot_name )
2347 {
2348 super.EEItemAttached( item, slot_name );
2349
2350 CheckForHybridAttachments( item, slot_name );
2351 UpdateVisuals();
2352 UpdateAttachmentPhysics( slot_name, false );
2353 }
2354
2355 override void EEItemDetached( EntityAI item, string slot_name )
2356 {
2357 super.EEItemDetached( item, slot_name );
2358
2359 UpdateVisuals();
2360 UpdateAttachmentPhysics( slot_name, false );
2361 }
2362
2363 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2364 {
2365 string slot_name = InventorySlots.GetSlotName( slotId );
2366 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2367
2368 UpdateAttachmentVisuals( slot_name, locked );
2369 UpdateAttachmentPhysics( slot_name, locked );
2370 }
2371
2372 //ignore out of reach condition
2373 override bool IgnoreOutOfReachCondition()
2374 {
2375 return true;
2376 }
2377
2378 //CONSTRUCTION EVENTS
2379 //Build
2380 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2381 {
2382 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2383
2384 //check base state
2385 if (construtionPart.IsBase())
2386 {
2387 SetBaseState(true);
2388
2389 //spawn kit
2391 }
2392
2393 //register constructed parts for synchronization
2394 RegisterPartForSync(construtionPart.GetId());
2395
2396 //register action that was performed on part
2397 RegisterActionForSync(construtionPart.GetId(), action_id);
2398
2399 //synchronize
2401
2402 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2403
2404 UpdateNavmesh();
2405
2406 //update visuals
2407 UpdateVisuals();
2408
2409 //reset action sync data
2411 }
2412
2413 void OnPartBuiltClient(string part_name, int action_id)
2414 {
2415 //play sound
2416 SoundBuildStart( part_name );
2417 }
2418
2419 //Dismantle
2420 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2421 {
2422 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2423 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2424
2425 //register constructed parts for synchronization
2426 UnregisterPartForSync(construtionPart.GetId());
2427
2428 //register action that was performed on part
2429 RegisterActionForSync(construtionPart.GetId(), action_id);
2430
2431 //synchronize
2433
2434 // server part of sync, client will be synced from SetPartsFromSyncData
2435 SetPartFromSyncData(construtionPart);
2436
2437 UpdateNavmesh();
2438
2439 //update visuals
2440 UpdateVisuals();
2441
2442 //reset action sync data
2444
2445 //check base state
2446 if (construtionPart.IsBase())
2447 {
2448 //Destroy construction
2450 }
2451
2452 if (GetGame().IsServer())
2453 HandleItemFalling(construtionPart);
2454 }
2455
2456 void OnPartDismantledClient( string part_name, int action_id )
2457 {
2458 //play sound
2459 SoundDismantleStart( part_name );
2460 }
2461
2462 //Destroy
2463 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2464 {
2465 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2466 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2467
2468 //register constructed parts for synchronization
2469 UnregisterPartForSync(construtionPart.GetId());
2470
2471 //register action that was performed on part
2472 RegisterActionForSync(construtionPart.GetId(), action_id);
2473
2474 //synchronize
2476
2477 // server part of sync, client will be synced from SetPartsFromSyncData
2478 SetPartFromSyncData(construtionPart);
2479
2480 UpdateNavmesh();
2481
2482 //update visuals
2483 UpdateVisuals();
2484
2485 //reset action sync data
2487
2488 //check base state
2489 if (construtionPart.IsBase())
2490 {
2491 //Destroy construction
2493 }
2494
2495 if (GetGame().IsServer())
2496 HandleItemFalling(construtionPart);
2497 }
2498
2499 void OnPartDestroyedClient( string part_name, int action_id )
2500 {
2501 //play sound
2502 SoundDestroyStart( part_name );
2503 }
2504
2505 protected void HandleItemFalling(ConstructionPart part)
2506 {
2507 bool process = false;
2508
2509 //TODO: add a parameter to parts' config classes?
2510 process |= part.m_PartName.Contains("_roof");
2511 process |= part.m_PartName.Contains("_platform");
2512 process |= part.m_PartName.Contains("_stair");
2513
2514 if (process)
2515 {
2516 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2517 {
2518 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2519 return;
2520 }
2521
2522 vector mins, maxs;
2523 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2524 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2525
2526 //sanitize minmaxs
2527 vector minTmp, maxTmp;
2528 minTmp[0] = Math.Min(mins[0],maxs[0]);
2529 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2530 minTmp[1] = Math.Min(mins[1],maxs[1]);
2531 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2532 minTmp[2] = Math.Min(mins[2],maxs[2]);
2533 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2534 mins = minTmp;
2535 maxs = maxTmp;
2536
2537 maxs[1] = maxs[1] + 0.35; //reach a little above..
2538
2539 ItemFall(mins,maxs);
2540 }
2541 }
2542
2543 protected void ItemFall(vector min, vector max)
2544 {
2545 array<EntityAI> foundEntities = new array<EntityAI>();
2546 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2547
2548 //filtering
2549 ItemBase item;
2550 foreach (EntityAI entity : foundEntities)
2551 {
2552 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2553 item.ThrowPhysically(null,vector.Zero);
2554 }
2555 }
2556
2557 // --- UPDATE
2558 void InitBaseState()
2559 {
2560 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2561
2562 InitVisuals();
2563 UpdateNavmesh(); //regenerate navmesh
2564 GetConstruction().InitBaseState();
2565 }
2566
2567 void InitVisuals()
2568 {
2569 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2570 //check base
2571 if ( !HasBase() )
2572 {
2573 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2574 }
2575 else
2576 {
2577 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2578 }
2579
2580 GetConstruction().UpdateVisuals();
2581 }
2582
2583 void UpdateVisuals()
2584 {
2585 array<string> attachmentSlots = new array<string>;
2586
2587 GetAttachmentSlots(this, attachmentSlots);
2588 foreach (string slotName : attachmentSlots)
2589 {
2591 }
2592
2593 //check base
2594 if (!HasBase())
2595 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2596 else
2597 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2598
2599 GetConstruction().UpdateVisuals();
2600 }
2601
2602 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2603 {
2604 string slotNameMounted = slot_name + "_Mounted";
2605 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2606
2607 if (attachment)
2608 {
2609 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2610 if (barbedWire && barbedWire.IsMounted())
2611 CreateAreaDamage(slotNameMounted);
2612 else
2613 DestroyAreaDamage(slotNameMounted);
2614
2615 if (is_locked)
2616 {
2617 SetAnimationPhase(slotNameMounted, 0);
2618 SetAnimationPhase(slot_name, 1);
2619 }
2620 else
2621 {
2622 SetAnimationPhase(slotNameMounted, 1);
2623 SetAnimationPhase(slot_name, 0);
2624 }
2625 }
2626 else
2627 {
2628 SetAnimationPhase(slotNameMounted, 1);
2629 SetAnimationPhase(slot_name, 1);
2630
2631 DestroyAreaDamage(slotNameMounted);
2632 }
2633 }
2634
2635 // avoid calling this function on frequent occasions, it's a massive performance hit
2636 void UpdatePhysics()
2637 {
2639 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2640
2641 array<string> attachmentSlots = new array<string>;
2642 GetAttachmentSlots(this, attachmentSlots);
2643
2645 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2646
2647 foreach (string slotName : attachmentSlots)
2648 {
2650 }
2651
2652 //check base
2653 if (!HasBase())
2654 {
2656 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2657
2658 AddProxyPhysics(ANIMATION_DEPLOYED);
2659 }
2660 else
2661 {
2663 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2664
2665 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2666 }
2667
2668 GetConstruction().UpdatePhysics();
2669 UpdateNavmesh();
2670 }
2671
2672 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2673 {
2674 //checks for invalid appends; hotfix
2675 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2676 return;
2677 //----------------------------------
2678 string slot_name_mounted = slot_name + "_Mounted";
2679 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2680
2681 //remove proxy physics
2682 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2683 RemoveProxyPhysics( slot_name_mounted );
2684 RemoveProxyPhysics( slot_name );
2685
2686 if ( attachment )
2687 {
2688 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2689 if ( is_locked )
2690 {
2691 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2692 AddProxyPhysics( slot_name_mounted );
2693 }
2694 else
2695 {
2696 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2697 AddProxyPhysics( slot_name );
2698 }
2699 }
2700 }
2701
2702 protected void UpdateNavmesh()
2703 {
2704 SetAffectPathgraph( true, false );
2705 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2706 }
2707
2708 override bool CanUseConstruction()
2709 {
2710 return true;
2711 }
2712
2713 override bool CanUseConstructionBuild()
2714 {
2715 return true;
2716 }
2717
2718 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2719 {
2720 if ( attachment )
2721 {
2722 InventoryLocation inventory_location = new InventoryLocation;
2723 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2724
2725 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2726 }
2727
2728 return false;
2729 }
2730
2731 protected bool IsAttachmentSlotLocked( string slot_name )
2732 {
2733 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2734 }
2735
2736 //--- ATTACHMENT SLOTS
2737 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2738 {
2739 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2740 if ( GetGame().ConfigIsExisting( config_path ) )
2741 {
2742 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2743 }
2744 }
2745
2746 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2747 {
2748 return true;
2749 }
2750
2751 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2752 {
2753 return true;
2754 }
2755
2756 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2757 {
2758 return true;
2759 }
2760
2761 // --- INIT
2762 void ConstructionInit()
2763 {
2764 if ( !m_Construction )
2765 {
2766 m_Construction = new Construction( this );
2767 }
2768
2769 GetConstruction().Init();
2770 }
2771
2773 {
2774 return m_Construction;
2775 }
2776
2777 //--- INVENTORY/ATTACHMENTS CONDITIONS
2778 //attachments
2779 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2780 {
2781 return super.CanReceiveAttachment(attachment, slotId);
2782 }
2783
2785 {
2786 int attachment_count = GetInventory().AttachmentCount();
2787 if ( attachment_count > 0 )
2788 {
2789 if ( HasBase() && attachment_count == 1 )
2790 {
2791 return false;
2792 }
2793
2794 return true;
2795 }
2796
2797 return false;
2798 }
2799
2800 override bool ShowZonesHealth()
2801 {
2802 return true;
2803 }
2804
2805 override bool IsTakeable()
2806 {
2807 return false;
2808 }
2809
2810 //this into/outo parent.Cargo
2811 override bool CanPutInCargo( EntityAI parent )
2812 {
2813 return false;
2814 }
2815
2816 override bool CanRemoveFromCargo( EntityAI parent )
2817 {
2818 return false;
2819 }
2820
2821 //hands
2822 override bool CanPutIntoHands( EntityAI parent )
2823 {
2824 return false;
2825 }
2826
2827 //--- ACTION CONDITIONS
2828 //direction
2829 override bool IsFacingPlayer( PlayerBase player, string selection )
2830 {
2831 return true;
2832 }
2833
2834 override bool IsPlayerInside( PlayerBase player, string selection )
2835 {
2836 return true;
2837 }
2838
2841 {
2842 return false;
2843 }
2844
2845 //camera direction check
2846 bool IsFacingCamera( string selection )
2847 {
2848 return true;
2849 }
2850
2851 //roof check
2852 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2853 {
2854 return false;
2855 }
2856
2857 //selection->player distance check
2858 bool HasProperDistance( string selection, PlayerBase player )
2859 {
2860 return true;
2861 }
2862
2863 //folding
2865 {
2866 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2867 {
2868 return false;
2869 }
2870
2871 return true;
2872 }
2873
2875 {
2878
2879 return item;
2880 }
2881
2882 //Damage triggers (barbed wire)
2883 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2884 {
2885 if ( GetGame() && GetGame().IsServer() )
2886 {
2887 //destroy area damage if some already exists
2888 DestroyAreaDamage( slot_name );
2889
2890 //create new area damage
2892 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2893
2894 vector min_max[2];
2895 if ( MemoryPointExists( slot_name + "_min" ) )
2896 {
2897 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2898 }
2899 if ( MemoryPointExists( slot_name + "_max" ) )
2900 {
2901 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2902 }
2903
2904 //get proper trigger extents (min<max)
2905 vector extents[2];
2906 GetConstruction().GetTriggerExtents( min_max, extents );
2907
2908 //get box center
2909 vector center;
2910 center = GetConstruction().GetBoxCenter( min_max );
2911 center = ModelToWorld( center );
2912
2913 //rotate center if needed
2914 vector orientation = GetOrientation();;
2915 CalcDamageAreaRotation( rotation_angle, center, orientation );
2916
2917 areaDamage.SetExtents( extents[0], extents[1] );
2918 areaDamage.SetAreaPosition( center );
2919 areaDamage.SetAreaOrientation( orientation );
2920 areaDamage.SetLoopInterval( 1.0 );
2921 areaDamage.SetDeferDuration( 0.2 );
2922 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2923 areaDamage.SetAmmoName( "BarbedWireHit" );
2924 areaDamage.Spawn();
2925
2926 m_DamageTriggers.Insert( slot_name, areaDamage );
2927 }
2928 }
2929
2930 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2931 {
2932 if ( angle_deg != 0 )
2933 {
2934 //orientation
2935 orientation[0] = orientation[0] - angle_deg;
2936
2937 //center
2938 vector rotate_axis;
2939 if ( MemoryPointExists( "rotate_axis" ) )
2940 {
2941 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2942 }
2943 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];
2944 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];
2945 center[0] = r_center_x;
2946 center[2] = r_center_z;
2947 }
2948 }
2949
2950 void DestroyAreaDamage( string slot_name )
2951 {
2952 if (GetGame() && GetGame().IsServer())
2953 {
2955 if (m_DamageTriggers.Find(slot_name, areaDamage))
2956 {
2957 if (areaDamage)
2958 {
2959 areaDamage.Destroy();
2960 }
2961
2962 m_DamageTriggers.Remove( slot_name );
2963 }
2964 }
2965 }
2966
2967 override bool IsIgnoredByConstruction()
2968 {
2969 return true;
2970 }
2971
2972 //================================================================
2973 // SOUNDS
2974 //================================================================
2975 protected void SoundBuildStart( string part_name )
2976 {
2977 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2978 }
2979
2980 protected void SoundDismantleStart( string part_name )
2981 {
2982 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2983 }
2984
2985 protected void SoundDestroyStart( string part_name )
2986 {
2987 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2988 }
2989
2990 protected string GetBuildSoundByMaterial( string part_name )
2991 {
2992 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2993
2994 switch ( material_type )
2995 {
2996 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2997 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2998 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2999 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3000 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3001 }
3002
3003 return "";
3004 }
3005
3006 protected string GetDismantleSoundByMaterial( string part_name )
3007 {
3008 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3009
3010 switch ( material_type )
3011 {
3012 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3013 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3014 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3015 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3016 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3017 }
3018
3019 return "";
3020 }
3021
3022 //misc
3023 void CheckForHybridAttachments( EntityAI item, string slot_name )
3024 {
3025 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3026 {
3027 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3028 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3029 {
3030 SetHealth(slot_name,"Health",item.GetHealth());
3031 }
3032 }
3033 }
3034
3035 override int GetDamageSystemVersionChange()
3036 {
3037 return 111;
3038 }
3039
3040 override void SetActions()
3041 {
3042 super.SetActions();
3043
3047 }
3048
3049 //================================================================
3050 // DEBUG
3051 //================================================================
3052 protected void DebugCustomState()
3053 {
3054 }
3055
3058 {
3059 return null;
3060 }
3061
3062 override void OnDebugSpawn()
3063 {
3064 FullyBuild();
3065 }
3066
3067 void FullyBuild()
3068 {
3070 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3071
3072 Man p;
3073
3074 #ifdef SERVER
3075 array<Man> players = new array<Man>;
3076 GetGame().GetWorld().GetPlayerList(players);
3077 if (players.Count())
3078 p = players[0];
3079 #else
3080 p = GetGame().GetPlayer();
3081 #endif
3082
3083 foreach (ConstructionPart part : parts)
3084 {
3085 bool excluded = false;
3086 string partName = part.GetPartName();
3087 if (excludes)
3088 {
3089 foreach (string exclude : excludes)
3090 {
3091 if (partName.Contains(exclude))
3092 {
3093 excluded = true;
3094 break;
3095 }
3096 }
3097 }
3098
3099 if (!excluded)
3100 {
3101 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3102 }
3103 }
3104
3105 GetConstruction().UpdateVisuals();
3106 }
3107}
3108
3109void bsbDebugPrint (string s)
3110{
3111#ifdef BSB_DEBUG
3112 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3113#else
3114 //Print("" + s); // comment/uncomment to hide/see debug logs
3115#endif
3116}
3117void bsbDebugSpam (string s)
3118{
3119#ifdef BSB_DEBUG_SPAM
3120 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3121#else
3122 //Print("" + s); // comment/uncomment to hide/see debug logs
3123#endif
3124}
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