DayZ 1.28
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◆ InitVisuals()

void bsbDebugPrint::InitVisuals ( )
protected

См. определение в файле BaseBuildingBase.c строка 2079

2081{
2082 const string ANIMATION_DEPLOYED = "Deployed";
2083
2084 float m_ConstructionKitHealth; //stored health value for used construction kit
2085
2087
2088 bool m_HasBase;
2089 //variables for synchronization of base building parts (2x31 is the current limit)
2090 int m_SyncParts01; //synchronization for already built parts (31 parts)
2091 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2092 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2093 int m_InteractedPartId; //construction part id that an action was performed on
2094 int m_PerformedActionId; //action id that was performed on a construction part
2095
2096 //Sounds
2097 //build
2098 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2099 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2100 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2101 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2102 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2103 //dismantle
2104 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2105 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2106 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2107 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2108 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2109
2110 protected EffectSound m_Sound;
2111
2115
2116 // Constructor
2117 void BaseBuildingBase()
2118 {
2120
2121 //synchronized variables
2122 RegisterNetSyncVariableInt( "m_SyncParts01" );
2123 RegisterNetSyncVariableInt( "m_SyncParts02" );
2124 RegisterNetSyncVariableInt( "m_SyncParts03" );
2125 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2126 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2127 RegisterNetSyncVariableBool( "m_HasBase" );
2128
2129 //Construction init
2131
2132 if (ConfigIsExisting("hybridAttachments"))
2133 {
2135 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2136 }
2137 if (ConfigIsExisting("mountables"))
2138 {
2140 ConfigGetTextArray("mountables", m_Mountables);
2141 }
2142
2143 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2144 }
2145
2146 override void EEDelete(EntityAI parent)
2147 {
2148 super.EEDelete(parent);
2149
2150 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2151 {
2152 areaDamage.Destroy();
2153 }
2154
2155 }
2156
2157 override string GetInvulnerabilityTypeString()
2158 {
2159 return "disableBaseDamage";
2160 }
2161
2162 override bool CanObstruct()
2163 {
2164 return true;
2165 }
2166
2167 override int GetHideIconMask()
2168 {
2169 return EInventoryIconVisibility.HIDE_VICINITY;
2170 }
2171
2172 override void InitItemSounds()
2173 {
2174 super.InitItemSounds();
2175
2177 SoundParameters params = new SoundParameters();
2178 params.m_Loop = true;
2179
2180 if (GetFoldSoundset() != string.Empty)
2181 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2182 if (GetLoopFoldSoundset() != string.Empty)
2183 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2184 }
2185
2186 override string GetFoldSoundset()
2187 {
2188 return "putDown_FenceKit_SoundSet";
2189 }
2190
2191 override string GetLoopFoldSoundset()
2192 {
2193 return "Shelter_Site_Build_Loop_SoundSet";
2194 }
2195
2196 // --- SYNCHRONIZATION
2198 {
2199 if ( GetGame().IsServer() )
2200 {
2201 SetSynchDirty();
2202 }
2203 }
2204
2205 override void OnVariablesSynchronized()
2206 {
2207 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2208 super.OnVariablesSynchronized();
2209
2211 }
2212
2213 protected void OnSynchronizedClient()
2214 {
2215 //update parts
2217
2218 //update action on part
2220
2221 //update visuals (client)
2222 UpdateVisuals();
2223 }
2224
2225 //parts synchronization
2226 void RegisterPartForSync( int part_id )
2227 {
2228 //part_id must starts from index = 1
2229 int offset;
2230 int mask;
2231
2232 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2233 {
2234 offset = part_id - 1;
2235 mask = 1 << offset;
2236
2237 m_SyncParts01 = m_SyncParts01 | mask;
2238 }
2239 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2240 {
2241 offset = ( part_id % 32 );
2242 mask = 1 << offset;
2243
2244 m_SyncParts02 = m_SyncParts02 | mask;
2245 }
2246 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2247 {
2248 offset = ( part_id % 63 );
2249 mask = 1 << offset;
2250
2251 m_SyncParts03 = m_SyncParts03 | mask;
2252 }
2253 }
2254
2255 void UnregisterPartForSync( int part_id )
2256 {
2257 //part_id must starts from index = 1
2258 int offset;
2259 int mask;
2260
2261 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2262 {
2263 offset = part_id - 1;
2264 mask = 1 << offset;
2265
2266 m_SyncParts01 = m_SyncParts01 & ~mask;
2267 }
2268 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2269 {
2270 offset = ( part_id % 32 );
2271 mask = 1 << offset;
2272
2273 m_SyncParts02 = m_SyncParts02 & ~mask;
2274 }
2275 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2276 {
2277 offset = ( part_id % 63 );
2278 mask = 1 << offset;
2279
2280 m_SyncParts03 = m_SyncParts03 & ~mask;
2281 }
2282 }
2283
2284 bool IsPartBuildInSyncData( int part_id )
2285 {
2286 //part_id must starts from index = 1
2287 int offset;
2288 int mask;
2289
2290 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2291 {
2292 offset = part_id - 1;
2293 mask = 1 << offset;
2294
2295 if ( ( m_SyncParts01 & mask ) > 0 )
2296 {
2297 return true;
2298 }
2299 }
2300 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2301 {
2302 offset = ( part_id % 32 );
2303 mask = 1 << offset;
2304
2305 if ( ( m_SyncParts02 & mask ) > 0 )
2306 {
2307 return true;
2308 }
2309 }
2310 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2311 {
2312 offset = ( part_id % 63 );
2313 mask = 1 << offset;
2314
2315 if ( ( m_SyncParts03 & mask ) > 0 )
2316 {
2317 return true;
2318 }
2319 }
2320
2321 return false;
2322 }
2323
2324 protected void RegisterActionForSync( int part_id, int action_id )
2325 {
2326 m_InteractedPartId = part_id;
2327 m_PerformedActionId = action_id;
2328 }
2329
2330 protected void ResetActionSyncData()
2331 {
2332 //reset data
2333 m_InteractedPartId = -1;
2335 }
2336
2337 protected void SetActionFromSyncData()
2338 {
2339 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2340 {
2342 int build_action_id = m_PerformedActionId;
2343
2344 switch( build_action_id )
2345 {
2346 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2347 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2348 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2349 }
2350 }
2351 }
2352 //------
2353
2355 {
2356 string key = part.m_PartName;
2357 bool is_base = part.IsBase();
2358 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2359 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2360 if ( is_part_built_sync )
2361 {
2362 if ( !part.IsBuilt() )
2363 {
2364 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2365 GetConstruction().AddToConstructedParts( key );
2366 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2367
2368 if (is_base)
2369 {
2371 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2372 }
2373 }
2374 }
2375 else
2376 {
2377 if ( part.IsBuilt() )
2378 {
2379 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2380 GetConstruction().RemoveFromConstructedParts( key );
2381 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2382
2383 if (is_base)
2384 {
2386 AddProxyPhysics( ANIMATION_DEPLOYED );
2387 }
2388 }
2389 }
2390
2391 //check slot lock for material attachments
2392 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2393 }
2394
2395 //set construction parts based on synchronized data
2397 {
2398 Construction construction = GetConstruction();
2399 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2400
2401 for ( int i = 0; i < construction_parts.Count(); ++i )
2402 {
2403 string key = construction_parts.GetKey( i );
2404 ConstructionPart value = construction_parts.Get( key );
2405 SetPartFromSyncData(value);
2406 }
2407
2408 //regenerate navmesh
2409 UpdateNavmesh();
2410 }
2411
2412 protected ConstructionPart GetConstructionPartById( int id )
2413 {
2414 Construction construction = GetConstruction();
2415 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2416
2417 for ( int i = 0; i < construction_parts.Count(); ++i )
2418 {
2419 string key = construction_parts.GetKey( i );
2420 ConstructionPart value = construction_parts.Get( key );
2421
2422 if ( value.GetId() == id )
2423 {
2424 return value;
2425 }
2426 }
2427
2428 return NULL;
2429 }
2430 //
2431
2432 //Base
2433 bool HasBase()
2434 {
2435 return m_HasBase;
2436 }
2437
2438 void SetBaseState( bool has_base )
2439 {
2440 m_HasBase = has_base;
2441 }
2442
2443 override bool IsDeployable()
2444 {
2445 return true;
2446 }
2447
2448 bool IsOpened()
2449 {
2450 return false;
2451 }
2452
2453 //--- CONSTRUCTION KIT
2455 {
2456 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2457 if ( m_ConstructionKitHealth > 0 )
2458 {
2459 construction_kit.SetHealth( m_ConstructionKitHealth );
2460 }
2461
2462 return construction_kit;
2463 }
2464
2465 void CreateConstructionKitInHands(notnull PlayerBase player)
2466 {
2467 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2468 if ( m_ConstructionKitHealth > 0 )
2469 {
2470 construction_kit.SetHealth( m_ConstructionKitHealth );
2471 }
2472 }
2473
2474 protected vector GetKitSpawnPosition()
2475 {
2476 return GetPosition();
2477 }
2478
2479 protected string GetConstructionKitType()
2480 {
2481 return "";
2482 }
2483
2484 void DestroyConstructionKit( ItemBase construction_kit )
2485 {
2486 m_ConstructionKitHealth = construction_kit.GetHealth();
2487 GetGame().ObjectDelete( construction_kit );
2488 }
2489
2490 //--- CONSTRUCTION
2491 void DestroyConstruction()
2492 {
2493 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2494 GetGame().ObjectDelete( this );
2495 }
2496
2497 // --- EVENTS
2498 override void OnStoreSave( ParamsWriteContext ctx )
2499 {
2500 super.OnStoreSave( ctx );
2501
2502 //sync parts 01
2503 ctx.Write( m_SyncParts01 );
2504 ctx.Write( m_SyncParts02 );
2505 ctx.Write( m_SyncParts03 );
2506
2507 ctx.Write( m_HasBase );
2508 }
2509
2510 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2511 {
2512 if ( !super.OnStoreLoad( ctx, version ) )
2513 return false;
2514
2515 //--- Base building data ---
2516 //Restore synced parts data
2517 if ( !ctx.Read( m_SyncParts01 ) )
2518 {
2519 m_SyncParts01 = 0; //set default
2520 return false;
2521 }
2522 if ( !ctx.Read( m_SyncParts02 ) )
2523 {
2524 m_SyncParts02 = 0; //set default
2525 return false;
2526 }
2527 if ( !ctx.Read( m_SyncParts03 ) )
2528 {
2529 m_SyncParts03 = 0; //set default
2530 return false;
2531 }
2532
2533 //has base
2534 if ( !ctx.Read( m_HasBase ) )
2535 {
2536 m_HasBase = false;
2537 return false;
2538 }
2539 //---
2540
2541 return true;
2542 }
2543
2544 override void AfterStoreLoad()
2545 {
2546 super.AfterStoreLoad();
2547
2549 {
2551 }
2552 }
2553
2555 {
2556 //update server data
2558
2559 //set base state
2560 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2561 SetBaseState( construction_part.IsBuilt() ) ;
2562
2563 //synchronize after load
2565 }
2566
2567 override void OnCreatePhysics()
2568 {
2569 super.OnCreatePhysics();
2572 }
2573
2574 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2575 {
2577 return;
2578
2579 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2580
2581 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2582 return;
2583
2584 Construction construction = GetConstruction();
2585 string part_name = zone;
2586 part_name.ToLower();
2587
2588 if ( newLevel == GameConstants.STATE_RUINED )
2589 {
2590 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2591
2592 if ( construction_part && construction.IsPartConstructed( part_name ) )
2593 {
2594 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2595 construction.DestroyConnectedParts(part_name);
2596 }
2597
2598 //barbed wire handling (hack-ish)
2599 if ( part_name.Contains("barbed") )
2600 {
2601 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2602 if (barbed_wire)
2603 barbed_wire.SetMountedState( false );
2604 }
2605 }
2606 }
2607
2608 override void EEOnAfterLoad()
2609 {
2611 {
2613 }
2614
2615 super.EEOnAfterLoad();
2616 }
2617
2618 override void EEInit()
2619 {
2620 super.EEInit();
2621
2622 // init visuals and physics
2623 InitBaseState();
2624
2625 //debug
2626 #ifdef DEVELOPER
2628 #endif
2629 }
2630
2631 override void EEItemAttached( EntityAI item, string slot_name )
2632 {
2633 super.EEItemAttached( item, slot_name );
2634
2635 CheckForHybridAttachments( item, slot_name );
2636 UpdateVisuals();
2637 UpdateAttachmentPhysics( slot_name, false );
2638 }
2639
2640 override void EEItemDetached( EntityAI item, string slot_name )
2641 {
2642 super.EEItemDetached( item, slot_name );
2643
2644 UpdateVisuals();
2645 UpdateAttachmentPhysics( slot_name, false );
2646 }
2647
2648 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2649 {
2650 string slot_name = InventorySlots.GetSlotName( slotId );
2651 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2652
2653 UpdateAttachmentVisuals( slot_name, locked );
2654 UpdateAttachmentPhysics( slot_name, locked );
2655 }
2656
2657 //ignore out of reach condition
2658 override bool IgnoreOutOfReachCondition()
2659 {
2660 return true;
2661 }
2662
2663 //CONSTRUCTION EVENTS
2664 //Build
2665 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2666 {
2667 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2668
2669 //check base state
2670 if (construtionPart.IsBase())
2671 {
2672 SetBaseState(true);
2673
2674 //spawn kit
2676 }
2677
2678 //register constructed parts for synchronization
2679 RegisterPartForSync(construtionPart.GetId());
2680
2681 //register action that was performed on part
2682 RegisterActionForSync(construtionPart.GetId(), action_id);
2683
2684 //synchronize
2686
2687 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2688
2689 UpdateNavmesh();
2690
2691 //update visuals
2692 UpdateVisuals();
2693
2694 //reset action sync data
2696 }
2697
2698 void OnPartBuiltClient(string part_name, int action_id)
2699 {
2700 //play sound
2701 SoundBuildStart( part_name );
2702 }
2703
2704 //Dismantle
2705 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2706 {
2707 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2708 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2709
2710 //register constructed parts for synchronization
2711 UnregisterPartForSync(construtionPart.GetId());
2712
2713 //register action that was performed on part
2714 RegisterActionForSync(construtionPart.GetId(), action_id);
2715
2716 //synchronize
2718
2719 // server part of sync, client will be synced from SetPartsFromSyncData
2720 SetPartFromSyncData(construtionPart);
2721
2722 UpdateNavmesh();
2723
2724 //update visuals
2725 UpdateVisuals();
2726
2727 //reset action sync data
2729
2730 //check base state
2731 if (construtionPart.IsBase())
2732 {
2733 //Destroy construction
2735 }
2736 }
2737
2738 void OnPartDismantledClient( string part_name, int action_id )
2739 {
2740 //play sound
2741 SoundDismantleStart( part_name );
2742 }
2743
2744 //Destroy
2745 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2746 {
2747 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2748 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2749
2750 //register constructed parts for synchronization
2751 UnregisterPartForSync(construtionPart.GetId());
2752
2753 //register action that was performed on part
2754 RegisterActionForSync(construtionPart.GetId(), action_id);
2755
2756 //synchronize
2758
2759 // server part of sync, client will be synced from SetPartsFromSyncData
2760 SetPartFromSyncData(construtionPart);
2761
2762 UpdateNavmesh();
2763
2764 //update visuals
2765 UpdateVisuals();
2766
2767 //reset action sync data
2769
2770 //check base state
2771 if (construtionPart.IsBase())
2772 {
2773 //Destroy construction
2775 }
2776 }
2777
2778 void OnPartDestroyedClient( string part_name, int action_id )
2779 {
2780 //play sound
2781 SoundDestroyStart( part_name );
2782 }
2783
2785 protected void HandleItemFalling(ConstructionPart part)
2786 {
2787 bool process = false;
2788
2789 //TODO: add a parameter to parts' config classes?
2790 process |= part.m_PartName.Contains("_roof");
2791 process |= part.m_PartName.Contains("_platform");
2792 process |= part.m_PartName.Contains("_stair");
2793
2794 if (process)
2795 {
2796 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2797 {
2798 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2799 return;
2800 }
2801
2802 vector mins, maxs;
2803 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2804 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2805
2806 //sanitize minmaxs
2807 vector minTmp, maxTmp;
2808 minTmp[0] = Math.Min(mins[0],maxs[0]);
2809 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2810 minTmp[1] = Math.Min(mins[1],maxs[1]);
2811 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2812 minTmp[2] = Math.Min(mins[2],maxs[2]);
2813 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2814 mins = minTmp;
2815 maxs = maxTmp;
2816
2817 maxs[1] = maxs[1] + 0.35; //reach a little above..
2818
2819 ItemFall(mins,maxs);
2820 }
2821 }
2822
2824 protected void ItemFall(vector min, vector max)
2825 {
2826 array<EntityAI> foundEntities = new array<EntityAI>();
2827 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2828
2829 //filtering
2830 ItemBase item;
2831 foreach (EntityAI entity : foundEntities)
2832 {
2833 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2834 item.ThrowPhysically(null,vector.Zero);
2835 }
2836 }
2837
2838 // --- UPDATE
2839 void InitBaseState()
2840 {
2841 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2842
2843 InitVisuals();
2844 UpdateNavmesh(); //regenerate navmesh
2845 GetConstruction().InitBaseState();
2846 }
2847
2848 void InitVisuals()
2849 {
2850 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2851 //check base
2852 if ( !HasBase() )
2853 {
2854 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2855 }
2856 else
2857 {
2858 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2859 }
2860
2861 GetConstruction().UpdateVisuals();
2862 }
2863
2864 void UpdateVisuals()
2865 {
2866 array<string> attachmentSlots = new array<string>;
2867
2868 GetAttachmentSlots(this, attachmentSlots);
2869 foreach (string slotName : attachmentSlots)
2870 {
2872 }
2873
2874 //check base
2875 if (!HasBase())
2876 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2877 else
2878 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2879
2880 GetConstruction().UpdateVisuals();
2881 }
2882
2883 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2884 {
2885 string slotNameMounted = slot_name + "_Mounted";
2886 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2887
2888 if (attachment)
2889 {
2890 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2891 if (barbedWire && barbedWire.IsMounted())
2892 CreateAreaDamage(slotNameMounted);
2893 else
2894 DestroyAreaDamage(slotNameMounted);
2895
2896 if (is_locked)
2897 {
2898 SetAnimationPhase(slotNameMounted, 0);
2899 SetAnimationPhase(slot_name, 1);
2900 }
2901 else
2902 {
2903 SetAnimationPhase(slotNameMounted, 1);
2904 SetAnimationPhase(slot_name, 0);
2905 }
2906 }
2907 else
2908 {
2909 SetAnimationPhase(slotNameMounted, 1);
2910 SetAnimationPhase(slot_name, 1);
2911
2912 DestroyAreaDamage(slotNameMounted);
2913 }
2914 }
2915
2916 // avoid calling this function on frequent occasions, it's a massive performance hit
2917 void UpdatePhysics()
2918 {
2920 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2921
2922 array<string> attachmentSlots = new array<string>;
2923 GetAttachmentSlots(this, attachmentSlots);
2924
2926 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2927
2928 foreach (string slotName : attachmentSlots)
2929 {
2931 }
2932
2933 //check base
2934 if (!HasBase())
2935 {
2937 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2938
2939 AddProxyPhysics(ANIMATION_DEPLOYED);
2940 }
2941 else
2942 {
2944 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2945
2946 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2947 }
2948
2949 GetConstruction().UpdatePhysics();
2950 UpdateNavmesh();
2951 }
2952
2953 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2954 {
2955 //checks for invalid appends; hotfix
2956 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2957 return;
2958 //----------------------------------
2959 string slot_name_mounted = slot_name + "_Mounted";
2960 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2961
2962 //remove proxy physics
2963 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2964 RemoveProxyPhysics( slot_name_mounted );
2965 RemoveProxyPhysics( slot_name );
2966
2967 if ( attachment )
2968 {
2969 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2970 if ( is_locked )
2971 {
2972 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2973 AddProxyPhysics( slot_name_mounted );
2974 }
2975 else
2976 {
2977 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2978 AddProxyPhysics( slot_name );
2979 }
2980 }
2981 }
2982
2983 protected void UpdateNavmesh()
2984 {
2985 SetAffectPathgraph( true, false );
2986 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2987 }
2988
2989 override bool CanUseConstruction()
2990 {
2991 return true;
2992 }
2993
2994 override bool CanUseConstructionBuild()
2995 {
2996 return true;
2997 }
2998
2999 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3000 {
3001 if ( attachment )
3002 {
3003 InventoryLocation inventory_location = new InventoryLocation;
3004 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3005
3006 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3007 }
3008
3009 return false;
3010 }
3011
3012 protected bool IsAttachmentSlotLocked( string slot_name )
3013 {
3014 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3015 }
3016
3017 //--- ATTACHMENT SLOTS
3018 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3019 {
3020 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3021 if ( GetGame().ConfigIsExisting( config_path ) )
3022 {
3023 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3024 }
3025 }
3026
3027 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3028 {
3029 return true;
3030 }
3031
3032 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3033 {
3034 return true;
3035 }
3036
3037 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3038 {
3039 return true;
3040 }
3041
3042 // --- INIT
3043 void ConstructionInit()
3044 {
3045 if ( !m_Construction )
3046 {
3047 m_Construction = new Construction( this );
3048 }
3049
3050 GetConstruction().Init();
3051 }
3052
3054 {
3055 return m_Construction;
3056 }
3057
3058 //--- INVENTORY/ATTACHMENTS CONDITIONS
3059 //attachments
3060 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3061 {
3062 return super.CanReceiveAttachment(attachment, slotId);
3063 }
3064
3066 {
3067 int attachment_count = GetInventory().AttachmentCount();
3068 if ( attachment_count > 0 )
3069 {
3070 if ( HasBase() && attachment_count == 1 )
3071 {
3072 return false;
3073 }
3074
3075 return true;
3076 }
3077
3078 return false;
3079 }
3080
3081 override bool ShowZonesHealth()
3082 {
3083 return true;
3084 }
3085
3086 override bool IsTakeable()
3087 {
3088 return false;
3089 }
3090
3091 //this into/outo parent.Cargo
3092 override bool CanPutInCargo( EntityAI parent )
3093 {
3094 return false;
3095 }
3096
3097 override bool CanRemoveFromCargo( EntityAI parent )
3098 {
3099 return false;
3100 }
3101
3102 //hands
3103 override bool CanPutIntoHands( EntityAI parent )
3104 {
3105 return false;
3106 }
3107
3108 //--- ACTION CONDITIONS
3109 //direction
3110 override bool IsFacingPlayer( PlayerBase player, string selection )
3111 {
3112 return true;
3113 }
3114
3115 override bool IsPlayerInside( PlayerBase player, string selection )
3116 {
3117 return true;
3118 }
3119
3122 {
3123 return false;
3124 }
3125
3126 //camera direction check
3127 bool IsFacingCamera( string selection )
3128 {
3129 return true;
3130 }
3131
3132 //roof check
3133 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3134 {
3135 return false;
3136 }
3137
3138 //selection->player distance check
3139 bool HasProperDistance( string selection, PlayerBase player )
3140 {
3141 return true;
3142 }
3143
3144 //folding
3146 {
3147 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3148 {
3149 return false;
3150 }
3151
3152 return true;
3153 }
3154
3156 {
3159
3160 return item;
3161 }
3162
3163 //Damage triggers (barbed wire)
3164 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3165 {
3166 if ( GetGame() && GetGame().IsServer() )
3167 {
3168 //destroy area damage if some already exists
3169 DestroyAreaDamage( slot_name );
3170
3171 //create new area damage
3173 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3174
3175 vector min_max[2];
3176 if ( MemoryPointExists( slot_name + "_min" ) )
3177 {
3178 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3179 }
3180 if ( MemoryPointExists( slot_name + "_max" ) )
3181 {
3182 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3183 }
3184
3185 //get proper trigger extents (min<max)
3186 vector extents[2];
3187 GetConstruction().GetTriggerExtents( min_max, extents );
3188
3189 //get box center
3190 vector center;
3191 center = GetConstruction().GetBoxCenter( min_max );
3192 center = ModelToWorld( center );
3193
3194 //rotate center if needed
3195 vector orientation = GetOrientation();;
3196 CalcDamageAreaRotation( rotation_angle, center, orientation );
3197
3198 areaDamage.SetExtents( extents[0], extents[1] );
3199 areaDamage.SetAreaPosition( center );
3200 areaDamage.SetAreaOrientation( orientation );
3201 areaDamage.SetLoopInterval( 1.0 );
3202 areaDamage.SetDeferDuration( 0.2 );
3203 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3204 areaDamage.SetAmmoName( "BarbedWireHit" );
3205 areaDamage.Spawn();
3206
3207 m_DamageTriggers.Insert( slot_name, areaDamage );
3208 }
3209 }
3210
3211 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3212 {
3213 if ( angle_deg != 0 )
3214 {
3215 //orientation
3216 orientation[0] = orientation[0] - angle_deg;
3217
3218 //center
3219 vector rotate_axis;
3220 if ( MemoryPointExists( "rotate_axis" ) )
3221 {
3222 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3223 }
3224 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];
3225 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];
3226 center[0] = r_center_x;
3227 center[2] = r_center_z;
3228 }
3229 }
3230
3231 void DestroyAreaDamage( string slot_name )
3232 {
3233 if (GetGame() && GetGame().IsServer())
3234 {
3236 if (m_DamageTriggers.Find(slot_name, areaDamage))
3237 {
3238 if (areaDamage)
3239 {
3240 areaDamage.Destroy();
3241 }
3242
3243 m_DamageTriggers.Remove( slot_name );
3244 }
3245 }
3246 }
3247
3248 override bool IsIgnoredByConstruction()
3249 {
3250 return true;
3251 }
3252
3253 //================================================================
3254 // SOUNDS
3255 //================================================================
3256 protected void SoundBuildStart( string part_name )
3257 {
3258 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3259 }
3260
3261 protected void SoundDismantleStart( string part_name )
3262 {
3263 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3264 }
3265
3266 protected void SoundDestroyStart( string part_name )
3267 {
3268 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3269 }
3270
3271 protected string GetBuildSoundByMaterial( string part_name )
3272 {
3273 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3274
3275 switch ( material_type )
3276 {
3277 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3278 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3279 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3280 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3281 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3282 }
3283
3284 return "";
3285 }
3286
3287 protected string GetDismantleSoundByMaterial( string part_name )
3288 {
3289 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3290
3291 switch ( material_type )
3292 {
3293 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3294 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3295 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3296 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3297 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3298 }
3299
3300 return "";
3301 }
3302
3303 //misc
3304 void CheckForHybridAttachments( EntityAI item, string slot_name )
3305 {
3306 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3307 {
3308 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3309 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3310 {
3311 SetHealth(slot_name,"Health",item.GetHealth());
3312 }
3313 }
3314 }
3315
3316 override int GetDamageSystemVersionChange()
3317 {
3318 return 111;
3319 }
3320
3321 override void SetActions()
3322 {
3323 super.SetActions();
3324
3328 }
3329
3330 //================================================================
3331 // DEBUG
3332 //================================================================
3333 protected void DebugCustomState()
3334 {
3335 }
3336
3339 {
3340 return null;
3341 }
3342
3343 override void OnDebugSpawn()
3344 {
3345 FullyBuild();
3346 }
3347
3348 void FullyBuild()
3349 {
3351 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3352
3353 Man p;
3354
3355 #ifdef SERVER
3356 array<Man> players = new array<Man>;
3357 GetGame().GetWorld().GetPlayerList(players);
3358 if (players.Count())
3359 p = players[0];
3360 #else
3361 p = GetGame().GetPlayer();
3362 #endif
3363
3364 foreach (ConstructionPart part : parts)
3365 {
3366 bool excluded = false;
3367 string partName = part.GetPartName();
3368 if (excludes)
3369 {
3370 foreach (string exclude : excludes)
3371 {
3372 if (partName.Contains(exclude))
3373 {
3374 excluded = true;
3375 break;
3376 }
3377 }
3378 }
3379
3380 if (!excluded)
3381 {
3382 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3383 }
3384 }
3385
3386 GetConstruction().UpdateVisuals();
3387 }
3388}
3389
3390void bsbDebugPrint (string s)
3391{
3392#ifdef BSB_DEBUG
3393 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3394#else
3395 //Print("" + s); // comment/uncomment to hide/see debug logs
3396#endif
3397}
3398void bsbDebugSpam (string s)
3399{
3400#ifdef BSB_DEBUG_SPAM
3401 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3402#else
3403 //Print("" + s); // comment/uncomment to hide/see debug logs
3404#endif
3405}
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