DayZ 1.27
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◆ InitVisuals()

void bsbDebugPrint::InitVisuals ( )
protected

См. определение в файле BaseBuildingBase.c строка 2039

2041{
2042 const string ANIMATION_DEPLOYED = "Deployed";
2043
2044 float m_ConstructionKitHealth; //stored health value for used construction kit
2045
2047
2048 bool m_HasBase;
2049 //variables for synchronization of base building parts (2x31 is the current limit)
2050 int m_SyncParts01; //synchronization for already built parts (31 parts)
2051 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2052 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2053 int m_InteractedPartId; //construction part id that an action was performed on
2054 int m_PerformedActionId; //action id that was performed on a construction part
2055
2056 //Sounds
2057 //build
2058 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2059 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2060 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2061 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2062 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2063 //dismantle
2064 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2065 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2066 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2067 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2068 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2069
2070 protected EffectSound m_Sound;
2071
2075
2076 // Constructor
2077 void BaseBuildingBase()
2078 {
2080
2081 //synchronized variables
2082 RegisterNetSyncVariableInt( "m_SyncParts01" );
2083 RegisterNetSyncVariableInt( "m_SyncParts02" );
2084 RegisterNetSyncVariableInt( "m_SyncParts03" );
2085 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2086 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2087 RegisterNetSyncVariableBool( "m_HasBase" );
2088
2089 //Construction init
2091
2092 if (ConfigIsExisting("hybridAttachments"))
2093 {
2095 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2096 }
2097 if (ConfigIsExisting("mountables"))
2098 {
2100 ConfigGetTextArray("mountables", m_Mountables);
2101 }
2102
2103 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2104 }
2105
2106 override void EEDelete(EntityAI parent)
2107 {
2108 super.EEDelete(parent);
2109
2110 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2111 {
2112 areaDamage.Destroy();
2113 }
2114
2115 }
2116
2117 override string GetInvulnerabilityTypeString()
2118 {
2119 return "disableBaseDamage";
2120 }
2121
2122 override bool CanObstruct()
2123 {
2124 return true;
2125 }
2126
2127 override int GetHideIconMask()
2128 {
2129 return EInventoryIconVisibility.HIDE_VICINITY;
2130 }
2131
2132 // --- SYNCHRONIZATION
2134 {
2135 if ( GetGame().IsServer() )
2136 {
2137 SetSynchDirty();
2138 }
2139 }
2140
2141 override void OnVariablesSynchronized()
2142 {
2143 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2144 super.OnVariablesSynchronized();
2145
2147 }
2148
2149 protected void OnSynchronizedClient()
2150 {
2151 //update parts
2153
2154 //update action on part
2156
2157 //update visuals (client)
2158 UpdateVisuals();
2159 }
2160
2161 //parts synchronization
2162 void RegisterPartForSync( int part_id )
2163 {
2164 //part_id must starts from index = 1
2165 int offset;
2166 int mask;
2167
2168 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2169 {
2170 offset = part_id - 1;
2171 mask = 1 << offset;
2172
2173 m_SyncParts01 = m_SyncParts01 | mask;
2174 }
2175 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2176 {
2177 offset = ( part_id % 32 );
2178 mask = 1 << offset;
2179
2180 m_SyncParts02 = m_SyncParts02 | mask;
2181 }
2182 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2183 {
2184 offset = ( part_id % 63 );
2185 mask = 1 << offset;
2186
2187 m_SyncParts03 = m_SyncParts03 | mask;
2188 }
2189 }
2190
2191 void UnregisterPartForSync( int part_id )
2192 {
2193 //part_id must starts from index = 1
2194 int offset;
2195 int mask;
2196
2197 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2198 {
2199 offset = part_id - 1;
2200 mask = 1 << offset;
2201
2202 m_SyncParts01 = m_SyncParts01 & ~mask;
2203 }
2204 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2205 {
2206 offset = ( part_id % 32 );
2207 mask = 1 << offset;
2208
2209 m_SyncParts02 = m_SyncParts02 & ~mask;
2210 }
2211 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2212 {
2213 offset = ( part_id % 63 );
2214 mask = 1 << offset;
2215
2216 m_SyncParts03 = m_SyncParts03 & ~mask;
2217 }
2218 }
2219
2220 bool IsPartBuildInSyncData( int part_id )
2221 {
2222 //part_id must starts from index = 1
2223 int offset;
2224 int mask;
2225
2226 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2227 {
2228 offset = part_id - 1;
2229 mask = 1 << offset;
2230
2231 if ( ( m_SyncParts01 & mask ) > 0 )
2232 {
2233 return true;
2234 }
2235 }
2236 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2237 {
2238 offset = ( part_id % 32 );
2239 mask = 1 << offset;
2240
2241 if ( ( m_SyncParts02 & mask ) > 0 )
2242 {
2243 return true;
2244 }
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 if ( ( m_SyncParts03 & mask ) > 0 )
2252 {
2253 return true;
2254 }
2255 }
2256
2257 return false;
2258 }
2259
2260 protected void RegisterActionForSync( int part_id, int action_id )
2261 {
2262 m_InteractedPartId = part_id;
2263 m_PerformedActionId = action_id;
2264 }
2265
2266 protected void ResetActionSyncData()
2267 {
2268 //reset data
2269 m_InteractedPartId = -1;
2271 }
2272
2273 protected void SetActionFromSyncData()
2274 {
2275 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2276 {
2278 int build_action_id = m_PerformedActionId;
2279
2280 switch( build_action_id )
2281 {
2282 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2283 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2284 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2285 }
2286 }
2287 }
2288 //------
2289
2291 {
2292 string key = part.m_PartName;
2293 bool is_base = part.IsBase();
2294 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2295 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2296 if ( is_part_built_sync )
2297 {
2298 if ( !part.IsBuilt() )
2299 {
2300 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2301 GetConstruction().AddToConstructedParts( key );
2302 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2303
2304 if (is_base)
2305 {
2307 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2308 }
2309 }
2310 }
2311 else
2312 {
2313 if ( part.IsBuilt() )
2314 {
2315 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2316 GetConstruction().RemoveFromConstructedParts( key );
2317 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2318
2319 if (is_base)
2320 {
2322 AddProxyPhysics( ANIMATION_DEPLOYED );
2323 }
2324 }
2325 }
2326
2327 //check slot lock for material attachments
2328 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2329 }
2330
2331 //set construction parts based on synchronized data
2333 {
2334 Construction construction = GetConstruction();
2335 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2336
2337 for ( int i = 0; i < construction_parts.Count(); ++i )
2338 {
2339 string key = construction_parts.GetKey( i );
2340 ConstructionPart value = construction_parts.Get( key );
2341 SetPartFromSyncData(value);
2342 }
2343
2344 //regenerate navmesh
2345 UpdateNavmesh();
2346 }
2347
2348 protected ConstructionPart GetConstructionPartById( int id )
2349 {
2350 Construction construction = GetConstruction();
2351 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2352
2353 for ( int i = 0; i < construction_parts.Count(); ++i )
2354 {
2355 string key = construction_parts.GetKey( i );
2356 ConstructionPart value = construction_parts.Get( key );
2357
2358 if ( value.GetId() == id )
2359 {
2360 return value;
2361 }
2362 }
2363
2364 return NULL;
2365 }
2366 //
2367
2368 //Base
2369 bool HasBase()
2370 {
2371 return m_HasBase;
2372 }
2373
2374 void SetBaseState( bool has_base )
2375 {
2376 m_HasBase = has_base;
2377 }
2378
2379 override bool IsDeployable()
2380 {
2381 return true;
2382 }
2383
2384 bool IsOpened()
2385 {
2386 return false;
2387 }
2388
2389 //--- CONSTRUCTION KIT
2391 {
2392 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2393 if ( m_ConstructionKitHealth > 0 )
2394 {
2395 construction_kit.SetHealth( m_ConstructionKitHealth );
2396 }
2397
2398 return construction_kit;
2399 }
2400
2401 void CreateConstructionKitInHands(notnull PlayerBase player)
2402 {
2403 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2404 if ( m_ConstructionKitHealth > 0 )
2405 {
2406 construction_kit.SetHealth( m_ConstructionKitHealth );
2407 }
2408 }
2409
2410 protected vector GetKitSpawnPosition()
2411 {
2412 return GetPosition();
2413 }
2414
2415 protected string GetConstructionKitType()
2416 {
2417 return "";
2418 }
2419
2420 void DestroyConstructionKit( ItemBase construction_kit )
2421 {
2422 m_ConstructionKitHealth = construction_kit.GetHealth();
2423 GetGame().ObjectDelete( construction_kit );
2424 }
2425
2426 //--- CONSTRUCTION
2427 void DestroyConstruction()
2428 {
2429 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2430 GetGame().ObjectDelete( this );
2431 }
2432
2433 // --- EVENTS
2434 override void OnStoreSave( ParamsWriteContext ctx )
2435 {
2436 super.OnStoreSave( ctx );
2437
2438 //sync parts 01
2439 ctx.Write( m_SyncParts01 );
2440 ctx.Write( m_SyncParts02 );
2441 ctx.Write( m_SyncParts03 );
2442
2443 ctx.Write( m_HasBase );
2444 }
2445
2446 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2447 {
2448 if ( !super.OnStoreLoad( ctx, version ) )
2449 return false;
2450
2451 //--- Base building data ---
2452 //Restore synced parts data
2453 if ( !ctx.Read( m_SyncParts01 ) )
2454 {
2455 m_SyncParts01 = 0; //set default
2456 return false;
2457 }
2458 if ( !ctx.Read( m_SyncParts02 ) )
2459 {
2460 m_SyncParts02 = 0; //set default
2461 return false;
2462 }
2463 if ( !ctx.Read( m_SyncParts03 ) )
2464 {
2465 m_SyncParts03 = 0; //set default
2466 return false;
2467 }
2468
2469 //has base
2470 if ( !ctx.Read( m_HasBase ) )
2471 {
2472 m_HasBase = false;
2473 return false;
2474 }
2475 //---
2476
2477 return true;
2478 }
2479
2480 override void AfterStoreLoad()
2481 {
2482 super.AfterStoreLoad();
2483
2485 {
2487 }
2488 }
2489
2491 {
2492 //update server data
2494
2495 //set base state
2496 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2497 SetBaseState( construction_part.IsBuilt() ) ;
2498
2499 //synchronize after load
2501 }
2502
2503 override void OnCreatePhysics()
2504 {
2505 super.OnCreatePhysics();
2508 }
2509
2510 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2511 {
2513 return;
2514
2515 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2516
2517 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2518 return;
2519
2520 Construction construction = GetConstruction();
2521 string part_name = zone;
2522 part_name.ToLower();
2523
2524 if ( newLevel == GameConstants.STATE_RUINED )
2525 {
2526 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2527
2528 if ( construction_part && construction.IsPartConstructed( part_name ) )
2529 {
2530 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2531 construction.DestroyConnectedParts(part_name);
2532 }
2533
2534 //barbed wire handling (hack-ish)
2535 if ( part_name.Contains("barbed") )
2536 {
2537 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2538 if (barbed_wire)
2539 barbed_wire.SetMountedState( false );
2540 }
2541 }
2542 }
2543
2544 override void EEOnAfterLoad()
2545 {
2547 {
2549 }
2550
2551 super.EEOnAfterLoad();
2552 }
2553
2554 override void EEInit()
2555 {
2556 super.EEInit();
2557
2558 // init visuals and physics
2559 InitBaseState();
2560
2561 //debug
2562 #ifdef DEVELOPER
2564 #endif
2565 }
2566
2567 override void EEItemAttached( EntityAI item, string slot_name )
2568 {
2569 super.EEItemAttached( item, slot_name );
2570
2571 CheckForHybridAttachments( item, slot_name );
2572 UpdateVisuals();
2573 UpdateAttachmentPhysics( slot_name, false );
2574 }
2575
2576 override void EEItemDetached( EntityAI item, string slot_name )
2577 {
2578 super.EEItemDetached( item, slot_name );
2579
2580 UpdateVisuals();
2581 UpdateAttachmentPhysics( slot_name, false );
2582 }
2583
2584 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2585 {
2586 string slot_name = InventorySlots.GetSlotName( slotId );
2587 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2588
2589 UpdateAttachmentVisuals( slot_name, locked );
2590 UpdateAttachmentPhysics( slot_name, locked );
2591 }
2592
2593 //ignore out of reach condition
2594 override bool IgnoreOutOfReachCondition()
2595 {
2596 return true;
2597 }
2598
2599 //CONSTRUCTION EVENTS
2600 //Build
2601 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2602 {
2603 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2604
2605 //check base state
2606 if (construtionPart.IsBase())
2607 {
2608 SetBaseState(true);
2609
2610 //spawn kit
2612 }
2613
2614 //register constructed parts for synchronization
2615 RegisterPartForSync(construtionPart.GetId());
2616
2617 //register action that was performed on part
2618 RegisterActionForSync(construtionPart.GetId(), action_id);
2619
2620 //synchronize
2622
2623 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2624
2625 UpdateNavmesh();
2626
2627 //update visuals
2628 UpdateVisuals();
2629
2630 //reset action sync data
2632 }
2633
2634 void OnPartBuiltClient(string part_name, int action_id)
2635 {
2636 //play sound
2637 SoundBuildStart( part_name );
2638 }
2639
2640 //Dismantle
2641 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2642 {
2643 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2644 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2645
2646 //register constructed parts for synchronization
2647 UnregisterPartForSync(construtionPart.GetId());
2648
2649 //register action that was performed on part
2650 RegisterActionForSync(construtionPart.GetId(), action_id);
2651
2652 //synchronize
2654
2655 // server part of sync, client will be synced from SetPartsFromSyncData
2656 SetPartFromSyncData(construtionPart);
2657
2658 UpdateNavmesh();
2659
2660 //update visuals
2661 UpdateVisuals();
2662
2663 //reset action sync data
2665
2666 //check base state
2667 if (construtionPart.IsBase())
2668 {
2669 //Destroy construction
2671 }
2672
2673 if (GetGame().IsServer())
2674 HandleItemFalling(construtionPart);
2675 }
2676
2677 void OnPartDismantledClient( string part_name, int action_id )
2678 {
2679 //play sound
2680 SoundDismantleStart( part_name );
2681 }
2682
2683 //Destroy
2684 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2685 {
2686 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2687 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2688
2689 //register constructed parts for synchronization
2690 UnregisterPartForSync(construtionPart.GetId());
2691
2692 //register action that was performed on part
2693 RegisterActionForSync(construtionPart.GetId(), action_id);
2694
2695 //synchronize
2697
2698 // server part of sync, client will be synced from SetPartsFromSyncData
2699 SetPartFromSyncData(construtionPart);
2700
2701 UpdateNavmesh();
2702
2703 //update visuals
2704 UpdateVisuals();
2705
2706 //reset action sync data
2708
2709 //check base state
2710 if (construtionPart.IsBase())
2711 {
2712 //Destroy construction
2714 }
2715
2716 if (GetGame().IsServer())
2717 HandleItemFalling(construtionPart);
2718 }
2719
2720 void OnPartDestroyedClient( string part_name, int action_id )
2721 {
2722 //play sound
2723 SoundDestroyStart( part_name );
2724 }
2725
2726 protected void HandleItemFalling(ConstructionPart part)
2727 {
2728 bool process = false;
2729
2730 //TODO: add a parameter to parts' config classes?
2731 process |= part.m_PartName.Contains("_roof");
2732 process |= part.m_PartName.Contains("_platform");
2733 process |= part.m_PartName.Contains("_stair");
2734
2735 if (process)
2736 {
2737 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2738 {
2739 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2740 return;
2741 }
2742
2743 vector mins, maxs;
2744 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2745 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2746
2747 //sanitize minmaxs
2748 vector minTmp, maxTmp;
2749 minTmp[0] = Math.Min(mins[0],maxs[0]);
2750 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2751 minTmp[1] = Math.Min(mins[1],maxs[1]);
2752 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2753 minTmp[2] = Math.Min(mins[2],maxs[2]);
2754 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2755 mins = minTmp;
2756 maxs = maxTmp;
2757
2758 maxs[1] = maxs[1] + 0.35; //reach a little above..
2759
2760 ItemFall(mins,maxs);
2761 }
2762 }
2763
2764 protected void ItemFall(vector min, vector max)
2765 {
2766 array<EntityAI> foundEntities = new array<EntityAI>();
2767 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2768
2769 //filtering
2770 ItemBase item;
2771 foreach (EntityAI entity : foundEntities)
2772 {
2773 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2774 item.ThrowPhysically(null,vector.Zero);
2775 }
2776 }
2777
2778 // --- UPDATE
2779 void InitBaseState()
2780 {
2781 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2782
2783 InitVisuals();
2784 UpdateNavmesh(); //regenerate navmesh
2785 GetConstruction().InitBaseState();
2786 }
2787
2788 void InitVisuals()
2789 {
2790 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2791 //check base
2792 if ( !HasBase() )
2793 {
2794 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2795 }
2796 else
2797 {
2798 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2799 }
2800
2801 GetConstruction().UpdateVisuals();
2802 }
2803
2804 void UpdateVisuals()
2805 {
2806 array<string> attachmentSlots = new array<string>;
2807
2808 GetAttachmentSlots(this, attachmentSlots);
2809 foreach (string slotName : attachmentSlots)
2810 {
2812 }
2813
2814 //check base
2815 if (!HasBase())
2816 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2817 else
2818 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2819
2820 GetConstruction().UpdateVisuals();
2821 }
2822
2823 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2824 {
2825 string slotNameMounted = slot_name + "_Mounted";
2826 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2827
2828 if (attachment)
2829 {
2830 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2831 if (barbedWire && barbedWire.IsMounted())
2832 CreateAreaDamage(slotNameMounted);
2833 else
2834 DestroyAreaDamage(slotNameMounted);
2835
2836 if (is_locked)
2837 {
2838 SetAnimationPhase(slotNameMounted, 0);
2839 SetAnimationPhase(slot_name, 1);
2840 }
2841 else
2842 {
2843 SetAnimationPhase(slotNameMounted, 1);
2844 SetAnimationPhase(slot_name, 0);
2845 }
2846 }
2847 else
2848 {
2849 SetAnimationPhase(slotNameMounted, 1);
2850 SetAnimationPhase(slot_name, 1);
2851
2852 DestroyAreaDamage(slotNameMounted);
2853 }
2854 }
2855
2856 // avoid calling this function on frequent occasions, it's a massive performance hit
2857 void UpdatePhysics()
2858 {
2860 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2861
2862 array<string> attachmentSlots = new array<string>;
2863 GetAttachmentSlots(this, attachmentSlots);
2864
2866 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2867
2868 foreach (string slotName : attachmentSlots)
2869 {
2871 }
2872
2873 //check base
2874 if (!HasBase())
2875 {
2877 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2878
2879 AddProxyPhysics(ANIMATION_DEPLOYED);
2880 }
2881 else
2882 {
2884 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2885
2886 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2887 }
2888
2889 GetConstruction().UpdatePhysics();
2890 UpdateNavmesh();
2891 }
2892
2893 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2894 {
2895 //checks for invalid appends; hotfix
2896 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2897 return;
2898 //----------------------------------
2899 string slot_name_mounted = slot_name + "_Mounted";
2900 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2901
2902 //remove proxy physics
2903 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2904 RemoveProxyPhysics( slot_name_mounted );
2905 RemoveProxyPhysics( slot_name );
2906
2907 if ( attachment )
2908 {
2909 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2910 if ( is_locked )
2911 {
2912 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2913 AddProxyPhysics( slot_name_mounted );
2914 }
2915 else
2916 {
2917 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2918 AddProxyPhysics( slot_name );
2919 }
2920 }
2921 }
2922
2923 protected void UpdateNavmesh()
2924 {
2925 SetAffectPathgraph( true, false );
2926 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2927 }
2928
2929 override bool CanUseConstruction()
2930 {
2931 return true;
2932 }
2933
2934 override bool CanUseConstructionBuild()
2935 {
2936 return true;
2937 }
2938
2939 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2940 {
2941 if ( attachment )
2942 {
2943 InventoryLocation inventory_location = new InventoryLocation;
2944 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2945
2946 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2947 }
2948
2949 return false;
2950 }
2951
2952 protected bool IsAttachmentSlotLocked( string slot_name )
2953 {
2954 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2955 }
2956
2957 //--- ATTACHMENT SLOTS
2958 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2959 {
2960 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2961 if ( GetGame().ConfigIsExisting( config_path ) )
2962 {
2963 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2964 }
2965 }
2966
2967 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2968 {
2969 return true;
2970 }
2971
2972 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2973 {
2974 return true;
2975 }
2976
2977 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2978 {
2979 return true;
2980 }
2981
2982 // --- INIT
2983 void ConstructionInit()
2984 {
2985 if ( !m_Construction )
2986 {
2987 m_Construction = new Construction( this );
2988 }
2989
2990 GetConstruction().Init();
2991 }
2992
2994 {
2995 return m_Construction;
2996 }
2997
2998 //--- INVENTORY/ATTACHMENTS CONDITIONS
2999 //attachments
3000 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3001 {
3002 return super.CanReceiveAttachment(attachment, slotId);
3003 }
3004
3006 {
3007 int attachment_count = GetInventory().AttachmentCount();
3008 if ( attachment_count > 0 )
3009 {
3010 if ( HasBase() && attachment_count == 1 )
3011 {
3012 return false;
3013 }
3014
3015 return true;
3016 }
3017
3018 return false;
3019 }
3020
3021 override bool ShowZonesHealth()
3022 {
3023 return true;
3024 }
3025
3026 override bool IsTakeable()
3027 {
3028 return false;
3029 }
3030
3031 //this into/outo parent.Cargo
3032 override bool CanPutInCargo( EntityAI parent )
3033 {
3034 return false;
3035 }
3036
3037 override bool CanRemoveFromCargo( EntityAI parent )
3038 {
3039 return false;
3040 }
3041
3042 //hands
3043 override bool CanPutIntoHands( EntityAI parent )
3044 {
3045 return false;
3046 }
3047
3048 //--- ACTION CONDITIONS
3049 //direction
3050 override bool IsFacingPlayer( PlayerBase player, string selection )
3051 {
3052 return true;
3053 }
3054
3055 override bool IsPlayerInside( PlayerBase player, string selection )
3056 {
3057 return true;
3058 }
3059
3062 {
3063 return false;
3064 }
3065
3066 //camera direction check
3067 bool IsFacingCamera( string selection )
3068 {
3069 return true;
3070 }
3071
3072 //roof check
3073 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3074 {
3075 return false;
3076 }
3077
3078 //selection->player distance check
3079 bool HasProperDistance( string selection, PlayerBase player )
3080 {
3081 return true;
3082 }
3083
3084 //folding
3086 {
3087 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3088 {
3089 return false;
3090 }
3091
3092 return true;
3093 }
3094
3096 {
3099
3100 return item;
3101 }
3102
3103 //Damage triggers (barbed wire)
3104 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3105 {
3106 if ( GetGame() && GetGame().IsServer() )
3107 {
3108 //destroy area damage if some already exists
3109 DestroyAreaDamage( slot_name );
3110
3111 //create new area damage
3113 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3114
3115 vector min_max[2];
3116 if ( MemoryPointExists( slot_name + "_min" ) )
3117 {
3118 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3119 }
3120 if ( MemoryPointExists( slot_name + "_max" ) )
3121 {
3122 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3123 }
3124
3125 //get proper trigger extents (min<max)
3126 vector extents[2];
3127 GetConstruction().GetTriggerExtents( min_max, extents );
3128
3129 //get box center
3130 vector center;
3131 center = GetConstruction().GetBoxCenter( min_max );
3132 center = ModelToWorld( center );
3133
3134 //rotate center if needed
3135 vector orientation = GetOrientation();;
3136 CalcDamageAreaRotation( rotation_angle, center, orientation );
3137
3138 areaDamage.SetExtents( extents[0], extents[1] );
3139 areaDamage.SetAreaPosition( center );
3140 areaDamage.SetAreaOrientation( orientation );
3141 areaDamage.SetLoopInterval( 1.0 );
3142 areaDamage.SetDeferDuration( 0.2 );
3143 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3144 areaDamage.SetAmmoName( "BarbedWireHit" );
3145 areaDamage.Spawn();
3146
3147 m_DamageTriggers.Insert( slot_name, areaDamage );
3148 }
3149 }
3150
3151 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3152 {
3153 if ( angle_deg != 0 )
3154 {
3155 //orientation
3156 orientation[0] = orientation[0] - angle_deg;
3157
3158 //center
3159 vector rotate_axis;
3160 if ( MemoryPointExists( "rotate_axis" ) )
3161 {
3162 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3163 }
3164 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];
3165 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];
3166 center[0] = r_center_x;
3167 center[2] = r_center_z;
3168 }
3169 }
3170
3171 void DestroyAreaDamage( string slot_name )
3172 {
3173 if (GetGame() && GetGame().IsServer())
3174 {
3176 if (m_DamageTriggers.Find(slot_name, areaDamage))
3177 {
3178 if (areaDamage)
3179 {
3180 areaDamage.Destroy();
3181 }
3182
3183 m_DamageTriggers.Remove( slot_name );
3184 }
3185 }
3186 }
3187
3188 override bool IsIgnoredByConstruction()
3189 {
3190 return true;
3191 }
3192
3193 //================================================================
3194 // SOUNDS
3195 //================================================================
3196 protected void SoundBuildStart( string part_name )
3197 {
3198 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3199 }
3200
3201 protected void SoundDismantleStart( string part_name )
3202 {
3203 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3204 }
3205
3206 protected void SoundDestroyStart( string part_name )
3207 {
3208 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3209 }
3210
3211 protected string GetBuildSoundByMaterial( string part_name )
3212 {
3213 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3214
3215 switch ( material_type )
3216 {
3217 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3218 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3219 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3220 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3221 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3222 }
3223
3224 return "";
3225 }
3226
3227 protected string GetDismantleSoundByMaterial( string part_name )
3228 {
3229 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3230
3231 switch ( material_type )
3232 {
3233 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3234 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3235 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3236 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3237 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3238 }
3239
3240 return "";
3241 }
3242
3243 //misc
3244 void CheckForHybridAttachments( EntityAI item, string slot_name )
3245 {
3246 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3247 {
3248 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3249 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3250 {
3251 SetHealth(slot_name,"Health",item.GetHealth());
3252 }
3253 }
3254 }
3255
3256 override int GetDamageSystemVersionChange()
3257 {
3258 return 111;
3259 }
3260
3261 override void SetActions()
3262 {
3263 super.SetActions();
3264
3268 }
3269
3270 //================================================================
3271 // DEBUG
3272 //================================================================
3273 protected void DebugCustomState()
3274 {
3275 }
3276
3279 {
3280 return null;
3281 }
3282
3283 override void OnDebugSpawn()
3284 {
3285 FullyBuild();
3286 }
3287
3288 void FullyBuild()
3289 {
3291 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3292
3293 Man p;
3294
3295 #ifdef SERVER
3296 array<Man> players = new array<Man>;
3297 GetGame().GetWorld().GetPlayerList(players);
3298 if (players.Count())
3299 p = players[0];
3300 #else
3301 p = GetGame().GetPlayer();
3302 #endif
3303
3304 foreach (ConstructionPart part : parts)
3305 {
3306 bool excluded = false;
3307 string partName = part.GetPartName();
3308 if (excludes)
3309 {
3310 foreach (string exclude : excludes)
3311 {
3312 if (partName.Contains(exclude))
3313 {
3314 excluded = true;
3315 break;
3316 }
3317 }
3318 }
3319
3320 if (!excluded)
3321 {
3322 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3323 }
3324 }
3325
3326 GetConstruction().UpdateVisuals();
3327 }
3328}
3329
3330void bsbDebugPrint (string s)
3331{
3332#ifdef BSB_DEBUG
3333 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3334#else
3335 //Print("" + s); // comment/uncomment to hide/see debug logs
3336#endif
3337}
3338void bsbDebugSpam (string s)
3339{
3340#ifdef BSB_DEBUG_SPAM
3341 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3342#else
3343 //Print("" + s); // comment/uncomment to hide/see debug logs
3344#endif
3345}
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