DayZ 1.27
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◆ CanPutInCargo()

override bool bsbDebugPrint::CanPutInCargo ( EntityAI parent)
protected

См. определение в файле BaseBuildingBase.c строка 2283

2285{
2286 const string ANIMATION_DEPLOYED = "Deployed";
2287
2288 float m_ConstructionKitHealth; //stored health value for used construction kit
2289
2291
2292 bool m_HasBase;
2293 //variables for synchronization of base building parts (2x31 is the current limit)
2294 int m_SyncParts01; //synchronization for already built parts (31 parts)
2295 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2296 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2297 int m_InteractedPartId; //construction part id that an action was performed on
2298 int m_PerformedActionId; //action id that was performed on a construction part
2299
2300 //Sounds
2301 //build
2302 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2303 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2304 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2305 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2306 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2307 //dismantle
2308 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2309 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2310 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2311 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2312 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2313
2314 protected EffectSound m_Sound;
2315
2319
2320 // Constructor
2321 void BaseBuildingBase()
2322 {
2324
2325 //synchronized variables
2326 RegisterNetSyncVariableInt( "m_SyncParts01" );
2327 RegisterNetSyncVariableInt( "m_SyncParts02" );
2328 RegisterNetSyncVariableInt( "m_SyncParts03" );
2329 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2330 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2331 RegisterNetSyncVariableBool( "m_HasBase" );
2332
2333 //Construction init
2335
2336 if (ConfigIsExisting("hybridAttachments"))
2337 {
2339 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2340 }
2341 if (ConfigIsExisting("mountables"))
2342 {
2344 ConfigGetTextArray("mountables", m_Mountables);
2345 }
2346
2347 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2348 }
2349
2350 override void EEDelete(EntityAI parent)
2351 {
2352 super.EEDelete(parent);
2353
2354 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2355 {
2356 areaDamage.Destroy();
2357 }
2358
2359 }
2360
2361 override string GetInvulnerabilityTypeString()
2362 {
2363 return "disableBaseDamage";
2364 }
2365
2366 override bool CanObstruct()
2367 {
2368 return true;
2369 }
2370
2371 override int GetHideIconMask()
2372 {
2373 return EInventoryIconVisibility.HIDE_VICINITY;
2374 }
2375
2376 // --- SYNCHRONIZATION
2378 {
2379 if ( GetGame().IsServer() )
2380 {
2381 SetSynchDirty();
2382 }
2383 }
2384
2385 override void OnVariablesSynchronized()
2386 {
2387 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2388 super.OnVariablesSynchronized();
2389
2391 }
2392
2393 protected void OnSynchronizedClient()
2394 {
2395 //update parts
2397
2398 //update action on part
2400
2401 //update visuals (client)
2402 UpdateVisuals();
2403 }
2404
2405 //parts synchronization
2406 void RegisterPartForSync( int part_id )
2407 {
2408 //part_id must starts from index = 1
2409 int offset;
2410 int mask;
2411
2412 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2413 {
2414 offset = part_id - 1;
2415 mask = 1 << offset;
2416
2417 m_SyncParts01 = m_SyncParts01 | mask;
2418 }
2419 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2420 {
2421 offset = ( part_id % 32 );
2422 mask = 1 << offset;
2423
2424 m_SyncParts02 = m_SyncParts02 | mask;
2425 }
2426 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2427 {
2428 offset = ( part_id % 63 );
2429 mask = 1 << offset;
2430
2431 m_SyncParts03 = m_SyncParts03 | mask;
2432 }
2433 }
2434
2435 void UnregisterPartForSync( int part_id )
2436 {
2437 //part_id must starts from index = 1
2438 int offset;
2439 int mask;
2440
2441 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2442 {
2443 offset = part_id - 1;
2444 mask = 1 << offset;
2445
2446 m_SyncParts01 = m_SyncParts01 & ~mask;
2447 }
2448 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2449 {
2450 offset = ( part_id % 32 );
2451 mask = 1 << offset;
2452
2453 m_SyncParts02 = m_SyncParts02 & ~mask;
2454 }
2455 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2456 {
2457 offset = ( part_id % 63 );
2458 mask = 1 << offset;
2459
2460 m_SyncParts03 = m_SyncParts03 & ~mask;
2461 }
2462 }
2463
2464 bool IsPartBuildInSyncData( int part_id )
2465 {
2466 //part_id must starts from index = 1
2467 int offset;
2468 int mask;
2469
2470 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2471 {
2472 offset = part_id - 1;
2473 mask = 1 << offset;
2474
2475 if ( ( m_SyncParts01 & mask ) > 0 )
2476 {
2477 return true;
2478 }
2479 }
2480 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2481 {
2482 offset = ( part_id % 32 );
2483 mask = 1 << offset;
2484
2485 if ( ( m_SyncParts02 & mask ) > 0 )
2486 {
2487 return true;
2488 }
2489 }
2490 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2491 {
2492 offset = ( part_id % 63 );
2493 mask = 1 << offset;
2494
2495 if ( ( m_SyncParts03 & mask ) > 0 )
2496 {
2497 return true;
2498 }
2499 }
2500
2501 return false;
2502 }
2503
2504 protected void RegisterActionForSync( int part_id, int action_id )
2505 {
2506 m_InteractedPartId = part_id;
2507 m_PerformedActionId = action_id;
2508 }
2509
2510 protected void ResetActionSyncData()
2511 {
2512 //reset data
2513 m_InteractedPartId = -1;
2515 }
2516
2517 protected void SetActionFromSyncData()
2518 {
2519 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2520 {
2522 int build_action_id = m_PerformedActionId;
2523
2524 switch( build_action_id )
2525 {
2526 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2527 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2528 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2529 }
2530 }
2531 }
2532 //------
2533
2535 {
2536 string key = part.m_PartName;
2537 bool is_base = part.IsBase();
2538 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2539 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2540 if ( is_part_built_sync )
2541 {
2542 if ( !part.IsBuilt() )
2543 {
2544 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2545 GetConstruction().AddToConstructedParts( key );
2546 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2547
2548 if (is_base)
2549 {
2551 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2552 }
2553 }
2554 }
2555 else
2556 {
2557 if ( part.IsBuilt() )
2558 {
2559 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2560 GetConstruction().RemoveFromConstructedParts( key );
2561 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2562
2563 if (is_base)
2564 {
2566 AddProxyPhysics( ANIMATION_DEPLOYED );
2567 }
2568 }
2569 }
2570
2571 //check slot lock for material attachments
2572 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2573 }
2574
2575 //set construction parts based on synchronized data
2577 {
2578 Construction construction = GetConstruction();
2579 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2580
2581 for ( int i = 0; i < construction_parts.Count(); ++i )
2582 {
2583 string key = construction_parts.GetKey( i );
2584 ConstructionPart value = construction_parts.Get( key );
2585 SetPartFromSyncData(value);
2586 }
2587
2588 //regenerate navmesh
2589 UpdateNavmesh();
2590 }
2591
2592 protected ConstructionPart GetConstructionPartById( int id )
2593 {
2594 Construction construction = GetConstruction();
2595 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2596
2597 for ( int i = 0; i < construction_parts.Count(); ++i )
2598 {
2599 string key = construction_parts.GetKey( i );
2600 ConstructionPart value = construction_parts.Get( key );
2601
2602 if ( value.GetId() == id )
2603 {
2604 return value;
2605 }
2606 }
2607
2608 return NULL;
2609 }
2610 //
2611
2612 //Base
2613 bool HasBase()
2614 {
2615 return m_HasBase;
2616 }
2617
2618 void SetBaseState( bool has_base )
2619 {
2620 m_HasBase = has_base;
2621 }
2622
2623 override bool IsDeployable()
2624 {
2625 return true;
2626 }
2627
2628 bool IsOpened()
2629 {
2630 return false;
2631 }
2632
2633 //--- CONSTRUCTION KIT
2635 {
2636 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2637 if ( m_ConstructionKitHealth > 0 )
2638 {
2639 construction_kit.SetHealth( m_ConstructionKitHealth );
2640 }
2641
2642 return construction_kit;
2643 }
2644
2645 void CreateConstructionKitInHands(notnull PlayerBase player)
2646 {
2647 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2648 if ( m_ConstructionKitHealth > 0 )
2649 {
2650 construction_kit.SetHealth( m_ConstructionKitHealth );
2651 }
2652 }
2653
2654 protected vector GetKitSpawnPosition()
2655 {
2656 return GetPosition();
2657 }
2658
2659 protected string GetConstructionKitType()
2660 {
2661 return "";
2662 }
2663
2664 void DestroyConstructionKit( ItemBase construction_kit )
2665 {
2666 m_ConstructionKitHealth = construction_kit.GetHealth();
2667 GetGame().ObjectDelete( construction_kit );
2668 }
2669
2670 //--- CONSTRUCTION
2671 void DestroyConstruction()
2672 {
2673 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2674 GetGame().ObjectDelete( this );
2675 }
2676
2677 // --- EVENTS
2678 override void OnStoreSave( ParamsWriteContext ctx )
2679 {
2680 super.OnStoreSave( ctx );
2681
2682 //sync parts 01
2683 ctx.Write( m_SyncParts01 );
2684 ctx.Write( m_SyncParts02 );
2685 ctx.Write( m_SyncParts03 );
2686
2687 ctx.Write( m_HasBase );
2688 }
2689
2690 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2691 {
2692 if ( !super.OnStoreLoad( ctx, version ) )
2693 return false;
2694
2695 //--- Base building data ---
2696 //Restore synced parts data
2697 if ( !ctx.Read( m_SyncParts01 ) )
2698 {
2699 m_SyncParts01 = 0; //set default
2700 return false;
2701 }
2702 if ( !ctx.Read( m_SyncParts02 ) )
2703 {
2704 m_SyncParts02 = 0; //set default
2705 return false;
2706 }
2707 if ( !ctx.Read( m_SyncParts03 ) )
2708 {
2709 m_SyncParts03 = 0; //set default
2710 return false;
2711 }
2712
2713 //has base
2714 if ( !ctx.Read( m_HasBase ) )
2715 {
2716 m_HasBase = false;
2717 return false;
2718 }
2719 //---
2720
2721 return true;
2722 }
2723
2724 override void AfterStoreLoad()
2725 {
2726 super.AfterStoreLoad();
2727
2729 {
2731 }
2732 }
2733
2735 {
2736 //update server data
2738
2739 //set base state
2740 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2741 SetBaseState( construction_part.IsBuilt() ) ;
2742
2743 //synchronize after load
2745 }
2746
2747 override void OnCreatePhysics()
2748 {
2749 super.OnCreatePhysics();
2752 }
2753
2754 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2755 {
2757 return;
2758
2759 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2760
2761 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2762 return;
2763
2764 Construction construction = GetConstruction();
2765 string part_name = zone;
2766 part_name.ToLower();
2767
2768 if ( newLevel == GameConstants.STATE_RUINED )
2769 {
2770 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2771
2772 if ( construction_part && construction.IsPartConstructed( part_name ) )
2773 {
2774 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2775 construction.DestroyConnectedParts(part_name);
2776 }
2777
2778 //barbed wire handling (hack-ish)
2779 if ( part_name.Contains("barbed") )
2780 {
2781 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2782 if (barbed_wire)
2783 barbed_wire.SetMountedState( false );
2784 }
2785 }
2786 }
2787
2788 override void EEOnAfterLoad()
2789 {
2791 {
2793 }
2794
2795 super.EEOnAfterLoad();
2796 }
2797
2798 override void EEInit()
2799 {
2800 super.EEInit();
2801
2802 // init visuals and physics
2803 InitBaseState();
2804
2805 //debug
2806 #ifdef DEVELOPER
2808 #endif
2809 }
2810
2811 override void EEItemAttached( EntityAI item, string slot_name )
2812 {
2813 super.EEItemAttached( item, slot_name );
2814
2815 CheckForHybridAttachments( item, slot_name );
2816 UpdateVisuals();
2817 UpdateAttachmentPhysics( slot_name, false );
2818 }
2819
2820 override void EEItemDetached( EntityAI item, string slot_name )
2821 {
2822 super.EEItemDetached( item, slot_name );
2823
2824 UpdateVisuals();
2825 UpdateAttachmentPhysics( slot_name, false );
2826 }
2827
2828 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2829 {
2830 string slot_name = InventorySlots.GetSlotName( slotId );
2831 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2832
2833 UpdateAttachmentVisuals( slot_name, locked );
2834 UpdateAttachmentPhysics( slot_name, locked );
2835 }
2836
2837 //ignore out of reach condition
2838 override bool IgnoreOutOfReachCondition()
2839 {
2840 return true;
2841 }
2842
2843 //CONSTRUCTION EVENTS
2844 //Build
2845 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2846 {
2847 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2848
2849 //check base state
2850 if (construtionPart.IsBase())
2851 {
2852 SetBaseState(true);
2853
2854 //spawn kit
2856 }
2857
2858 //register constructed parts for synchronization
2859 RegisterPartForSync(construtionPart.GetId());
2860
2861 //register action that was performed on part
2862 RegisterActionForSync(construtionPart.GetId(), action_id);
2863
2864 //synchronize
2866
2867 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2868
2869 UpdateNavmesh();
2870
2871 //update visuals
2872 UpdateVisuals();
2873
2874 //reset action sync data
2876 }
2877
2878 void OnPartBuiltClient(string part_name, int action_id)
2879 {
2880 //play sound
2881 SoundBuildStart( part_name );
2882 }
2883
2884 //Dismantle
2885 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2886 {
2887 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2888 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2889
2890 //register constructed parts for synchronization
2891 UnregisterPartForSync(construtionPart.GetId());
2892
2893 //register action that was performed on part
2894 RegisterActionForSync(construtionPart.GetId(), action_id);
2895
2896 //synchronize
2898
2899 // server part of sync, client will be synced from SetPartsFromSyncData
2900 SetPartFromSyncData(construtionPart);
2901
2902 UpdateNavmesh();
2903
2904 //update visuals
2905 UpdateVisuals();
2906
2907 //reset action sync data
2909
2910 //check base state
2911 if (construtionPart.IsBase())
2912 {
2913 //Destroy construction
2915 }
2916
2917 if (GetGame().IsServer())
2918 HandleItemFalling(construtionPart);
2919 }
2920
2921 void OnPartDismantledClient( string part_name, int action_id )
2922 {
2923 //play sound
2924 SoundDismantleStart( part_name );
2925 }
2926
2927 //Destroy
2928 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2929 {
2930 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2931 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2932
2933 //register constructed parts for synchronization
2934 UnregisterPartForSync(construtionPart.GetId());
2935
2936 //register action that was performed on part
2937 RegisterActionForSync(construtionPart.GetId(), action_id);
2938
2939 //synchronize
2941
2942 // server part of sync, client will be synced from SetPartsFromSyncData
2943 SetPartFromSyncData(construtionPart);
2944
2945 UpdateNavmesh();
2946
2947 //update visuals
2948 UpdateVisuals();
2949
2950 //reset action sync data
2952
2953 //check base state
2954 if (construtionPart.IsBase())
2955 {
2956 //Destroy construction
2958 }
2959
2960 if (GetGame().IsServer())
2961 HandleItemFalling(construtionPart);
2962 }
2963
2964 void OnPartDestroyedClient( string part_name, int action_id )
2965 {
2966 //play sound
2967 SoundDestroyStart( part_name );
2968 }
2969
2970 protected void HandleItemFalling(ConstructionPart part)
2971 {
2972 bool process = false;
2973
2974 //TODO: add a parameter to parts' config classes?
2975 process |= part.m_PartName.Contains("_roof");
2976 process |= part.m_PartName.Contains("_platform");
2977 process |= part.m_PartName.Contains("_stair");
2978
2979 if (process)
2980 {
2981 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2982 {
2983 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2984 return;
2985 }
2986
2987 vector mins, maxs;
2988 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2989 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2990
2991 //sanitize minmaxs
2992 vector minTmp, maxTmp;
2993 minTmp[0] = Math.Min(mins[0],maxs[0]);
2994 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2995 minTmp[1] = Math.Min(mins[1],maxs[1]);
2996 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2997 minTmp[2] = Math.Min(mins[2],maxs[2]);
2998 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2999 mins = minTmp;
3000 maxs = maxTmp;
3001
3002 maxs[1] = maxs[1] + 0.35; //reach a little above..
3003
3004 ItemFall(mins,maxs);
3005 }
3006 }
3007
3008 protected void ItemFall(vector min, vector max)
3009 {
3010 array<EntityAI> foundEntities = new array<EntityAI>();
3011 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3012
3013 //filtering
3014 ItemBase item;
3015 foreach (EntityAI entity : foundEntities)
3016 {
3017 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3018 item.ThrowPhysically(null,vector.Zero);
3019 }
3020 }
3021
3022 // --- UPDATE
3023 void InitBaseState()
3024 {
3025 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3026
3027 InitVisuals();
3028 UpdateNavmesh(); //regenerate navmesh
3029 GetConstruction().InitBaseState();
3030 }
3031
3032 void InitVisuals()
3033 {
3034 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3035 //check base
3036 if ( !HasBase() )
3037 {
3038 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3039 }
3040 else
3041 {
3042 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3043 }
3044
3045 GetConstruction().UpdateVisuals();
3046 }
3047
3048 void UpdateVisuals()
3049 {
3050 array<string> attachmentSlots = new array<string>;
3051
3052 GetAttachmentSlots(this, attachmentSlots);
3053 foreach (string slotName : attachmentSlots)
3054 {
3056 }
3057
3058 //check base
3059 if (!HasBase())
3060 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3061 else
3062 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3063
3064 GetConstruction().UpdateVisuals();
3065 }
3066
3067 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3068 {
3069 string slotNameMounted = slot_name + "_Mounted";
3070 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3071
3072 if (attachment)
3073 {
3074 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3075 if (barbedWire && barbedWire.IsMounted())
3076 CreateAreaDamage(slotNameMounted);
3077 else
3078 DestroyAreaDamage(slotNameMounted);
3079
3080 if (is_locked)
3081 {
3082 SetAnimationPhase(slotNameMounted, 0);
3083 SetAnimationPhase(slot_name, 1);
3084 }
3085 else
3086 {
3087 SetAnimationPhase(slotNameMounted, 1);
3088 SetAnimationPhase(slot_name, 0);
3089 }
3090 }
3091 else
3092 {
3093 SetAnimationPhase(slotNameMounted, 1);
3094 SetAnimationPhase(slot_name, 1);
3095
3096 DestroyAreaDamage(slotNameMounted);
3097 }
3098 }
3099
3100 // avoid calling this function on frequent occasions, it's a massive performance hit
3101 void UpdatePhysics()
3102 {
3104 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3105
3106 array<string> attachmentSlots = new array<string>;
3107 GetAttachmentSlots(this, attachmentSlots);
3108
3110 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3111
3112 foreach (string slotName : attachmentSlots)
3113 {
3115 }
3116
3117 //check base
3118 if (!HasBase())
3119 {
3121 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3122
3123 AddProxyPhysics(ANIMATION_DEPLOYED);
3124 }
3125 else
3126 {
3128 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3129
3130 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3131 }
3132
3133 GetConstruction().UpdatePhysics();
3134 UpdateNavmesh();
3135 }
3136
3137 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3138 {
3139 //checks for invalid appends; hotfix
3140 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3141 return;
3142 //----------------------------------
3143 string slot_name_mounted = slot_name + "_Mounted";
3144 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3145
3146 //remove proxy physics
3147 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3148 RemoveProxyPhysics( slot_name_mounted );
3149 RemoveProxyPhysics( slot_name );
3150
3151 if ( attachment )
3152 {
3153 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3154 if ( is_locked )
3155 {
3156 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3157 AddProxyPhysics( slot_name_mounted );
3158 }
3159 else
3160 {
3161 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3162 AddProxyPhysics( slot_name );
3163 }
3164 }
3165 }
3166
3167 protected void UpdateNavmesh()
3168 {
3169 SetAffectPathgraph( true, false );
3170 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3171 }
3172
3173 override bool CanUseConstruction()
3174 {
3175 return true;
3176 }
3177
3178 override bool CanUseConstructionBuild()
3179 {
3180 return true;
3181 }
3182
3183 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3184 {
3185 if ( attachment )
3186 {
3187 InventoryLocation inventory_location = new InventoryLocation;
3188 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3189
3190 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3191 }
3192
3193 return false;
3194 }
3195
3196 protected bool IsAttachmentSlotLocked( string slot_name )
3197 {
3198 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3199 }
3200
3201 //--- ATTACHMENT SLOTS
3202 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3203 {
3204 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3205 if ( GetGame().ConfigIsExisting( config_path ) )
3206 {
3207 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3208 }
3209 }
3210
3211 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3212 {
3213 return true;
3214 }
3215
3216 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3217 {
3218 return true;
3219 }
3220
3221 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3222 {
3223 return true;
3224 }
3225
3226 // --- INIT
3227 void ConstructionInit()
3228 {
3229 if ( !m_Construction )
3230 {
3231 m_Construction = new Construction( this );
3232 }
3233
3234 GetConstruction().Init();
3235 }
3236
3238 {
3239 return m_Construction;
3240 }
3241
3242 //--- INVENTORY/ATTACHMENTS CONDITIONS
3243 //attachments
3244 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3245 {
3246 return super.CanReceiveAttachment(attachment, slotId);
3247 }
3248
3250 {
3251 int attachment_count = GetInventory().AttachmentCount();
3252 if ( attachment_count > 0 )
3253 {
3254 if ( HasBase() && attachment_count == 1 )
3255 {
3256 return false;
3257 }
3258
3259 return true;
3260 }
3261
3262 return false;
3263 }
3264
3265 override bool ShowZonesHealth()
3266 {
3267 return true;
3268 }
3269
3270 override bool IsTakeable()
3271 {
3272 return false;
3273 }
3274
3275 //this into/outo parent.Cargo
3276 override bool CanPutInCargo( EntityAI parent )
3277 {
3278 return false;
3279 }
3280
3281 override bool CanRemoveFromCargo( EntityAI parent )
3282 {
3283 return false;
3284 }
3285
3286 //hands
3287 override bool CanPutIntoHands( EntityAI parent )
3288 {
3289 return false;
3290 }
3291
3292 //--- ACTION CONDITIONS
3293 //direction
3294 override bool IsFacingPlayer( PlayerBase player, string selection )
3295 {
3296 return true;
3297 }
3298
3299 override bool IsPlayerInside( PlayerBase player, string selection )
3300 {
3301 return true;
3302 }
3303
3306 {
3307 return false;
3308 }
3309
3310 //camera direction check
3311 bool IsFacingCamera( string selection )
3312 {
3313 return true;
3314 }
3315
3316 //roof check
3317 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3318 {
3319 return false;
3320 }
3321
3322 //selection->player distance check
3323 bool HasProperDistance( string selection, PlayerBase player )
3324 {
3325 return true;
3326 }
3327
3328 //folding
3330 {
3331 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3332 {
3333 return false;
3334 }
3335
3336 return true;
3337 }
3338
3340 {
3343
3344 return item;
3345 }
3346
3347 //Damage triggers (barbed wire)
3348 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3349 {
3350 if ( GetGame() && GetGame().IsServer() )
3351 {
3352 //destroy area damage if some already exists
3353 DestroyAreaDamage( slot_name );
3354
3355 //create new area damage
3357 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3358
3359 vector min_max[2];
3360 if ( MemoryPointExists( slot_name + "_min" ) )
3361 {
3362 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3363 }
3364 if ( MemoryPointExists( slot_name + "_max" ) )
3365 {
3366 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3367 }
3368
3369 //get proper trigger extents (min<max)
3370 vector extents[2];
3371 GetConstruction().GetTriggerExtents( min_max, extents );
3372
3373 //get box center
3374 vector center;
3375 center = GetConstruction().GetBoxCenter( min_max );
3376 center = ModelToWorld( center );
3377
3378 //rotate center if needed
3379 vector orientation = GetOrientation();;
3380 CalcDamageAreaRotation( rotation_angle, center, orientation );
3381
3382 areaDamage.SetExtents( extents[0], extents[1] );
3383 areaDamage.SetAreaPosition( center );
3384 areaDamage.SetAreaOrientation( orientation );
3385 areaDamage.SetLoopInterval( 1.0 );
3386 areaDamage.SetDeferDuration( 0.2 );
3387 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3388 areaDamage.SetAmmoName( "BarbedWireHit" );
3389 areaDamage.Spawn();
3390
3391 m_DamageTriggers.Insert( slot_name, areaDamage );
3392 }
3393 }
3394
3395 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3396 {
3397 if ( angle_deg != 0 )
3398 {
3399 //orientation
3400 orientation[0] = orientation[0] - angle_deg;
3401
3402 //center
3403 vector rotate_axis;
3404 if ( MemoryPointExists( "rotate_axis" ) )
3405 {
3406 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3407 }
3408 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];
3409 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];
3410 center[0] = r_center_x;
3411 center[2] = r_center_z;
3412 }
3413 }
3414
3415 void DestroyAreaDamage( string slot_name )
3416 {
3417 if (GetGame() && GetGame().IsServer())
3418 {
3420 if (m_DamageTriggers.Find(slot_name, areaDamage))
3421 {
3422 if (areaDamage)
3423 {
3424 areaDamage.Destroy();
3425 }
3426
3427 m_DamageTriggers.Remove( slot_name );
3428 }
3429 }
3430 }
3431
3432 override bool IsIgnoredByConstruction()
3433 {
3434 return true;
3435 }
3436
3437 //================================================================
3438 // SOUNDS
3439 //================================================================
3440 protected void SoundBuildStart( string part_name )
3441 {
3442 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3443 }
3444
3445 protected void SoundDismantleStart( string part_name )
3446 {
3447 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3448 }
3449
3450 protected void SoundDestroyStart( string part_name )
3451 {
3452 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3453 }
3454
3455 protected string GetBuildSoundByMaterial( string part_name )
3456 {
3457 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3458
3459 switch ( material_type )
3460 {
3461 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3462 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3463 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3464 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3465 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3466 }
3467
3468 return "";
3469 }
3470
3471 protected string GetDismantleSoundByMaterial( string part_name )
3472 {
3473 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3474
3475 switch ( material_type )
3476 {
3477 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3478 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3479 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3480 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3481 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3482 }
3483
3484 return "";
3485 }
3486
3487 //misc
3488 void CheckForHybridAttachments( EntityAI item, string slot_name )
3489 {
3490 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3491 {
3492 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3493 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3494 {
3495 SetHealth(slot_name,"Health",item.GetHealth());
3496 }
3497 }
3498 }
3499
3500 override int GetDamageSystemVersionChange()
3501 {
3502 return 111;
3503 }
3504
3505 override void SetActions()
3506 {
3507 super.SetActions();
3508
3512 }
3513
3514 //================================================================
3515 // DEBUG
3516 //================================================================
3517 protected void DebugCustomState()
3518 {
3519 }
3520
3523 {
3524 return null;
3525 }
3526
3527 override void OnDebugSpawn()
3528 {
3529 FullyBuild();
3530 }
3531
3532 void FullyBuild()
3533 {
3535 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3536
3537 Man p;
3538
3539 #ifdef SERVER
3540 array<Man> players = new array<Man>;
3541 GetGame().GetWorld().GetPlayerList(players);
3542 if (players.Count())
3543 p = players[0];
3544 #else
3545 p = GetGame().GetPlayer();
3546 #endif
3547
3548 foreach (ConstructionPart part : parts)
3549 {
3550 bool excluded = false;
3551 string partName = part.GetPartName();
3552 if (excludes)
3553 {
3554 foreach (string exclude : excludes)
3555 {
3556 if (partName.Contains(exclude))
3557 {
3558 excluded = true;
3559 break;
3560 }
3561 }
3562 }
3563
3564 if (!excluded)
3565 {
3566 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3567 }
3568 }
3569
3570 GetConstruction().UpdateVisuals();
3571 }
3572}
3573
3574void bsbDebugPrint (string s)
3575{
3576#ifdef BSB_DEBUG
3577 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3578#else
3579 //Print("" + s); // comment/uncomment to hide/see debug logs
3580#endif
3581}
3582void bsbDebugSpam (string s)
3583{
3584#ifdef BSB_DEBUG_SPAM
3585 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3586#else
3587 //Print("" + s); // comment/uncomment to hide/see debug logs
3588#endif
3589}
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