DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ EEHealthLevelChanged()

override void bsbDebugPrint::EEHealthLevelChanged ( int oldLevel,
int newLevel,
string zone )
protected

См. определение в файле BaseBuildingBase.c строка 1761

1763{
1764 const string ANIMATION_DEPLOYED = "Deployed";
1765
1766 float m_ConstructionKitHealth; //stored health value for used construction kit
1767
1769
1770 bool m_HasBase;
1771 //variables for synchronization of base building parts (2x31 is the current limit)
1772 int m_SyncParts01; //synchronization for already built parts (31 parts)
1773 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1774 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1775 int m_InteractedPartId; //construction part id that an action was performed on
1776 int m_PerformedActionId; //action id that was performed on a construction part
1777
1778 //Sounds
1779 //build
1780 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1781 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1782 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1783 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1784 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1785 //dismantle
1786 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1787 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1788 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1789 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1790 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1791
1792 protected EffectSound m_Sound;
1793
1797
1798 // Constructor
1799 void BaseBuildingBase()
1800 {
1802
1803 //synchronized variables
1804 RegisterNetSyncVariableInt( "m_SyncParts01" );
1805 RegisterNetSyncVariableInt( "m_SyncParts02" );
1806 RegisterNetSyncVariableInt( "m_SyncParts03" );
1807 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1808 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1809 RegisterNetSyncVariableBool( "m_HasBase" );
1810
1811 //Construction init
1813
1814 if (ConfigIsExisting("hybridAttachments"))
1815 {
1817 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1818 }
1819 if (ConfigIsExisting("mountables"))
1820 {
1822 ConfigGetTextArray("mountables", m_Mountables);
1823 }
1824
1825 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1826 }
1827
1828 override void EEDelete(EntityAI parent)
1829 {
1830 super.EEDelete(parent);
1831
1832 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1833 {
1834 areaDamage.Destroy();
1835 }
1836
1837 }
1838
1839 override string GetInvulnerabilityTypeString()
1840 {
1841 return "disableBaseDamage";
1842 }
1843
1844 override bool CanObstruct()
1845 {
1846 return true;
1847 }
1848
1849 override int GetHideIconMask()
1850 {
1851 return EInventoryIconVisibility.HIDE_VICINITY;
1852 }
1853
1854 // --- SYNCHRONIZATION
1856 {
1857 if ( GetGame().IsServer() )
1858 {
1859 SetSynchDirty();
1860 }
1861 }
1862
1863 override void OnVariablesSynchronized()
1864 {
1865 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1866 super.OnVariablesSynchronized();
1867
1869 }
1870
1871 protected void OnSynchronizedClient()
1872 {
1873 //update parts
1875
1876 //update action on part
1878
1879 //update visuals (client)
1880 UpdateVisuals();
1881 }
1882
1883 //parts synchronization
1884 void RegisterPartForSync( int part_id )
1885 {
1886 //part_id must starts from index = 1
1887 int offset;
1888 int mask;
1889
1890 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1891 {
1892 offset = part_id - 1;
1893 mask = 1 << offset;
1894
1895 m_SyncParts01 = m_SyncParts01 | mask;
1896 }
1897 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1898 {
1899 offset = ( part_id % 32 );
1900 mask = 1 << offset;
1901
1902 m_SyncParts02 = m_SyncParts02 | mask;
1903 }
1904 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1905 {
1906 offset = ( part_id % 63 );
1907 mask = 1 << offset;
1908
1909 m_SyncParts03 = m_SyncParts03 | mask;
1910 }
1911 }
1912
1913 void UnregisterPartForSync( int part_id )
1914 {
1915 //part_id must starts from index = 1
1916 int offset;
1917 int mask;
1918
1919 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1920 {
1921 offset = part_id - 1;
1922 mask = 1 << offset;
1923
1924 m_SyncParts01 = m_SyncParts01 & ~mask;
1925 }
1926 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1927 {
1928 offset = ( part_id % 32 );
1929 mask = 1 << offset;
1930
1931 m_SyncParts02 = m_SyncParts02 & ~mask;
1932 }
1933 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1934 {
1935 offset = ( part_id % 63 );
1936 mask = 1 << offset;
1937
1938 m_SyncParts03 = m_SyncParts03 & ~mask;
1939 }
1940 }
1941
1942 bool IsPartBuildInSyncData( int part_id )
1943 {
1944 //part_id must starts from index = 1
1945 int offset;
1946 int mask;
1947
1948 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1949 {
1950 offset = part_id - 1;
1951 mask = 1 << offset;
1952
1953 if ( ( m_SyncParts01 & mask ) > 0 )
1954 {
1955 return true;
1956 }
1957 }
1958 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1959 {
1960 offset = ( part_id % 32 );
1961 mask = 1 << offset;
1962
1963 if ( ( m_SyncParts02 & mask ) > 0 )
1964 {
1965 return true;
1966 }
1967 }
1968 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1969 {
1970 offset = ( part_id % 63 );
1971 mask = 1 << offset;
1972
1973 if ( ( m_SyncParts03 & mask ) > 0 )
1974 {
1975 return true;
1976 }
1977 }
1978
1979 return false;
1980 }
1981
1982 protected void RegisterActionForSync( int part_id, int action_id )
1983 {
1984 m_InteractedPartId = part_id;
1985 m_PerformedActionId = action_id;
1986 }
1987
1988 protected void ResetActionSyncData()
1989 {
1990 //reset data
1991 m_InteractedPartId = -1;
1993 }
1994
1995 protected void SetActionFromSyncData()
1996 {
1997 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1998 {
2000 int build_action_id = m_PerformedActionId;
2001
2002 switch( build_action_id )
2003 {
2004 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2005 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2006 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2007 }
2008 }
2009 }
2010 //------
2011
2013 {
2014 string key = part.m_PartName;
2015 bool is_base = part.IsBase();
2016 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2017 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2018 if ( is_part_built_sync )
2019 {
2020 if ( !part.IsBuilt() )
2021 {
2022 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2023 GetConstruction().AddToConstructedParts( key );
2024 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2025
2026 if (is_base)
2027 {
2029 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2030 }
2031 }
2032 }
2033 else
2034 {
2035 if ( part.IsBuilt() )
2036 {
2037 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2038 GetConstruction().RemoveFromConstructedParts( key );
2039 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2040
2041 if (is_base)
2042 {
2044 AddProxyPhysics( ANIMATION_DEPLOYED );
2045 }
2046 }
2047 }
2048
2049 //check slot lock for material attachments
2050 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2051 }
2052
2053 //set construction parts based on synchronized data
2055 {
2056 Construction construction = GetConstruction();
2057 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2058
2059 for ( int i = 0; i < construction_parts.Count(); ++i )
2060 {
2061 string key = construction_parts.GetKey( i );
2062 ConstructionPart value = construction_parts.Get( key );
2063 SetPartFromSyncData(value);
2064 }
2065
2066 //regenerate navmesh
2067 UpdateNavmesh();
2068 }
2069
2070 protected ConstructionPart GetConstructionPartById( int id )
2071 {
2072 Construction construction = GetConstruction();
2073 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2074
2075 for ( int i = 0; i < construction_parts.Count(); ++i )
2076 {
2077 string key = construction_parts.GetKey( i );
2078 ConstructionPart value = construction_parts.Get( key );
2079
2080 if ( value.GetId() == id )
2081 {
2082 return value;
2083 }
2084 }
2085
2086 return NULL;
2087 }
2088 //
2089
2090 //Base
2091 bool HasBase()
2092 {
2093 return m_HasBase;
2094 }
2095
2096 void SetBaseState( bool has_base )
2097 {
2098 m_HasBase = has_base;
2099 }
2100
2101 override bool IsDeployable()
2102 {
2103 return true;
2104 }
2105
2106 bool IsOpened()
2107 {
2108 return false;
2109 }
2110
2111 //--- CONSTRUCTION KIT
2113 {
2114 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2115 if ( m_ConstructionKitHealth > 0 )
2116 {
2117 construction_kit.SetHealth( m_ConstructionKitHealth );
2118 }
2119
2120 return construction_kit;
2121 }
2122
2123 void CreateConstructionKitInHands(notnull PlayerBase player)
2124 {
2125 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2126 if ( m_ConstructionKitHealth > 0 )
2127 {
2128 construction_kit.SetHealth( m_ConstructionKitHealth );
2129 }
2130 }
2131
2132 protected vector GetKitSpawnPosition()
2133 {
2134 return GetPosition();
2135 }
2136
2137 protected string GetConstructionKitType()
2138 {
2139 return "";
2140 }
2141
2142 void DestroyConstructionKit( ItemBase construction_kit )
2143 {
2144 m_ConstructionKitHealth = construction_kit.GetHealth();
2145 GetGame().ObjectDelete( construction_kit );
2146 }
2147
2148 //--- CONSTRUCTION
2149 void DestroyConstruction()
2150 {
2151 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2152 GetGame().ObjectDelete( this );
2153 }
2154
2155 // --- EVENTS
2156 override void OnStoreSave( ParamsWriteContext ctx )
2157 {
2158 super.OnStoreSave( ctx );
2159
2160 //sync parts 01
2161 ctx.Write( m_SyncParts01 );
2162 ctx.Write( m_SyncParts02 );
2163 ctx.Write( m_SyncParts03 );
2164
2165 ctx.Write( m_HasBase );
2166 }
2167
2168 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2169 {
2170 if ( !super.OnStoreLoad( ctx, version ) )
2171 return false;
2172
2173 //--- Base building data ---
2174 //Restore synced parts data
2175 if ( !ctx.Read( m_SyncParts01 ) )
2176 {
2177 m_SyncParts01 = 0; //set default
2178 return false;
2179 }
2180 if ( !ctx.Read( m_SyncParts02 ) )
2181 {
2182 m_SyncParts02 = 0; //set default
2183 return false;
2184 }
2185 if ( !ctx.Read( m_SyncParts03 ) )
2186 {
2187 m_SyncParts03 = 0; //set default
2188 return false;
2189 }
2190
2191 //has base
2192 if ( !ctx.Read( m_HasBase ) )
2193 {
2194 m_HasBase = false;
2195 return false;
2196 }
2197 //---
2198
2199 return true;
2200 }
2201
2202 override void AfterStoreLoad()
2203 {
2204 super.AfterStoreLoad();
2205
2207 {
2209 }
2210 }
2211
2213 {
2214 //update server data
2216
2217 //set base state
2218 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2219 SetBaseState( construction_part.IsBuilt() ) ;
2220
2221 //synchronize after load
2223 }
2224
2225 override void OnCreatePhysics()
2226 {
2227 super.OnCreatePhysics();
2230 }
2231
2232 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2233 {
2235 return;
2236
2237 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2238
2239 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2240 return;
2241
2242 Construction construction = GetConstruction();
2243 string part_name = zone;
2244 part_name.ToLower();
2245
2246 if ( newLevel == GameConstants.STATE_RUINED )
2247 {
2248 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2249
2250 if ( construction_part && construction.IsPartConstructed( part_name ) )
2251 {
2252 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2253 construction.DestroyConnectedParts(part_name);
2254 }
2255
2256 //barbed wire handling (hack-ish)
2257 if ( part_name.Contains("barbed") )
2258 {
2259 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2260 if (barbed_wire)
2261 barbed_wire.SetMountedState( false );
2262 }
2263 }
2264 }
2265
2266 override void EEOnAfterLoad()
2267 {
2269 {
2271 }
2272
2273 super.EEOnAfterLoad();
2274 }
2275
2276 override void EEInit()
2277 {
2278 super.EEInit();
2279
2280 // init visuals and physics
2281 InitBaseState();
2282
2283 //debug
2284 #ifdef DEVELOPER
2286 #endif
2287 }
2288
2289 override void EEItemAttached( EntityAI item, string slot_name )
2290 {
2291 super.EEItemAttached( item, slot_name );
2292
2293 CheckForHybridAttachments( item, slot_name );
2294 UpdateVisuals();
2295 UpdateAttachmentPhysics( slot_name, false );
2296 }
2297
2298 override void EEItemDetached( EntityAI item, string slot_name )
2299 {
2300 super.EEItemDetached( item, slot_name );
2301
2302 UpdateVisuals();
2303 UpdateAttachmentPhysics( slot_name, false );
2304 }
2305
2306 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2307 {
2308 string slot_name = InventorySlots.GetSlotName( slotId );
2309 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2310
2311 UpdateAttachmentVisuals( slot_name, locked );
2312 UpdateAttachmentPhysics( slot_name, locked );
2313 }
2314
2315 //ignore out of reach condition
2316 override bool IgnoreOutOfReachCondition()
2317 {
2318 return true;
2319 }
2320
2321 //CONSTRUCTION EVENTS
2322 //Build
2323 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2324 {
2325 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2326
2327 //check base state
2328 if (construtionPart.IsBase())
2329 {
2330 SetBaseState(true);
2331
2332 //spawn kit
2334 }
2335
2336 //register constructed parts for synchronization
2337 RegisterPartForSync(construtionPart.GetId());
2338
2339 //register action that was performed on part
2340 RegisterActionForSync(construtionPart.GetId(), action_id);
2341
2342 //synchronize
2344
2345 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2346
2347 UpdateNavmesh();
2348
2349 //update visuals
2350 UpdateVisuals();
2351
2352 //reset action sync data
2354 }
2355
2356 void OnPartBuiltClient(string part_name, int action_id)
2357 {
2358 //play sound
2359 SoundBuildStart( part_name );
2360 }
2361
2362 //Dismantle
2363 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2364 {
2365 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2366 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2367
2368 //register constructed parts for synchronization
2369 UnregisterPartForSync(construtionPart.GetId());
2370
2371 //register action that was performed on part
2372 RegisterActionForSync(construtionPart.GetId(), action_id);
2373
2374 //synchronize
2376
2377 // server part of sync, client will be synced from SetPartsFromSyncData
2378 SetPartFromSyncData(construtionPart);
2379
2380 UpdateNavmesh();
2381
2382 //update visuals
2383 UpdateVisuals();
2384
2385 //reset action sync data
2387
2388 //check base state
2389 if (construtionPart.IsBase())
2390 {
2391 //Destroy construction
2393 }
2394
2395 if (GetGame().IsServer())
2396 HandleItemFalling(construtionPart);
2397 }
2398
2399 void OnPartDismantledClient( string part_name, int action_id )
2400 {
2401 //play sound
2402 SoundDismantleStart( part_name );
2403 }
2404
2405 //Destroy
2406 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2407 {
2408 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2409 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2410
2411 //register constructed parts for synchronization
2412 UnregisterPartForSync(construtionPart.GetId());
2413
2414 //register action that was performed on part
2415 RegisterActionForSync(construtionPart.GetId(), action_id);
2416
2417 //synchronize
2419
2420 // server part of sync, client will be synced from SetPartsFromSyncData
2421 SetPartFromSyncData(construtionPart);
2422
2423 UpdateNavmesh();
2424
2425 //update visuals
2426 UpdateVisuals();
2427
2428 //reset action sync data
2430
2431 //check base state
2432 if (construtionPart.IsBase())
2433 {
2434 //Destroy construction
2436 }
2437
2438 if (GetGame().IsServer())
2439 HandleItemFalling(construtionPart);
2440 }
2441
2442 void OnPartDestroyedClient( string part_name, int action_id )
2443 {
2444 //play sound
2445 SoundDestroyStart( part_name );
2446 }
2447
2448 protected void HandleItemFalling(ConstructionPart part)
2449 {
2450 bool process = false;
2451
2452 //TODO: add a parameter to parts' config classes?
2453 process |= part.m_PartName.Contains("_roof");
2454 process |= part.m_PartName.Contains("_platform");
2455 process |= part.m_PartName.Contains("_stair");
2456
2457 if (process)
2458 {
2459 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2460 {
2461 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2462 return;
2463 }
2464
2465 vector mins, maxs;
2466 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2467 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2468
2469 //sanitize minmaxs
2470 vector minTmp, maxTmp;
2471 minTmp[0] = Math.Min(mins[0],maxs[0]);
2472 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2473 minTmp[1] = Math.Min(mins[1],maxs[1]);
2474 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2475 minTmp[2] = Math.Min(mins[2],maxs[2]);
2476 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2477 mins = minTmp;
2478 maxs = maxTmp;
2479
2480 maxs[1] = maxs[1] + 0.35; //reach a little above..
2481
2482 ItemFall(mins,maxs);
2483 }
2484 }
2485
2486 protected void ItemFall(vector min, vector max)
2487 {
2488 array<EntityAI> foundEntities = new array<EntityAI>();
2489 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2490
2491 //filtering
2492 ItemBase item;
2493 foreach (EntityAI entity : foundEntities)
2494 {
2495 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2496 item.ThrowPhysically(null,vector.Zero);
2497 }
2498 }
2499
2500 // --- UPDATE
2501 void InitBaseState()
2502 {
2503 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2504
2505 InitVisuals();
2506 UpdateNavmesh(); //regenerate navmesh
2507 GetConstruction().InitBaseState();
2508 }
2509
2510 void InitVisuals()
2511 {
2512 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2513 //check base
2514 if ( !HasBase() )
2515 {
2516 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2517 }
2518 else
2519 {
2520 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2521 }
2522
2523 GetConstruction().UpdateVisuals();
2524 }
2525
2526 void UpdateVisuals()
2527 {
2528 array<string> attachmentSlots = new array<string>;
2529
2530 GetAttachmentSlots(this, attachmentSlots);
2531 foreach (string slotName : attachmentSlots)
2532 {
2534 }
2535
2536 //check base
2537 if (!HasBase())
2538 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2539 else
2540 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2541
2542 GetConstruction().UpdateVisuals();
2543 }
2544
2545 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2546 {
2547 string slotNameMounted = slot_name + "_Mounted";
2548 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2549
2550 if (attachment)
2551 {
2552 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2553 if (barbedWire && barbedWire.IsMounted())
2554 CreateAreaDamage(slotNameMounted);
2555 else
2556 DestroyAreaDamage(slotNameMounted);
2557
2558 if (is_locked)
2559 {
2560 SetAnimationPhase(slotNameMounted, 0);
2561 SetAnimationPhase(slot_name, 1);
2562 }
2563 else
2564 {
2565 SetAnimationPhase(slotNameMounted, 1);
2566 SetAnimationPhase(slot_name, 0);
2567 }
2568 }
2569 else
2570 {
2571 SetAnimationPhase(slotNameMounted, 1);
2572 SetAnimationPhase(slot_name, 1);
2573
2574 DestroyAreaDamage(slotNameMounted);
2575 }
2576 }
2577
2578 // avoid calling this function on frequent occasions, it's a massive performance hit
2579 void UpdatePhysics()
2580 {
2582 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2583
2584 array<string> attachmentSlots = new array<string>;
2585 GetAttachmentSlots(this, attachmentSlots);
2586
2588 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2589
2590 foreach (string slotName : attachmentSlots)
2591 {
2593 }
2594
2595 //check base
2596 if (!HasBase())
2597 {
2599 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2600
2601 AddProxyPhysics(ANIMATION_DEPLOYED);
2602 }
2603 else
2604 {
2606 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2607
2608 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2609 }
2610
2611 GetConstruction().UpdatePhysics();
2612 UpdateNavmesh();
2613 }
2614
2615 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2616 {
2617 //checks for invalid appends; hotfix
2618 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2619 return;
2620 //----------------------------------
2621 string slot_name_mounted = slot_name + "_Mounted";
2622 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2623
2624 //remove proxy physics
2625 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2626 RemoveProxyPhysics( slot_name_mounted );
2627 RemoveProxyPhysics( slot_name );
2628
2629 if ( attachment )
2630 {
2631 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2632 if ( is_locked )
2633 {
2634 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2635 AddProxyPhysics( slot_name_mounted );
2636 }
2637 else
2638 {
2639 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2640 AddProxyPhysics( slot_name );
2641 }
2642 }
2643 }
2644
2645 protected void UpdateNavmesh()
2646 {
2647 SetAffectPathgraph( true, false );
2648 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2649 }
2650
2651 override bool CanUseConstruction()
2652 {
2653 return true;
2654 }
2655
2656 override bool CanUseConstructionBuild()
2657 {
2658 return true;
2659 }
2660
2661 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2662 {
2663 if ( attachment )
2664 {
2665 InventoryLocation inventory_location = new InventoryLocation;
2666 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2667
2668 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2669 }
2670
2671 return false;
2672 }
2673
2674 protected bool IsAttachmentSlotLocked( string slot_name )
2675 {
2676 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2677 }
2678
2679 //--- ATTACHMENT SLOTS
2680 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2681 {
2682 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2683 if ( GetGame().ConfigIsExisting( config_path ) )
2684 {
2685 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2686 }
2687 }
2688
2689 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2690 {
2691 return true;
2692 }
2693
2694 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2695 {
2696 return true;
2697 }
2698
2699 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2700 {
2701 return true;
2702 }
2703
2704 // --- INIT
2705 void ConstructionInit()
2706 {
2707 if ( !m_Construction )
2708 {
2709 m_Construction = new Construction( this );
2710 }
2711
2712 GetConstruction().Init();
2713 }
2714
2716 {
2717 return m_Construction;
2718 }
2719
2720 //--- INVENTORY/ATTACHMENTS CONDITIONS
2721 //attachments
2722 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2723 {
2724 return super.CanReceiveAttachment(attachment, slotId);
2725 }
2726
2728 {
2729 int attachment_count = GetInventory().AttachmentCount();
2730 if ( attachment_count > 0 )
2731 {
2732 if ( HasBase() && attachment_count == 1 )
2733 {
2734 return false;
2735 }
2736
2737 return true;
2738 }
2739
2740 return false;
2741 }
2742
2743 override bool ShowZonesHealth()
2744 {
2745 return true;
2746 }
2747
2748 override bool IsTakeable()
2749 {
2750 return false;
2751 }
2752
2753 //this into/outo parent.Cargo
2754 override bool CanPutInCargo( EntityAI parent )
2755 {
2756 return false;
2757 }
2758
2759 override bool CanRemoveFromCargo( EntityAI parent )
2760 {
2761 return false;
2762 }
2763
2764 //hands
2765 override bool CanPutIntoHands( EntityAI parent )
2766 {
2767 return false;
2768 }
2769
2770 //--- ACTION CONDITIONS
2771 //direction
2772 override bool IsFacingPlayer( PlayerBase player, string selection )
2773 {
2774 return true;
2775 }
2776
2777 override bool IsPlayerInside( PlayerBase player, string selection )
2778 {
2779 return true;
2780 }
2781
2784 {
2785 return false;
2786 }
2787
2788 //camera direction check
2789 bool IsFacingCamera( string selection )
2790 {
2791 return true;
2792 }
2793
2794 //roof check
2795 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2796 {
2797 return false;
2798 }
2799
2800 //selection->player distance check
2801 bool HasProperDistance( string selection, PlayerBase player )
2802 {
2803 return true;
2804 }
2805
2806 //folding
2808 {
2809 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2810 {
2811 return false;
2812 }
2813
2814 return true;
2815 }
2816
2818 {
2821
2822 return item;
2823 }
2824
2825 //Damage triggers (barbed wire)
2826 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2827 {
2828 if ( GetGame() && GetGame().IsServer() )
2829 {
2830 //destroy area damage if some already exists
2831 DestroyAreaDamage( slot_name );
2832
2833 //create new area damage
2835 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2836
2837 vector min_max[2];
2838 if ( MemoryPointExists( slot_name + "_min" ) )
2839 {
2840 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2841 }
2842 if ( MemoryPointExists( slot_name + "_max" ) )
2843 {
2844 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2845 }
2846
2847 //get proper trigger extents (min<max)
2848 vector extents[2];
2849 GetConstruction().GetTriggerExtents( min_max, extents );
2850
2851 //get box center
2852 vector center;
2853 center = GetConstruction().GetBoxCenter( min_max );
2854 center = ModelToWorld( center );
2855
2856 //rotate center if needed
2857 vector orientation = GetOrientation();;
2858 CalcDamageAreaRotation( rotation_angle, center, orientation );
2859
2860 areaDamage.SetExtents( extents[0], extents[1] );
2861 areaDamage.SetAreaPosition( center );
2862 areaDamage.SetAreaOrientation( orientation );
2863 areaDamage.SetLoopInterval( 1.0 );
2864 areaDamage.SetDeferDuration( 0.2 );
2865 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2866 areaDamage.SetAmmoName( "BarbedWireHit" );
2867 areaDamage.Spawn();
2868
2869 m_DamageTriggers.Insert( slot_name, areaDamage );
2870 }
2871 }
2872
2873 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2874 {
2875 if ( angle_deg != 0 )
2876 {
2877 //orientation
2878 orientation[0] = orientation[0] - angle_deg;
2879
2880 //center
2881 vector rotate_axis;
2882 if ( MemoryPointExists( "rotate_axis" ) )
2883 {
2884 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2885 }
2886 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];
2887 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];
2888 center[0] = r_center_x;
2889 center[2] = r_center_z;
2890 }
2891 }
2892
2893 void DestroyAreaDamage( string slot_name )
2894 {
2895 if (GetGame() && GetGame().IsServer())
2896 {
2898 if (m_DamageTriggers.Find(slot_name, areaDamage))
2899 {
2900 if (areaDamage)
2901 {
2902 areaDamage.Destroy();
2903 }
2904
2905 m_DamageTriggers.Remove( slot_name );
2906 }
2907 }
2908 }
2909
2910 override bool IsIgnoredByConstruction()
2911 {
2912 return true;
2913 }
2914
2915 //================================================================
2916 // SOUNDS
2917 //================================================================
2918 protected void SoundBuildStart( string part_name )
2919 {
2920 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2921 }
2922
2923 protected void SoundDismantleStart( string part_name )
2924 {
2925 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2926 }
2927
2928 protected void SoundDestroyStart( string part_name )
2929 {
2930 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2931 }
2932
2933 protected string GetBuildSoundByMaterial( string part_name )
2934 {
2935 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2936
2937 switch ( material_type )
2938 {
2939 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2940 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2941 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2942 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2943 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2944 }
2945
2946 return "";
2947 }
2948
2949 protected string GetDismantleSoundByMaterial( string part_name )
2950 {
2951 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2952
2953 switch ( material_type )
2954 {
2955 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2956 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2957 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2958 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2959 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2960 }
2961
2962 return "";
2963 }
2964
2965 //misc
2966 void CheckForHybridAttachments( EntityAI item, string slot_name )
2967 {
2968 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2969 {
2970 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2971 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2972 {
2973 SetHealth(slot_name,"Health",item.GetHealth());
2974 }
2975 }
2976 }
2977
2978 override int GetDamageSystemVersionChange()
2979 {
2980 return 111;
2981 }
2982
2983 override void SetActions()
2984 {
2985 super.SetActions();
2986
2990 }
2991
2992 //================================================================
2993 // DEBUG
2994 //================================================================
2995 protected void DebugCustomState()
2996 {
2997 }
2998
3001 {
3002 return null;
3003 }
3004
3005 override void OnDebugSpawn()
3006 {
3007 FullyBuild();
3008 }
3009
3010 void FullyBuild()
3011 {
3013 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3014
3015 Man p;
3016
3017 #ifdef SERVER
3018 array<Man> players = new array<Man>;
3019 GetGame().GetWorld().GetPlayerList(players);
3020 if (players.Count())
3021 p = players[0];
3022 #else
3023 p = GetGame().GetPlayer();
3024 #endif
3025
3026 foreach (ConstructionPart part : parts)
3027 {
3028 bool excluded = false;
3029 string partName = part.GetPartName();
3030 if (excludes)
3031 {
3032 foreach (string exclude : excludes)
3033 {
3034 if (partName.Contains(exclude))
3035 {
3036 excluded = true;
3037 break;
3038 }
3039 }
3040 }
3041
3042 if (!excluded)
3043 {
3044 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3045 }
3046 }
3047
3048 GetConstruction().UpdateVisuals();
3049 }
3050}
3051
3052void bsbDebugPrint (string s)
3053{
3054#ifdef BSB_DEBUG
3055 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3056#else
3057 //Print("" + s); // comment/uncomment to hide/see debug logs
3058#endif
3059}
3060void bsbDebugSpam (string s)
3061{
3062#ifdef BSB_DEBUG_SPAM
3063 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3064#else
3065 //Print("" + s); // comment/uncomment to hide/see debug logs
3066#endif
3067}
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