DayZ 1.27
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◆ IgnoreOutOfReachCondition()

override bool bsbDebugPrint::IgnoreOutOfReachCondition ( )
protected

См. определение в файле BaseBuildingBase.c строка 1845

1847{
1848 const string ANIMATION_DEPLOYED = "Deployed";
1849
1850 float m_ConstructionKitHealth; //stored health value for used construction kit
1851
1853
1854 bool m_HasBase;
1855 //variables for synchronization of base building parts (2x31 is the current limit)
1856 int m_SyncParts01; //synchronization for already built parts (31 parts)
1857 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1858 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1859 int m_InteractedPartId; //construction part id that an action was performed on
1860 int m_PerformedActionId; //action id that was performed on a construction part
1861
1862 //Sounds
1863 //build
1864 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1865 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1866 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1867 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1868 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1869 //dismantle
1870 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1871 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1872 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1873 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1874 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1875
1876 protected EffectSound m_Sound;
1877
1881
1882 // Constructor
1883 void BaseBuildingBase()
1884 {
1886
1887 //synchronized variables
1888 RegisterNetSyncVariableInt( "m_SyncParts01" );
1889 RegisterNetSyncVariableInt( "m_SyncParts02" );
1890 RegisterNetSyncVariableInt( "m_SyncParts03" );
1891 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1892 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1893 RegisterNetSyncVariableBool( "m_HasBase" );
1894
1895 //Construction init
1897
1898 if (ConfigIsExisting("hybridAttachments"))
1899 {
1901 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1902 }
1903 if (ConfigIsExisting("mountables"))
1904 {
1906 ConfigGetTextArray("mountables", m_Mountables);
1907 }
1908
1909 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1910 }
1911
1912 override void EEDelete(EntityAI parent)
1913 {
1914 super.EEDelete(parent);
1915
1916 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1917 {
1918 areaDamage.Destroy();
1919 }
1920
1921 }
1922
1923 override string GetInvulnerabilityTypeString()
1924 {
1925 return "disableBaseDamage";
1926 }
1927
1928 override bool CanObstruct()
1929 {
1930 return true;
1931 }
1932
1933 override int GetHideIconMask()
1934 {
1935 return EInventoryIconVisibility.HIDE_VICINITY;
1936 }
1937
1938 // --- SYNCHRONIZATION
1940 {
1941 if ( GetGame().IsServer() )
1942 {
1943 SetSynchDirty();
1944 }
1945 }
1946
1947 override void OnVariablesSynchronized()
1948 {
1949 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1950 super.OnVariablesSynchronized();
1951
1953 }
1954
1955 protected void OnSynchronizedClient()
1956 {
1957 //update parts
1959
1960 //update action on part
1962
1963 //update visuals (client)
1964 UpdateVisuals();
1965 }
1966
1967 //parts synchronization
1968 void RegisterPartForSync( int part_id )
1969 {
1970 //part_id must starts from index = 1
1971 int offset;
1972 int mask;
1973
1974 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1975 {
1976 offset = part_id - 1;
1977 mask = 1 << offset;
1978
1979 m_SyncParts01 = m_SyncParts01 | mask;
1980 }
1981 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1982 {
1983 offset = ( part_id % 32 );
1984 mask = 1 << offset;
1985
1986 m_SyncParts02 = m_SyncParts02 | mask;
1987 }
1988 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1989 {
1990 offset = ( part_id % 63 );
1991 mask = 1 << offset;
1992
1993 m_SyncParts03 = m_SyncParts03 | mask;
1994 }
1995 }
1996
1997 void UnregisterPartForSync( int part_id )
1998 {
1999 //part_id must starts from index = 1
2000 int offset;
2001 int mask;
2002
2003 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2004 {
2005 offset = part_id - 1;
2006 mask = 1 << offset;
2007
2008 m_SyncParts01 = m_SyncParts01 & ~mask;
2009 }
2010 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2011 {
2012 offset = ( part_id % 32 );
2013 mask = 1 << offset;
2014
2015 m_SyncParts02 = m_SyncParts02 & ~mask;
2016 }
2017 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2018 {
2019 offset = ( part_id % 63 );
2020 mask = 1 << offset;
2021
2022 m_SyncParts03 = m_SyncParts03 & ~mask;
2023 }
2024 }
2025
2026 bool IsPartBuildInSyncData( int part_id )
2027 {
2028 //part_id must starts from index = 1
2029 int offset;
2030 int mask;
2031
2032 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2033 {
2034 offset = part_id - 1;
2035 mask = 1 << offset;
2036
2037 if ( ( m_SyncParts01 & mask ) > 0 )
2038 {
2039 return true;
2040 }
2041 }
2042 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2043 {
2044 offset = ( part_id % 32 );
2045 mask = 1 << offset;
2046
2047 if ( ( m_SyncParts02 & mask ) > 0 )
2048 {
2049 return true;
2050 }
2051 }
2052 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2053 {
2054 offset = ( part_id % 63 );
2055 mask = 1 << offset;
2056
2057 if ( ( m_SyncParts03 & mask ) > 0 )
2058 {
2059 return true;
2060 }
2061 }
2062
2063 return false;
2064 }
2065
2066 protected void RegisterActionForSync( int part_id, int action_id )
2067 {
2068 m_InteractedPartId = part_id;
2069 m_PerformedActionId = action_id;
2070 }
2071
2072 protected void ResetActionSyncData()
2073 {
2074 //reset data
2075 m_InteractedPartId = -1;
2077 }
2078
2079 protected void SetActionFromSyncData()
2080 {
2081 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2082 {
2084 int build_action_id = m_PerformedActionId;
2085
2086 switch( build_action_id )
2087 {
2088 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2089 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2090 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2091 }
2092 }
2093 }
2094 //------
2095
2097 {
2098 string key = part.m_PartName;
2099 bool is_base = part.IsBase();
2100 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2101 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2102 if ( is_part_built_sync )
2103 {
2104 if ( !part.IsBuilt() )
2105 {
2106 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2107 GetConstruction().AddToConstructedParts( key );
2108 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2109
2110 if (is_base)
2111 {
2113 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2114 }
2115 }
2116 }
2117 else
2118 {
2119 if ( part.IsBuilt() )
2120 {
2121 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2122 GetConstruction().RemoveFromConstructedParts( key );
2123 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2124
2125 if (is_base)
2126 {
2128 AddProxyPhysics( ANIMATION_DEPLOYED );
2129 }
2130 }
2131 }
2132
2133 //check slot lock for material attachments
2134 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2135 }
2136
2137 //set construction parts based on synchronized data
2139 {
2140 Construction construction = GetConstruction();
2141 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2142
2143 for ( int i = 0; i < construction_parts.Count(); ++i )
2144 {
2145 string key = construction_parts.GetKey( i );
2146 ConstructionPart value = construction_parts.Get( key );
2147 SetPartFromSyncData(value);
2148 }
2149
2150 //regenerate navmesh
2151 UpdateNavmesh();
2152 }
2153
2154 protected ConstructionPart GetConstructionPartById( int id )
2155 {
2156 Construction construction = GetConstruction();
2157 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2158
2159 for ( int i = 0; i < construction_parts.Count(); ++i )
2160 {
2161 string key = construction_parts.GetKey( i );
2162 ConstructionPart value = construction_parts.Get( key );
2163
2164 if ( value.GetId() == id )
2165 {
2166 return value;
2167 }
2168 }
2169
2170 return NULL;
2171 }
2172 //
2173
2174 //Base
2175 bool HasBase()
2176 {
2177 return m_HasBase;
2178 }
2179
2180 void SetBaseState( bool has_base )
2181 {
2182 m_HasBase = has_base;
2183 }
2184
2185 override bool IsDeployable()
2186 {
2187 return true;
2188 }
2189
2190 bool IsOpened()
2191 {
2192 return false;
2193 }
2194
2195 //--- CONSTRUCTION KIT
2197 {
2198 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2199 if ( m_ConstructionKitHealth > 0 )
2200 {
2201 construction_kit.SetHealth( m_ConstructionKitHealth );
2202 }
2203
2204 return construction_kit;
2205 }
2206
2207 void CreateConstructionKitInHands(notnull PlayerBase player)
2208 {
2209 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2210 if ( m_ConstructionKitHealth > 0 )
2211 {
2212 construction_kit.SetHealth( m_ConstructionKitHealth );
2213 }
2214 }
2215
2216 protected vector GetKitSpawnPosition()
2217 {
2218 return GetPosition();
2219 }
2220
2221 protected string GetConstructionKitType()
2222 {
2223 return "";
2224 }
2225
2226 void DestroyConstructionKit( ItemBase construction_kit )
2227 {
2228 m_ConstructionKitHealth = construction_kit.GetHealth();
2229 GetGame().ObjectDelete( construction_kit );
2230 }
2231
2232 //--- CONSTRUCTION
2233 void DestroyConstruction()
2234 {
2235 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2236 GetGame().ObjectDelete( this );
2237 }
2238
2239 // --- EVENTS
2240 override void OnStoreSave( ParamsWriteContext ctx )
2241 {
2242 super.OnStoreSave( ctx );
2243
2244 //sync parts 01
2245 ctx.Write( m_SyncParts01 );
2246 ctx.Write( m_SyncParts02 );
2247 ctx.Write( m_SyncParts03 );
2248
2249 ctx.Write( m_HasBase );
2250 }
2251
2252 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2253 {
2254 if ( !super.OnStoreLoad( ctx, version ) )
2255 return false;
2256
2257 //--- Base building data ---
2258 //Restore synced parts data
2259 if ( !ctx.Read( m_SyncParts01 ) )
2260 {
2261 m_SyncParts01 = 0; //set default
2262 return false;
2263 }
2264 if ( !ctx.Read( m_SyncParts02 ) )
2265 {
2266 m_SyncParts02 = 0; //set default
2267 return false;
2268 }
2269 if ( !ctx.Read( m_SyncParts03 ) )
2270 {
2271 m_SyncParts03 = 0; //set default
2272 return false;
2273 }
2274
2275 //has base
2276 if ( !ctx.Read( m_HasBase ) )
2277 {
2278 m_HasBase = false;
2279 return false;
2280 }
2281 //---
2282
2283 return true;
2284 }
2285
2286 override void AfterStoreLoad()
2287 {
2288 super.AfterStoreLoad();
2289
2291 {
2293 }
2294 }
2295
2297 {
2298 //update server data
2300
2301 //set base state
2302 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2303 SetBaseState( construction_part.IsBuilt() ) ;
2304
2305 //synchronize after load
2307 }
2308
2309 override void OnCreatePhysics()
2310 {
2311 super.OnCreatePhysics();
2314 }
2315
2316 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2317 {
2319 return;
2320
2321 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2322
2323 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2324 return;
2325
2326 Construction construction = GetConstruction();
2327 string part_name = zone;
2328 part_name.ToLower();
2329
2330 if ( newLevel == GameConstants.STATE_RUINED )
2331 {
2332 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2333
2334 if ( construction_part && construction.IsPartConstructed( part_name ) )
2335 {
2336 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2337 construction.DestroyConnectedParts(part_name);
2338 }
2339
2340 //barbed wire handling (hack-ish)
2341 if ( part_name.Contains("barbed") )
2342 {
2343 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2344 if (barbed_wire)
2345 barbed_wire.SetMountedState( false );
2346 }
2347 }
2348 }
2349
2350 override void EEOnAfterLoad()
2351 {
2353 {
2355 }
2356
2357 super.EEOnAfterLoad();
2358 }
2359
2360 override void EEInit()
2361 {
2362 super.EEInit();
2363
2364 // init visuals and physics
2365 InitBaseState();
2366
2367 //debug
2368 #ifdef DEVELOPER
2370 #endif
2371 }
2372
2373 override void EEItemAttached( EntityAI item, string slot_name )
2374 {
2375 super.EEItemAttached( item, slot_name );
2376
2377 CheckForHybridAttachments( item, slot_name );
2378 UpdateVisuals();
2379 UpdateAttachmentPhysics( slot_name, false );
2380 }
2381
2382 override void EEItemDetached( EntityAI item, string slot_name )
2383 {
2384 super.EEItemDetached( item, slot_name );
2385
2386 UpdateVisuals();
2387 UpdateAttachmentPhysics( slot_name, false );
2388 }
2389
2390 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2391 {
2392 string slot_name = InventorySlots.GetSlotName( slotId );
2393 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2394
2395 UpdateAttachmentVisuals( slot_name, locked );
2396 UpdateAttachmentPhysics( slot_name, locked );
2397 }
2398
2399 //ignore out of reach condition
2400 override bool IgnoreOutOfReachCondition()
2401 {
2402 return true;
2403 }
2404
2405 //CONSTRUCTION EVENTS
2406 //Build
2407 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2408 {
2409 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2410
2411 //check base state
2412 if (construtionPart.IsBase())
2413 {
2414 SetBaseState(true);
2415
2416 //spawn kit
2418 }
2419
2420 //register constructed parts for synchronization
2421 RegisterPartForSync(construtionPart.GetId());
2422
2423 //register action that was performed on part
2424 RegisterActionForSync(construtionPart.GetId(), action_id);
2425
2426 //synchronize
2428
2429 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2430
2431 UpdateNavmesh();
2432
2433 //update visuals
2434 UpdateVisuals();
2435
2436 //reset action sync data
2438 }
2439
2440 void OnPartBuiltClient(string part_name, int action_id)
2441 {
2442 //play sound
2443 SoundBuildStart( part_name );
2444 }
2445
2446 //Dismantle
2447 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2448 {
2449 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2450 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2451
2452 //register constructed parts for synchronization
2453 UnregisterPartForSync(construtionPart.GetId());
2454
2455 //register action that was performed on part
2456 RegisterActionForSync(construtionPart.GetId(), action_id);
2457
2458 //synchronize
2460
2461 // server part of sync, client will be synced from SetPartsFromSyncData
2462 SetPartFromSyncData(construtionPart);
2463
2464 UpdateNavmesh();
2465
2466 //update visuals
2467 UpdateVisuals();
2468
2469 //reset action sync data
2471
2472 //check base state
2473 if (construtionPart.IsBase())
2474 {
2475 //Destroy construction
2477 }
2478
2479 if (GetGame().IsServer())
2480 HandleItemFalling(construtionPart);
2481 }
2482
2483 void OnPartDismantledClient( string part_name, int action_id )
2484 {
2485 //play sound
2486 SoundDismantleStart( part_name );
2487 }
2488
2489 //Destroy
2490 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2491 {
2492 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2493 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2494
2495 //register constructed parts for synchronization
2496 UnregisterPartForSync(construtionPart.GetId());
2497
2498 //register action that was performed on part
2499 RegisterActionForSync(construtionPart.GetId(), action_id);
2500
2501 //synchronize
2503
2504 // server part of sync, client will be synced from SetPartsFromSyncData
2505 SetPartFromSyncData(construtionPart);
2506
2507 UpdateNavmesh();
2508
2509 //update visuals
2510 UpdateVisuals();
2511
2512 //reset action sync data
2514
2515 //check base state
2516 if (construtionPart.IsBase())
2517 {
2518 //Destroy construction
2520 }
2521
2522 if (GetGame().IsServer())
2523 HandleItemFalling(construtionPart);
2524 }
2525
2526 void OnPartDestroyedClient( string part_name, int action_id )
2527 {
2528 //play sound
2529 SoundDestroyStart( part_name );
2530 }
2531
2532 protected void HandleItemFalling(ConstructionPart part)
2533 {
2534 bool process = false;
2535
2536 //TODO: add a parameter to parts' config classes?
2537 process |= part.m_PartName.Contains("_roof");
2538 process |= part.m_PartName.Contains("_platform");
2539 process |= part.m_PartName.Contains("_stair");
2540
2541 if (process)
2542 {
2543 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2544 {
2545 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2546 return;
2547 }
2548
2549 vector mins, maxs;
2550 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2551 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2552
2553 //sanitize minmaxs
2554 vector minTmp, maxTmp;
2555 minTmp[0] = Math.Min(mins[0],maxs[0]);
2556 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2557 minTmp[1] = Math.Min(mins[1],maxs[1]);
2558 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2559 minTmp[2] = Math.Min(mins[2],maxs[2]);
2560 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2561 mins = minTmp;
2562 maxs = maxTmp;
2563
2564 maxs[1] = maxs[1] + 0.35; //reach a little above..
2565
2566 ItemFall(mins,maxs);
2567 }
2568 }
2569
2570 protected void ItemFall(vector min, vector max)
2571 {
2572 array<EntityAI> foundEntities = new array<EntityAI>();
2573 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2574
2575 //filtering
2576 ItemBase item;
2577 foreach (EntityAI entity : foundEntities)
2578 {
2579 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2580 item.ThrowPhysically(null,vector.Zero);
2581 }
2582 }
2583
2584 // --- UPDATE
2585 void InitBaseState()
2586 {
2587 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2588
2589 InitVisuals();
2590 UpdateNavmesh(); //regenerate navmesh
2591 GetConstruction().InitBaseState();
2592 }
2593
2594 void InitVisuals()
2595 {
2596 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2597 //check base
2598 if ( !HasBase() )
2599 {
2600 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2601 }
2602 else
2603 {
2604 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2605 }
2606
2607 GetConstruction().UpdateVisuals();
2608 }
2609
2610 void UpdateVisuals()
2611 {
2612 array<string> attachmentSlots = new array<string>;
2613
2614 GetAttachmentSlots(this, attachmentSlots);
2615 foreach (string slotName : attachmentSlots)
2616 {
2618 }
2619
2620 //check base
2621 if (!HasBase())
2622 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2623 else
2624 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2625
2626 GetConstruction().UpdateVisuals();
2627 }
2628
2629 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2630 {
2631 string slotNameMounted = slot_name + "_Mounted";
2632 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2633
2634 if (attachment)
2635 {
2636 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2637 if (barbedWire && barbedWire.IsMounted())
2638 CreateAreaDamage(slotNameMounted);
2639 else
2640 DestroyAreaDamage(slotNameMounted);
2641
2642 if (is_locked)
2643 {
2644 SetAnimationPhase(slotNameMounted, 0);
2645 SetAnimationPhase(slot_name, 1);
2646 }
2647 else
2648 {
2649 SetAnimationPhase(slotNameMounted, 1);
2650 SetAnimationPhase(slot_name, 0);
2651 }
2652 }
2653 else
2654 {
2655 SetAnimationPhase(slotNameMounted, 1);
2656 SetAnimationPhase(slot_name, 1);
2657
2658 DestroyAreaDamage(slotNameMounted);
2659 }
2660 }
2661
2662 // avoid calling this function on frequent occasions, it's a massive performance hit
2663 void UpdatePhysics()
2664 {
2666 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2667
2668 array<string> attachmentSlots = new array<string>;
2669 GetAttachmentSlots(this, attachmentSlots);
2670
2672 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2673
2674 foreach (string slotName : attachmentSlots)
2675 {
2677 }
2678
2679 //check base
2680 if (!HasBase())
2681 {
2683 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2684
2685 AddProxyPhysics(ANIMATION_DEPLOYED);
2686 }
2687 else
2688 {
2690 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2691
2692 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2693 }
2694
2695 GetConstruction().UpdatePhysics();
2696 UpdateNavmesh();
2697 }
2698
2699 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2700 {
2701 //checks for invalid appends; hotfix
2702 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2703 return;
2704 //----------------------------------
2705 string slot_name_mounted = slot_name + "_Mounted";
2706 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2707
2708 //remove proxy physics
2709 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2710 RemoveProxyPhysics( slot_name_mounted );
2711 RemoveProxyPhysics( slot_name );
2712
2713 if ( attachment )
2714 {
2715 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2716 if ( is_locked )
2717 {
2718 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2719 AddProxyPhysics( slot_name_mounted );
2720 }
2721 else
2722 {
2723 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2724 AddProxyPhysics( slot_name );
2725 }
2726 }
2727 }
2728
2729 protected void UpdateNavmesh()
2730 {
2731 SetAffectPathgraph( true, false );
2732 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2733 }
2734
2735 override bool CanUseConstruction()
2736 {
2737 return true;
2738 }
2739
2740 override bool CanUseConstructionBuild()
2741 {
2742 return true;
2743 }
2744
2745 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2746 {
2747 if ( attachment )
2748 {
2749 InventoryLocation inventory_location = new InventoryLocation;
2750 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2751
2752 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2753 }
2754
2755 return false;
2756 }
2757
2758 protected bool IsAttachmentSlotLocked( string slot_name )
2759 {
2760 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2761 }
2762
2763 //--- ATTACHMENT SLOTS
2764 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2765 {
2766 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2767 if ( GetGame().ConfigIsExisting( config_path ) )
2768 {
2769 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2770 }
2771 }
2772
2773 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2774 {
2775 return true;
2776 }
2777
2778 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2779 {
2780 return true;
2781 }
2782
2783 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2784 {
2785 return true;
2786 }
2787
2788 // --- INIT
2789 void ConstructionInit()
2790 {
2791 if ( !m_Construction )
2792 {
2793 m_Construction = new Construction( this );
2794 }
2795
2796 GetConstruction().Init();
2797 }
2798
2800 {
2801 return m_Construction;
2802 }
2803
2804 //--- INVENTORY/ATTACHMENTS CONDITIONS
2805 //attachments
2806 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2807 {
2808 return super.CanReceiveAttachment(attachment, slotId);
2809 }
2810
2812 {
2813 int attachment_count = GetInventory().AttachmentCount();
2814 if ( attachment_count > 0 )
2815 {
2816 if ( HasBase() && attachment_count == 1 )
2817 {
2818 return false;
2819 }
2820
2821 return true;
2822 }
2823
2824 return false;
2825 }
2826
2827 override bool ShowZonesHealth()
2828 {
2829 return true;
2830 }
2831
2832 override bool IsTakeable()
2833 {
2834 return false;
2835 }
2836
2837 //this into/outo parent.Cargo
2838 override bool CanPutInCargo( EntityAI parent )
2839 {
2840 return false;
2841 }
2842
2843 override bool CanRemoveFromCargo( EntityAI parent )
2844 {
2845 return false;
2846 }
2847
2848 //hands
2849 override bool CanPutIntoHands( EntityAI parent )
2850 {
2851 return false;
2852 }
2853
2854 //--- ACTION CONDITIONS
2855 //direction
2856 override bool IsFacingPlayer( PlayerBase player, string selection )
2857 {
2858 return true;
2859 }
2860
2861 override bool IsPlayerInside( PlayerBase player, string selection )
2862 {
2863 return true;
2864 }
2865
2868 {
2869 return false;
2870 }
2871
2872 //camera direction check
2873 bool IsFacingCamera( string selection )
2874 {
2875 return true;
2876 }
2877
2878 //roof check
2879 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2880 {
2881 return false;
2882 }
2883
2884 //selection->player distance check
2885 bool HasProperDistance( string selection, PlayerBase player )
2886 {
2887 return true;
2888 }
2889
2890 //folding
2892 {
2893 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2894 {
2895 return false;
2896 }
2897
2898 return true;
2899 }
2900
2902 {
2905
2906 return item;
2907 }
2908
2909 //Damage triggers (barbed wire)
2910 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2911 {
2912 if ( GetGame() && GetGame().IsServer() )
2913 {
2914 //destroy area damage if some already exists
2915 DestroyAreaDamage( slot_name );
2916
2917 //create new area damage
2919 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2920
2921 vector min_max[2];
2922 if ( MemoryPointExists( slot_name + "_min" ) )
2923 {
2924 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2925 }
2926 if ( MemoryPointExists( slot_name + "_max" ) )
2927 {
2928 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2929 }
2930
2931 //get proper trigger extents (min<max)
2932 vector extents[2];
2933 GetConstruction().GetTriggerExtents( min_max, extents );
2934
2935 //get box center
2936 vector center;
2937 center = GetConstruction().GetBoxCenter( min_max );
2938 center = ModelToWorld( center );
2939
2940 //rotate center if needed
2941 vector orientation = GetOrientation();;
2942 CalcDamageAreaRotation( rotation_angle, center, orientation );
2943
2944 areaDamage.SetExtents( extents[0], extents[1] );
2945 areaDamage.SetAreaPosition( center );
2946 areaDamage.SetAreaOrientation( orientation );
2947 areaDamage.SetLoopInterval( 1.0 );
2948 areaDamage.SetDeferDuration( 0.2 );
2949 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2950 areaDamage.SetAmmoName( "BarbedWireHit" );
2951 areaDamage.Spawn();
2952
2953 m_DamageTriggers.Insert( slot_name, areaDamage );
2954 }
2955 }
2956
2957 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2958 {
2959 if ( angle_deg != 0 )
2960 {
2961 //orientation
2962 orientation[0] = orientation[0] - angle_deg;
2963
2964 //center
2965 vector rotate_axis;
2966 if ( MemoryPointExists( "rotate_axis" ) )
2967 {
2968 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2969 }
2970 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];
2971 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];
2972 center[0] = r_center_x;
2973 center[2] = r_center_z;
2974 }
2975 }
2976
2977 void DestroyAreaDamage( string slot_name )
2978 {
2979 if (GetGame() && GetGame().IsServer())
2980 {
2982 if (m_DamageTriggers.Find(slot_name, areaDamage))
2983 {
2984 if (areaDamage)
2985 {
2986 areaDamage.Destroy();
2987 }
2988
2989 m_DamageTriggers.Remove( slot_name );
2990 }
2991 }
2992 }
2993
2994 override bool IsIgnoredByConstruction()
2995 {
2996 return true;
2997 }
2998
2999 //================================================================
3000 // SOUNDS
3001 //================================================================
3002 protected void SoundBuildStart( string part_name )
3003 {
3004 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3005 }
3006
3007 protected void SoundDismantleStart( string part_name )
3008 {
3009 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3010 }
3011
3012 protected void SoundDestroyStart( string part_name )
3013 {
3014 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3015 }
3016
3017 protected string GetBuildSoundByMaterial( string part_name )
3018 {
3019 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3020
3021 switch ( material_type )
3022 {
3023 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3024 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3025 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3026 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3027 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3028 }
3029
3030 return "";
3031 }
3032
3033 protected string GetDismantleSoundByMaterial( string part_name )
3034 {
3035 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3036
3037 switch ( material_type )
3038 {
3039 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3040 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3041 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3042 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3043 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3044 }
3045
3046 return "";
3047 }
3048
3049 //misc
3050 void CheckForHybridAttachments( EntityAI item, string slot_name )
3051 {
3052 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3053 {
3054 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3055 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3056 {
3057 SetHealth(slot_name,"Health",item.GetHealth());
3058 }
3059 }
3060 }
3061
3062 override int GetDamageSystemVersionChange()
3063 {
3064 return 111;
3065 }
3066
3067 override void SetActions()
3068 {
3069 super.SetActions();
3070
3074 }
3075
3076 //================================================================
3077 // DEBUG
3078 //================================================================
3079 protected void DebugCustomState()
3080 {
3081 }
3082
3085 {
3086 return null;
3087 }
3088
3089 override void OnDebugSpawn()
3090 {
3091 FullyBuild();
3092 }
3093
3094 void FullyBuild()
3095 {
3097 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3098
3099 Man p;
3100
3101 #ifdef SERVER
3102 array<Man> players = new array<Man>;
3103 GetGame().GetWorld().GetPlayerList(players);
3104 if (players.Count())
3105 p = players[0];
3106 #else
3107 p = GetGame().GetPlayer();
3108 #endif
3109
3110 foreach (ConstructionPart part : parts)
3111 {
3112 bool excluded = false;
3113 string partName = part.GetPartName();
3114 if (excludes)
3115 {
3116 foreach (string exclude : excludes)
3117 {
3118 if (partName.Contains(exclude))
3119 {
3120 excluded = true;
3121 break;
3122 }
3123 }
3124 }
3125
3126 if (!excluded)
3127 {
3128 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3129 }
3130 }
3131
3132 GetConstruction().UpdateVisuals();
3133 }
3134}
3135
3136void bsbDebugPrint (string s)
3137{
3138#ifdef BSB_DEBUG
3139 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3140#else
3141 //Print("" + s); // comment/uncomment to hide/see debug logs
3142#endif
3143}
3144void bsbDebugSpam (string s)
3145{
3146#ifdef BSB_DEBUG_SPAM
3147 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3148#else
3149 //Print("" + s); // comment/uncomment to hide/see debug logs
3150#endif
3151}
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