DayZ 1.28
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◆ OnStoreLoad()

override bool bsbDebugPrint::OnStoreLoad ( ParamsReadContext ctx,
int version )
protected

См. определение в файле BaseBuildingBase.c строка 1741

1743{
1744 const string ANIMATION_DEPLOYED = "Deployed";
1745
1746 float m_ConstructionKitHealth; //stored health value for used construction kit
1747
1749
1750 bool m_HasBase;
1751 //variables for synchronization of base building parts (2x31 is the current limit)
1752 int m_SyncParts01; //synchronization for already built parts (31 parts)
1753 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1754 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1755 int m_InteractedPartId; //construction part id that an action was performed on
1756 int m_PerformedActionId; //action id that was performed on a construction part
1757
1758 //Sounds
1759 //build
1760 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1761 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1762 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1763 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1764 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1765 //dismantle
1766 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1767 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1768 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1769 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1770 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1771
1772 protected EffectSound m_Sound;
1773
1777
1778 // Constructor
1779 void BaseBuildingBase()
1780 {
1782
1783 //synchronized variables
1784 RegisterNetSyncVariableInt( "m_SyncParts01" );
1785 RegisterNetSyncVariableInt( "m_SyncParts02" );
1786 RegisterNetSyncVariableInt( "m_SyncParts03" );
1787 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1788 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1789 RegisterNetSyncVariableBool( "m_HasBase" );
1790
1791 //Construction init
1793
1794 if (ConfigIsExisting("hybridAttachments"))
1795 {
1797 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1798 }
1799 if (ConfigIsExisting("mountables"))
1800 {
1802 ConfigGetTextArray("mountables", m_Mountables);
1803 }
1804
1805 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1806 }
1807
1808 override void EEDelete(EntityAI parent)
1809 {
1810 super.EEDelete(parent);
1811
1812 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1813 {
1814 areaDamage.Destroy();
1815 }
1816
1817 }
1818
1819 override string GetInvulnerabilityTypeString()
1820 {
1821 return "disableBaseDamage";
1822 }
1823
1824 override bool CanObstruct()
1825 {
1826 return true;
1827 }
1828
1829 override int GetHideIconMask()
1830 {
1831 return EInventoryIconVisibility.HIDE_VICINITY;
1832 }
1833
1834 override void InitItemSounds()
1835 {
1836 super.InitItemSounds();
1837
1839 SoundParameters params = new SoundParameters();
1840 params.m_Loop = true;
1841
1842 if (GetFoldSoundset() != string.Empty)
1843 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1844 if (GetLoopFoldSoundset() != string.Empty)
1845 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1846 }
1847
1848 override string GetFoldSoundset()
1849 {
1850 return "putDown_FenceKit_SoundSet";
1851 }
1852
1853 override string GetLoopFoldSoundset()
1854 {
1855 return "Shelter_Site_Build_Loop_SoundSet";
1856 }
1857
1858 // --- SYNCHRONIZATION
1860 {
1861 if ( GetGame().IsServer() )
1862 {
1863 SetSynchDirty();
1864 }
1865 }
1866
1867 override void OnVariablesSynchronized()
1868 {
1869 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1870 super.OnVariablesSynchronized();
1871
1873 }
1874
1875 protected void OnSynchronizedClient()
1876 {
1877 //update parts
1879
1880 //update action on part
1882
1883 //update visuals (client)
1884 UpdateVisuals();
1885 }
1886
1887 //parts synchronization
1888 void RegisterPartForSync( int part_id )
1889 {
1890 //part_id must starts from index = 1
1891 int offset;
1892 int mask;
1893
1894 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1895 {
1896 offset = part_id - 1;
1897 mask = 1 << offset;
1898
1899 m_SyncParts01 = m_SyncParts01 | mask;
1900 }
1901 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1902 {
1903 offset = ( part_id % 32 );
1904 mask = 1 << offset;
1905
1906 m_SyncParts02 = m_SyncParts02 | mask;
1907 }
1908 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1909 {
1910 offset = ( part_id % 63 );
1911 mask = 1 << offset;
1912
1913 m_SyncParts03 = m_SyncParts03 | mask;
1914 }
1915 }
1916
1917 void UnregisterPartForSync( int part_id )
1918 {
1919 //part_id must starts from index = 1
1920 int offset;
1921 int mask;
1922
1923 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1924 {
1925 offset = part_id - 1;
1926 mask = 1 << offset;
1927
1928 m_SyncParts01 = m_SyncParts01 & ~mask;
1929 }
1930 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1931 {
1932 offset = ( part_id % 32 );
1933 mask = 1 << offset;
1934
1935 m_SyncParts02 = m_SyncParts02 & ~mask;
1936 }
1937 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1938 {
1939 offset = ( part_id % 63 );
1940 mask = 1 << offset;
1941
1942 m_SyncParts03 = m_SyncParts03 & ~mask;
1943 }
1944 }
1945
1946 bool IsPartBuildInSyncData( int part_id )
1947 {
1948 //part_id must starts from index = 1
1949 int offset;
1950 int mask;
1951
1952 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1953 {
1954 offset = part_id - 1;
1955 mask = 1 << offset;
1956
1957 if ( ( m_SyncParts01 & mask ) > 0 )
1958 {
1959 return true;
1960 }
1961 }
1962 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1963 {
1964 offset = ( part_id % 32 );
1965 mask = 1 << offset;
1966
1967 if ( ( m_SyncParts02 & mask ) > 0 )
1968 {
1969 return true;
1970 }
1971 }
1972 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1973 {
1974 offset = ( part_id % 63 );
1975 mask = 1 << offset;
1976
1977 if ( ( m_SyncParts03 & mask ) > 0 )
1978 {
1979 return true;
1980 }
1981 }
1982
1983 return false;
1984 }
1985
1986 protected void RegisterActionForSync( int part_id, int action_id )
1987 {
1988 m_InteractedPartId = part_id;
1989 m_PerformedActionId = action_id;
1990 }
1991
1992 protected void ResetActionSyncData()
1993 {
1994 //reset data
1995 m_InteractedPartId = -1;
1997 }
1998
1999 protected void SetActionFromSyncData()
2000 {
2001 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2002 {
2004 int build_action_id = m_PerformedActionId;
2005
2006 switch( build_action_id )
2007 {
2008 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2009 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2010 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2011 }
2012 }
2013 }
2014 //------
2015
2017 {
2018 string key = part.m_PartName;
2019 bool is_base = part.IsBase();
2020 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2021 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2022 if ( is_part_built_sync )
2023 {
2024 if ( !part.IsBuilt() )
2025 {
2026 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2027 GetConstruction().AddToConstructedParts( key );
2028 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2029
2030 if (is_base)
2031 {
2033 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2034 }
2035 }
2036 }
2037 else
2038 {
2039 if ( part.IsBuilt() )
2040 {
2041 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2042 GetConstruction().RemoveFromConstructedParts( key );
2043 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2044
2045 if (is_base)
2046 {
2048 AddProxyPhysics( ANIMATION_DEPLOYED );
2049 }
2050 }
2051 }
2052
2053 //check slot lock for material attachments
2054 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2055 }
2056
2057 //set construction parts based on synchronized data
2059 {
2060 Construction construction = GetConstruction();
2061 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2062
2063 for ( int i = 0; i < construction_parts.Count(); ++i )
2064 {
2065 string key = construction_parts.GetKey( i );
2066 ConstructionPart value = construction_parts.Get( key );
2067 SetPartFromSyncData(value);
2068 }
2069
2070 //regenerate navmesh
2071 UpdateNavmesh();
2072 }
2073
2074 protected ConstructionPart GetConstructionPartById( int id )
2075 {
2076 Construction construction = GetConstruction();
2077 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2078
2079 for ( int i = 0; i < construction_parts.Count(); ++i )
2080 {
2081 string key = construction_parts.GetKey( i );
2082 ConstructionPart value = construction_parts.Get( key );
2083
2084 if ( value.GetId() == id )
2085 {
2086 return value;
2087 }
2088 }
2089
2090 return NULL;
2091 }
2092 //
2093
2094 //Base
2095 bool HasBase()
2096 {
2097 return m_HasBase;
2098 }
2099
2100 void SetBaseState( bool has_base )
2101 {
2102 m_HasBase = has_base;
2103 }
2104
2105 override bool IsDeployable()
2106 {
2107 return true;
2108 }
2109
2110 bool IsOpened()
2111 {
2112 return false;
2113 }
2114
2115 //--- CONSTRUCTION KIT
2117 {
2118 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2119 if ( m_ConstructionKitHealth > 0 )
2120 {
2121 construction_kit.SetHealth( m_ConstructionKitHealth );
2122 }
2123
2124 return construction_kit;
2125 }
2126
2127 void CreateConstructionKitInHands(notnull PlayerBase player)
2128 {
2129 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2130 if ( m_ConstructionKitHealth > 0 )
2131 {
2132 construction_kit.SetHealth( m_ConstructionKitHealth );
2133 }
2134 }
2135
2136 protected vector GetKitSpawnPosition()
2137 {
2138 return GetPosition();
2139 }
2140
2141 protected string GetConstructionKitType()
2142 {
2143 return "";
2144 }
2145
2146 void DestroyConstructionKit( ItemBase construction_kit )
2147 {
2148 m_ConstructionKitHealth = construction_kit.GetHealth();
2149 GetGame().ObjectDelete( construction_kit );
2150 }
2151
2152 //--- CONSTRUCTION
2153 void DestroyConstruction()
2154 {
2155 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2156 GetGame().ObjectDelete( this );
2157 }
2158
2159 // --- EVENTS
2160 override void OnStoreSave( ParamsWriteContext ctx )
2161 {
2162 super.OnStoreSave( ctx );
2163
2164 //sync parts 01
2165 ctx.Write( m_SyncParts01 );
2166 ctx.Write( m_SyncParts02 );
2167 ctx.Write( m_SyncParts03 );
2168
2169 ctx.Write( m_HasBase );
2170 }
2171
2172 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2173 {
2174 if ( !super.OnStoreLoad( ctx, version ) )
2175 return false;
2176
2177 //--- Base building data ---
2178 //Restore synced parts data
2179 if ( !ctx.Read( m_SyncParts01 ) )
2180 {
2181 m_SyncParts01 = 0; //set default
2182 return false;
2183 }
2184 if ( !ctx.Read( m_SyncParts02 ) )
2185 {
2186 m_SyncParts02 = 0; //set default
2187 return false;
2188 }
2189 if ( !ctx.Read( m_SyncParts03 ) )
2190 {
2191 m_SyncParts03 = 0; //set default
2192 return false;
2193 }
2194
2195 //has base
2196 if ( !ctx.Read( m_HasBase ) )
2197 {
2198 m_HasBase = false;
2199 return false;
2200 }
2201 //---
2202
2203 return true;
2204 }
2205
2206 override void AfterStoreLoad()
2207 {
2208 super.AfterStoreLoad();
2209
2211 {
2213 }
2214 }
2215
2217 {
2218 //update server data
2220
2221 //set base state
2222 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2223 SetBaseState( construction_part.IsBuilt() ) ;
2224
2225 //synchronize after load
2227 }
2228
2229 override void OnCreatePhysics()
2230 {
2231 super.OnCreatePhysics();
2234 }
2235
2236 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2237 {
2239 return;
2240
2241 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2242
2243 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2244 return;
2245
2246 Construction construction = GetConstruction();
2247 string part_name = zone;
2248 part_name.ToLower();
2249
2250 if ( newLevel == GameConstants.STATE_RUINED )
2251 {
2252 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2253
2254 if ( construction_part && construction.IsPartConstructed( part_name ) )
2255 {
2256 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2257 construction.DestroyConnectedParts(part_name);
2258 }
2259
2260 //barbed wire handling (hack-ish)
2261 if ( part_name.Contains("barbed") )
2262 {
2263 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2264 if (barbed_wire)
2265 barbed_wire.SetMountedState( false );
2266 }
2267 }
2268 }
2269
2270 override void EEOnAfterLoad()
2271 {
2273 {
2275 }
2276
2277 super.EEOnAfterLoad();
2278 }
2279
2280 override void EEInit()
2281 {
2282 super.EEInit();
2283
2284 // init visuals and physics
2285 InitBaseState();
2286
2287 //debug
2288 #ifdef DEVELOPER
2290 #endif
2291 }
2292
2293 override void EEItemAttached( EntityAI item, string slot_name )
2294 {
2295 super.EEItemAttached( item, slot_name );
2296
2297 CheckForHybridAttachments( item, slot_name );
2298 UpdateVisuals();
2299 UpdateAttachmentPhysics( slot_name, false );
2300 }
2301
2302 override void EEItemDetached( EntityAI item, string slot_name )
2303 {
2304 super.EEItemDetached( item, slot_name );
2305
2306 UpdateVisuals();
2307 UpdateAttachmentPhysics( slot_name, false );
2308 }
2309
2310 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2311 {
2312 string slot_name = InventorySlots.GetSlotName( slotId );
2313 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2314
2315 UpdateAttachmentVisuals( slot_name, locked );
2316 UpdateAttachmentPhysics( slot_name, locked );
2317 }
2318
2319 //ignore out of reach condition
2320 override bool IgnoreOutOfReachCondition()
2321 {
2322 return true;
2323 }
2324
2325 //CONSTRUCTION EVENTS
2326 //Build
2327 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2328 {
2329 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2330
2331 //check base state
2332 if (construtionPart.IsBase())
2333 {
2334 SetBaseState(true);
2335
2336 //spawn kit
2338 }
2339
2340 //register constructed parts for synchronization
2341 RegisterPartForSync(construtionPart.GetId());
2342
2343 //register action that was performed on part
2344 RegisterActionForSync(construtionPart.GetId(), action_id);
2345
2346 //synchronize
2348
2349 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2350
2351 UpdateNavmesh();
2352
2353 //update visuals
2354 UpdateVisuals();
2355
2356 //reset action sync data
2358 }
2359
2360 void OnPartBuiltClient(string part_name, int action_id)
2361 {
2362 //play sound
2363 SoundBuildStart( part_name );
2364 }
2365
2366 //Dismantle
2367 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2368 {
2369 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2370 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2371
2372 //register constructed parts for synchronization
2373 UnregisterPartForSync(construtionPart.GetId());
2374
2375 //register action that was performed on part
2376 RegisterActionForSync(construtionPart.GetId(), action_id);
2377
2378 //synchronize
2380
2381 // server part of sync, client will be synced from SetPartsFromSyncData
2382 SetPartFromSyncData(construtionPart);
2383
2384 UpdateNavmesh();
2385
2386 //update visuals
2387 UpdateVisuals();
2388
2389 //reset action sync data
2391
2392 //check base state
2393 if (construtionPart.IsBase())
2394 {
2395 //Destroy construction
2397 }
2398 }
2399
2400 void OnPartDismantledClient( string part_name, int action_id )
2401 {
2402 //play sound
2403 SoundDismantleStart( part_name );
2404 }
2405
2406 //Destroy
2407 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2408 {
2409 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2410 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2411
2412 //register constructed parts for synchronization
2413 UnregisterPartForSync(construtionPart.GetId());
2414
2415 //register action that was performed on part
2416 RegisterActionForSync(construtionPart.GetId(), action_id);
2417
2418 //synchronize
2420
2421 // server part of sync, client will be synced from SetPartsFromSyncData
2422 SetPartFromSyncData(construtionPart);
2423
2424 UpdateNavmesh();
2425
2426 //update visuals
2427 UpdateVisuals();
2428
2429 //reset action sync data
2431
2432 //check base state
2433 if (construtionPart.IsBase())
2434 {
2435 //Destroy construction
2437 }
2438 }
2439
2440 void OnPartDestroyedClient( string part_name, int action_id )
2441 {
2442 //play sound
2443 SoundDestroyStart( part_name );
2444 }
2445
2447 protected void HandleItemFalling(ConstructionPart part)
2448 {
2449 bool process = false;
2450
2451 //TODO: add a parameter to parts' config classes?
2452 process |= part.m_PartName.Contains("_roof");
2453 process |= part.m_PartName.Contains("_platform");
2454 process |= part.m_PartName.Contains("_stair");
2455
2456 if (process)
2457 {
2458 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2459 {
2460 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2461 return;
2462 }
2463
2464 vector mins, maxs;
2465 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2466 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2467
2468 //sanitize minmaxs
2469 vector minTmp, maxTmp;
2470 minTmp[0] = Math.Min(mins[0],maxs[0]);
2471 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2472 minTmp[1] = Math.Min(mins[1],maxs[1]);
2473 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2474 minTmp[2] = Math.Min(mins[2],maxs[2]);
2475 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2476 mins = minTmp;
2477 maxs = maxTmp;
2478
2479 maxs[1] = maxs[1] + 0.35; //reach a little above..
2480
2481 ItemFall(mins,maxs);
2482 }
2483 }
2484
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
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8