DayZ 1.27
DayZ Explorer by KGB
 
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◆ ShowZonesHealth()

override bool bsbDebugPrint::ShowZonesHealth ( )
protected

См. определение в файле BaseBuildingBase.c строка 2272

2274{
2275 const string ANIMATION_DEPLOYED = "Deployed";
2276
2277 float m_ConstructionKitHealth; //stored health value for used construction kit
2278
2280
2281 bool m_HasBase;
2282 //variables for synchronization of base building parts (2x31 is the current limit)
2283 int m_SyncParts01; //synchronization for already built parts (31 parts)
2284 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2285 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2286 int m_InteractedPartId; //construction part id that an action was performed on
2287 int m_PerformedActionId; //action id that was performed on a construction part
2288
2289 //Sounds
2290 //build
2291 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2292 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2293 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2294 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2295 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2296 //dismantle
2297 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2298 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2299 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2300 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2301 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2302
2303 protected EffectSound m_Sound;
2304
2308
2309 // Constructor
2310 void BaseBuildingBase()
2311 {
2313
2314 //synchronized variables
2315 RegisterNetSyncVariableInt( "m_SyncParts01" );
2316 RegisterNetSyncVariableInt( "m_SyncParts02" );
2317 RegisterNetSyncVariableInt( "m_SyncParts03" );
2318 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2319 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2320 RegisterNetSyncVariableBool( "m_HasBase" );
2321
2322 //Construction init
2324
2325 if (ConfigIsExisting("hybridAttachments"))
2326 {
2328 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2329 }
2330 if (ConfigIsExisting("mountables"))
2331 {
2333 ConfigGetTextArray("mountables", m_Mountables);
2334 }
2335
2336 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2337 }
2338
2339 override void EEDelete(EntityAI parent)
2340 {
2341 super.EEDelete(parent);
2342
2343 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2344 {
2345 areaDamage.Destroy();
2346 }
2347
2348 }
2349
2350 override string GetInvulnerabilityTypeString()
2351 {
2352 return "disableBaseDamage";
2353 }
2354
2355 override bool CanObstruct()
2356 {
2357 return true;
2358 }
2359
2360 override int GetHideIconMask()
2361 {
2362 return EInventoryIconVisibility.HIDE_VICINITY;
2363 }
2364
2365 // --- SYNCHRONIZATION
2367 {
2368 if ( GetGame().IsServer() )
2369 {
2370 SetSynchDirty();
2371 }
2372 }
2373
2374 override void OnVariablesSynchronized()
2375 {
2376 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2377 super.OnVariablesSynchronized();
2378
2380 }
2381
2382 protected void OnSynchronizedClient()
2383 {
2384 //update parts
2386
2387 //update action on part
2389
2390 //update visuals (client)
2391 UpdateVisuals();
2392 }
2393
2394 //parts synchronization
2395 void RegisterPartForSync( int part_id )
2396 {
2397 //part_id must starts from index = 1
2398 int offset;
2399 int mask;
2400
2401 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2402 {
2403 offset = part_id - 1;
2404 mask = 1 << offset;
2405
2406 m_SyncParts01 = m_SyncParts01 | mask;
2407 }
2408 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2409 {
2410 offset = ( part_id % 32 );
2411 mask = 1 << offset;
2412
2413 m_SyncParts02 = m_SyncParts02 | mask;
2414 }
2415 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2416 {
2417 offset = ( part_id % 63 );
2418 mask = 1 << offset;
2419
2420 m_SyncParts03 = m_SyncParts03 | mask;
2421 }
2422 }
2423
2424 void UnregisterPartForSync( int part_id )
2425 {
2426 //part_id must starts from index = 1
2427 int offset;
2428 int mask;
2429
2430 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2431 {
2432 offset = part_id - 1;
2433 mask = 1 << offset;
2434
2435 m_SyncParts01 = m_SyncParts01 & ~mask;
2436 }
2437 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2438 {
2439 offset = ( part_id % 32 );
2440 mask = 1 << offset;
2441
2442 m_SyncParts02 = m_SyncParts02 & ~mask;
2443 }
2444 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2445 {
2446 offset = ( part_id % 63 );
2447 mask = 1 << offset;
2448
2449 m_SyncParts03 = m_SyncParts03 & ~mask;
2450 }
2451 }
2452
2453 bool IsPartBuildInSyncData( int part_id )
2454 {
2455 //part_id must starts from index = 1
2456 int offset;
2457 int mask;
2458
2459 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2460 {
2461 offset = part_id - 1;
2462 mask = 1 << offset;
2463
2464 if ( ( m_SyncParts01 & mask ) > 0 )
2465 {
2466 return true;
2467 }
2468 }
2469 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2470 {
2471 offset = ( part_id % 32 );
2472 mask = 1 << offset;
2473
2474 if ( ( m_SyncParts02 & mask ) > 0 )
2475 {
2476 return true;
2477 }
2478 }
2479 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2480 {
2481 offset = ( part_id % 63 );
2482 mask = 1 << offset;
2483
2484 if ( ( m_SyncParts03 & mask ) > 0 )
2485 {
2486 return true;
2487 }
2488 }
2489
2490 return false;
2491 }
2492
2493 protected void RegisterActionForSync( int part_id, int action_id )
2494 {
2495 m_InteractedPartId = part_id;
2496 m_PerformedActionId = action_id;
2497 }
2498
2499 protected void ResetActionSyncData()
2500 {
2501 //reset data
2502 m_InteractedPartId = -1;
2504 }
2505
2506 protected void SetActionFromSyncData()
2507 {
2508 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2509 {
2511 int build_action_id = m_PerformedActionId;
2512
2513 switch( build_action_id )
2514 {
2515 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2516 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2517 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2518 }
2519 }
2520 }
2521 //------
2522
2524 {
2525 string key = part.m_PartName;
2526 bool is_base = part.IsBase();
2527 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2528 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2529 if ( is_part_built_sync )
2530 {
2531 if ( !part.IsBuilt() )
2532 {
2533 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2534 GetConstruction().AddToConstructedParts( key );
2535 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2536
2537 if (is_base)
2538 {
2540 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2541 }
2542 }
2543 }
2544 else
2545 {
2546 if ( part.IsBuilt() )
2547 {
2548 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2549 GetConstruction().RemoveFromConstructedParts( key );
2550 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2551
2552 if (is_base)
2553 {
2555 AddProxyPhysics( ANIMATION_DEPLOYED );
2556 }
2557 }
2558 }
2559
2560 //check slot lock for material attachments
2561 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2562 }
2563
2564 //set construction parts based on synchronized data
2566 {
2567 Construction construction = GetConstruction();
2568 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2569
2570 for ( int i = 0; i < construction_parts.Count(); ++i )
2571 {
2572 string key = construction_parts.GetKey( i );
2573 ConstructionPart value = construction_parts.Get( key );
2574 SetPartFromSyncData(value);
2575 }
2576
2577 //regenerate navmesh
2578 UpdateNavmesh();
2579 }
2580
2581 protected ConstructionPart GetConstructionPartById( int id )
2582 {
2583 Construction construction = GetConstruction();
2584 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2585
2586 for ( int i = 0; i < construction_parts.Count(); ++i )
2587 {
2588 string key = construction_parts.GetKey( i );
2589 ConstructionPart value = construction_parts.Get( key );
2590
2591 if ( value.GetId() == id )
2592 {
2593 return value;
2594 }
2595 }
2596
2597 return NULL;
2598 }
2599 //
2600
2601 //Base
2602 bool HasBase()
2603 {
2604 return m_HasBase;
2605 }
2606
2607 void SetBaseState( bool has_base )
2608 {
2609 m_HasBase = has_base;
2610 }
2611
2612 override bool IsDeployable()
2613 {
2614 return true;
2615 }
2616
2617 bool IsOpened()
2618 {
2619 return false;
2620 }
2621
2622 //--- CONSTRUCTION KIT
2624 {
2625 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2626 if ( m_ConstructionKitHealth > 0 )
2627 {
2628 construction_kit.SetHealth( m_ConstructionKitHealth );
2629 }
2630
2631 return construction_kit;
2632 }
2633
2634 void CreateConstructionKitInHands(notnull PlayerBase player)
2635 {
2636 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2637 if ( m_ConstructionKitHealth > 0 )
2638 {
2639 construction_kit.SetHealth( m_ConstructionKitHealth );
2640 }
2641 }
2642
2643 protected vector GetKitSpawnPosition()
2644 {
2645 return GetPosition();
2646 }
2647
2648 protected string GetConstructionKitType()
2649 {
2650 return "";
2651 }
2652
2653 void DestroyConstructionKit( ItemBase construction_kit )
2654 {
2655 m_ConstructionKitHealth = construction_kit.GetHealth();
2656 GetGame().ObjectDelete( construction_kit );
2657 }
2658
2659 //--- CONSTRUCTION
2660 void DestroyConstruction()
2661 {
2662 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2663 GetGame().ObjectDelete( this );
2664 }
2665
2666 // --- EVENTS
2667 override void OnStoreSave( ParamsWriteContext ctx )
2668 {
2669 super.OnStoreSave( ctx );
2670
2671 //sync parts 01
2672 ctx.Write( m_SyncParts01 );
2673 ctx.Write( m_SyncParts02 );
2674 ctx.Write( m_SyncParts03 );
2675
2676 ctx.Write( m_HasBase );
2677 }
2678
2679 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2680 {
2681 if ( !super.OnStoreLoad( ctx, version ) )
2682 return false;
2683
2684 //--- Base building data ---
2685 //Restore synced parts data
2686 if ( !ctx.Read( m_SyncParts01 ) )
2687 {
2688 m_SyncParts01 = 0; //set default
2689 return false;
2690 }
2691 if ( !ctx.Read( m_SyncParts02 ) )
2692 {
2693 m_SyncParts02 = 0; //set default
2694 return false;
2695 }
2696 if ( !ctx.Read( m_SyncParts03 ) )
2697 {
2698 m_SyncParts03 = 0; //set default
2699 return false;
2700 }
2701
2702 //has base
2703 if ( !ctx.Read( m_HasBase ) )
2704 {
2705 m_HasBase = false;
2706 return false;
2707 }
2708 //---
2709
2710 return true;
2711 }
2712
2713 override void AfterStoreLoad()
2714 {
2715 super.AfterStoreLoad();
2716
2718 {
2720 }
2721 }
2722
2724 {
2725 //update server data
2727
2728 //set base state
2729 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2730 SetBaseState( construction_part.IsBuilt() ) ;
2731
2732 //synchronize after load
2734 }
2735
2736 override void OnCreatePhysics()
2737 {
2738 super.OnCreatePhysics();
2741 }
2742
2743 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2744 {
2746 return;
2747
2748 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2749
2750 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2751 return;
2752
2753 Construction construction = GetConstruction();
2754 string part_name = zone;
2755 part_name.ToLower();
2756
2757 if ( newLevel == GameConstants.STATE_RUINED )
2758 {
2759 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2760
2761 if ( construction_part && construction.IsPartConstructed( part_name ) )
2762 {
2763 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2764 construction.DestroyConnectedParts(part_name);
2765 }
2766
2767 //barbed wire handling (hack-ish)
2768 if ( part_name.Contains("barbed") )
2769 {
2770 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2771 if (barbed_wire)
2772 barbed_wire.SetMountedState( false );
2773 }
2774 }
2775 }
2776
2777 override void EEOnAfterLoad()
2778 {
2780 {
2782 }
2783
2784 super.EEOnAfterLoad();
2785 }
2786
2787 override void EEInit()
2788 {
2789 super.EEInit();
2790
2791 // init visuals and physics
2792 InitBaseState();
2793
2794 //debug
2795 #ifdef DEVELOPER
2797 #endif
2798 }
2799
2800 override void EEItemAttached( EntityAI item, string slot_name )
2801 {
2802 super.EEItemAttached( item, slot_name );
2803
2804 CheckForHybridAttachments( item, slot_name );
2805 UpdateVisuals();
2806 UpdateAttachmentPhysics( slot_name, false );
2807 }
2808
2809 override void EEItemDetached( EntityAI item, string slot_name )
2810 {
2811 super.EEItemDetached( item, slot_name );
2812
2813 UpdateVisuals();
2814 UpdateAttachmentPhysics( slot_name, false );
2815 }
2816
2817 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2818 {
2819 string slot_name = InventorySlots.GetSlotName( slotId );
2820 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2821
2822 UpdateAttachmentVisuals( slot_name, locked );
2823 UpdateAttachmentPhysics( slot_name, locked );
2824 }
2825
2826 //ignore out of reach condition
2827 override bool IgnoreOutOfReachCondition()
2828 {
2829 return true;
2830 }
2831
2832 //CONSTRUCTION EVENTS
2833 //Build
2834 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2835 {
2836 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2837
2838 //check base state
2839 if (construtionPart.IsBase())
2840 {
2841 SetBaseState(true);
2842
2843 //spawn kit
2845 }
2846
2847 //register constructed parts for synchronization
2848 RegisterPartForSync(construtionPart.GetId());
2849
2850 //register action that was performed on part
2851 RegisterActionForSync(construtionPart.GetId(), action_id);
2852
2853 //synchronize
2855
2856 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2857
2858 UpdateNavmesh();
2859
2860 //update visuals
2861 UpdateVisuals();
2862
2863 //reset action sync data
2865 }
2866
2867 void OnPartBuiltClient(string part_name, int action_id)
2868 {
2869 //play sound
2870 SoundBuildStart( part_name );
2871 }
2872
2873 //Dismantle
2874 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2875 {
2876 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2877 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2878
2879 //register constructed parts for synchronization
2880 UnregisterPartForSync(construtionPart.GetId());
2881
2882 //register action that was performed on part
2883 RegisterActionForSync(construtionPart.GetId(), action_id);
2884
2885 //synchronize
2887
2888 // server part of sync, client will be synced from SetPartsFromSyncData
2889 SetPartFromSyncData(construtionPart);
2890
2891 UpdateNavmesh();
2892
2893 //update visuals
2894 UpdateVisuals();
2895
2896 //reset action sync data
2898
2899 //check base state
2900 if (construtionPart.IsBase())
2901 {
2902 //Destroy construction
2904 }
2905
2906 if (GetGame().IsServer())
2907 HandleItemFalling(construtionPart);
2908 }
2909
2910 void OnPartDismantledClient( string part_name, int action_id )
2911 {
2912 //play sound
2913 SoundDismantleStart( part_name );
2914 }
2915
2916 //Destroy
2917 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2918 {
2919 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2920 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2921
2922 //register constructed parts for synchronization
2923 UnregisterPartForSync(construtionPart.GetId());
2924
2925 //register action that was performed on part
2926 RegisterActionForSync(construtionPart.GetId(), action_id);
2927
2928 //synchronize
2930
2931 // server part of sync, client will be synced from SetPartsFromSyncData
2932 SetPartFromSyncData(construtionPart);
2933
2934 UpdateNavmesh();
2935
2936 //update visuals
2937 UpdateVisuals();
2938
2939 //reset action sync data
2941
2942 //check base state
2943 if (construtionPart.IsBase())
2944 {
2945 //Destroy construction
2947 }
2948
2949 if (GetGame().IsServer())
2950 HandleItemFalling(construtionPart);
2951 }
2952
2953 void OnPartDestroyedClient( string part_name, int action_id )
2954 {
2955 //play sound
2956 SoundDestroyStart( part_name );
2957 }
2958
2959 protected void HandleItemFalling(ConstructionPart part)
2960 {
2961 bool process = false;
2962
2963 //TODO: add a parameter to parts' config classes?
2964 process |= part.m_PartName.Contains("_roof");
2965 process |= part.m_PartName.Contains("_platform");
2966 process |= part.m_PartName.Contains("_stair");
2967
2968 if (process)
2969 {
2970 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2971 {
2972 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2973 return;
2974 }
2975
2976 vector mins, maxs;
2977 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2978 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2979
2980 //sanitize minmaxs
2981 vector minTmp, maxTmp;
2982 minTmp[0] = Math.Min(mins[0],maxs[0]);
2983 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2984 minTmp[1] = Math.Min(mins[1],maxs[1]);
2985 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2986 minTmp[2] = Math.Min(mins[2],maxs[2]);
2987 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2988 mins = minTmp;
2989 maxs = maxTmp;
2990
2991 maxs[1] = maxs[1] + 0.35; //reach a little above..
2992
2993 ItemFall(mins,maxs);
2994 }
2995 }
2996
2997 protected void ItemFall(vector min, vector max)
2998 {
2999 array<EntityAI> foundEntities = new array<EntityAI>();
3000 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3001
3002 //filtering
3003 ItemBase item;
3004 foreach (EntityAI entity : foundEntities)
3005 {
3006 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3007 item.ThrowPhysically(null,vector.Zero);
3008 }
3009 }
3010
3011 // --- UPDATE
3012 void InitBaseState()
3013 {
3014 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3015
3016 InitVisuals();
3017 UpdateNavmesh(); //regenerate navmesh
3018 GetConstruction().InitBaseState();
3019 }
3020
3021 void InitVisuals()
3022 {
3023 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3024 //check base
3025 if ( !HasBase() )
3026 {
3027 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3028 }
3029 else
3030 {
3031 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3032 }
3033
3034 GetConstruction().UpdateVisuals();
3035 }
3036
3037 void UpdateVisuals()
3038 {
3039 array<string> attachmentSlots = new array<string>;
3040
3041 GetAttachmentSlots(this, attachmentSlots);
3042 foreach (string slotName : attachmentSlots)
3043 {
3045 }
3046
3047 //check base
3048 if (!HasBase())
3049 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3050 else
3051 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3052
3053 GetConstruction().UpdateVisuals();
3054 }
3055
3056 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3057 {
3058 string slotNameMounted = slot_name + "_Mounted";
3059 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3060
3061 if (attachment)
3062 {
3063 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3064 if (barbedWire && barbedWire.IsMounted())
3065 CreateAreaDamage(slotNameMounted);
3066 else
3067 DestroyAreaDamage(slotNameMounted);
3068
3069 if (is_locked)
3070 {
3071 SetAnimationPhase(slotNameMounted, 0);
3072 SetAnimationPhase(slot_name, 1);
3073 }
3074 else
3075 {
3076 SetAnimationPhase(slotNameMounted, 1);
3077 SetAnimationPhase(slot_name, 0);
3078 }
3079 }
3080 else
3081 {
3082 SetAnimationPhase(slotNameMounted, 1);
3083 SetAnimationPhase(slot_name, 1);
3084
3085 DestroyAreaDamage(slotNameMounted);
3086 }
3087 }
3088
3089 // avoid calling this function on frequent occasions, it's a massive performance hit
3090 void UpdatePhysics()
3091 {
3093 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3094
3095 array<string> attachmentSlots = new array<string>;
3096 GetAttachmentSlots(this, attachmentSlots);
3097
3099 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3100
3101 foreach (string slotName : attachmentSlots)
3102 {
3104 }
3105
3106 //check base
3107 if (!HasBase())
3108 {
3110 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3111
3112 AddProxyPhysics(ANIMATION_DEPLOYED);
3113 }
3114 else
3115 {
3117 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3118
3119 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3120 }
3121
3122 GetConstruction().UpdatePhysics();
3123 UpdateNavmesh();
3124 }
3125
3126 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3127 {
3128 //checks for invalid appends; hotfix
3129 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3130 return;
3131 //----------------------------------
3132 string slot_name_mounted = slot_name + "_Mounted";
3133 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3134
3135 //remove proxy physics
3136 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3137 RemoveProxyPhysics( slot_name_mounted );
3138 RemoveProxyPhysics( slot_name );
3139
3140 if ( attachment )
3141 {
3142 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3143 if ( is_locked )
3144 {
3145 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3146 AddProxyPhysics( slot_name_mounted );
3147 }
3148 else
3149 {
3150 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3151 AddProxyPhysics( slot_name );
3152 }
3153 }
3154 }
3155
3156 protected void UpdateNavmesh()
3157 {
3158 SetAffectPathgraph( true, false );
3159 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3160 }
3161
3162 override bool CanUseConstruction()
3163 {
3164 return true;
3165 }
3166
3167 override bool CanUseConstructionBuild()
3168 {
3169 return true;
3170 }
3171
3172 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3173 {
3174 if ( attachment )
3175 {
3176 InventoryLocation inventory_location = new InventoryLocation;
3177 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3178
3179 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3180 }
3181
3182 return false;
3183 }
3184
3185 protected bool IsAttachmentSlotLocked( string slot_name )
3186 {
3187 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3188 }
3189
3190 //--- ATTACHMENT SLOTS
3191 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3192 {
3193 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3194 if ( GetGame().ConfigIsExisting( config_path ) )
3195 {
3196 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3197 }
3198 }
3199
3200 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3201 {
3202 return true;
3203 }
3204
3205 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3206 {
3207 return true;
3208 }
3209
3210 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3211 {
3212 return true;
3213 }
3214
3215 // --- INIT
3216 void ConstructionInit()
3217 {
3218 if ( !m_Construction )
3219 {
3220 m_Construction = new Construction( this );
3221 }
3222
3223 GetConstruction().Init();
3224 }
3225
3227 {
3228 return m_Construction;
3229 }
3230
3231 //--- INVENTORY/ATTACHMENTS CONDITIONS
3232 //attachments
3233 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3234 {
3235 return super.CanReceiveAttachment(attachment, slotId);
3236 }
3237
3239 {
3240 int attachment_count = GetInventory().AttachmentCount();
3241 if ( attachment_count > 0 )
3242 {
3243 if ( HasBase() && attachment_count == 1 )
3244 {
3245 return false;
3246 }
3247
3248 return true;
3249 }
3250
3251 return false;
3252 }
3253
3254 override bool ShowZonesHealth()
3255 {
3256 return true;
3257 }
3258
3259 override bool IsTakeable()
3260 {
3261 return false;
3262 }
3263
3264 //this into/outo parent.Cargo
3265 override bool CanPutInCargo( EntityAI parent )
3266 {
3267 return false;
3268 }
3269
3270 override bool CanRemoveFromCargo( EntityAI parent )
3271 {
3272 return false;
3273 }
3274
3275 //hands
3276 override bool CanPutIntoHands( EntityAI parent )
3277 {
3278 return false;
3279 }
3280
3281 //--- ACTION CONDITIONS
3282 //direction
3283 override bool IsFacingPlayer( PlayerBase player, string selection )
3284 {
3285 return true;
3286 }
3287
3288 override bool IsPlayerInside( PlayerBase player, string selection )
3289 {
3290 return true;
3291 }
3292
3295 {
3296 return false;
3297 }
3298
3299 //camera direction check
3300 bool IsFacingCamera( string selection )
3301 {
3302 return true;
3303 }
3304
3305 //roof check
3306 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3307 {
3308 return false;
3309 }
3310
3311 //selection->player distance check
3312 bool HasProperDistance( string selection, PlayerBase player )
3313 {
3314 return true;
3315 }
3316
3317 //folding
3319 {
3320 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3321 {
3322 return false;
3323 }
3324
3325 return true;
3326 }
3327
3329 {
3332
3333 return item;
3334 }
3335
3336 //Damage triggers (barbed wire)
3337 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3338 {
3339 if ( GetGame() && GetGame().IsServer() )
3340 {
3341 //destroy area damage if some already exists
3342 DestroyAreaDamage( slot_name );
3343
3344 //create new area damage
3346 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3347
3348 vector min_max[2];
3349 if ( MemoryPointExists( slot_name + "_min" ) )
3350 {
3351 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3352 }
3353 if ( MemoryPointExists( slot_name + "_max" ) )
3354 {
3355 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3356 }
3357
3358 //get proper trigger extents (min<max)
3359 vector extents[2];
3360 GetConstruction().GetTriggerExtents( min_max, extents );
3361
3362 //get box center
3363 vector center;
3364 center = GetConstruction().GetBoxCenter( min_max );
3365 center = ModelToWorld( center );
3366
3367 //rotate center if needed
3368 vector orientation = GetOrientation();;
3369 CalcDamageAreaRotation( rotation_angle, center, orientation );
3370
3371 areaDamage.SetExtents( extents[0], extents[1] );
3372 areaDamage.SetAreaPosition( center );
3373 areaDamage.SetAreaOrientation( orientation );
3374 areaDamage.SetLoopInterval( 1.0 );
3375 areaDamage.SetDeferDuration( 0.2 );
3376 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3377 areaDamage.SetAmmoName( "BarbedWireHit" );
3378 areaDamage.Spawn();
3379
3380 m_DamageTriggers.Insert( slot_name, areaDamage );
3381 }
3382 }
3383
3384 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3385 {
3386 if ( angle_deg != 0 )
3387 {
3388 //orientation
3389 orientation[0] = orientation[0] - angle_deg;
3390
3391 //center
3392 vector rotate_axis;
3393 if ( MemoryPointExists( "rotate_axis" ) )
3394 {
3395 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3396 }
3397 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];
3398 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];
3399 center[0] = r_center_x;
3400 center[2] = r_center_z;
3401 }
3402 }
3403
3404 void DestroyAreaDamage( string slot_name )
3405 {
3406 if (GetGame() && GetGame().IsServer())
3407 {
3409 if (m_DamageTriggers.Find(slot_name, areaDamage))
3410 {
3411 if (areaDamage)
3412 {
3413 areaDamage.Destroy();
3414 }
3415
3416 m_DamageTriggers.Remove( slot_name );
3417 }
3418 }
3419 }
3420
3421 override bool IsIgnoredByConstruction()
3422 {
3423 return true;
3424 }
3425
3426 //================================================================
3427 // SOUNDS
3428 //================================================================
3429 protected void SoundBuildStart( string part_name )
3430 {
3431 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3432 }
3433
3434 protected void SoundDismantleStart( string part_name )
3435 {
3436 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3437 }
3438
3439 protected void SoundDestroyStart( string part_name )
3440 {
3441 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3442 }
3443
3444 protected string GetBuildSoundByMaterial( string part_name )
3445 {
3446 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3447
3448 switch ( material_type )
3449 {
3450 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3451 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3452 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3453 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3454 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3455 }
3456
3457 return "";
3458 }
3459
3460 protected string GetDismantleSoundByMaterial( string part_name )
3461 {
3462 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3463
3464 switch ( material_type )
3465 {
3466 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3467 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3468 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3469 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3470 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3471 }
3472
3473 return "";
3474 }
3475
3476 //misc
3477 void CheckForHybridAttachments( EntityAI item, string slot_name )
3478 {
3479 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3480 {
3481 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3482 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3483 {
3484 SetHealth(slot_name,"Health",item.GetHealth());
3485 }
3486 }
3487 }
3488
3489 override int GetDamageSystemVersionChange()
3490 {
3491 return 111;
3492 }
3493
3494 override void SetActions()
3495 {
3496 super.SetActions();
3497
3501 }
3502
3503 //================================================================
3504 // DEBUG
3505 //================================================================
3506 protected void DebugCustomState()
3507 {
3508 }
3509
3512 {
3513 return null;
3514 }
3515
3516 override void OnDebugSpawn()
3517 {
3518 FullyBuild();
3519 }
3520
3521 void FullyBuild()
3522 {
3524 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3525
3526 Man p;
3527
3528 #ifdef SERVER
3529 array<Man> players = new array<Man>;
3530 GetGame().GetWorld().GetPlayerList(players);
3531 if (players.Count())
3532 p = players[0];
3533 #else
3534 p = GetGame().GetPlayer();
3535 #endif
3536
3537 foreach (ConstructionPart part : parts)
3538 {
3539 bool excluded = false;
3540 string partName = part.GetPartName();
3541 if (excludes)
3542 {
3543 foreach (string exclude : excludes)
3544 {
3545 if (partName.Contains(exclude))
3546 {
3547 excluded = true;
3548 break;
3549 }
3550 }
3551 }
3552
3553 if (!excluded)
3554 {
3555 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3556 }
3557 }
3558
3559 GetConstruction().UpdateVisuals();
3560 }
3561}
3562
3563void bsbDebugPrint (string s)
3564{
3565#ifdef BSB_DEBUG
3566 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3567#else
3568 //Print("" + s); // comment/uncomment to hide/see debug logs
3569#endif
3570}
3571void bsbDebugSpam (string s)
3572{
3573#ifdef BSB_DEBUG_SPAM
3574 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3575#else
3576 //Print("" + s); // comment/uncomment to hide/see debug logs
3577#endif
3578}
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