DayZ 1.28
DayZ Explorer by KGB
 
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◆ ShowZonesHealth()

override bool bsbDebugPrint::ShowZonesHealth ( )
protected

См. определение в файле BaseBuildingBase.c строка 2312

2314{
2315 const string ANIMATION_DEPLOYED = "Deployed";
2316
2317 float m_ConstructionKitHealth; //stored health value for used construction kit
2318
2320
2321 bool m_HasBase;
2322 //variables for synchronization of base building parts (2x31 is the current limit)
2323 int m_SyncParts01; //synchronization for already built parts (31 parts)
2324 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2325 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2326 int m_InteractedPartId; //construction part id that an action was performed on
2327 int m_PerformedActionId; //action id that was performed on a construction part
2328
2329 //Sounds
2330 //build
2331 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2332 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2333 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2334 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2335 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2336 //dismantle
2337 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2338 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2339 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2340 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2341 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2342
2343 protected EffectSound m_Sound;
2344
2348
2349 // Constructor
2350 void BaseBuildingBase()
2351 {
2353
2354 //synchronized variables
2355 RegisterNetSyncVariableInt( "m_SyncParts01" );
2356 RegisterNetSyncVariableInt( "m_SyncParts02" );
2357 RegisterNetSyncVariableInt( "m_SyncParts03" );
2358 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2359 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2360 RegisterNetSyncVariableBool( "m_HasBase" );
2361
2362 //Construction init
2364
2365 if (ConfigIsExisting("hybridAttachments"))
2366 {
2368 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2369 }
2370 if (ConfigIsExisting("mountables"))
2371 {
2373 ConfigGetTextArray("mountables", m_Mountables);
2374 }
2375
2376 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2377 }
2378
2379 override void EEDelete(EntityAI parent)
2380 {
2381 super.EEDelete(parent);
2382
2383 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2384 {
2385 areaDamage.Destroy();
2386 }
2387
2388 }
2389
2390 override string GetInvulnerabilityTypeString()
2391 {
2392 return "disableBaseDamage";
2393 }
2394
2395 override bool CanObstruct()
2396 {
2397 return true;
2398 }
2399
2400 override int GetHideIconMask()
2401 {
2402 return EInventoryIconVisibility.HIDE_VICINITY;
2403 }
2404
2405 override void InitItemSounds()
2406 {
2407 super.InitItemSounds();
2408
2410 SoundParameters params = new SoundParameters();
2411 params.m_Loop = true;
2412
2413 if (GetFoldSoundset() != string.Empty)
2414 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2415 if (GetLoopFoldSoundset() != string.Empty)
2416 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2417 }
2418
2419 override string GetFoldSoundset()
2420 {
2421 return "putDown_FenceKit_SoundSet";
2422 }
2423
2424 override string GetLoopFoldSoundset()
2425 {
2426 return "Shelter_Site_Build_Loop_SoundSet";
2427 }
2428
2429 // --- SYNCHRONIZATION
2431 {
2432 if ( GetGame().IsServer() )
2433 {
2434 SetSynchDirty();
2435 }
2436 }
2437
2438 override void OnVariablesSynchronized()
2439 {
2440 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2441 super.OnVariablesSynchronized();
2442
2444 }
2445
2446 protected void OnSynchronizedClient()
2447 {
2448 //update parts
2450
2451 //update action on part
2453
2454 //update visuals (client)
2455 UpdateVisuals();
2456 }
2457
2458 //parts synchronization
2459 void RegisterPartForSync( int part_id )
2460 {
2461 //part_id must starts from index = 1
2462 int offset;
2463 int mask;
2464
2465 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2466 {
2467 offset = part_id - 1;
2468 mask = 1 << offset;
2469
2470 m_SyncParts01 = m_SyncParts01 | mask;
2471 }
2472 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2473 {
2474 offset = ( part_id % 32 );
2475 mask = 1 << offset;
2476
2477 m_SyncParts02 = m_SyncParts02 | mask;
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 m_SyncParts03 = m_SyncParts03 | mask;
2485 }
2486 }
2487
2488 void UnregisterPartForSync( int part_id )
2489 {
2490 //part_id must starts from index = 1
2491 int offset;
2492 int mask;
2493
2494 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2495 {
2496 offset = part_id - 1;
2497 mask = 1 << offset;
2498
2499 m_SyncParts01 = m_SyncParts01 & ~mask;
2500 }
2501 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2502 {
2503 offset = ( part_id % 32 );
2504 mask = 1 << offset;
2505
2506 m_SyncParts02 = m_SyncParts02 & ~mask;
2507 }
2508 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2509 {
2510 offset = ( part_id % 63 );
2511 mask = 1 << offset;
2512
2513 m_SyncParts03 = m_SyncParts03 & ~mask;
2514 }
2515 }
2516
2517 bool IsPartBuildInSyncData( int part_id )
2518 {
2519 //part_id must starts from index = 1
2520 int offset;
2521 int mask;
2522
2523 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2524 {
2525 offset = part_id - 1;
2526 mask = 1 << offset;
2527
2528 if ( ( m_SyncParts01 & mask ) > 0 )
2529 {
2530 return true;
2531 }
2532 }
2533 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2534 {
2535 offset = ( part_id % 32 );
2536 mask = 1 << offset;
2537
2538 if ( ( m_SyncParts02 & mask ) > 0 )
2539 {
2540 return true;
2541 }
2542 }
2543 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2544 {
2545 offset = ( part_id % 63 );
2546 mask = 1 << offset;
2547
2548 if ( ( m_SyncParts03 & mask ) > 0 )
2549 {
2550 return true;
2551 }
2552 }
2553
2554 return false;
2555 }
2556
2557 protected void RegisterActionForSync( int part_id, int action_id )
2558 {
2559 m_InteractedPartId = part_id;
2560 m_PerformedActionId = action_id;
2561 }
2562
2563 protected void ResetActionSyncData()
2564 {
2565 //reset data
2566 m_InteractedPartId = -1;
2568 }
2569
2570 protected void SetActionFromSyncData()
2571 {
2572 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2573 {
2575 int build_action_id = m_PerformedActionId;
2576
2577 switch( build_action_id )
2578 {
2579 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2580 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2581 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2582 }
2583 }
2584 }
2585 //------
2586
2588 {
2589 string key = part.m_PartName;
2590 bool is_base = part.IsBase();
2591 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2592 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2593 if ( is_part_built_sync )
2594 {
2595 if ( !part.IsBuilt() )
2596 {
2597 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2598 GetConstruction().AddToConstructedParts( key );
2599 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2600
2601 if (is_base)
2602 {
2604 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2605 }
2606 }
2607 }
2608 else
2609 {
2610 if ( part.IsBuilt() )
2611 {
2612 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2613 GetConstruction().RemoveFromConstructedParts( key );
2614 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2615
2616 if (is_base)
2617 {
2619 AddProxyPhysics( ANIMATION_DEPLOYED );
2620 }
2621 }
2622 }
2623
2624 //check slot lock for material attachments
2625 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2626 }
2627
2628 //set construction parts based on synchronized data
2630 {
2631 Construction construction = GetConstruction();
2632 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2633
2634 for ( int i = 0; i < construction_parts.Count(); ++i )
2635 {
2636 string key = construction_parts.GetKey( i );
2637 ConstructionPart value = construction_parts.Get( key );
2638 SetPartFromSyncData(value);
2639 }
2640
2641 //regenerate navmesh
2642 UpdateNavmesh();
2643 }
2644
2645 protected ConstructionPart GetConstructionPartById( int id )
2646 {
2647 Construction construction = GetConstruction();
2648 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2649
2650 for ( int i = 0; i < construction_parts.Count(); ++i )
2651 {
2652 string key = construction_parts.GetKey( i );
2653 ConstructionPart value = construction_parts.Get( key );
2654
2655 if ( value.GetId() == id )
2656 {
2657 return value;
2658 }
2659 }
2660
2661 return NULL;
2662 }
2663 //
2664
2665 //Base
2666 bool HasBase()
2667 {
2668 return m_HasBase;
2669 }
2670
2671 void SetBaseState( bool has_base )
2672 {
2673 m_HasBase = has_base;
2674 }
2675
2676 override bool IsDeployable()
2677 {
2678 return true;
2679 }
2680
2681 bool IsOpened()
2682 {
2683 return false;
2684 }
2685
2686 //--- CONSTRUCTION KIT
2688 {
2689 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2690 if ( m_ConstructionKitHealth > 0 )
2691 {
2692 construction_kit.SetHealth( m_ConstructionKitHealth );
2693 }
2694
2695 return construction_kit;
2696 }
2697
2698 void CreateConstructionKitInHands(notnull PlayerBase player)
2699 {
2700 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2701 if ( m_ConstructionKitHealth > 0 )
2702 {
2703 construction_kit.SetHealth( m_ConstructionKitHealth );
2704 }
2705 }
2706
2707 protected vector GetKitSpawnPosition()
2708 {
2709 return GetPosition();
2710 }
2711
2712 protected string GetConstructionKitType()
2713 {
2714 return "";
2715 }
2716
2717 void DestroyConstructionKit( ItemBase construction_kit )
2718 {
2719 m_ConstructionKitHealth = construction_kit.GetHealth();
2720 GetGame().ObjectDelete( construction_kit );
2721 }
2722
2723 //--- CONSTRUCTION
2724 void DestroyConstruction()
2725 {
2726 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2727 GetGame().ObjectDelete( this );
2728 }
2729
2730 // --- EVENTS
2731 override void OnStoreSave( ParamsWriteContext ctx )
2732 {
2733 super.OnStoreSave( ctx );
2734
2735 //sync parts 01
2736 ctx.Write( m_SyncParts01 );
2737 ctx.Write( m_SyncParts02 );
2738 ctx.Write( m_SyncParts03 );
2739
2740 ctx.Write( m_HasBase );
2741 }
2742
2743 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2744 {
2745 if ( !super.OnStoreLoad( ctx, version ) )
2746 return false;
2747
2748 //--- Base building data ---
2749 //Restore synced parts data
2750 if ( !ctx.Read( m_SyncParts01 ) )
2751 {
2752 m_SyncParts01 = 0; //set default
2753 return false;
2754 }
2755 if ( !ctx.Read( m_SyncParts02 ) )
2756 {
2757 m_SyncParts02 = 0; //set default
2758 return false;
2759 }
2760 if ( !ctx.Read( m_SyncParts03 ) )
2761 {
2762 m_SyncParts03 = 0; //set default
2763 return false;
2764 }
2765
2766 //has base
2767 if ( !ctx.Read( m_HasBase ) )
2768 {
2769 m_HasBase = false;
2770 return false;
2771 }
2772 //---
2773
2774 return true;
2775 }
2776
2777 override void AfterStoreLoad()
2778 {
2779 super.AfterStoreLoad();
2780
2782 {
2784 }
2785 }
2786
2788 {
2789 //update server data
2791
2792 //set base state
2793 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2794 SetBaseState( construction_part.IsBuilt() ) ;
2795
2796 //synchronize after load
2798 }
2799
2800 override void OnCreatePhysics()
2801 {
2802 super.OnCreatePhysics();
2805 }
2806
2807 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2808 {
2810 return;
2811
2812 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2813
2814 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2815 return;
2816
2817 Construction construction = GetConstruction();
2818 string part_name = zone;
2819 part_name.ToLower();
2820
2821 if ( newLevel == GameConstants.STATE_RUINED )
2822 {
2823 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2824
2825 if ( construction_part && construction.IsPartConstructed( part_name ) )
2826 {
2827 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2828 construction.DestroyConnectedParts(part_name);
2829 }
2830
2831 //barbed wire handling (hack-ish)
2832 if ( part_name.Contains("barbed") )
2833 {
2834 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2835 if (barbed_wire)
2836 barbed_wire.SetMountedState( false );
2837 }
2838 }
2839 }
2840
2841 override void EEOnAfterLoad()
2842 {
2844 {
2846 }
2847
2848 super.EEOnAfterLoad();
2849 }
2850
2851 override void EEInit()
2852 {
2853 super.EEInit();
2854
2855 // init visuals and physics
2856 InitBaseState();
2857
2858 //debug
2859 #ifdef DEVELOPER
2861 #endif
2862 }
2863
2864 override void EEItemAttached( EntityAI item, string slot_name )
2865 {
2866 super.EEItemAttached( item, slot_name );
2867
2868 CheckForHybridAttachments( item, slot_name );
2869 UpdateVisuals();
2870 UpdateAttachmentPhysics( slot_name, false );
2871 }
2872
2873 override void EEItemDetached( EntityAI item, string slot_name )
2874 {
2875 super.EEItemDetached( item, slot_name );
2876
2877 UpdateVisuals();
2878 UpdateAttachmentPhysics( slot_name, false );
2879 }
2880
2881 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2882 {
2883 string slot_name = InventorySlots.GetSlotName( slotId );
2884 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2885
2886 UpdateAttachmentVisuals( slot_name, locked );
2887 UpdateAttachmentPhysics( slot_name, locked );
2888 }
2889
2890 //ignore out of reach condition
2891 override bool IgnoreOutOfReachCondition()
2892 {
2893 return true;
2894 }
2895
2896 //CONSTRUCTION EVENTS
2897 //Build
2898 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2899 {
2900 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2901
2902 //check base state
2903 if (construtionPart.IsBase())
2904 {
2905 SetBaseState(true);
2906
2907 //spawn kit
2909 }
2910
2911 //register constructed parts for synchronization
2912 RegisterPartForSync(construtionPart.GetId());
2913
2914 //register action that was performed on part
2915 RegisterActionForSync(construtionPart.GetId(), action_id);
2916
2917 //synchronize
2919
2920 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2921
2922 UpdateNavmesh();
2923
2924 //update visuals
2925 UpdateVisuals();
2926
2927 //reset action sync data
2929 }
2930
2931 void OnPartBuiltClient(string part_name, int action_id)
2932 {
2933 //play sound
2934 SoundBuildStart( part_name );
2935 }
2936
2937 //Dismantle
2938 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2939 {
2940 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2941 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2942
2943 //register constructed parts for synchronization
2944 UnregisterPartForSync(construtionPart.GetId());
2945
2946 //register action that was performed on part
2947 RegisterActionForSync(construtionPart.GetId(), action_id);
2948
2949 //synchronize
2951
2952 // server part of sync, client will be synced from SetPartsFromSyncData
2953 SetPartFromSyncData(construtionPart);
2954
2955 UpdateNavmesh();
2956
2957 //update visuals
2958 UpdateVisuals();
2959
2960 //reset action sync data
2962
2963 //check base state
2964 if (construtionPart.IsBase())
2965 {
2966 //Destroy construction
2968 }
2969 }
2970
2971 void OnPartDismantledClient( string part_name, int action_id )
2972 {
2973 //play sound
2974 SoundDismantleStart( part_name );
2975 }
2976
2977 //Destroy
2978 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2979 {
2980 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2981 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2982
2983 //register constructed parts for synchronization
2984 UnregisterPartForSync(construtionPart.GetId());
2985
2986 //register action that was performed on part
2987 RegisterActionForSync(construtionPart.GetId(), action_id);
2988
2989 //synchronize
2991
2992 // server part of sync, client will be synced from SetPartsFromSyncData
2993 SetPartFromSyncData(construtionPart);
2994
2995 UpdateNavmesh();
2996
2997 //update visuals
2998 UpdateVisuals();
2999
3000 //reset action sync data
3002
3003 //check base state
3004 if (construtionPart.IsBase())
3005 {
3006 //Destroy construction
3008 }
3009 }
3010
3011 void OnPartDestroyedClient( string part_name, int action_id )
3012 {
3013 //play sound
3014 SoundDestroyStart( part_name );
3015 }
3016
3018 protected void HandleItemFalling(ConstructionPart part)
3019 {
3020 bool process = false;
3021
3022 //TODO: add a parameter to parts' config classes?
3023 process |= part.m_PartName.Contains("_roof");
3024 process |= part.m_PartName.Contains("_platform");
3025 process |= part.m_PartName.Contains("_stair");
3026
3027 if (process)
3028 {
3029 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3030 {
3031 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3032 return;
3033 }
3034
3035 vector mins, maxs;
3036 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3037 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3038
3039 //sanitize minmaxs
3040 vector minTmp, maxTmp;
3041 minTmp[0] = Math.Min(mins[0],maxs[0]);
3042 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3043 minTmp[1] = Math.Min(mins[1],maxs[1]);
3044 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3045 minTmp[2] = Math.Min(mins[2],maxs[2]);
3046 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3047 mins = minTmp;
3048 maxs = maxTmp;
3049
3050 maxs[1] = maxs[1] + 0.35; //reach a little above..
3051
3052 ItemFall(mins,maxs);
3053 }
3054 }
3055
3057 protected void ItemFall(vector min, vector max)
3058 {
3059 array<EntityAI> foundEntities = new array<EntityAI>();
3060 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3061
3062 //filtering
3063 ItemBase item;
3064 foreach (EntityAI entity : foundEntities)
3065 {
3066 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3067 item.ThrowPhysically(null,vector.Zero);
3068 }
3069 }
3070
3071 // --- UPDATE
3072 void InitBaseState()
3073 {
3074 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3075
3076 InitVisuals();
3077 UpdateNavmesh(); //regenerate navmesh
3078 GetConstruction().InitBaseState();
3079 }
3080
3081 void InitVisuals()
3082 {
3083 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3084 //check base
3085 if ( !HasBase() )
3086 {
3087 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3088 }
3089 else
3090 {
3091 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3092 }
3093
3094 GetConstruction().UpdateVisuals();
3095 }
3096
3097 void UpdateVisuals()
3098 {
3099 array<string> attachmentSlots = new array<string>;
3100
3101 GetAttachmentSlots(this, attachmentSlots);
3102 foreach (string slotName : attachmentSlots)
3103 {
3105 }
3106
3107 //check base
3108 if (!HasBase())
3109 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3110 else
3111 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3112
3113 GetConstruction().UpdateVisuals();
3114 }
3115
3116 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3117 {
3118 string slotNameMounted = slot_name + "_Mounted";
3119 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3120
3121 if (attachment)
3122 {
3123 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3124 if (barbedWire && barbedWire.IsMounted())
3125 CreateAreaDamage(slotNameMounted);
3126 else
3127 DestroyAreaDamage(slotNameMounted);
3128
3129 if (is_locked)
3130 {
3131 SetAnimationPhase(slotNameMounted, 0);
3132 SetAnimationPhase(slot_name, 1);
3133 }
3134 else
3135 {
3136 SetAnimationPhase(slotNameMounted, 1);
3137 SetAnimationPhase(slot_name, 0);
3138 }
3139 }
3140 else
3141 {
3142 SetAnimationPhase(slotNameMounted, 1);
3143 SetAnimationPhase(slot_name, 1);
3144
3145 DestroyAreaDamage(slotNameMounted);
3146 }
3147 }
3148
3149 // avoid calling this function on frequent occasions, it's a massive performance hit
3150 void UpdatePhysics()
3151 {
3153 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3154
3155 array<string> attachmentSlots = new array<string>;
3156 GetAttachmentSlots(this, attachmentSlots);
3157
3159 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3160
3161 foreach (string slotName : attachmentSlots)
3162 {
3164 }
3165
3166 //check base
3167 if (!HasBase())
3168 {
3170 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3171
3172 AddProxyPhysics(ANIMATION_DEPLOYED);
3173 }
3174 else
3175 {
3177 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3178
3179 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3180 }
3181
3182 GetConstruction().UpdatePhysics();
3183 UpdateNavmesh();
3184 }
3185
3186 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3187 {
3188 //checks for invalid appends; hotfix
3189 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3190 return;
3191 //----------------------------------
3192 string slot_name_mounted = slot_name + "_Mounted";
3193 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3194
3195 //remove proxy physics
3196 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3197 RemoveProxyPhysics( slot_name_mounted );
3198 RemoveProxyPhysics( slot_name );
3199
3200 if ( attachment )
3201 {
3202 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3203 if ( is_locked )
3204 {
3205 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3206 AddProxyPhysics( slot_name_mounted );
3207 }
3208 else
3209 {
3210 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3211 AddProxyPhysics( slot_name );
3212 }
3213 }
3214 }
3215
3216 protected void UpdateNavmesh()
3217 {
3218 SetAffectPathgraph( true, false );
3219 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3220 }
3221
3222 override bool CanUseConstruction()
3223 {
3224 return true;
3225 }
3226
3227 override bool CanUseConstructionBuild()
3228 {
3229 return true;
3230 }
3231
3232 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3233 {
3234 if ( attachment )
3235 {
3236 InventoryLocation inventory_location = new InventoryLocation;
3237 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3238
3239 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3240 }
3241
3242 return false;
3243 }
3244
3245 protected bool IsAttachmentSlotLocked( string slot_name )
3246 {
3247 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3248 }
3249
3250 //--- ATTACHMENT SLOTS
3251 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3252 {
3253 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3254 if ( GetGame().ConfigIsExisting( config_path ) )
3255 {
3256 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3257 }
3258 }
3259
3260 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3261 {
3262 return true;
3263 }
3264
3265 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3266 {
3267 return true;
3268 }
3269
3270 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3271 {
3272 return true;
3273 }
3274
3275 // --- INIT
3276 void ConstructionInit()
3277 {
3278 if ( !m_Construction )
3279 {
3280 m_Construction = new Construction( this );
3281 }
3282
3283 GetConstruction().Init();
3284 }
3285
3287 {
3288 return m_Construction;
3289 }
3290
3291 //--- INVENTORY/ATTACHMENTS CONDITIONS
3292 //attachments
3293 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3294 {
3295 return super.CanReceiveAttachment(attachment, slotId);
3296 }
3297
3299 {
3300 int attachment_count = GetInventory().AttachmentCount();
3301 if ( attachment_count > 0 )
3302 {
3303 if ( HasBase() && attachment_count == 1 )
3304 {
3305 return false;
3306 }
3307
3308 return true;
3309 }
3310
3311 return false;
3312 }
3313
3314 override bool ShowZonesHealth()
3315 {
3316 return true;
3317 }
3318
3319 override bool IsTakeable()
3320 {
3321 return false;
3322 }
3323
3324 //this into/outo parent.Cargo
3325 override bool CanPutInCargo( EntityAI parent )
3326 {
3327 return false;
3328 }
3329
3330 override bool CanRemoveFromCargo( EntityAI parent )
3331 {
3332 return false;
3333 }
3334
3335 //hands
3336 override bool CanPutIntoHands( EntityAI parent )
3337 {
3338 return false;
3339 }
3340
3341 //--- ACTION CONDITIONS
3342 //direction
3343 override bool IsFacingPlayer( PlayerBase player, string selection )
3344 {
3345 return true;
3346 }
3347
3348 override bool IsPlayerInside( PlayerBase player, string selection )
3349 {
3350 return true;
3351 }
3352
3355 {
3356 return false;
3357 }
3358
3359 //camera direction check
3360 bool IsFacingCamera( string selection )
3361 {
3362 return true;
3363 }
3364
3365 //roof check
3366 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3367 {
3368 return false;
3369 }
3370
3371 //selection->player distance check
3372 bool HasProperDistance( string selection, PlayerBase player )
3373 {
3374 return true;
3375 }
3376
3377 //folding
3379 {
3380 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3381 {
3382 return false;
3383 }
3384
3385 return true;
3386 }
3387
3389 {
3392
3393 return item;
3394 }
3395
3396 //Damage triggers (barbed wire)
3397 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3398 {
3399 if ( GetGame() && GetGame().IsServer() )
3400 {
3401 //destroy area damage if some already exists
3402 DestroyAreaDamage( slot_name );
3403
3404 //create new area damage
3406 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3407
3408 vector min_max[2];
3409 if ( MemoryPointExists( slot_name + "_min" ) )
3410 {
3411 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3412 }
3413 if ( MemoryPointExists( slot_name + "_max" ) )
3414 {
3415 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3416 }
3417
3418 //get proper trigger extents (min<max)
3419 vector extents[2];
3420 GetConstruction().GetTriggerExtents( min_max, extents );
3421
3422 //get box center
3423 vector center;
3424 center = GetConstruction().GetBoxCenter( min_max );
3425 center = ModelToWorld( center );
3426
3427 //rotate center if needed
3428 vector orientation = GetOrientation();;
3429 CalcDamageAreaRotation( rotation_angle, center, orientation );
3430
3431 areaDamage.SetExtents( extents[0], extents[1] );
3432 areaDamage.SetAreaPosition( center );
3433 areaDamage.SetAreaOrientation( orientation );
3434 areaDamage.SetLoopInterval( 1.0 );
3435 areaDamage.SetDeferDuration( 0.2 );
3436 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3437 areaDamage.SetAmmoName( "BarbedWireHit" );
3438 areaDamage.Spawn();
3439
3440 m_DamageTriggers.Insert( slot_name, areaDamage );
3441 }
3442 }
3443
3444 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3445 {
3446 if ( angle_deg != 0 )
3447 {
3448 //orientation
3449 orientation[0] = orientation[0] - angle_deg;
3450
3451 //center
3452 vector rotate_axis;
3453 if ( MemoryPointExists( "rotate_axis" ) )
3454 {
3455 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3456 }
3457 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];
3458 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];
3459 center[0] = r_center_x;
3460 center[2] = r_center_z;
3461 }
3462 }
3463
3464 void DestroyAreaDamage( string slot_name )
3465 {
3466 if (GetGame() && GetGame().IsServer())
3467 {
3469 if (m_DamageTriggers.Find(slot_name, areaDamage))
3470 {
3471 if (areaDamage)
3472 {
3473 areaDamage.Destroy();
3474 }
3475
3476 m_DamageTriggers.Remove( slot_name );
3477 }
3478 }
3479 }
3480
3481 override bool IsIgnoredByConstruction()
3482 {
3483 return true;
3484 }
3485
3486 //================================================================
3487 // SOUNDS
3488 //================================================================
3489 protected void SoundBuildStart( string part_name )
3490 {
3491 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3492 }
3493
3494 protected void SoundDismantleStart( string part_name )
3495 {
3496 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3497 }
3498
3499 protected void SoundDestroyStart( string part_name )
3500 {
3501 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3502 }
3503
3504 protected string GetBuildSoundByMaterial( string part_name )
3505 {
3506 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3507
3508 switch ( material_type )
3509 {
3510 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3511 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3512 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3513 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3514 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3515 }
3516
3517 return "";
3518 }
3519
3520 protected string GetDismantleSoundByMaterial( string part_name )
3521 {
3522 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3523
3524 switch ( material_type )
3525 {
3526 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3527 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3528 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3529 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3530 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3531 }
3532
3533 return "";
3534 }
3535
3536 //misc
3537 void CheckForHybridAttachments( EntityAI item, string slot_name )
3538 {
3539 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3540 {
3541 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3542 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3543 {
3544 SetHealth(slot_name,"Health",item.GetHealth());
3545 }
3546 }
3547 }
3548
3549 override int GetDamageSystemVersionChange()
3550 {
3551 return 111;
3552 }
3553
3554 override void SetActions()
3555 {
3556 super.SetActions();
3557
3561 }
3562
3563 //================================================================
3564 // DEBUG
3565 //================================================================
3566 protected void DebugCustomState()
3567 {
3568 }
3569
3572 {
3573 return null;
3574 }
3575
3576 override void OnDebugSpawn()
3577 {
3578 FullyBuild();
3579 }
3580
3581 void FullyBuild()
3582 {
3584 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3585
3586 Man p;
3587
3588 #ifdef SERVER
3589 array<Man> players = new array<Man>;
3590 GetGame().GetWorld().GetPlayerList(players);
3591 if (players.Count())
3592 p = players[0];
3593 #else
3594 p = GetGame().GetPlayer();
3595 #endif
3596
3597 foreach (ConstructionPart part : parts)
3598 {
3599 bool excluded = false;
3600 string partName = part.GetPartName();
3601 if (excludes)
3602 {
3603 foreach (string exclude : excludes)
3604 {
3605 if (partName.Contains(exclude))
3606 {
3607 excluded = true;
3608 break;
3609 }
3610 }
3611 }
3612
3613 if (!excluded)
3614 {
3615 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3616 }
3617 }
3618
3619 GetConstruction().UpdateVisuals();
3620 }
3621}
3622
3623void bsbDebugPrint (string s)
3624{
3625#ifdef BSB_DEBUG
3626 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3627#else
3628 //Print("" + s); // comment/uncomment to hide/see debug logs
3629#endif
3630}
3631void bsbDebugSpam (string s)
3632{
3633#ifdef BSB_DEBUG_SPAM
3634 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3635#else
3636 //Print("" + s); // comment/uncomment to hide/see debug logs
3637#endif
3638}
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