DayZ 1.28
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◆ UpdateAttachmentPhysics()

void bsbDebugPrint::UpdateAttachmentPhysics ( string slot_name,
bool is_locked )
protected

См. определение в файле BaseBuildingBase.c строка 2184

2186{
2187 const string ANIMATION_DEPLOYED = "Deployed";
2188
2189 float m_ConstructionKitHealth; //stored health value for used construction kit
2190
2192
2193 bool m_HasBase;
2194 //variables for synchronization of base building parts (2x31 is the current limit)
2195 int m_SyncParts01; //synchronization for already built parts (31 parts)
2196 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2197 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2198 int m_InteractedPartId; //construction part id that an action was performed on
2199 int m_PerformedActionId; //action id that was performed on a construction part
2200
2201 //Sounds
2202 //build
2203 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2204 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2205 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2206 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2207 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2208 //dismantle
2209 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2210 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2211 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2212 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2213 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2214
2215 protected EffectSound m_Sound;
2216
2220
2221 // Constructor
2222 void BaseBuildingBase()
2223 {
2225
2226 //synchronized variables
2227 RegisterNetSyncVariableInt( "m_SyncParts01" );
2228 RegisterNetSyncVariableInt( "m_SyncParts02" );
2229 RegisterNetSyncVariableInt( "m_SyncParts03" );
2230 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2231 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2232 RegisterNetSyncVariableBool( "m_HasBase" );
2233
2234 //Construction init
2236
2237 if (ConfigIsExisting("hybridAttachments"))
2238 {
2240 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2241 }
2242 if (ConfigIsExisting("mountables"))
2243 {
2245 ConfigGetTextArray("mountables", m_Mountables);
2246 }
2247
2248 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2249 }
2250
2251 override void EEDelete(EntityAI parent)
2252 {
2253 super.EEDelete(parent);
2254
2255 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2256 {
2257 areaDamage.Destroy();
2258 }
2259
2260 }
2261
2262 override string GetInvulnerabilityTypeString()
2263 {
2264 return "disableBaseDamage";
2265 }
2266
2267 override bool CanObstruct()
2268 {
2269 return true;
2270 }
2271
2272 override int GetHideIconMask()
2273 {
2274 return EInventoryIconVisibility.HIDE_VICINITY;
2275 }
2276
2277 override void InitItemSounds()
2278 {
2279 super.InitItemSounds();
2280
2282 SoundParameters params = new SoundParameters();
2283 params.m_Loop = true;
2284
2285 if (GetFoldSoundset() != string.Empty)
2286 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2287 if (GetLoopFoldSoundset() != string.Empty)
2288 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2289 }
2290
2291 override string GetFoldSoundset()
2292 {
2293 return "putDown_FenceKit_SoundSet";
2294 }
2295
2296 override string GetLoopFoldSoundset()
2297 {
2298 return "Shelter_Site_Build_Loop_SoundSet";
2299 }
2300
2301 // --- SYNCHRONIZATION
2303 {
2304 if ( GetGame().IsServer() )
2305 {
2306 SetSynchDirty();
2307 }
2308 }
2309
2310 override void OnVariablesSynchronized()
2311 {
2312 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2313 super.OnVariablesSynchronized();
2314
2316 }
2317
2318 protected void OnSynchronizedClient()
2319 {
2320 //update parts
2322
2323 //update action on part
2325
2326 //update visuals (client)
2327 UpdateVisuals();
2328 }
2329
2330 //parts synchronization
2331 void RegisterPartForSync( int part_id )
2332 {
2333 //part_id must starts from index = 1
2334 int offset;
2335 int mask;
2336
2337 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2338 {
2339 offset = part_id - 1;
2340 mask = 1 << offset;
2341
2342 m_SyncParts01 = m_SyncParts01 | mask;
2343 }
2344 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2345 {
2346 offset = ( part_id % 32 );
2347 mask = 1 << offset;
2348
2349 m_SyncParts02 = m_SyncParts02 | mask;
2350 }
2351 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2352 {
2353 offset = ( part_id % 63 );
2354 mask = 1 << offset;
2355
2356 m_SyncParts03 = m_SyncParts03 | mask;
2357 }
2358 }
2359
2360 void UnregisterPartForSync( int part_id )
2361 {
2362 //part_id must starts from index = 1
2363 int offset;
2364 int mask;
2365
2366 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2367 {
2368 offset = part_id - 1;
2369 mask = 1 << offset;
2370
2371 m_SyncParts01 = m_SyncParts01 & ~mask;
2372 }
2373 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2374 {
2375 offset = ( part_id % 32 );
2376 mask = 1 << offset;
2377
2378 m_SyncParts02 = m_SyncParts02 & ~mask;
2379 }
2380 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2381 {
2382 offset = ( part_id % 63 );
2383 mask = 1 << offset;
2384
2385 m_SyncParts03 = m_SyncParts03 & ~mask;
2386 }
2387 }
2388
2389 bool IsPartBuildInSyncData( int part_id )
2390 {
2391 //part_id must starts from index = 1
2392 int offset;
2393 int mask;
2394
2395 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2396 {
2397 offset = part_id - 1;
2398 mask = 1 << offset;
2399
2400 if ( ( m_SyncParts01 & mask ) > 0 )
2401 {
2402 return true;
2403 }
2404 }
2405 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2406 {
2407 offset = ( part_id % 32 );
2408 mask = 1 << offset;
2409
2410 if ( ( m_SyncParts02 & mask ) > 0 )
2411 {
2412 return true;
2413 }
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 if ( ( m_SyncParts03 & mask ) > 0 )
2421 {
2422 return true;
2423 }
2424 }
2425
2426 return false;
2427 }
2428
2429 protected void RegisterActionForSync( int part_id, int action_id )
2430 {
2431 m_InteractedPartId = part_id;
2432 m_PerformedActionId = action_id;
2433 }
2434
2435 protected void ResetActionSyncData()
2436 {
2437 //reset data
2438 m_InteractedPartId = -1;
2440 }
2441
2442 protected void SetActionFromSyncData()
2443 {
2444 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2445 {
2447 int build_action_id = m_PerformedActionId;
2448
2449 switch( build_action_id )
2450 {
2451 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2452 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2453 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2454 }
2455 }
2456 }
2457 //------
2458
2460 {
2461 string key = part.m_PartName;
2462 bool is_base = part.IsBase();
2463 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2464 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2465 if ( is_part_built_sync )
2466 {
2467 if ( !part.IsBuilt() )
2468 {
2469 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2470 GetConstruction().AddToConstructedParts( key );
2471 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2472
2473 if (is_base)
2474 {
2476 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2477 }
2478 }
2479 }
2480 else
2481 {
2482 if ( part.IsBuilt() )
2483 {
2484 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2485 GetConstruction().RemoveFromConstructedParts( key );
2486 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2487
2488 if (is_base)
2489 {
2491 AddProxyPhysics( ANIMATION_DEPLOYED );
2492 }
2493 }
2494 }
2495
2496 //check slot lock for material attachments
2497 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2498 }
2499
2500 //set construction parts based on synchronized data
2502 {
2503 Construction construction = GetConstruction();
2504 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2505
2506 for ( int i = 0; i < construction_parts.Count(); ++i )
2507 {
2508 string key = construction_parts.GetKey( i );
2509 ConstructionPart value = construction_parts.Get( key );
2510 SetPartFromSyncData(value);
2511 }
2512
2513 //regenerate navmesh
2514 UpdateNavmesh();
2515 }
2516
2517 protected ConstructionPart GetConstructionPartById( int id )
2518 {
2519 Construction construction = GetConstruction();
2520 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2521
2522 for ( int i = 0; i < construction_parts.Count(); ++i )
2523 {
2524 string key = construction_parts.GetKey( i );
2525 ConstructionPart value = construction_parts.Get( key );
2526
2527 if ( value.GetId() == id )
2528 {
2529 return value;
2530 }
2531 }
2532
2533 return NULL;
2534 }
2535 //
2536
2537 //Base
2538 bool HasBase()
2539 {
2540 return m_HasBase;
2541 }
2542
2543 void SetBaseState( bool has_base )
2544 {
2545 m_HasBase = has_base;
2546 }
2547
2548 override bool IsDeployable()
2549 {
2550 return true;
2551 }
2552
2553 bool IsOpened()
2554 {
2555 return false;
2556 }
2557
2558 //--- CONSTRUCTION KIT
2560 {
2561 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2562 if ( m_ConstructionKitHealth > 0 )
2563 {
2564 construction_kit.SetHealth( m_ConstructionKitHealth );
2565 }
2566
2567 return construction_kit;
2568 }
2569
2570 void CreateConstructionKitInHands(notnull PlayerBase player)
2571 {
2572 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2573 if ( m_ConstructionKitHealth > 0 )
2574 {
2575 construction_kit.SetHealth( m_ConstructionKitHealth );
2576 }
2577 }
2578
2579 protected vector GetKitSpawnPosition()
2580 {
2581 return GetPosition();
2582 }
2583
2584 protected string GetConstructionKitType()
2585 {
2586 return "";
2587 }
2588
2589 void DestroyConstructionKit( ItemBase construction_kit )
2590 {
2591 m_ConstructionKitHealth = construction_kit.GetHealth();
2592 GetGame().ObjectDelete( construction_kit );
2593 }
2594
2595 //--- CONSTRUCTION
2596 void DestroyConstruction()
2597 {
2598 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2599 GetGame().ObjectDelete( this );
2600 }
2601
2602 // --- EVENTS
2603 override void OnStoreSave( ParamsWriteContext ctx )
2604 {
2605 super.OnStoreSave( ctx );
2606
2607 //sync parts 01
2608 ctx.Write( m_SyncParts01 );
2609 ctx.Write( m_SyncParts02 );
2610 ctx.Write( m_SyncParts03 );
2611
2612 ctx.Write( m_HasBase );
2613 }
2614
2615 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2616 {
2617 if ( !super.OnStoreLoad( ctx, version ) )
2618 return false;
2619
2620 //--- Base building data ---
2621 //Restore synced parts data
2622 if ( !ctx.Read( m_SyncParts01 ) )
2623 {
2624 m_SyncParts01 = 0; //set default
2625 return false;
2626 }
2627 if ( !ctx.Read( m_SyncParts02 ) )
2628 {
2629 m_SyncParts02 = 0; //set default
2630 return false;
2631 }
2632 if ( !ctx.Read( m_SyncParts03 ) )
2633 {
2634 m_SyncParts03 = 0; //set default
2635 return false;
2636 }
2637
2638 //has base
2639 if ( !ctx.Read( m_HasBase ) )
2640 {
2641 m_HasBase = false;
2642 return false;
2643 }
2644 //---
2645
2646 return true;
2647 }
2648
2649 override void AfterStoreLoad()
2650 {
2651 super.AfterStoreLoad();
2652
2654 {
2656 }
2657 }
2658
2660 {
2661 //update server data
2663
2664 //set base state
2665 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2666 SetBaseState( construction_part.IsBuilt() ) ;
2667
2668 //synchronize after load
2670 }
2671
2672 override void OnCreatePhysics()
2673 {
2674 super.OnCreatePhysics();
2677 }
2678
2679 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2680 {
2682 return;
2683
2684 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2685
2686 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2687 return;
2688
2689 Construction construction = GetConstruction();
2690 string part_name = zone;
2691 part_name.ToLower();
2692
2693 if ( newLevel == GameConstants.STATE_RUINED )
2694 {
2695 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2696
2697 if ( construction_part && construction.IsPartConstructed( part_name ) )
2698 {
2699 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2700 construction.DestroyConnectedParts(part_name);
2701 }
2702
2703 //barbed wire handling (hack-ish)
2704 if ( part_name.Contains("barbed") )
2705 {
2706 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2707 if (barbed_wire)
2708 barbed_wire.SetMountedState( false );
2709 }
2710 }
2711 }
2712
2713 override void EEOnAfterLoad()
2714 {
2716 {
2718 }
2719
2720 super.EEOnAfterLoad();
2721 }
2722
2723 override void EEInit()
2724 {
2725 super.EEInit();
2726
2727 // init visuals and physics
2728 InitBaseState();
2729
2730 //debug
2731 #ifdef DEVELOPER
2733 #endif
2734 }
2735
2736 override void EEItemAttached( EntityAI item, string slot_name )
2737 {
2738 super.EEItemAttached( item, slot_name );
2739
2740 CheckForHybridAttachments( item, slot_name );
2741 UpdateVisuals();
2742 UpdateAttachmentPhysics( slot_name, false );
2743 }
2744
2745 override void EEItemDetached( EntityAI item, string slot_name )
2746 {
2747 super.EEItemDetached( item, slot_name );
2748
2749 UpdateVisuals();
2750 UpdateAttachmentPhysics( slot_name, false );
2751 }
2752
2753 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2754 {
2755 string slot_name = InventorySlots.GetSlotName( slotId );
2756 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2757
2758 UpdateAttachmentVisuals( slot_name, locked );
2759 UpdateAttachmentPhysics( slot_name, locked );
2760 }
2761
2762 //ignore out of reach condition
2763 override bool IgnoreOutOfReachCondition()
2764 {
2765 return true;
2766 }
2767
2768 //CONSTRUCTION EVENTS
2769 //Build
2770 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2771 {
2772 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2773
2774 //check base state
2775 if (construtionPart.IsBase())
2776 {
2777 SetBaseState(true);
2778
2779 //spawn kit
2781 }
2782
2783 //register constructed parts for synchronization
2784 RegisterPartForSync(construtionPart.GetId());
2785
2786 //register action that was performed on part
2787 RegisterActionForSync(construtionPart.GetId(), action_id);
2788
2789 //synchronize
2791
2792 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2793
2794 UpdateNavmesh();
2795
2796 //update visuals
2797 UpdateVisuals();
2798
2799 //reset action sync data
2801 }
2802
2803 void OnPartBuiltClient(string part_name, int action_id)
2804 {
2805 //play sound
2806 SoundBuildStart( part_name );
2807 }
2808
2809 //Dismantle
2810 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2811 {
2812 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2813 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2814
2815 //register constructed parts for synchronization
2816 UnregisterPartForSync(construtionPart.GetId());
2817
2818 //register action that was performed on part
2819 RegisterActionForSync(construtionPart.GetId(), action_id);
2820
2821 //synchronize
2823
2824 // server part of sync, client will be synced from SetPartsFromSyncData
2825 SetPartFromSyncData(construtionPart);
2826
2827 UpdateNavmesh();
2828
2829 //update visuals
2830 UpdateVisuals();
2831
2832 //reset action sync data
2834
2835 //check base state
2836 if (construtionPart.IsBase())
2837 {
2838 //Destroy construction
2840 }
2841 }
2842
2843 void OnPartDismantledClient( string part_name, int action_id )
2844 {
2845 //play sound
2846 SoundDismantleStart( part_name );
2847 }
2848
2849 //Destroy
2850 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2851 {
2852 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2853 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2854
2855 //register constructed parts for synchronization
2856 UnregisterPartForSync(construtionPart.GetId());
2857
2858 //register action that was performed on part
2859 RegisterActionForSync(construtionPart.GetId(), action_id);
2860
2861 //synchronize
2863
2864 // server part of sync, client will be synced from SetPartsFromSyncData
2865 SetPartFromSyncData(construtionPart);
2866
2867 UpdateNavmesh();
2868
2869 //update visuals
2870 UpdateVisuals();
2871
2872 //reset action sync data
2874
2875 //check base state
2876 if (construtionPart.IsBase())
2877 {
2878 //Destroy construction
2880 }
2881 }
2882
2883 void OnPartDestroyedClient( string part_name, int action_id )
2884 {
2885 //play sound
2886 SoundDestroyStart( part_name );
2887 }
2888
2890 protected void HandleItemFalling(ConstructionPart part)
2891 {
2892 bool process = false;
2893
2894 //TODO: add a parameter to parts' config classes?
2895 process |= part.m_PartName.Contains("_roof");
2896 process |= part.m_PartName.Contains("_platform");
2897 process |= part.m_PartName.Contains("_stair");
2898
2899 if (process)
2900 {
2901 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2902 {
2903 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2904 return;
2905 }
2906
2907 vector mins, maxs;
2908 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2909 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2910
2911 //sanitize minmaxs
2912 vector minTmp, maxTmp;
2913 minTmp[0] = Math.Min(mins[0],maxs[0]);
2914 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2915 minTmp[1] = Math.Min(mins[1],maxs[1]);
2916 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2917 minTmp[2] = Math.Min(mins[2],maxs[2]);
2918 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2919 mins = minTmp;
2920 maxs = maxTmp;
2921
2922 maxs[1] = maxs[1] + 0.35; //reach a little above..
2923
2924 ItemFall(mins,maxs);
2925 }
2926 }
2927
2929 protected void ItemFall(vector min, vector max)
2930 {
2931 array<EntityAI> foundEntities = new array<EntityAI>();
2932 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2933
2934 //filtering
2935 ItemBase item;
2936 foreach (EntityAI entity : foundEntities)
2937 {
2938 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2939 item.ThrowPhysically(null,vector.Zero);
2940 }
2941 }
2942
2943 // --- UPDATE
2944 void InitBaseState()
2945 {
2946 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2947
2948 InitVisuals();
2949 UpdateNavmesh(); //regenerate navmesh
2950 GetConstruction().InitBaseState();
2951 }
2952
2953 void InitVisuals()
2954 {
2955 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2956 //check base
2957 if ( !HasBase() )
2958 {
2959 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2960 }
2961 else
2962 {
2963 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2964 }
2965
2966 GetConstruction().UpdateVisuals();
2967 }
2968
2969 void UpdateVisuals()
2970 {
2971 array<string> attachmentSlots = new array<string>;
2972
2973 GetAttachmentSlots(this, attachmentSlots);
2974 foreach (string slotName : attachmentSlots)
2975 {
2977 }
2978
2979 //check base
2980 if (!HasBase())
2981 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2982 else
2983 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2984
2985 GetConstruction().UpdateVisuals();
2986 }
2987
2988 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2989 {
2990 string slotNameMounted = slot_name + "_Mounted";
2991 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2992
2993 if (attachment)
2994 {
2995 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2996 if (barbedWire && barbedWire.IsMounted())
2997 CreateAreaDamage(slotNameMounted);
2998 else
2999 DestroyAreaDamage(slotNameMounted);
3000
3001 if (is_locked)
3002 {
3003 SetAnimationPhase(slotNameMounted, 0);
3004 SetAnimationPhase(slot_name, 1);
3005 }
3006 else
3007 {
3008 SetAnimationPhase(slotNameMounted, 1);
3009 SetAnimationPhase(slot_name, 0);
3010 }
3011 }
3012 else
3013 {
3014 SetAnimationPhase(slotNameMounted, 1);
3015 SetAnimationPhase(slot_name, 1);
3016
3017 DestroyAreaDamage(slotNameMounted);
3018 }
3019 }
3020
3021 // avoid calling this function on frequent occasions, it's a massive performance hit
3022 void UpdatePhysics()
3023 {
3025 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3026
3027 array<string> attachmentSlots = new array<string>;
3028 GetAttachmentSlots(this, attachmentSlots);
3029
3031 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3032
3033 foreach (string slotName : attachmentSlots)
3034 {
3036 }
3037
3038 //check base
3039 if (!HasBase())
3040 {
3042 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3043
3044 AddProxyPhysics(ANIMATION_DEPLOYED);
3045 }
3046 else
3047 {
3049 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3050
3051 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3052 }
3053
3054 GetConstruction().UpdatePhysics();
3055 UpdateNavmesh();
3056 }
3057
3058 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3059 {
3060 //checks for invalid appends; hotfix
3061 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3062 return;
3063 //----------------------------------
3064 string slot_name_mounted = slot_name + "_Mounted";
3065 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3066
3067 //remove proxy physics
3068 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3069 RemoveProxyPhysics( slot_name_mounted );
3070 RemoveProxyPhysics( slot_name );
3071
3072 if ( attachment )
3073 {
3074 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3075 if ( is_locked )
3076 {
3077 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3078 AddProxyPhysics( slot_name_mounted );
3079 }
3080 else
3081 {
3082 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3083 AddProxyPhysics( slot_name );
3084 }
3085 }
3086 }
3087
3088 protected void UpdateNavmesh()
3089 {
3090 SetAffectPathgraph( true, false );
3091 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3092 }
3093
3094 override bool CanUseConstruction()
3095 {
3096 return true;
3097 }
3098
3099 override bool CanUseConstructionBuild()
3100 {
3101 return true;
3102 }
3103
3104 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3105 {
3106 if ( attachment )
3107 {
3108 InventoryLocation inventory_location = new InventoryLocation;
3109 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3110
3111 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3112 }
3113
3114 return false;
3115 }
3116
3117 protected bool IsAttachmentSlotLocked( string slot_name )
3118 {
3119 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3120 }
3121
3122 //--- ATTACHMENT SLOTS
3123 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3124 {
3125 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3126 if ( GetGame().ConfigIsExisting( config_path ) )
3127 {
3128 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3129 }
3130 }
3131
3132 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3133 {
3134 return true;
3135 }
3136
3137 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3138 {
3139 return true;
3140 }
3141
3142 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3143 {
3144 return true;
3145 }
3146
3147 // --- INIT
3148 void ConstructionInit()
3149 {
3150 if ( !m_Construction )
3151 {
3152 m_Construction = new Construction( this );
3153 }
3154
3155 GetConstruction().Init();
3156 }
3157
3159 {
3160 return m_Construction;
3161 }
3162
3163 //--- INVENTORY/ATTACHMENTS CONDITIONS
3164 //attachments
3165 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3166 {
3167 return super.CanReceiveAttachment(attachment, slotId);
3168 }
3169
3171 {
3172 int attachment_count = GetInventory().AttachmentCount();
3173 if ( attachment_count > 0 )
3174 {
3175 if ( HasBase() && attachment_count == 1 )
3176 {
3177 return false;
3178 }
3179
3180 return true;
3181 }
3182
3183 return false;
3184 }
3185
3186 override bool ShowZonesHealth()
3187 {
3188 return true;
3189 }
3190
3191 override bool IsTakeable()
3192 {
3193 return false;
3194 }
3195
3196 //this into/outo parent.Cargo
3197 override bool CanPutInCargo( EntityAI parent )
3198 {
3199 return false;
3200 }
3201
3202 override bool CanRemoveFromCargo( EntityAI parent )
3203 {
3204 return false;
3205 }
3206
3207 //hands
3208 override bool CanPutIntoHands( EntityAI parent )
3209 {
3210 return false;
3211 }
3212
3213 //--- ACTION CONDITIONS
3214 //direction
3215 override bool IsFacingPlayer( PlayerBase player, string selection )
3216 {
3217 return true;
3218 }
3219
3220 override bool IsPlayerInside( PlayerBase player, string selection )
3221 {
3222 return true;
3223 }
3224
3227 {
3228 return false;
3229 }
3230
3231 //camera direction check
3232 bool IsFacingCamera( string selection )
3233 {
3234 return true;
3235 }
3236
3237 //roof check
3238 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3239 {
3240 return false;
3241 }
3242
3243 //selection->player distance check
3244 bool HasProperDistance( string selection, PlayerBase player )
3245 {
3246 return true;
3247 }
3248
3249 //folding
3251 {
3252 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3253 {
3254 return false;
3255 }
3256
3257 return true;
3258 }
3259
3261 {
3264
3265 return item;
3266 }
3267
3268 //Damage triggers (barbed wire)
3269 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3270 {
3271 if ( GetGame() && GetGame().IsServer() )
3272 {
3273 //destroy area damage if some already exists
3274 DestroyAreaDamage( slot_name );
3275
3276 //create new area damage
3278 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3279
3280 vector min_max[2];
3281 if ( MemoryPointExists( slot_name + "_min" ) )
3282 {
3283 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3284 }
3285 if ( MemoryPointExists( slot_name + "_max" ) )
3286 {
3287 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3288 }
3289
3290 //get proper trigger extents (min<max)
3291 vector extents[2];
3292 GetConstruction().GetTriggerExtents( min_max, extents );
3293
3294 //get box center
3295 vector center;
3296 center = GetConstruction().GetBoxCenter( min_max );
3297 center = ModelToWorld( center );
3298
3299 //rotate center if needed
3300 vector orientation = GetOrientation();;
3301 CalcDamageAreaRotation( rotation_angle, center, orientation );
3302
3303 areaDamage.SetExtents( extents[0], extents[1] );
3304 areaDamage.SetAreaPosition( center );
3305 areaDamage.SetAreaOrientation( orientation );
3306 areaDamage.SetLoopInterval( 1.0 );
3307 areaDamage.SetDeferDuration( 0.2 );
3308 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3309 areaDamage.SetAmmoName( "BarbedWireHit" );
3310 areaDamage.Spawn();
3311
3312 m_DamageTriggers.Insert( slot_name, areaDamage );
3313 }
3314 }
3315
3316 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3317 {
3318 if ( angle_deg != 0 )
3319 {
3320 //orientation
3321 orientation[0] = orientation[0] - angle_deg;
3322
3323 //center
3324 vector rotate_axis;
3325 if ( MemoryPointExists( "rotate_axis" ) )
3326 {
3327 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3328 }
3329 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];
3330 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];
3331 center[0] = r_center_x;
3332 center[2] = r_center_z;
3333 }
3334 }
3335
3336 void DestroyAreaDamage( string slot_name )
3337 {
3338 if (GetGame() && GetGame().IsServer())
3339 {
3341 if (m_DamageTriggers.Find(slot_name, areaDamage))
3342 {
3343 if (areaDamage)
3344 {
3345 areaDamage.Destroy();
3346 }
3347
3348 m_DamageTriggers.Remove( slot_name );
3349 }
3350 }
3351 }
3352
3353 override bool IsIgnoredByConstruction()
3354 {
3355 return true;
3356 }
3357
3358 //================================================================
3359 // SOUNDS
3360 //================================================================
3361 protected void SoundBuildStart( string part_name )
3362 {
3363 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3364 }
3365
3366 protected void SoundDismantleStart( string part_name )
3367 {
3368 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3369 }
3370
3371 protected void SoundDestroyStart( string part_name )
3372 {
3373 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3374 }
3375
3376 protected string GetBuildSoundByMaterial( string part_name )
3377 {
3378 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3379
3380 switch ( material_type )
3381 {
3382 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3383 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3384 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3385 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3386 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3387 }
3388
3389 return "";
3390 }
3391
3392 protected string GetDismantleSoundByMaterial( string part_name )
3393 {
3394 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3395
3396 switch ( material_type )
3397 {
3398 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3399 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3400 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3401 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3402 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3403 }
3404
3405 return "";
3406 }
3407
3408 //misc
3409 void CheckForHybridAttachments( EntityAI item, string slot_name )
3410 {
3411 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3412 {
3413 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3414 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3415 {
3416 SetHealth(slot_name,"Health",item.GetHealth());
3417 }
3418 }
3419 }
3420
3421 override int GetDamageSystemVersionChange()
3422 {
3423 return 111;
3424 }
3425
3426 override void SetActions()
3427 {
3428 super.SetActions();
3429
3433 }
3434
3435 //================================================================
3436 // DEBUG
3437 //================================================================
3438 protected void DebugCustomState()
3439 {
3440 }
3441
3444 {
3445 return null;
3446 }
3447
3448 override void OnDebugSpawn()
3449 {
3450 FullyBuild();
3451 }
3452
3453 void FullyBuild()
3454 {
3456 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3457
3458 Man p;
3459
3460 #ifdef SERVER
3461 array<Man> players = new array<Man>;
3462 GetGame().GetWorld().GetPlayerList(players);
3463 if (players.Count())
3464 p = players[0];
3465 #else
3466 p = GetGame().GetPlayer();
3467 #endif
3468
3469 foreach (ConstructionPart part : parts)
3470 {
3471 bool excluded = false;
3472 string partName = part.GetPartName();
3473 if (excludes)
3474 {
3475 foreach (string exclude : excludes)
3476 {
3477 if (partName.Contains(exclude))
3478 {
3479 excluded = true;
3480 break;
3481 }
3482 }
3483 }
3484
3485 if (!excluded)
3486 {
3487 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3488 }
3489 }
3490
3491 GetConstruction().UpdateVisuals();
3492 }
3493}
3494
3495void bsbDebugPrint (string s)
3496{
3497#ifdef BSB_DEBUG
3498 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3499#else
3500 //Print("" + s); // comment/uncomment to hide/see debug logs
3501#endif
3502}
3503void bsbDebugSpam (string s)
3504{
3505#ifdef BSB_DEBUG_SPAM
3506 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3507#else
3508 //Print("" + s); // comment/uncomment to hide/see debug logs
3509#endif
3510}
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

Используется в ItemBase::EEItemAttached(), ItemBase::EEItemDetached(), ItemBase::OnSetSlotLock() и ItemBase::UpdatePhysics().