DayZ 1.27
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◆ GetBuildSoundByMaterial()

string bsbDebugPrint::GetBuildSoundByMaterial ( string part_name)
protected

См. определение в файле BaseBuildingBase.c строка 2462

2464{
2465 const string ANIMATION_DEPLOYED = "Deployed";
2466
2467 float m_ConstructionKitHealth; //stored health value for used construction kit
2468
2470
2471 bool m_HasBase;
2472 //variables for synchronization of base building parts (2x31 is the current limit)
2473 int m_SyncParts01; //synchronization for already built parts (31 parts)
2474 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2475 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2476 int m_InteractedPartId; //construction part id that an action was performed on
2477 int m_PerformedActionId; //action id that was performed on a construction part
2478
2479 //Sounds
2480 //build
2481 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2482 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2483 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2484 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2485 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2486 //dismantle
2487 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2488 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2489 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2490 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2491 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2492
2493 protected EffectSound m_Sound;
2494
2498
2499 // Constructor
2500 void BaseBuildingBase()
2501 {
2503
2504 //synchronized variables
2505 RegisterNetSyncVariableInt( "m_SyncParts01" );
2506 RegisterNetSyncVariableInt( "m_SyncParts02" );
2507 RegisterNetSyncVariableInt( "m_SyncParts03" );
2508 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2509 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2510 RegisterNetSyncVariableBool( "m_HasBase" );
2511
2512 //Construction init
2514
2515 if (ConfigIsExisting("hybridAttachments"))
2516 {
2518 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2519 }
2520 if (ConfigIsExisting("mountables"))
2521 {
2523 ConfigGetTextArray("mountables", m_Mountables);
2524 }
2525
2526 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2527 }
2528
2529 override void EEDelete(EntityAI parent)
2530 {
2531 super.EEDelete(parent);
2532
2533 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2534 {
2535 areaDamage.Destroy();
2536 }
2537
2538 }
2539
2540 override string GetInvulnerabilityTypeString()
2541 {
2542 return "disableBaseDamage";
2543 }
2544
2545 override bool CanObstruct()
2546 {
2547 return true;
2548 }
2549
2550 override int GetHideIconMask()
2551 {
2552 return EInventoryIconVisibility.HIDE_VICINITY;
2553 }
2554
2555 // --- SYNCHRONIZATION
2557 {
2558 if ( GetGame().IsServer() )
2559 {
2560 SetSynchDirty();
2561 }
2562 }
2563
2564 override void OnVariablesSynchronized()
2565 {
2566 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2567 super.OnVariablesSynchronized();
2568
2570 }
2571
2572 protected void OnSynchronizedClient()
2573 {
2574 //update parts
2576
2577 //update action on part
2579
2580 //update visuals (client)
2581 UpdateVisuals();
2582 }
2583
2584 //parts synchronization
2585 void RegisterPartForSync( int part_id )
2586 {
2587 //part_id must starts from index = 1
2588 int offset;
2589 int mask;
2590
2591 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2592 {
2593 offset = part_id - 1;
2594 mask = 1 << offset;
2595
2596 m_SyncParts01 = m_SyncParts01 | mask;
2597 }
2598 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2599 {
2600 offset = ( part_id % 32 );
2601 mask = 1 << offset;
2602
2603 m_SyncParts02 = m_SyncParts02 | mask;
2604 }
2605 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2606 {
2607 offset = ( part_id % 63 );
2608 mask = 1 << offset;
2609
2610 m_SyncParts03 = m_SyncParts03 | mask;
2611 }
2612 }
2613
2614 void UnregisterPartForSync( int part_id )
2615 {
2616 //part_id must starts from index = 1
2617 int offset;
2618 int mask;
2619
2620 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2621 {
2622 offset = part_id - 1;
2623 mask = 1 << offset;
2624
2625 m_SyncParts01 = m_SyncParts01 & ~mask;
2626 }
2627 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2628 {
2629 offset = ( part_id % 32 );
2630 mask = 1 << offset;
2631
2632 m_SyncParts02 = m_SyncParts02 & ~mask;
2633 }
2634 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2635 {
2636 offset = ( part_id % 63 );
2637 mask = 1 << offset;
2638
2639 m_SyncParts03 = m_SyncParts03 & ~mask;
2640 }
2641 }
2642
2643 bool IsPartBuildInSyncData( int part_id )
2644 {
2645 //part_id must starts from index = 1
2646 int offset;
2647 int mask;
2648
2649 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2650 {
2651 offset = part_id - 1;
2652 mask = 1 << offset;
2653
2654 if ( ( m_SyncParts01 & mask ) > 0 )
2655 {
2656 return true;
2657 }
2658 }
2659 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2660 {
2661 offset = ( part_id % 32 );
2662 mask = 1 << offset;
2663
2664 if ( ( m_SyncParts02 & mask ) > 0 )
2665 {
2666 return true;
2667 }
2668 }
2669 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2670 {
2671 offset = ( part_id % 63 );
2672 mask = 1 << offset;
2673
2674 if ( ( m_SyncParts03 & mask ) > 0 )
2675 {
2676 return true;
2677 }
2678 }
2679
2680 return false;
2681 }
2682
2683 protected void RegisterActionForSync( int part_id, int action_id )
2684 {
2685 m_InteractedPartId = part_id;
2686 m_PerformedActionId = action_id;
2687 }
2688
2689 protected void ResetActionSyncData()
2690 {
2691 //reset data
2692 m_InteractedPartId = -1;
2694 }
2695
2696 protected void SetActionFromSyncData()
2697 {
2698 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2699 {
2701 int build_action_id = m_PerformedActionId;
2702
2703 switch( build_action_id )
2704 {
2705 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2706 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2707 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2708 }
2709 }
2710 }
2711 //------
2712
2714 {
2715 string key = part.m_PartName;
2716 bool is_base = part.IsBase();
2717 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2718 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2719 if ( is_part_built_sync )
2720 {
2721 if ( !part.IsBuilt() )
2722 {
2723 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2724 GetConstruction().AddToConstructedParts( key );
2725 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2726
2727 if (is_base)
2728 {
2730 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2731 }
2732 }
2733 }
2734 else
2735 {
2736 if ( part.IsBuilt() )
2737 {
2738 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2739 GetConstruction().RemoveFromConstructedParts( key );
2740 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2741
2742 if (is_base)
2743 {
2745 AddProxyPhysics( ANIMATION_DEPLOYED );
2746 }
2747 }
2748 }
2749
2750 //check slot lock for material attachments
2751 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2752 }
2753
2754 //set construction parts based on synchronized data
2756 {
2757 Construction construction = GetConstruction();
2758 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2759
2760 for ( int i = 0; i < construction_parts.Count(); ++i )
2761 {
2762 string key = construction_parts.GetKey( i );
2763 ConstructionPart value = construction_parts.Get( key );
2764 SetPartFromSyncData(value);
2765 }
2766
2767 //regenerate navmesh
2768 UpdateNavmesh();
2769 }
2770
2771 protected ConstructionPart GetConstructionPartById( int id )
2772 {
2773 Construction construction = GetConstruction();
2774 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2775
2776 for ( int i = 0; i < construction_parts.Count(); ++i )
2777 {
2778 string key = construction_parts.GetKey( i );
2779 ConstructionPart value = construction_parts.Get( key );
2780
2781 if ( value.GetId() == id )
2782 {
2783 return value;
2784 }
2785 }
2786
2787 return NULL;
2788 }
2789 //
2790
2791 //Base
2792 bool HasBase()
2793 {
2794 return m_HasBase;
2795 }
2796
2797 void SetBaseState( bool has_base )
2798 {
2799 m_HasBase = has_base;
2800 }
2801
2802 override bool IsDeployable()
2803 {
2804 return true;
2805 }
2806
2807 bool IsOpened()
2808 {
2809 return false;
2810 }
2811
2812 //--- CONSTRUCTION KIT
2814 {
2815 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2816 if ( m_ConstructionKitHealth > 0 )
2817 {
2818 construction_kit.SetHealth( m_ConstructionKitHealth );
2819 }
2820
2821 return construction_kit;
2822 }
2823
2824 void CreateConstructionKitInHands(notnull PlayerBase player)
2825 {
2826 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2827 if ( m_ConstructionKitHealth > 0 )
2828 {
2829 construction_kit.SetHealth( m_ConstructionKitHealth );
2830 }
2831 }
2832
2833 protected vector GetKitSpawnPosition()
2834 {
2835 return GetPosition();
2836 }
2837
2838 protected string GetConstructionKitType()
2839 {
2840 return "";
2841 }
2842
2843 void DestroyConstructionKit( ItemBase construction_kit )
2844 {
2845 m_ConstructionKitHealth = construction_kit.GetHealth();
2846 GetGame().ObjectDelete( construction_kit );
2847 }
2848
2849 //--- CONSTRUCTION
2850 void DestroyConstruction()
2851 {
2852 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2853 GetGame().ObjectDelete( this );
2854 }
2855
2856 // --- EVENTS
2857 override void OnStoreSave( ParamsWriteContext ctx )
2858 {
2859 super.OnStoreSave( ctx );
2860
2861 //sync parts 01
2862 ctx.Write( m_SyncParts01 );
2863 ctx.Write( m_SyncParts02 );
2864 ctx.Write( m_SyncParts03 );
2865
2866 ctx.Write( m_HasBase );
2867 }
2868
2869 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2870 {
2871 if ( !super.OnStoreLoad( ctx, version ) )
2872 return false;
2873
2874 //--- Base building data ---
2875 //Restore synced parts data
2876 if ( !ctx.Read( m_SyncParts01 ) )
2877 {
2878 m_SyncParts01 = 0; //set default
2879 return false;
2880 }
2881 if ( !ctx.Read( m_SyncParts02 ) )
2882 {
2883 m_SyncParts02 = 0; //set default
2884 return false;
2885 }
2886 if ( !ctx.Read( m_SyncParts03 ) )
2887 {
2888 m_SyncParts03 = 0; //set default
2889 return false;
2890 }
2891
2892 //has base
2893 if ( !ctx.Read( m_HasBase ) )
2894 {
2895 m_HasBase = false;
2896 return false;
2897 }
2898 //---
2899
2900 return true;
2901 }
2902
2903 override void AfterStoreLoad()
2904 {
2905 super.AfterStoreLoad();
2906
2908 {
2910 }
2911 }
2912
2914 {
2915 //update server data
2917
2918 //set base state
2919 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2920 SetBaseState( construction_part.IsBuilt() ) ;
2921
2922 //synchronize after load
2924 }
2925
2926 override void OnCreatePhysics()
2927 {
2928 super.OnCreatePhysics();
2931 }
2932
2933 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2934 {
2936 return;
2937
2938 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2939
2940 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2941 return;
2942
2943 Construction construction = GetConstruction();
2944 string part_name = zone;
2945 part_name.ToLower();
2946
2947 if ( newLevel == GameConstants.STATE_RUINED )
2948 {
2949 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2950
2951 if ( construction_part && construction.IsPartConstructed( part_name ) )
2952 {
2953 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2954 construction.DestroyConnectedParts(part_name);
2955 }
2956
2957 //barbed wire handling (hack-ish)
2958 if ( part_name.Contains("barbed") )
2959 {
2960 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2961 if (barbed_wire)
2962 barbed_wire.SetMountedState( false );
2963 }
2964 }
2965 }
2966
2967 override void EEOnAfterLoad()
2968 {
2970 {
2972 }
2973
2974 super.EEOnAfterLoad();
2975 }
2976
2977 override void EEInit()
2978 {
2979 super.EEInit();
2980
2981 // init visuals and physics
2982 InitBaseState();
2983
2984 //debug
2985 #ifdef DEVELOPER
2987 #endif
2988 }
2989
2990 override void EEItemAttached( EntityAI item, string slot_name )
2991 {
2992 super.EEItemAttached( item, slot_name );
2993
2994 CheckForHybridAttachments( item, slot_name );
2995 UpdateVisuals();
2996 UpdateAttachmentPhysics( slot_name, false );
2997 }
2998
2999 override void EEItemDetached( EntityAI item, string slot_name )
3000 {
3001 super.EEItemDetached( item, slot_name );
3002
3003 UpdateVisuals();
3004 UpdateAttachmentPhysics( slot_name, false );
3005 }
3006
3007 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3008 {
3009 string slot_name = InventorySlots.GetSlotName( slotId );
3010 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3011
3012 UpdateAttachmentVisuals( slot_name, locked );
3013 UpdateAttachmentPhysics( slot_name, locked );
3014 }
3015
3016 //ignore out of reach condition
3017 override bool IgnoreOutOfReachCondition()
3018 {
3019 return true;
3020 }
3021
3022 //CONSTRUCTION EVENTS
3023 //Build
3024 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3025 {
3026 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3027
3028 //check base state
3029 if (construtionPart.IsBase())
3030 {
3031 SetBaseState(true);
3032
3033 //spawn kit
3035 }
3036
3037 //register constructed parts for synchronization
3038 RegisterPartForSync(construtionPart.GetId());
3039
3040 //register action that was performed on part
3041 RegisterActionForSync(construtionPart.GetId(), action_id);
3042
3043 //synchronize
3045
3046 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3047
3048 UpdateNavmesh();
3049
3050 //update visuals
3051 UpdateVisuals();
3052
3053 //reset action sync data
3055 }
3056
3057 void OnPartBuiltClient(string part_name, int action_id)
3058 {
3059 //play sound
3060 SoundBuildStart( part_name );
3061 }
3062
3063 //Dismantle
3064 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3065 {
3066 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3067 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3068
3069 //register constructed parts for synchronization
3070 UnregisterPartForSync(construtionPart.GetId());
3071
3072 //register action that was performed on part
3073 RegisterActionForSync(construtionPart.GetId(), action_id);
3074
3075 //synchronize
3077
3078 // server part of sync, client will be synced from SetPartsFromSyncData
3079 SetPartFromSyncData(construtionPart);
3080
3081 UpdateNavmesh();
3082
3083 //update visuals
3084 UpdateVisuals();
3085
3086 //reset action sync data
3088
3089 //check base state
3090 if (construtionPart.IsBase())
3091 {
3092 //Destroy construction
3094 }
3095
3096 if (GetGame().IsServer())
3097 HandleItemFalling(construtionPart);
3098 }
3099
3100 void OnPartDismantledClient( string part_name, int action_id )
3101 {
3102 //play sound
3103 SoundDismantleStart( part_name );
3104 }
3105
3106 //Destroy
3107 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3108 {
3109 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3110 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3111
3112 //register constructed parts for synchronization
3113 UnregisterPartForSync(construtionPart.GetId());
3114
3115 //register action that was performed on part
3116 RegisterActionForSync(construtionPart.GetId(), action_id);
3117
3118 //synchronize
3120
3121 // server part of sync, client will be synced from SetPartsFromSyncData
3122 SetPartFromSyncData(construtionPart);
3123
3124 UpdateNavmesh();
3125
3126 //update visuals
3127 UpdateVisuals();
3128
3129 //reset action sync data
3131
3132 //check base state
3133 if (construtionPart.IsBase())
3134 {
3135 //Destroy construction
3137 }
3138
3139 if (GetGame().IsServer())
3140 HandleItemFalling(construtionPart);
3141 }
3142
3143 void OnPartDestroyedClient( string part_name, int action_id )
3144 {
3145 //play sound
3146 SoundDestroyStart( part_name );
3147 }
3148
3149 protected void HandleItemFalling(ConstructionPart part)
3150 {
3151 bool process = false;
3152
3153 //TODO: add a parameter to parts' config classes?
3154 process |= part.m_PartName.Contains("_roof");
3155 process |= part.m_PartName.Contains("_platform");
3156 process |= part.m_PartName.Contains("_stair");
3157
3158 if (process)
3159 {
3160 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3161 {
3162 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3163 return;
3164 }
3165
3166 vector mins, maxs;
3167 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3168 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3169
3170 //sanitize minmaxs
3171 vector minTmp, maxTmp;
3172 minTmp[0] = Math.Min(mins[0],maxs[0]);
3173 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3174 minTmp[1] = Math.Min(mins[1],maxs[1]);
3175 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3176 minTmp[2] = Math.Min(mins[2],maxs[2]);
3177 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3178 mins = minTmp;
3179 maxs = maxTmp;
3180
3181 maxs[1] = maxs[1] + 0.35; //reach a little above..
3182
3183 ItemFall(mins,maxs);
3184 }
3185 }
3186
3187 protected void ItemFall(vector min, vector max)
3188 {
3189 array<EntityAI> foundEntities = new array<EntityAI>();
3190 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3191
3192 //filtering
3193 ItemBase item;
3194 foreach (EntityAI entity : foundEntities)
3195 {
3196 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3197 item.ThrowPhysically(null,vector.Zero);
3198 }
3199 }
3200
3201 // --- UPDATE
3202 void InitBaseState()
3203 {
3204 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3205
3206 InitVisuals();
3207 UpdateNavmesh(); //regenerate navmesh
3208 GetConstruction().InitBaseState();
3209 }
3210
3211 void InitVisuals()
3212 {
3213 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3214 //check base
3215 if ( !HasBase() )
3216 {
3217 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3218 }
3219 else
3220 {
3221 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3222 }
3223
3224 GetConstruction().UpdateVisuals();
3225 }
3226
3227 void UpdateVisuals()
3228 {
3229 array<string> attachmentSlots = new array<string>;
3230
3231 GetAttachmentSlots(this, attachmentSlots);
3232 foreach (string slotName : attachmentSlots)
3233 {
3235 }
3236
3237 //check base
3238 if (!HasBase())
3239 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3240 else
3241 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3242
3243 GetConstruction().UpdateVisuals();
3244 }
3245
3246 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3247 {
3248 string slotNameMounted = slot_name + "_Mounted";
3249 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3250
3251 if (attachment)
3252 {
3253 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3254 if (barbedWire && barbedWire.IsMounted())
3255 CreateAreaDamage(slotNameMounted);
3256 else
3257 DestroyAreaDamage(slotNameMounted);
3258
3259 if (is_locked)
3260 {
3261 SetAnimationPhase(slotNameMounted, 0);
3262 SetAnimationPhase(slot_name, 1);
3263 }
3264 else
3265 {
3266 SetAnimationPhase(slotNameMounted, 1);
3267 SetAnimationPhase(slot_name, 0);
3268 }
3269 }
3270 else
3271 {
3272 SetAnimationPhase(slotNameMounted, 1);
3273 SetAnimationPhase(slot_name, 1);
3274
3275 DestroyAreaDamage(slotNameMounted);
3276 }
3277 }
3278
3279 // avoid calling this function on frequent occasions, it's a massive performance hit
3280 void UpdatePhysics()
3281 {
3283 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3284
3285 array<string> attachmentSlots = new array<string>;
3286 GetAttachmentSlots(this, attachmentSlots);
3287
3289 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3290
3291 foreach (string slotName : attachmentSlots)
3292 {
3294 }
3295
3296 //check base
3297 if (!HasBase())
3298 {
3300 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3301
3302 AddProxyPhysics(ANIMATION_DEPLOYED);
3303 }
3304 else
3305 {
3307 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3308
3309 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3310 }
3311
3312 GetConstruction().UpdatePhysics();
3313 UpdateNavmesh();
3314 }
3315
3316 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3317 {
3318 //checks for invalid appends; hotfix
3319 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3320 return;
3321 //----------------------------------
3322 string slot_name_mounted = slot_name + "_Mounted";
3323 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3324
3325 //remove proxy physics
3326 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3327 RemoveProxyPhysics( slot_name_mounted );
3328 RemoveProxyPhysics( slot_name );
3329
3330 if ( attachment )
3331 {
3332 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3333 if ( is_locked )
3334 {
3335 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3336 AddProxyPhysics( slot_name_mounted );
3337 }
3338 else
3339 {
3340 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3341 AddProxyPhysics( slot_name );
3342 }
3343 }
3344 }
3345
3346 protected void UpdateNavmesh()
3347 {
3348 SetAffectPathgraph( true, false );
3349 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3350 }
3351
3352 override bool CanUseConstruction()
3353 {
3354 return true;
3355 }
3356
3357 override bool CanUseConstructionBuild()
3358 {
3359 return true;
3360 }
3361
3362 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3363 {
3364 if ( attachment )
3365 {
3366 InventoryLocation inventory_location = new InventoryLocation;
3367 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3368
3369 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3370 }
3371
3372 return false;
3373 }
3374
3375 protected bool IsAttachmentSlotLocked( string slot_name )
3376 {
3377 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3378 }
3379
3380 //--- ATTACHMENT SLOTS
3381 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3382 {
3383 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3384 if ( GetGame().ConfigIsExisting( config_path ) )
3385 {
3386 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3387 }
3388 }
3389
3390 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3391 {
3392 return true;
3393 }
3394
3395 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3396 {
3397 return true;
3398 }
3399
3400 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3401 {
3402 return true;
3403 }
3404
3405 // --- INIT
3406 void ConstructionInit()
3407 {
3408 if ( !m_Construction )
3409 {
3410 m_Construction = new Construction( this );
3411 }
3412
3413 GetConstruction().Init();
3414 }
3415
3417 {
3418 return m_Construction;
3419 }
3420
3421 //--- INVENTORY/ATTACHMENTS CONDITIONS
3422 //attachments
3423 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3424 {
3425 return super.CanReceiveAttachment(attachment, slotId);
3426 }
3427
3429 {
3430 int attachment_count = GetInventory().AttachmentCount();
3431 if ( attachment_count > 0 )
3432 {
3433 if ( HasBase() && attachment_count == 1 )
3434 {
3435 return false;
3436 }
3437
3438 return true;
3439 }
3440
3441 return false;
3442 }
3443
3444 override bool ShowZonesHealth()
3445 {
3446 return true;
3447 }
3448
3449 override bool IsTakeable()
3450 {
3451 return false;
3452 }
3453
3454 //this into/outo parent.Cargo
3455 override bool CanPutInCargo( EntityAI parent )
3456 {
3457 return false;
3458 }
3459
3460 override bool CanRemoveFromCargo( EntityAI parent )
3461 {
3462 return false;
3463 }
3464
3465 //hands
3466 override bool CanPutIntoHands( EntityAI parent )
3467 {
3468 return false;
3469 }
3470
3471 //--- ACTION CONDITIONS
3472 //direction
3473 override bool IsFacingPlayer( PlayerBase player, string selection )
3474 {
3475 return true;
3476 }
3477
3478 override bool IsPlayerInside( PlayerBase player, string selection )
3479 {
3480 return true;
3481 }
3482
3485 {
3486 return false;
3487 }
3488
3489 //camera direction check
3490 bool IsFacingCamera( string selection )
3491 {
3492 return true;
3493 }
3494
3495 //roof check
3496 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3497 {
3498 return false;
3499 }
3500
3501 //selection->player distance check
3502 bool HasProperDistance( string selection, PlayerBase player )
3503 {
3504 return true;
3505 }
3506
3507 //folding
3509 {
3510 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3511 {
3512 return false;
3513 }
3514
3515 return true;
3516 }
3517
3519 {
3522
3523 return item;
3524 }
3525
3526 //Damage triggers (barbed wire)
3527 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3528 {
3529 if ( GetGame() && GetGame().IsServer() )
3530 {
3531 //destroy area damage if some already exists
3532 DestroyAreaDamage( slot_name );
3533
3534 //create new area damage
3536 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3537
3538 vector min_max[2];
3539 if ( MemoryPointExists( slot_name + "_min" ) )
3540 {
3541 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3542 }
3543 if ( MemoryPointExists( slot_name + "_max" ) )
3544 {
3545 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3546 }
3547
3548 //get proper trigger extents (min<max)
3549 vector extents[2];
3550 GetConstruction().GetTriggerExtents( min_max, extents );
3551
3552 //get box center
3553 vector center;
3554 center = GetConstruction().GetBoxCenter( min_max );
3555 center = ModelToWorld( center );
3556
3557 //rotate center if needed
3558 vector orientation = GetOrientation();;
3559 CalcDamageAreaRotation( rotation_angle, center, orientation );
3560
3561 areaDamage.SetExtents( extents[0], extents[1] );
3562 areaDamage.SetAreaPosition( center );
3563 areaDamage.SetAreaOrientation( orientation );
3564 areaDamage.SetLoopInterval( 1.0 );
3565 areaDamage.SetDeferDuration( 0.2 );
3566 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3567 areaDamage.SetAmmoName( "BarbedWireHit" );
3568 areaDamage.Spawn();
3569
3570 m_DamageTriggers.Insert( slot_name, areaDamage );
3571 }
3572 }
3573
3574 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3575 {
3576 if ( angle_deg != 0 )
3577 {
3578 //orientation
3579 orientation[0] = orientation[0] - angle_deg;
3580
3581 //center
3582 vector rotate_axis;
3583 if ( MemoryPointExists( "rotate_axis" ) )
3584 {
3585 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3586 }
3587 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];
3588 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];
3589 center[0] = r_center_x;
3590 center[2] = r_center_z;
3591 }
3592 }
3593
3594 void DestroyAreaDamage( string slot_name )
3595 {
3596 if (GetGame() && GetGame().IsServer())
3597 {
3599 if (m_DamageTriggers.Find(slot_name, areaDamage))
3600 {
3601 if (areaDamage)
3602 {
3603 areaDamage.Destroy();
3604 }
3605
3606 m_DamageTriggers.Remove( slot_name );
3607 }
3608 }
3609 }
3610
3611 override bool IsIgnoredByConstruction()
3612 {
3613 return true;
3614 }
3615
3616 //================================================================
3617 // SOUNDS
3618 //================================================================
3619 protected void SoundBuildStart( string part_name )
3620 {
3621 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3622 }
3623
3624 protected void SoundDismantleStart( string part_name )
3625 {
3626 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3627 }
3628
3629 protected void SoundDestroyStart( string part_name )
3630 {
3631 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3632 }
3633
3634 protected string GetBuildSoundByMaterial( string part_name )
3635 {
3636 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3637
3638 switch ( material_type )
3639 {
3640 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3641 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3642 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3643 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3644 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3645 }
3646
3647 return "";
3648 }
3649
3650 protected string GetDismantleSoundByMaterial( string part_name )
3651 {
3652 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3653
3654 switch ( material_type )
3655 {
3656 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3657 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3658 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3659 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3660 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3661 }
3662
3663 return "";
3664 }
3665
3666 //misc
3667 void CheckForHybridAttachments( EntityAI item, string slot_name )
3668 {
3669 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3670 {
3671 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3672 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3673 {
3674 SetHealth(slot_name,"Health",item.GetHealth());
3675 }
3676 }
3677 }
3678
3679 override int GetDamageSystemVersionChange()
3680 {
3681 return 111;
3682 }
3683
3684 override void SetActions()
3685 {
3686 super.SetActions();
3687
3691 }
3692
3693 //================================================================
3694 // DEBUG
3695 //================================================================
3696 protected void DebugCustomState()
3697 {
3698 }
3699
3702 {
3703 return null;
3704 }
3705
3706 override void OnDebugSpawn()
3707 {
3708 FullyBuild();
3709 }
3710
3711 void FullyBuild()
3712 {
3714 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3715
3716 Man p;
3717
3718 #ifdef SERVER
3719 array<Man> players = new array<Man>;
3720 GetGame().GetWorld().GetPlayerList(players);
3721 if (players.Count())
3722 p = players[0];
3723 #else
3724 p = GetGame().GetPlayer();
3725 #endif
3726
3727 foreach (ConstructionPart part : parts)
3728 {
3729 bool excluded = false;
3730 string partName = part.GetPartName();
3731 if (excludes)
3732 {
3733 foreach (string exclude : excludes)
3734 {
3735 if (partName.Contains(exclude))
3736 {
3737 excluded = true;
3738 break;
3739 }
3740 }
3741 }
3742
3743 if (!excluded)
3744 {
3745 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3746 }
3747 }
3748
3749 GetConstruction().UpdateVisuals();
3750 }
3751}
3752
3753void bsbDebugPrint (string s)
3754{
3755#ifdef BSB_DEBUG
3756 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3757#else
3758 //Print("" + s); // comment/uncomment to hide/see debug logs
3759#endif
3760}
3761void bsbDebugSpam (string s)
3762{
3763#ifdef BSB_DEBUG_SPAM
3764 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3765#else
3766 //Print("" + s); // comment/uncomment to hide/see debug logs
3767#endif
3768}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в ItemBase::SoundBuildStart().