DayZ 1.27
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◆ MustBeBuiltFromOutside()

bool bsbDebugPrint::MustBeBuiltFromOutside ( )
protected

Some buildings can only be built from outside.

См. определение в файле BaseBuildingBase.c строка 2312

2314{
2315 const string ANIMATION_DEPLOYED = "Deployed";
2316
2317 float m_ConstructionKitHealth; //stored health value for used construction kit
2318
2320
2321 bool m_HasBase;
2322 //variables for synchronization of base building parts (2x31 is the current limit)
2323 int m_SyncParts01; //synchronization for already built parts (31 parts)
2324 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2325 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2326 int m_InteractedPartId; //construction part id that an action was performed on
2327 int m_PerformedActionId; //action id that was performed on a construction part
2328
2329 //Sounds
2330 //build
2331 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2332 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2333 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2334 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2335 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2336 //dismantle
2337 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2338 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2339 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2340 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2341 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2342
2343 protected EffectSound m_Sound;
2344
2348
2349 // Constructor
2350 void BaseBuildingBase()
2351 {
2353
2354 //synchronized variables
2355 RegisterNetSyncVariableInt( "m_SyncParts01" );
2356 RegisterNetSyncVariableInt( "m_SyncParts02" );
2357 RegisterNetSyncVariableInt( "m_SyncParts03" );
2358 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2359 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2360 RegisterNetSyncVariableBool( "m_HasBase" );
2361
2362 //Construction init
2364
2365 if (ConfigIsExisting("hybridAttachments"))
2366 {
2368 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2369 }
2370 if (ConfigIsExisting("mountables"))
2371 {
2373 ConfigGetTextArray("mountables", m_Mountables);
2374 }
2375
2376 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2377 }
2378
2379 override void EEDelete(EntityAI parent)
2380 {
2381 super.EEDelete(parent);
2382
2383 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2384 {
2385 areaDamage.Destroy();
2386 }
2387
2388 }
2389
2390 override string GetInvulnerabilityTypeString()
2391 {
2392 return "disableBaseDamage";
2393 }
2394
2395 override bool CanObstruct()
2396 {
2397 return true;
2398 }
2399
2400 override int GetHideIconMask()
2401 {
2402 return EInventoryIconVisibility.HIDE_VICINITY;
2403 }
2404
2405 // --- SYNCHRONIZATION
2407 {
2408 if ( GetGame().IsServer() )
2409 {
2410 SetSynchDirty();
2411 }
2412 }
2413
2414 override void OnVariablesSynchronized()
2415 {
2416 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2417 super.OnVariablesSynchronized();
2418
2420 }
2421
2422 protected void OnSynchronizedClient()
2423 {
2424 //update parts
2426
2427 //update action on part
2429
2430 //update visuals (client)
2431 UpdateVisuals();
2432 }
2433
2434 //parts synchronization
2435 void RegisterPartForSync( int part_id )
2436 {
2437 //part_id must starts from index = 1
2438 int offset;
2439 int mask;
2440
2441 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2442 {
2443 offset = part_id - 1;
2444 mask = 1 << offset;
2445
2446 m_SyncParts01 = m_SyncParts01 | mask;
2447 }
2448 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2449 {
2450 offset = ( part_id % 32 );
2451 mask = 1 << offset;
2452
2453 m_SyncParts02 = m_SyncParts02 | mask;
2454 }
2455 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2456 {
2457 offset = ( part_id % 63 );
2458 mask = 1 << offset;
2459
2460 m_SyncParts03 = m_SyncParts03 | mask;
2461 }
2462 }
2463
2464 void UnregisterPartForSync( int part_id )
2465 {
2466 //part_id must starts from index = 1
2467 int offset;
2468 int mask;
2469
2470 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2471 {
2472 offset = part_id - 1;
2473 mask = 1 << offset;
2474
2475 m_SyncParts01 = m_SyncParts01 & ~mask;
2476 }
2477 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2478 {
2479 offset = ( part_id % 32 );
2480 mask = 1 << offset;
2481
2482 m_SyncParts02 = m_SyncParts02 & ~mask;
2483 }
2484 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2485 {
2486 offset = ( part_id % 63 );
2487 mask = 1 << offset;
2488
2489 m_SyncParts03 = m_SyncParts03 & ~mask;
2490 }
2491 }
2492
2493 bool IsPartBuildInSyncData( int part_id )
2494 {
2495 //part_id must starts from index = 1
2496 int offset;
2497 int mask;
2498
2499 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2500 {
2501 offset = part_id - 1;
2502 mask = 1 << offset;
2503
2504 if ( ( m_SyncParts01 & mask ) > 0 )
2505 {
2506 return true;
2507 }
2508 }
2509 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2510 {
2511 offset = ( part_id % 32 );
2512 mask = 1 << offset;
2513
2514 if ( ( m_SyncParts02 & mask ) > 0 )
2515 {
2516 return true;
2517 }
2518 }
2519 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2520 {
2521 offset = ( part_id % 63 );
2522 mask = 1 << offset;
2523
2524 if ( ( m_SyncParts03 & mask ) > 0 )
2525 {
2526 return true;
2527 }
2528 }
2529
2530 return false;
2531 }
2532
2533 protected void RegisterActionForSync( int part_id, int action_id )
2534 {
2535 m_InteractedPartId = part_id;
2536 m_PerformedActionId = action_id;
2537 }
2538
2539 protected void ResetActionSyncData()
2540 {
2541 //reset data
2542 m_InteractedPartId = -1;
2544 }
2545
2546 protected void SetActionFromSyncData()
2547 {
2548 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2549 {
2551 int build_action_id = m_PerformedActionId;
2552
2553 switch( build_action_id )
2554 {
2555 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2556 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2557 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2558 }
2559 }
2560 }
2561 //------
2562
2564 {
2565 string key = part.m_PartName;
2566 bool is_base = part.IsBase();
2567 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2568 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2569 if ( is_part_built_sync )
2570 {
2571 if ( !part.IsBuilt() )
2572 {
2573 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2574 GetConstruction().AddToConstructedParts( key );
2575 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2576
2577 if (is_base)
2578 {
2580 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2581 }
2582 }
2583 }
2584 else
2585 {
2586 if ( part.IsBuilt() )
2587 {
2588 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2589 GetConstruction().RemoveFromConstructedParts( key );
2590 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2591
2592 if (is_base)
2593 {
2595 AddProxyPhysics( ANIMATION_DEPLOYED );
2596 }
2597 }
2598 }
2599
2600 //check slot lock for material attachments
2601 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2602 }
2603
2604 //set construction parts based on synchronized data
2606 {
2607 Construction construction = GetConstruction();
2608 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2609
2610 for ( int i = 0; i < construction_parts.Count(); ++i )
2611 {
2612 string key = construction_parts.GetKey( i );
2613 ConstructionPart value = construction_parts.Get( key );
2614 SetPartFromSyncData(value);
2615 }
2616
2617 //regenerate navmesh
2618 UpdateNavmesh();
2619 }
2620
2621 protected ConstructionPart GetConstructionPartById( int id )
2622 {
2623 Construction construction = GetConstruction();
2624 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2625
2626 for ( int i = 0; i < construction_parts.Count(); ++i )
2627 {
2628 string key = construction_parts.GetKey( i );
2629 ConstructionPart value = construction_parts.Get( key );
2630
2631 if ( value.GetId() == id )
2632 {
2633 return value;
2634 }
2635 }
2636
2637 return NULL;
2638 }
2639 //
2640
2641 //Base
2642 bool HasBase()
2643 {
2644 return m_HasBase;
2645 }
2646
2647 void SetBaseState( bool has_base )
2648 {
2649 m_HasBase = has_base;
2650 }
2651
2652 override bool IsDeployable()
2653 {
2654 return true;
2655 }
2656
2657 bool IsOpened()
2658 {
2659 return false;
2660 }
2661
2662 //--- CONSTRUCTION KIT
2664 {
2665 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2666 if ( m_ConstructionKitHealth > 0 )
2667 {
2668 construction_kit.SetHealth( m_ConstructionKitHealth );
2669 }
2670
2671 return construction_kit;
2672 }
2673
2674 void CreateConstructionKitInHands(notnull PlayerBase player)
2675 {
2676 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2677 if ( m_ConstructionKitHealth > 0 )
2678 {
2679 construction_kit.SetHealth( m_ConstructionKitHealth );
2680 }
2681 }
2682
2683 protected vector GetKitSpawnPosition()
2684 {
2685 return GetPosition();
2686 }
2687
2688 protected string GetConstructionKitType()
2689 {
2690 return "";
2691 }
2692
2693 void DestroyConstructionKit( ItemBase construction_kit )
2694 {
2695 m_ConstructionKitHealth = construction_kit.GetHealth();
2696 GetGame().ObjectDelete( construction_kit );
2697 }
2698
2699 //--- CONSTRUCTION
2700 void DestroyConstruction()
2701 {
2702 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2703 GetGame().ObjectDelete( this );
2704 }
2705
2706 // --- EVENTS
2707 override void OnStoreSave( ParamsWriteContext ctx )
2708 {
2709 super.OnStoreSave( ctx );
2710
2711 //sync parts 01
2712 ctx.Write( m_SyncParts01 );
2713 ctx.Write( m_SyncParts02 );
2714 ctx.Write( m_SyncParts03 );
2715
2716 ctx.Write( m_HasBase );
2717 }
2718
2719 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2720 {
2721 if ( !super.OnStoreLoad( ctx, version ) )
2722 return false;
2723
2724 //--- Base building data ---
2725 //Restore synced parts data
2726 if ( !ctx.Read( m_SyncParts01 ) )
2727 {
2728 m_SyncParts01 = 0; //set default
2729 return false;
2730 }
2731 if ( !ctx.Read( m_SyncParts02 ) )
2732 {
2733 m_SyncParts02 = 0; //set default
2734 return false;
2735 }
2736 if ( !ctx.Read( m_SyncParts03 ) )
2737 {
2738 m_SyncParts03 = 0; //set default
2739 return false;
2740 }
2741
2742 //has base
2743 if ( !ctx.Read( m_HasBase ) )
2744 {
2745 m_HasBase = false;
2746 return false;
2747 }
2748 //---
2749
2750 return true;
2751 }
2752
2753 override void AfterStoreLoad()
2754 {
2755 super.AfterStoreLoad();
2756
2758 {
2760 }
2761 }
2762
2764 {
2765 //update server data
2767
2768 //set base state
2769 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2770 SetBaseState( construction_part.IsBuilt() ) ;
2771
2772 //synchronize after load
2774 }
2775
2776 override void OnCreatePhysics()
2777 {
2778 super.OnCreatePhysics();
2781 }
2782
2783 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2784 {
2786 return;
2787
2788 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2789
2790 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2791 return;
2792
2793 Construction construction = GetConstruction();
2794 string part_name = zone;
2795 part_name.ToLower();
2796
2797 if ( newLevel == GameConstants.STATE_RUINED )
2798 {
2799 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2800
2801 if ( construction_part && construction.IsPartConstructed( part_name ) )
2802 {
2803 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2804 construction.DestroyConnectedParts(part_name);
2805 }
2806
2807 //barbed wire handling (hack-ish)
2808 if ( part_name.Contains("barbed") )
2809 {
2810 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2811 if (barbed_wire)
2812 barbed_wire.SetMountedState( false );
2813 }
2814 }
2815 }
2816
2817 override void EEOnAfterLoad()
2818 {
2820 {
2822 }
2823
2824 super.EEOnAfterLoad();
2825 }
2826
2827 override void EEInit()
2828 {
2829 super.EEInit();
2830
2831 // init visuals and physics
2832 InitBaseState();
2833
2834 //debug
2835 #ifdef DEVELOPER
2837 #endif
2838 }
2839
2840 override void EEItemAttached( EntityAI item, string slot_name )
2841 {
2842 super.EEItemAttached( item, slot_name );
2843
2844 CheckForHybridAttachments( item, slot_name );
2845 UpdateVisuals();
2846 UpdateAttachmentPhysics( slot_name, false );
2847 }
2848
2849 override void EEItemDetached( EntityAI item, string slot_name )
2850 {
2851 super.EEItemDetached( item, slot_name );
2852
2853 UpdateVisuals();
2854 UpdateAttachmentPhysics( slot_name, false );
2855 }
2856
2857 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2858 {
2859 string slot_name = InventorySlots.GetSlotName( slotId );
2860 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2861
2862 UpdateAttachmentVisuals( slot_name, locked );
2863 UpdateAttachmentPhysics( slot_name, locked );
2864 }
2865
2866 //ignore out of reach condition
2867 override bool IgnoreOutOfReachCondition()
2868 {
2869 return true;
2870 }
2871
2872 //CONSTRUCTION EVENTS
2873 //Build
2874 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2875 {
2876 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2877
2878 //check base state
2879 if (construtionPart.IsBase())
2880 {
2881 SetBaseState(true);
2882
2883 //spawn kit
2885 }
2886
2887 //register constructed parts for synchronization
2888 RegisterPartForSync(construtionPart.GetId());
2889
2890 //register action that was performed on part
2891 RegisterActionForSync(construtionPart.GetId(), action_id);
2892
2893 //synchronize
2895
2896 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2897
2898 UpdateNavmesh();
2899
2900 //update visuals
2901 UpdateVisuals();
2902
2903 //reset action sync data
2905 }
2906
2907 void OnPartBuiltClient(string part_name, int action_id)
2908 {
2909 //play sound
2910 SoundBuildStart( part_name );
2911 }
2912
2913 //Dismantle
2914 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2915 {
2916 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2917 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2918
2919 //register constructed parts for synchronization
2920 UnregisterPartForSync(construtionPart.GetId());
2921
2922 //register action that was performed on part
2923 RegisterActionForSync(construtionPart.GetId(), action_id);
2924
2925 //synchronize
2927
2928 // server part of sync, client will be synced from SetPartsFromSyncData
2929 SetPartFromSyncData(construtionPart);
2930
2931 UpdateNavmesh();
2932
2933 //update visuals
2934 UpdateVisuals();
2935
2936 //reset action sync data
2938
2939 //check base state
2940 if (construtionPart.IsBase())
2941 {
2942 //Destroy construction
2944 }
2945
2946 if (GetGame().IsServer())
2947 HandleItemFalling(construtionPart);
2948 }
2949
2950 void OnPartDismantledClient( string part_name, int action_id )
2951 {
2952 //play sound
2953 SoundDismantleStart( part_name );
2954 }
2955
2956 //Destroy
2957 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2958 {
2959 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2960 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2961
2962 //register constructed parts for synchronization
2963 UnregisterPartForSync(construtionPart.GetId());
2964
2965 //register action that was performed on part
2966 RegisterActionForSync(construtionPart.GetId(), action_id);
2967
2968 //synchronize
2970
2971 // server part of sync, client will be synced from SetPartsFromSyncData
2972 SetPartFromSyncData(construtionPart);
2973
2974 UpdateNavmesh();
2975
2976 //update visuals
2977 UpdateVisuals();
2978
2979 //reset action sync data
2981
2982 //check base state
2983 if (construtionPart.IsBase())
2984 {
2985 //Destroy construction
2987 }
2988
2989 if (GetGame().IsServer())
2990 HandleItemFalling(construtionPart);
2991 }
2992
2993 void OnPartDestroyedClient( string part_name, int action_id )
2994 {
2995 //play sound
2996 SoundDestroyStart( part_name );
2997 }
2998
2999 protected void HandleItemFalling(ConstructionPart part)
3000 {
3001 bool process = false;
3002
3003 //TODO: add a parameter to parts' config classes?
3004 process |= part.m_PartName.Contains("_roof");
3005 process |= part.m_PartName.Contains("_platform");
3006 process |= part.m_PartName.Contains("_stair");
3007
3008 if (process)
3009 {
3010 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3011 {
3012 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3013 return;
3014 }
3015
3016 vector mins, maxs;
3017 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3018 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3019
3020 //sanitize minmaxs
3021 vector minTmp, maxTmp;
3022 minTmp[0] = Math.Min(mins[0],maxs[0]);
3023 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3024 minTmp[1] = Math.Min(mins[1],maxs[1]);
3025 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3026 minTmp[2] = Math.Min(mins[2],maxs[2]);
3027 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3028 mins = minTmp;
3029 maxs = maxTmp;
3030
3031 maxs[1] = maxs[1] + 0.35; //reach a little above..
3032
3033 ItemFall(mins,maxs);
3034 }
3035 }
3036
3037 protected void ItemFall(vector min, vector max)
3038 {
3039 array<EntityAI> foundEntities = new array<EntityAI>();
3040 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3041
3042 //filtering
3043 ItemBase item;
3044 foreach (EntityAI entity : foundEntities)
3045 {
3046 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3047 item.ThrowPhysically(null,vector.Zero);
3048 }
3049 }
3050
3051 // --- UPDATE
3052 void InitBaseState()
3053 {
3054 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3055
3056 InitVisuals();
3057 UpdateNavmesh(); //regenerate navmesh
3058 GetConstruction().InitBaseState();
3059 }
3060
3061 void InitVisuals()
3062 {
3063 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3064 //check base
3065 if ( !HasBase() )
3066 {
3067 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3068 }
3069 else
3070 {
3071 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3072 }
3073
3074 GetConstruction().UpdateVisuals();
3075 }
3076
3077 void UpdateVisuals()
3078 {
3079 array<string> attachmentSlots = new array<string>;
3080
3081 GetAttachmentSlots(this, attachmentSlots);
3082 foreach (string slotName : attachmentSlots)
3083 {
3085 }
3086
3087 //check base
3088 if (!HasBase())
3089 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3090 else
3091 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3092
3093 GetConstruction().UpdateVisuals();
3094 }
3095
3096 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3097 {
3098 string slotNameMounted = slot_name + "_Mounted";
3099 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3100
3101 if (attachment)
3102 {
3103 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3104 if (barbedWire && barbedWire.IsMounted())
3105 CreateAreaDamage(slotNameMounted);
3106 else
3107 DestroyAreaDamage(slotNameMounted);
3108
3109 if (is_locked)
3110 {
3111 SetAnimationPhase(slotNameMounted, 0);
3112 SetAnimationPhase(slot_name, 1);
3113 }
3114 else
3115 {
3116 SetAnimationPhase(slotNameMounted, 1);
3117 SetAnimationPhase(slot_name, 0);
3118 }
3119 }
3120 else
3121 {
3122 SetAnimationPhase(slotNameMounted, 1);
3123 SetAnimationPhase(slot_name, 1);
3124
3125 DestroyAreaDamage(slotNameMounted);
3126 }
3127 }
3128
3129 // avoid calling this function on frequent occasions, it's a massive performance hit
3130 void UpdatePhysics()
3131 {
3133 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3134
3135 array<string> attachmentSlots = new array<string>;
3136 GetAttachmentSlots(this, attachmentSlots);
3137
3139 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3140
3141 foreach (string slotName : attachmentSlots)
3142 {
3144 }
3145
3146 //check base
3147 if (!HasBase())
3148 {
3150 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3151
3152 AddProxyPhysics(ANIMATION_DEPLOYED);
3153 }
3154 else
3155 {
3157 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3158
3159 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3160 }
3161
3162 GetConstruction().UpdatePhysics();
3163 UpdateNavmesh();
3164 }
3165
3166 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3167 {
3168 //checks for invalid appends; hotfix
3169 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3170 return;
3171 //----------------------------------
3172 string slot_name_mounted = slot_name + "_Mounted";
3173 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3174
3175 //remove proxy physics
3176 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3177 RemoveProxyPhysics( slot_name_mounted );
3178 RemoveProxyPhysics( slot_name );
3179
3180 if ( attachment )
3181 {
3182 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3183 if ( is_locked )
3184 {
3185 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3186 AddProxyPhysics( slot_name_mounted );
3187 }
3188 else
3189 {
3190 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3191 AddProxyPhysics( slot_name );
3192 }
3193 }
3194 }
3195
3196 protected void UpdateNavmesh()
3197 {
3198 SetAffectPathgraph( true, false );
3199 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3200 }
3201
3202 override bool CanUseConstruction()
3203 {
3204 return true;
3205 }
3206
3207 override bool CanUseConstructionBuild()
3208 {
3209 return true;
3210 }
3211
3212 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3213 {
3214 if ( attachment )
3215 {
3216 InventoryLocation inventory_location = new InventoryLocation;
3217 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3218
3219 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3220 }
3221
3222 return false;
3223 }
3224
3225 protected bool IsAttachmentSlotLocked( string slot_name )
3226 {
3227 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3228 }
3229
3230 //--- ATTACHMENT SLOTS
3231 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3232 {
3233 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3234 if ( GetGame().ConfigIsExisting( config_path ) )
3235 {
3236 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3237 }
3238 }
3239
3240 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3241 {
3242 return true;
3243 }
3244
3245 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3246 {
3247 return true;
3248 }
3249
3250 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3251 {
3252 return true;
3253 }
3254
3255 // --- INIT
3256 void ConstructionInit()
3257 {
3258 if ( !m_Construction )
3259 {
3260 m_Construction = new Construction( this );
3261 }
3262
3263 GetConstruction().Init();
3264 }
3265
3267 {
3268 return m_Construction;
3269 }
3270
3271 //--- INVENTORY/ATTACHMENTS CONDITIONS
3272 //attachments
3273 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3274 {
3275 return super.CanReceiveAttachment(attachment, slotId);
3276 }
3277
3279 {
3280 int attachment_count = GetInventory().AttachmentCount();
3281 if ( attachment_count > 0 )
3282 {
3283 if ( HasBase() && attachment_count == 1 )
3284 {
3285 return false;
3286 }
3287
3288 return true;
3289 }
3290
3291 return false;
3292 }
3293
3294 override bool ShowZonesHealth()
3295 {
3296 return true;
3297 }
3298
3299 override bool IsTakeable()
3300 {
3301 return false;
3302 }
3303
3304 //this into/outo parent.Cargo
3305 override bool CanPutInCargo( EntityAI parent )
3306 {
3307 return false;
3308 }
3309
3310 override bool CanRemoveFromCargo( EntityAI parent )
3311 {
3312 return false;
3313 }
3314
3315 //hands
3316 override bool CanPutIntoHands( EntityAI parent )
3317 {
3318 return false;
3319 }
3320
3321 //--- ACTION CONDITIONS
3322 //direction
3323 override bool IsFacingPlayer( PlayerBase player, string selection )
3324 {
3325 return true;
3326 }
3327
3328 override bool IsPlayerInside( PlayerBase player, string selection )
3329 {
3330 return true;
3331 }
3332
3335 {
3336 return false;
3337 }
3338
3339 //camera direction check
3340 bool IsFacingCamera( string selection )
3341 {
3342 return true;
3343 }
3344
3345 //roof check
3346 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3347 {
3348 return false;
3349 }
3350
3351 //selection->player distance check
3352 bool HasProperDistance( string selection, PlayerBase player )
3353 {
3354 return true;
3355 }
3356
3357 //folding
3359 {
3360 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3361 {
3362 return false;
3363 }
3364
3365 return true;
3366 }
3367
3369 {
3372
3373 return item;
3374 }
3375
3376 //Damage triggers (barbed wire)
3377 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3378 {
3379 if ( GetGame() && GetGame().IsServer() )
3380 {
3381 //destroy area damage if some already exists
3382 DestroyAreaDamage( slot_name );
3383
3384 //create new area damage
3386 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3387
3388 vector min_max[2];
3389 if ( MemoryPointExists( slot_name + "_min" ) )
3390 {
3391 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3392 }
3393 if ( MemoryPointExists( slot_name + "_max" ) )
3394 {
3395 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3396 }
3397
3398 //get proper trigger extents (min<max)
3399 vector extents[2];
3400 GetConstruction().GetTriggerExtents( min_max, extents );
3401
3402 //get box center
3403 vector center;
3404 center = GetConstruction().GetBoxCenter( min_max );
3405 center = ModelToWorld( center );
3406
3407 //rotate center if needed
3408 vector orientation = GetOrientation();;
3409 CalcDamageAreaRotation( rotation_angle, center, orientation );
3410
3411 areaDamage.SetExtents( extents[0], extents[1] );
3412 areaDamage.SetAreaPosition( center );
3413 areaDamage.SetAreaOrientation( orientation );
3414 areaDamage.SetLoopInterval( 1.0 );
3415 areaDamage.SetDeferDuration( 0.2 );
3416 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3417 areaDamage.SetAmmoName( "BarbedWireHit" );
3418 areaDamage.Spawn();
3419
3420 m_DamageTriggers.Insert( slot_name, areaDamage );
3421 }
3422 }
3423
3424 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3425 {
3426 if ( angle_deg != 0 )
3427 {
3428 //orientation
3429 orientation[0] = orientation[0] - angle_deg;
3430
3431 //center
3432 vector rotate_axis;
3433 if ( MemoryPointExists( "rotate_axis" ) )
3434 {
3435 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3436 }
3437 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];
3438 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];
3439 center[0] = r_center_x;
3440 center[2] = r_center_z;
3441 }
3442 }
3443
3444 void DestroyAreaDamage( string slot_name )
3445 {
3446 if (GetGame() && GetGame().IsServer())
3447 {
3449 if (m_DamageTriggers.Find(slot_name, areaDamage))
3450 {
3451 if (areaDamage)
3452 {
3453 areaDamage.Destroy();
3454 }
3455
3456 m_DamageTriggers.Remove( slot_name );
3457 }
3458 }
3459 }
3460
3461 override bool IsIgnoredByConstruction()
3462 {
3463 return true;
3464 }
3465
3466 //================================================================
3467 // SOUNDS
3468 //================================================================
3469 protected void SoundBuildStart( string part_name )
3470 {
3471 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3472 }
3473
3474 protected void SoundDismantleStart( string part_name )
3475 {
3476 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3477 }
3478
3479 protected void SoundDestroyStart( string part_name )
3480 {
3481 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3482 }
3483
3484 protected string GetBuildSoundByMaterial( string part_name )
3485 {
3486 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3487
3488 switch ( material_type )
3489 {
3490 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3491 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3492 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3493 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3494 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3495 }
3496
3497 return "";
3498 }
3499
3500 protected string GetDismantleSoundByMaterial( string part_name )
3501 {
3502 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3503
3504 switch ( material_type )
3505 {
3506 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3507 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3508 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3509 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3510 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3511 }
3512
3513 return "";
3514 }
3515
3516 //misc
3517 void CheckForHybridAttachments( EntityAI item, string slot_name )
3518 {
3519 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3520 {
3521 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3522 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3523 {
3524 SetHealth(slot_name,"Health",item.GetHealth());
3525 }
3526 }
3527 }
3528
3529 override int GetDamageSystemVersionChange()
3530 {
3531 return 111;
3532 }
3533
3534 override void SetActions()
3535 {
3536 super.SetActions();
3537
3541 }
3542
3543 //================================================================
3544 // DEBUG
3545 //================================================================
3546 protected void DebugCustomState()
3547 {
3548 }
3549
3552 {
3553 return null;
3554 }
3555
3556 override void OnDebugSpawn()
3557 {
3558 FullyBuild();
3559 }
3560
3561 void FullyBuild()
3562 {
3564 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3565
3566 Man p;
3567
3568 #ifdef SERVER
3569 array<Man> players = new array<Man>;
3570 GetGame().GetWorld().GetPlayerList(players);
3571 if (players.Count())
3572 p = players[0];
3573 #else
3574 p = GetGame().GetPlayer();
3575 #endif
3576
3577 foreach (ConstructionPart part : parts)
3578 {
3579 bool excluded = false;
3580 string partName = part.GetPartName();
3581 if (excludes)
3582 {
3583 foreach (string exclude : excludes)
3584 {
3585 if (partName.Contains(exclude))
3586 {
3587 excluded = true;
3588 break;
3589 }
3590 }
3591 }
3592
3593 if (!excluded)
3594 {
3595 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3596 }
3597 }
3598
3599 GetConstruction().UpdateVisuals();
3600 }
3601}
3602
3603void bsbDebugPrint (string s)
3604{
3605#ifdef BSB_DEBUG
3606 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3607#else
3608 //Print("" + s); // comment/uncomment to hide/see debug logs
3609#endif
3610}
3611void bsbDebugSpam (string s)
3612{
3613#ifdef BSB_DEBUG_SPAM
3614 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3615#else
3616 //Print("" + s); // comment/uncomment to hide/see debug logs
3617#endif
3618}
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