DayZ 1.27
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◆ IsTakeable()

override bool bsbDebugPrint::IsTakeable ( )
protected

См. определение в файле BaseBuildingBase.c строка 2277

2279{
2280 const string ANIMATION_DEPLOYED = "Deployed";
2281
2282 float m_ConstructionKitHealth; //stored health value for used construction kit
2283
2285
2286 bool m_HasBase;
2287 //variables for synchronization of base building parts (2x31 is the current limit)
2288 int m_SyncParts01; //synchronization for already built parts (31 parts)
2289 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2290 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2291 int m_InteractedPartId; //construction part id that an action was performed on
2292 int m_PerformedActionId; //action id that was performed on a construction part
2293
2294 //Sounds
2295 //build
2296 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2297 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2298 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2299 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2300 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2301 //dismantle
2302 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2303 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2304 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2305 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2306 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2307
2308 protected EffectSound m_Sound;
2309
2313
2314 // Constructor
2315 void BaseBuildingBase()
2316 {
2318
2319 //synchronized variables
2320 RegisterNetSyncVariableInt( "m_SyncParts01" );
2321 RegisterNetSyncVariableInt( "m_SyncParts02" );
2322 RegisterNetSyncVariableInt( "m_SyncParts03" );
2323 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2324 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2325 RegisterNetSyncVariableBool( "m_HasBase" );
2326
2327 //Construction init
2329
2330 if (ConfigIsExisting("hybridAttachments"))
2331 {
2333 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2334 }
2335 if (ConfigIsExisting("mountables"))
2336 {
2338 ConfigGetTextArray("mountables", m_Mountables);
2339 }
2340
2341 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2342 }
2343
2344 override void EEDelete(EntityAI parent)
2345 {
2346 super.EEDelete(parent);
2347
2348 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2349 {
2350 areaDamage.Destroy();
2351 }
2352
2353 }
2354
2355 override string GetInvulnerabilityTypeString()
2356 {
2357 return "disableBaseDamage";
2358 }
2359
2360 override bool CanObstruct()
2361 {
2362 return true;
2363 }
2364
2365 override int GetHideIconMask()
2366 {
2367 return EInventoryIconVisibility.HIDE_VICINITY;
2368 }
2369
2370 // --- SYNCHRONIZATION
2372 {
2373 if ( GetGame().IsServer() )
2374 {
2375 SetSynchDirty();
2376 }
2377 }
2378
2379 override void OnVariablesSynchronized()
2380 {
2381 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2382 super.OnVariablesSynchronized();
2383
2385 }
2386
2387 protected void OnSynchronizedClient()
2388 {
2389 //update parts
2391
2392 //update action on part
2394
2395 //update visuals (client)
2396 UpdateVisuals();
2397 }
2398
2399 //parts synchronization
2400 void RegisterPartForSync( int part_id )
2401 {
2402 //part_id must starts from index = 1
2403 int offset;
2404 int mask;
2405
2406 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2407 {
2408 offset = part_id - 1;
2409 mask = 1 << offset;
2410
2411 m_SyncParts01 = m_SyncParts01 | mask;
2412 }
2413 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2414 {
2415 offset = ( part_id % 32 );
2416 mask = 1 << offset;
2417
2418 m_SyncParts02 = m_SyncParts02 | mask;
2419 }
2420 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2421 {
2422 offset = ( part_id % 63 );
2423 mask = 1 << offset;
2424
2425 m_SyncParts03 = m_SyncParts03 | mask;
2426 }
2427 }
2428
2429 void UnregisterPartForSync( int part_id )
2430 {
2431 //part_id must starts from index = 1
2432 int offset;
2433 int mask;
2434
2435 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2436 {
2437 offset = part_id - 1;
2438 mask = 1 << offset;
2439
2440 m_SyncParts01 = m_SyncParts01 & ~mask;
2441 }
2442 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2443 {
2444 offset = ( part_id % 32 );
2445 mask = 1 << offset;
2446
2447 m_SyncParts02 = m_SyncParts02 & ~mask;
2448 }
2449 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2450 {
2451 offset = ( part_id % 63 );
2452 mask = 1 << offset;
2453
2454 m_SyncParts03 = m_SyncParts03 & ~mask;
2455 }
2456 }
2457
2458 bool IsPartBuildInSyncData( int part_id )
2459 {
2460 //part_id must starts from index = 1
2461 int offset;
2462 int mask;
2463
2464 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2465 {
2466 offset = part_id - 1;
2467 mask = 1 << offset;
2468
2469 if ( ( m_SyncParts01 & mask ) > 0 )
2470 {
2471 return true;
2472 }
2473 }
2474 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2475 {
2476 offset = ( part_id % 32 );
2477 mask = 1 << offset;
2478
2479 if ( ( m_SyncParts02 & mask ) > 0 )
2480 {
2481 return true;
2482 }
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 if ( ( m_SyncParts03 & mask ) > 0 )
2490 {
2491 return true;
2492 }
2493 }
2494
2495 return false;
2496 }
2497
2498 protected void RegisterActionForSync( int part_id, int action_id )
2499 {
2500 m_InteractedPartId = part_id;
2501 m_PerformedActionId = action_id;
2502 }
2503
2504 protected void ResetActionSyncData()
2505 {
2506 //reset data
2507 m_InteractedPartId = -1;
2509 }
2510
2511 protected void SetActionFromSyncData()
2512 {
2513 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2514 {
2516 int build_action_id = m_PerformedActionId;
2517
2518 switch( build_action_id )
2519 {
2520 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2521 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2522 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2523 }
2524 }
2525 }
2526 //------
2527
2529 {
2530 string key = part.m_PartName;
2531 bool is_base = part.IsBase();
2532 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2533 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2534 if ( is_part_built_sync )
2535 {
2536 if ( !part.IsBuilt() )
2537 {
2538 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2539 GetConstruction().AddToConstructedParts( key );
2540 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2541
2542 if (is_base)
2543 {
2545 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2546 }
2547 }
2548 }
2549 else
2550 {
2551 if ( part.IsBuilt() )
2552 {
2553 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2554 GetConstruction().RemoveFromConstructedParts( key );
2555 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2556
2557 if (is_base)
2558 {
2560 AddProxyPhysics( ANIMATION_DEPLOYED );
2561 }
2562 }
2563 }
2564
2565 //check slot lock for material attachments
2566 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2567 }
2568
2569 //set construction parts based on synchronized data
2571 {
2572 Construction construction = GetConstruction();
2573 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2574
2575 for ( int i = 0; i < construction_parts.Count(); ++i )
2576 {
2577 string key = construction_parts.GetKey( i );
2578 ConstructionPart value = construction_parts.Get( key );
2579 SetPartFromSyncData(value);
2580 }
2581
2582 //regenerate navmesh
2583 UpdateNavmesh();
2584 }
2585
2586 protected ConstructionPart GetConstructionPartById( int id )
2587 {
2588 Construction construction = GetConstruction();
2589 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2590
2591 for ( int i = 0; i < construction_parts.Count(); ++i )
2592 {
2593 string key = construction_parts.GetKey( i );
2594 ConstructionPart value = construction_parts.Get( key );
2595
2596 if ( value.GetId() == id )
2597 {
2598 return value;
2599 }
2600 }
2601
2602 return NULL;
2603 }
2604 //
2605
2606 //Base
2607 bool HasBase()
2608 {
2609 return m_HasBase;
2610 }
2611
2612 void SetBaseState( bool has_base )
2613 {
2614 m_HasBase = has_base;
2615 }
2616
2617 override bool IsDeployable()
2618 {
2619 return true;
2620 }
2621
2622 bool IsOpened()
2623 {
2624 return false;
2625 }
2626
2627 //--- CONSTRUCTION KIT
2629 {
2630 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2631 if ( m_ConstructionKitHealth > 0 )
2632 {
2633 construction_kit.SetHealth( m_ConstructionKitHealth );
2634 }
2635
2636 return construction_kit;
2637 }
2638
2639 void CreateConstructionKitInHands(notnull PlayerBase player)
2640 {
2641 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2642 if ( m_ConstructionKitHealth > 0 )
2643 {
2644 construction_kit.SetHealth( m_ConstructionKitHealth );
2645 }
2646 }
2647
2648 protected vector GetKitSpawnPosition()
2649 {
2650 return GetPosition();
2651 }
2652
2653 protected string GetConstructionKitType()
2654 {
2655 return "";
2656 }
2657
2658 void DestroyConstructionKit( ItemBase construction_kit )
2659 {
2660 m_ConstructionKitHealth = construction_kit.GetHealth();
2661 GetGame().ObjectDelete( construction_kit );
2662 }
2663
2664 //--- CONSTRUCTION
2665 void DestroyConstruction()
2666 {
2667 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2668 GetGame().ObjectDelete( this );
2669 }
2670
2671 // --- EVENTS
2672 override void OnStoreSave( ParamsWriteContext ctx )
2673 {
2674 super.OnStoreSave( ctx );
2675
2676 //sync parts 01
2677 ctx.Write( m_SyncParts01 );
2678 ctx.Write( m_SyncParts02 );
2679 ctx.Write( m_SyncParts03 );
2680
2681 ctx.Write( m_HasBase );
2682 }
2683
2684 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2685 {
2686 if ( !super.OnStoreLoad( ctx, version ) )
2687 return false;
2688
2689 //--- Base building data ---
2690 //Restore synced parts data
2691 if ( !ctx.Read( m_SyncParts01 ) )
2692 {
2693 m_SyncParts01 = 0; //set default
2694 return false;
2695 }
2696 if ( !ctx.Read( m_SyncParts02 ) )
2697 {
2698 m_SyncParts02 = 0; //set default
2699 return false;
2700 }
2701 if ( !ctx.Read( m_SyncParts03 ) )
2702 {
2703 m_SyncParts03 = 0; //set default
2704 return false;
2705 }
2706
2707 //has base
2708 if ( !ctx.Read( m_HasBase ) )
2709 {
2710 m_HasBase = false;
2711 return false;
2712 }
2713 //---
2714
2715 return true;
2716 }
2717
2718 override void AfterStoreLoad()
2719 {
2720 super.AfterStoreLoad();
2721
2723 {
2725 }
2726 }
2727
2729 {
2730 //update server data
2732
2733 //set base state
2734 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2735 SetBaseState( construction_part.IsBuilt() ) ;
2736
2737 //synchronize after load
2739 }
2740
2741 override void OnCreatePhysics()
2742 {
2743 super.OnCreatePhysics();
2746 }
2747
2748 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2749 {
2751 return;
2752
2753 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2754
2755 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2756 return;
2757
2758 Construction construction = GetConstruction();
2759 string part_name = zone;
2760 part_name.ToLower();
2761
2762 if ( newLevel == GameConstants.STATE_RUINED )
2763 {
2764 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2765
2766 if ( construction_part && construction.IsPartConstructed( part_name ) )
2767 {
2768 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2769 construction.DestroyConnectedParts(part_name);
2770 }
2771
2772 //barbed wire handling (hack-ish)
2773 if ( part_name.Contains("barbed") )
2774 {
2775 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2776 if (barbed_wire)
2777 barbed_wire.SetMountedState( false );
2778 }
2779 }
2780 }
2781
2782 override void EEOnAfterLoad()
2783 {
2785 {
2787 }
2788
2789 super.EEOnAfterLoad();
2790 }
2791
2792 override void EEInit()
2793 {
2794 super.EEInit();
2795
2796 // init visuals and physics
2797 InitBaseState();
2798
2799 //debug
2800 #ifdef DEVELOPER
2802 #endif
2803 }
2804
2805 override void EEItemAttached( EntityAI item, string slot_name )
2806 {
2807 super.EEItemAttached( item, slot_name );
2808
2809 CheckForHybridAttachments( item, slot_name );
2810 UpdateVisuals();
2811 UpdateAttachmentPhysics( slot_name, false );
2812 }
2813
2814 override void EEItemDetached( EntityAI item, string slot_name )
2815 {
2816 super.EEItemDetached( item, slot_name );
2817
2818 UpdateVisuals();
2819 UpdateAttachmentPhysics( slot_name, false );
2820 }
2821
2822 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2823 {
2824 string slot_name = InventorySlots.GetSlotName( slotId );
2825 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2826
2827 UpdateAttachmentVisuals( slot_name, locked );
2828 UpdateAttachmentPhysics( slot_name, locked );
2829 }
2830
2831 //ignore out of reach condition
2832 override bool IgnoreOutOfReachCondition()
2833 {
2834 return true;
2835 }
2836
2837 //CONSTRUCTION EVENTS
2838 //Build
2839 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2840 {
2841 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2842
2843 //check base state
2844 if (construtionPart.IsBase())
2845 {
2846 SetBaseState(true);
2847
2848 //spawn kit
2850 }
2851
2852 //register constructed parts for synchronization
2853 RegisterPartForSync(construtionPart.GetId());
2854
2855 //register action that was performed on part
2856 RegisterActionForSync(construtionPart.GetId(), action_id);
2857
2858 //synchronize
2860
2861 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2862
2863 UpdateNavmesh();
2864
2865 //update visuals
2866 UpdateVisuals();
2867
2868 //reset action sync data
2870 }
2871
2872 void OnPartBuiltClient(string part_name, int action_id)
2873 {
2874 //play sound
2875 SoundBuildStart( part_name );
2876 }
2877
2878 //Dismantle
2879 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2880 {
2881 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2882 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2883
2884 //register constructed parts for synchronization
2885 UnregisterPartForSync(construtionPart.GetId());
2886
2887 //register action that was performed on part
2888 RegisterActionForSync(construtionPart.GetId(), action_id);
2889
2890 //synchronize
2892
2893 // server part of sync, client will be synced from SetPartsFromSyncData
2894 SetPartFromSyncData(construtionPart);
2895
2896 UpdateNavmesh();
2897
2898 //update visuals
2899 UpdateVisuals();
2900
2901 //reset action sync data
2903
2904 //check base state
2905 if (construtionPart.IsBase())
2906 {
2907 //Destroy construction
2909 }
2910
2911 if (GetGame().IsServer())
2912 HandleItemFalling(construtionPart);
2913 }
2914
2915 void OnPartDismantledClient( string part_name, int action_id )
2916 {
2917 //play sound
2918 SoundDismantleStart( part_name );
2919 }
2920
2921 //Destroy
2922 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2923 {
2924 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2925 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2926
2927 //register constructed parts for synchronization
2928 UnregisterPartForSync(construtionPart.GetId());
2929
2930 //register action that was performed on part
2931 RegisterActionForSync(construtionPart.GetId(), action_id);
2932
2933 //synchronize
2935
2936 // server part of sync, client will be synced from SetPartsFromSyncData
2937 SetPartFromSyncData(construtionPart);
2938
2939 UpdateNavmesh();
2940
2941 //update visuals
2942 UpdateVisuals();
2943
2944 //reset action sync data
2946
2947 //check base state
2948 if (construtionPart.IsBase())
2949 {
2950 //Destroy construction
2952 }
2953
2954 if (GetGame().IsServer())
2955 HandleItemFalling(construtionPart);
2956 }
2957
2958 void OnPartDestroyedClient( string part_name, int action_id )
2959 {
2960 //play sound
2961 SoundDestroyStart( part_name );
2962 }
2963
2964 protected void HandleItemFalling(ConstructionPart part)
2965 {
2966 bool process = false;
2967
2968 //TODO: add a parameter to parts' config classes?
2969 process |= part.m_PartName.Contains("_roof");
2970 process |= part.m_PartName.Contains("_platform");
2971 process |= part.m_PartName.Contains("_stair");
2972
2973 if (process)
2974 {
2975 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2976 {
2977 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2978 return;
2979 }
2980
2981 vector mins, maxs;
2982 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2983 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2984
2985 //sanitize minmaxs
2986 vector minTmp, maxTmp;
2987 minTmp[0] = Math.Min(mins[0],maxs[0]);
2988 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2989 minTmp[1] = Math.Min(mins[1],maxs[1]);
2990 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2991 minTmp[2] = Math.Min(mins[2],maxs[2]);
2992 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2993 mins = minTmp;
2994 maxs = maxTmp;
2995
2996 maxs[1] = maxs[1] + 0.35; //reach a little above..
2997
2998 ItemFall(mins,maxs);
2999 }
3000 }
3001
3002 protected void ItemFall(vector min, vector max)
3003 {
3004 array<EntityAI> foundEntities = new array<EntityAI>();
3005 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3006
3007 //filtering
3008 ItemBase item;
3009 foreach (EntityAI entity : foundEntities)
3010 {
3011 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3012 item.ThrowPhysically(null,vector.Zero);
3013 }
3014 }
3015
3016 // --- UPDATE
3017 void InitBaseState()
3018 {
3019 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3020
3021 InitVisuals();
3022 UpdateNavmesh(); //regenerate navmesh
3023 GetConstruction().InitBaseState();
3024 }
3025
3026 void InitVisuals()
3027 {
3028 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3029 //check base
3030 if ( !HasBase() )
3031 {
3032 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3033 }
3034 else
3035 {
3036 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3037 }
3038
3039 GetConstruction().UpdateVisuals();
3040 }
3041
3042 void UpdateVisuals()
3043 {
3044 array<string> attachmentSlots = new array<string>;
3045
3046 GetAttachmentSlots(this, attachmentSlots);
3047 foreach (string slotName : attachmentSlots)
3048 {
3050 }
3051
3052 //check base
3053 if (!HasBase())
3054 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3055 else
3056 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3057
3058 GetConstruction().UpdateVisuals();
3059 }
3060
3061 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3062 {
3063 string slotNameMounted = slot_name + "_Mounted";
3064 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3065
3066 if (attachment)
3067 {
3068 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3069 if (barbedWire && barbedWire.IsMounted())
3070 CreateAreaDamage(slotNameMounted);
3071 else
3072 DestroyAreaDamage(slotNameMounted);
3073
3074 if (is_locked)
3075 {
3076 SetAnimationPhase(slotNameMounted, 0);
3077 SetAnimationPhase(slot_name, 1);
3078 }
3079 else
3080 {
3081 SetAnimationPhase(slotNameMounted, 1);
3082 SetAnimationPhase(slot_name, 0);
3083 }
3084 }
3085 else
3086 {
3087 SetAnimationPhase(slotNameMounted, 1);
3088 SetAnimationPhase(slot_name, 1);
3089
3090 DestroyAreaDamage(slotNameMounted);
3091 }
3092 }
3093
3094 // avoid calling this function on frequent occasions, it's a massive performance hit
3095 void UpdatePhysics()
3096 {
3098 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3099
3100 array<string> attachmentSlots = new array<string>;
3101 GetAttachmentSlots(this, attachmentSlots);
3102
3104 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3105
3106 foreach (string slotName : attachmentSlots)
3107 {
3109 }
3110
3111 //check base
3112 if (!HasBase())
3113 {
3115 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3116
3117 AddProxyPhysics(ANIMATION_DEPLOYED);
3118 }
3119 else
3120 {
3122 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3123
3124 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3125 }
3126
3127 GetConstruction().UpdatePhysics();
3128 UpdateNavmesh();
3129 }
3130
3131 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3132 {
3133 //checks for invalid appends; hotfix
3134 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3135 return;
3136 //----------------------------------
3137 string slot_name_mounted = slot_name + "_Mounted";
3138 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3139
3140 //remove proxy physics
3141 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3142 RemoveProxyPhysics( slot_name_mounted );
3143 RemoveProxyPhysics( slot_name );
3144
3145 if ( attachment )
3146 {
3147 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3148 if ( is_locked )
3149 {
3150 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3151 AddProxyPhysics( slot_name_mounted );
3152 }
3153 else
3154 {
3155 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3156 AddProxyPhysics( slot_name );
3157 }
3158 }
3159 }
3160
3161 protected void UpdateNavmesh()
3162 {
3163 SetAffectPathgraph( true, false );
3164 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3165 }
3166
3167 override bool CanUseConstruction()
3168 {
3169 return true;
3170 }
3171
3172 override bool CanUseConstructionBuild()
3173 {
3174 return true;
3175 }
3176
3177 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3178 {
3179 if ( attachment )
3180 {
3181 InventoryLocation inventory_location = new InventoryLocation;
3182 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3183
3184 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3185 }
3186
3187 return false;
3188 }
3189
3190 protected bool IsAttachmentSlotLocked( string slot_name )
3191 {
3192 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3193 }
3194
3195 //--- ATTACHMENT SLOTS
3196 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3197 {
3198 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3199 if ( GetGame().ConfigIsExisting( config_path ) )
3200 {
3201 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3202 }
3203 }
3204
3205 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3206 {
3207 return true;
3208 }
3209
3210 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3211 {
3212 return true;
3213 }
3214
3215 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3216 {
3217 return true;
3218 }
3219
3220 // --- INIT
3221 void ConstructionInit()
3222 {
3223 if ( !m_Construction )
3224 {
3225 m_Construction = new Construction( this );
3226 }
3227
3228 GetConstruction().Init();
3229 }
3230
3232 {
3233 return m_Construction;
3234 }
3235
3236 //--- INVENTORY/ATTACHMENTS CONDITIONS
3237 //attachments
3238 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3239 {
3240 return super.CanReceiveAttachment(attachment, slotId);
3241 }
3242
3244 {
3245 int attachment_count = GetInventory().AttachmentCount();
3246 if ( attachment_count > 0 )
3247 {
3248 if ( HasBase() && attachment_count == 1 )
3249 {
3250 return false;
3251 }
3252
3253 return true;
3254 }
3255
3256 return false;
3257 }
3258
3259 override bool ShowZonesHealth()
3260 {
3261 return true;
3262 }
3263
3264 override bool IsTakeable()
3265 {
3266 return false;
3267 }
3268
3269 //this into/outo parent.Cargo
3270 override bool CanPutInCargo( EntityAI parent )
3271 {
3272 return false;
3273 }
3274
3275 override bool CanRemoveFromCargo( EntityAI parent )
3276 {
3277 return false;
3278 }
3279
3280 //hands
3281 override bool CanPutIntoHands( EntityAI parent )
3282 {
3283 return false;
3284 }
3285
3286 //--- ACTION CONDITIONS
3287 //direction
3288 override bool IsFacingPlayer( PlayerBase player, string selection )
3289 {
3290 return true;
3291 }
3292
3293 override bool IsPlayerInside( PlayerBase player, string selection )
3294 {
3295 return true;
3296 }
3297
3300 {
3301 return false;
3302 }
3303
3304 //camera direction check
3305 bool IsFacingCamera( string selection )
3306 {
3307 return true;
3308 }
3309
3310 //roof check
3311 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3312 {
3313 return false;
3314 }
3315
3316 //selection->player distance check
3317 bool HasProperDistance( string selection, PlayerBase player )
3318 {
3319 return true;
3320 }
3321
3322 //folding
3324 {
3325 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3326 {
3327 return false;
3328 }
3329
3330 return true;
3331 }
3332
3334 {
3337
3338 return item;
3339 }
3340
3341 //Damage triggers (barbed wire)
3342 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3343 {
3344 if ( GetGame() && GetGame().IsServer() )
3345 {
3346 //destroy area damage if some already exists
3347 DestroyAreaDamage( slot_name );
3348
3349 //create new area damage
3351 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3352
3353 vector min_max[2];
3354 if ( MemoryPointExists( slot_name + "_min" ) )
3355 {
3356 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3357 }
3358 if ( MemoryPointExists( slot_name + "_max" ) )
3359 {
3360 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3361 }
3362
3363 //get proper trigger extents (min<max)
3364 vector extents[2];
3365 GetConstruction().GetTriggerExtents( min_max, extents );
3366
3367 //get box center
3368 vector center;
3369 center = GetConstruction().GetBoxCenter( min_max );
3370 center = ModelToWorld( center );
3371
3372 //rotate center if needed
3373 vector orientation = GetOrientation();;
3374 CalcDamageAreaRotation( rotation_angle, center, orientation );
3375
3376 areaDamage.SetExtents( extents[0], extents[1] );
3377 areaDamage.SetAreaPosition( center );
3378 areaDamage.SetAreaOrientation( orientation );
3379 areaDamage.SetLoopInterval( 1.0 );
3380 areaDamage.SetDeferDuration( 0.2 );
3381 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3382 areaDamage.SetAmmoName( "BarbedWireHit" );
3383 areaDamage.Spawn();
3384
3385 m_DamageTriggers.Insert( slot_name, areaDamage );
3386 }
3387 }
3388
3389 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3390 {
3391 if ( angle_deg != 0 )
3392 {
3393 //orientation
3394 orientation[0] = orientation[0] - angle_deg;
3395
3396 //center
3397 vector rotate_axis;
3398 if ( MemoryPointExists( "rotate_axis" ) )
3399 {
3400 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3401 }
3402 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];
3403 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];
3404 center[0] = r_center_x;
3405 center[2] = r_center_z;
3406 }
3407 }
3408
3409 void DestroyAreaDamage( string slot_name )
3410 {
3411 if (GetGame() && GetGame().IsServer())
3412 {
3414 if (m_DamageTriggers.Find(slot_name, areaDamage))
3415 {
3416 if (areaDamage)
3417 {
3418 areaDamage.Destroy();
3419 }
3420
3421 m_DamageTriggers.Remove( slot_name );
3422 }
3423 }
3424 }
3425
3426 override bool IsIgnoredByConstruction()
3427 {
3428 return true;
3429 }
3430
3431 //================================================================
3432 // SOUNDS
3433 //================================================================
3434 protected void SoundBuildStart( string part_name )
3435 {
3436 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3437 }
3438
3439 protected void SoundDismantleStart( string part_name )
3440 {
3441 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3442 }
3443
3444 protected void SoundDestroyStart( string part_name )
3445 {
3446 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3447 }
3448
3449 protected string GetBuildSoundByMaterial( string part_name )
3450 {
3451 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3452
3453 switch ( material_type )
3454 {
3455 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3456 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3457 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3458 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3459 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3460 }
3461
3462 return "";
3463 }
3464
3465 protected string GetDismantleSoundByMaterial( string part_name )
3466 {
3467 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3468
3469 switch ( material_type )
3470 {
3471 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3472 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3473 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3474 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3475 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3476 }
3477
3478 return "";
3479 }
3480
3481 //misc
3482 void CheckForHybridAttachments( EntityAI item, string slot_name )
3483 {
3484 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3485 {
3486 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3487 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3488 {
3489 SetHealth(slot_name,"Health",item.GetHealth());
3490 }
3491 }
3492 }
3493
3494 override int GetDamageSystemVersionChange()
3495 {
3496 return 111;
3497 }
3498
3499 override void SetActions()
3500 {
3501 super.SetActions();
3502
3506 }
3507
3508 //================================================================
3509 // DEBUG
3510 //================================================================
3511 protected void DebugCustomState()
3512 {
3513 }
3514
3517 {
3518 return null;
3519 }
3520
3521 override void OnDebugSpawn()
3522 {
3523 FullyBuild();
3524 }
3525
3526 void FullyBuild()
3527 {
3529 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3530
3531 Man p;
3532
3533 #ifdef SERVER
3534 array<Man> players = new array<Man>;
3535 GetGame().GetWorld().GetPlayerList(players);
3536 if (players.Count())
3537 p = players[0];
3538 #else
3539 p = GetGame().GetPlayer();
3540 #endif
3541
3542 foreach (ConstructionPart part : parts)
3543 {
3544 bool excluded = false;
3545 string partName = part.GetPartName();
3546 if (excludes)
3547 {
3548 foreach (string exclude : excludes)
3549 {
3550 if (partName.Contains(exclude))
3551 {
3552 excluded = true;
3553 break;
3554 }
3555 }
3556 }
3557
3558 if (!excluded)
3559 {
3560 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3561 }
3562 }
3563
3564 GetConstruction().UpdateVisuals();
3565 }
3566}
3567
3568void bsbDebugPrint (string s)
3569{
3570#ifdef BSB_DEBUG
3571 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3572#else
3573 //Print("" + s); // comment/uncomment to hide/see debug logs
3574#endif
3575}
3576void bsbDebugSpam (string s)
3577{
3578#ifdef BSB_DEBUG_SPAM
3579 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3580#else
3581 //Print("" + s); // comment/uncomment to hide/see debug logs
3582#endif
3583}
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