DayZ 1.27
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◆ SetActions()

override void bsbDebugPrint::SetActions ( )
protected

См. определение в файле BaseBuildingBase.c строка 2512

2514{
2515 const string ANIMATION_DEPLOYED = "Deployed";
2516
2517 float m_ConstructionKitHealth; //stored health value for used construction kit
2518
2520
2521 bool m_HasBase;
2522 //variables for synchronization of base building parts (2x31 is the current limit)
2523 int m_SyncParts01; //synchronization for already built parts (31 parts)
2524 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2525 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2526 int m_InteractedPartId; //construction part id that an action was performed on
2527 int m_PerformedActionId; //action id that was performed on a construction part
2528
2529 //Sounds
2530 //build
2531 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2532 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2533 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2534 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2535 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2536 //dismantle
2537 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2538 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2539 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2540 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2541 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2542
2543 protected EffectSound m_Sound;
2544
2548
2549 // Constructor
2550 void BaseBuildingBase()
2551 {
2553
2554 //synchronized variables
2555 RegisterNetSyncVariableInt( "m_SyncParts01" );
2556 RegisterNetSyncVariableInt( "m_SyncParts02" );
2557 RegisterNetSyncVariableInt( "m_SyncParts03" );
2558 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2559 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2560 RegisterNetSyncVariableBool( "m_HasBase" );
2561
2562 //Construction init
2564
2565 if (ConfigIsExisting("hybridAttachments"))
2566 {
2568 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2569 }
2570 if (ConfigIsExisting("mountables"))
2571 {
2573 ConfigGetTextArray("mountables", m_Mountables);
2574 }
2575
2576 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2577 }
2578
2579 override void EEDelete(EntityAI parent)
2580 {
2581 super.EEDelete(parent);
2582
2583 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2584 {
2585 areaDamage.Destroy();
2586 }
2587
2588 }
2589
2590 override string GetInvulnerabilityTypeString()
2591 {
2592 return "disableBaseDamage";
2593 }
2594
2595 override bool CanObstruct()
2596 {
2597 return true;
2598 }
2599
2600 override int GetHideIconMask()
2601 {
2602 return EInventoryIconVisibility.HIDE_VICINITY;
2603 }
2604
2605 // --- SYNCHRONIZATION
2607 {
2608 if ( GetGame().IsServer() )
2609 {
2610 SetSynchDirty();
2611 }
2612 }
2613
2614 override void OnVariablesSynchronized()
2615 {
2616 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2617 super.OnVariablesSynchronized();
2618
2620 }
2621
2622 protected void OnSynchronizedClient()
2623 {
2624 //update parts
2626
2627 //update action on part
2629
2630 //update visuals (client)
2631 UpdateVisuals();
2632 }
2633
2634 //parts synchronization
2635 void RegisterPartForSync( int part_id )
2636 {
2637 //part_id must starts from index = 1
2638 int offset;
2639 int mask;
2640
2641 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2642 {
2643 offset = part_id - 1;
2644 mask = 1 << offset;
2645
2646 m_SyncParts01 = m_SyncParts01 | mask;
2647 }
2648 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2649 {
2650 offset = ( part_id % 32 );
2651 mask = 1 << offset;
2652
2653 m_SyncParts02 = m_SyncParts02 | mask;
2654 }
2655 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2656 {
2657 offset = ( part_id % 63 );
2658 mask = 1 << offset;
2659
2660 m_SyncParts03 = m_SyncParts03 | mask;
2661 }
2662 }
2663
2664 void UnregisterPartForSync( int part_id )
2665 {
2666 //part_id must starts from index = 1
2667 int offset;
2668 int mask;
2669
2670 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2671 {
2672 offset = part_id - 1;
2673 mask = 1 << offset;
2674
2675 m_SyncParts01 = m_SyncParts01 & ~mask;
2676 }
2677 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2678 {
2679 offset = ( part_id % 32 );
2680 mask = 1 << offset;
2681
2682 m_SyncParts02 = m_SyncParts02 & ~mask;
2683 }
2684 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2685 {
2686 offset = ( part_id % 63 );
2687 mask = 1 << offset;
2688
2689 m_SyncParts03 = m_SyncParts03 & ~mask;
2690 }
2691 }
2692
2693 bool IsPartBuildInSyncData( int part_id )
2694 {
2695 //part_id must starts from index = 1
2696 int offset;
2697 int mask;
2698
2699 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2700 {
2701 offset = part_id - 1;
2702 mask = 1 << offset;
2703
2704 if ( ( m_SyncParts01 & mask ) > 0 )
2705 {
2706 return true;
2707 }
2708 }
2709 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2710 {
2711 offset = ( part_id % 32 );
2712 mask = 1 << offset;
2713
2714 if ( ( m_SyncParts02 & mask ) > 0 )
2715 {
2716 return true;
2717 }
2718 }
2719 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2720 {
2721 offset = ( part_id % 63 );
2722 mask = 1 << offset;
2723
2724 if ( ( m_SyncParts03 & mask ) > 0 )
2725 {
2726 return true;
2727 }
2728 }
2729
2730 return false;
2731 }
2732
2733 protected void RegisterActionForSync( int part_id, int action_id )
2734 {
2735 m_InteractedPartId = part_id;
2736 m_PerformedActionId = action_id;
2737 }
2738
2739 protected void ResetActionSyncData()
2740 {
2741 //reset data
2742 m_InteractedPartId = -1;
2744 }
2745
2746 protected void SetActionFromSyncData()
2747 {
2748 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2749 {
2751 int build_action_id = m_PerformedActionId;
2752
2753 switch( build_action_id )
2754 {
2755 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2756 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2757 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2758 }
2759 }
2760 }
2761 //------
2762
2764 {
2765 string key = part.m_PartName;
2766 bool is_base = part.IsBase();
2767 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2768 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2769 if ( is_part_built_sync )
2770 {
2771 if ( !part.IsBuilt() )
2772 {
2773 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2774 GetConstruction().AddToConstructedParts( key );
2775 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2776
2777 if (is_base)
2778 {
2780 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2781 }
2782 }
2783 }
2784 else
2785 {
2786 if ( part.IsBuilt() )
2787 {
2788 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2789 GetConstruction().RemoveFromConstructedParts( key );
2790 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2791
2792 if (is_base)
2793 {
2795 AddProxyPhysics( ANIMATION_DEPLOYED );
2796 }
2797 }
2798 }
2799
2800 //check slot lock for material attachments
2801 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2802 }
2803
2804 //set construction parts based on synchronized data
2806 {
2807 Construction construction = GetConstruction();
2808 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2809
2810 for ( int i = 0; i < construction_parts.Count(); ++i )
2811 {
2812 string key = construction_parts.GetKey( i );
2813 ConstructionPart value = construction_parts.Get( key );
2814 SetPartFromSyncData(value);
2815 }
2816
2817 //regenerate navmesh
2818 UpdateNavmesh();
2819 }
2820
2821 protected ConstructionPart GetConstructionPartById( int id )
2822 {
2823 Construction construction = GetConstruction();
2824 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2825
2826 for ( int i = 0; i < construction_parts.Count(); ++i )
2827 {
2828 string key = construction_parts.GetKey( i );
2829 ConstructionPart value = construction_parts.Get( key );
2830
2831 if ( value.GetId() == id )
2832 {
2833 return value;
2834 }
2835 }
2836
2837 return NULL;
2838 }
2839 //
2840
2841 //Base
2842 bool HasBase()
2843 {
2844 return m_HasBase;
2845 }
2846
2847 void SetBaseState( bool has_base )
2848 {
2849 m_HasBase = has_base;
2850 }
2851
2852 override bool IsDeployable()
2853 {
2854 return true;
2855 }
2856
2857 bool IsOpened()
2858 {
2859 return false;
2860 }
2861
2862 //--- CONSTRUCTION KIT
2864 {
2865 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2866 if ( m_ConstructionKitHealth > 0 )
2867 {
2868 construction_kit.SetHealth( m_ConstructionKitHealth );
2869 }
2870
2871 return construction_kit;
2872 }
2873
2874 void CreateConstructionKitInHands(notnull PlayerBase player)
2875 {
2876 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2877 if ( m_ConstructionKitHealth > 0 )
2878 {
2879 construction_kit.SetHealth( m_ConstructionKitHealth );
2880 }
2881 }
2882
2883 protected vector GetKitSpawnPosition()
2884 {
2885 return GetPosition();
2886 }
2887
2888 protected string GetConstructionKitType()
2889 {
2890 return "";
2891 }
2892
2893 void DestroyConstructionKit( ItemBase construction_kit )
2894 {
2895 m_ConstructionKitHealth = construction_kit.GetHealth();
2896 GetGame().ObjectDelete( construction_kit );
2897 }
2898
2899 //--- CONSTRUCTION
2900 void DestroyConstruction()
2901 {
2902 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2903 GetGame().ObjectDelete( this );
2904 }
2905
2906 // --- EVENTS
2907 override void OnStoreSave( ParamsWriteContext ctx )
2908 {
2909 super.OnStoreSave( ctx );
2910
2911 //sync parts 01
2912 ctx.Write( m_SyncParts01 );
2913 ctx.Write( m_SyncParts02 );
2914 ctx.Write( m_SyncParts03 );
2915
2916 ctx.Write( m_HasBase );
2917 }
2918
2919 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2920 {
2921 if ( !super.OnStoreLoad( ctx, version ) )
2922 return false;
2923
2924 //--- Base building data ---
2925 //Restore synced parts data
2926 if ( !ctx.Read( m_SyncParts01 ) )
2927 {
2928 m_SyncParts01 = 0; //set default
2929 return false;
2930 }
2931 if ( !ctx.Read( m_SyncParts02 ) )
2932 {
2933 m_SyncParts02 = 0; //set default
2934 return false;
2935 }
2936 if ( !ctx.Read( m_SyncParts03 ) )
2937 {
2938 m_SyncParts03 = 0; //set default
2939 return false;
2940 }
2941
2942 //has base
2943 if ( !ctx.Read( m_HasBase ) )
2944 {
2945 m_HasBase = false;
2946 return false;
2947 }
2948 //---
2949
2950 return true;
2951 }
2952
2953 override void AfterStoreLoad()
2954 {
2955 super.AfterStoreLoad();
2956
2958 {
2960 }
2961 }
2962
2964 {
2965 //update server data
2967
2968 //set base state
2969 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2970 SetBaseState( construction_part.IsBuilt() ) ;
2971
2972 //synchronize after load
2974 }
2975
2976 override void OnCreatePhysics()
2977 {
2978 super.OnCreatePhysics();
2981 }
2982
2983 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2984 {
2986 return;
2987
2988 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2989
2990 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2991 return;
2992
2993 Construction construction = GetConstruction();
2994 string part_name = zone;
2995 part_name.ToLower();
2996
2997 if ( newLevel == GameConstants.STATE_RUINED )
2998 {
2999 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
3000
3001 if ( construction_part && construction.IsPartConstructed( part_name ) )
3002 {
3003 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
3004 construction.DestroyConnectedParts(part_name);
3005 }
3006
3007 //barbed wire handling (hack-ish)
3008 if ( part_name.Contains("barbed") )
3009 {
3010 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
3011 if (barbed_wire)
3012 barbed_wire.SetMountedState( false );
3013 }
3014 }
3015 }
3016
3017 override void EEOnAfterLoad()
3018 {
3020 {
3022 }
3023
3024 super.EEOnAfterLoad();
3025 }
3026
3027 override void EEInit()
3028 {
3029 super.EEInit();
3030
3031 // init visuals and physics
3032 InitBaseState();
3033
3034 //debug
3035 #ifdef DEVELOPER
3037 #endif
3038 }
3039
3040 override void EEItemAttached( EntityAI item, string slot_name )
3041 {
3042 super.EEItemAttached( item, slot_name );
3043
3044 CheckForHybridAttachments( item, slot_name );
3045 UpdateVisuals();
3046 UpdateAttachmentPhysics( slot_name, false );
3047 }
3048
3049 override void EEItemDetached( EntityAI item, string slot_name )
3050 {
3051 super.EEItemDetached( item, slot_name );
3052
3053 UpdateVisuals();
3054 UpdateAttachmentPhysics( slot_name, false );
3055 }
3056
3057 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3058 {
3059 string slot_name = InventorySlots.GetSlotName( slotId );
3060 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3061
3062 UpdateAttachmentVisuals( slot_name, locked );
3063 UpdateAttachmentPhysics( slot_name, locked );
3064 }
3065
3066 //ignore out of reach condition
3067 override bool IgnoreOutOfReachCondition()
3068 {
3069 return true;
3070 }
3071
3072 //CONSTRUCTION EVENTS
3073 //Build
3074 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3075 {
3076 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3077
3078 //check base state
3079 if (construtionPart.IsBase())
3080 {
3081 SetBaseState(true);
3082
3083 //spawn kit
3085 }
3086
3087 //register constructed parts for synchronization
3088 RegisterPartForSync(construtionPart.GetId());
3089
3090 //register action that was performed on part
3091 RegisterActionForSync(construtionPart.GetId(), action_id);
3092
3093 //synchronize
3095
3096 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3097
3098 UpdateNavmesh();
3099
3100 //update visuals
3101 UpdateVisuals();
3102
3103 //reset action sync data
3105 }
3106
3107 void OnPartBuiltClient(string part_name, int action_id)
3108 {
3109 //play sound
3110 SoundBuildStart( part_name );
3111 }
3112
3113 //Dismantle
3114 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3115 {
3116 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3117 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3118
3119 //register constructed parts for synchronization
3120 UnregisterPartForSync(construtionPart.GetId());
3121
3122 //register action that was performed on part
3123 RegisterActionForSync(construtionPart.GetId(), action_id);
3124
3125 //synchronize
3127
3128 // server part of sync, client will be synced from SetPartsFromSyncData
3129 SetPartFromSyncData(construtionPart);
3130
3131 UpdateNavmesh();
3132
3133 //update visuals
3134 UpdateVisuals();
3135
3136 //reset action sync data
3138
3139 //check base state
3140 if (construtionPart.IsBase())
3141 {
3142 //Destroy construction
3144 }
3145
3146 if (GetGame().IsServer())
3147 HandleItemFalling(construtionPart);
3148 }
3149
3150 void OnPartDismantledClient( string part_name, int action_id )
3151 {
3152 //play sound
3153 SoundDismantleStart( part_name );
3154 }
3155
3156 //Destroy
3157 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3158 {
3159 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3160 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3161
3162 //register constructed parts for synchronization
3163 UnregisterPartForSync(construtionPart.GetId());
3164
3165 //register action that was performed on part
3166 RegisterActionForSync(construtionPart.GetId(), action_id);
3167
3168 //synchronize
3170
3171 // server part of sync, client will be synced from SetPartsFromSyncData
3172 SetPartFromSyncData(construtionPart);
3173
3174 UpdateNavmesh();
3175
3176 //update visuals
3177 UpdateVisuals();
3178
3179 //reset action sync data
3181
3182 //check base state
3183 if (construtionPart.IsBase())
3184 {
3185 //Destroy construction
3187 }
3188
3189 if (GetGame().IsServer())
3190 HandleItemFalling(construtionPart);
3191 }
3192
3193 void OnPartDestroyedClient( string part_name, int action_id )
3194 {
3195 //play sound
3196 SoundDestroyStart( part_name );
3197 }
3198
3199 protected void HandleItemFalling(ConstructionPart part)
3200 {
3201 bool process = false;
3202
3203 //TODO: add a parameter to parts' config classes?
3204 process |= part.m_PartName.Contains("_roof");
3205 process |= part.m_PartName.Contains("_platform");
3206 process |= part.m_PartName.Contains("_stair");
3207
3208 if (process)
3209 {
3210 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3211 {
3212 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3213 return;
3214 }
3215
3216 vector mins, maxs;
3217 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3218 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3219
3220 //sanitize minmaxs
3221 vector minTmp, maxTmp;
3222 minTmp[0] = Math.Min(mins[0],maxs[0]);
3223 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3224 minTmp[1] = Math.Min(mins[1],maxs[1]);
3225 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3226 minTmp[2] = Math.Min(mins[2],maxs[2]);
3227 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3228 mins = minTmp;
3229 maxs = maxTmp;
3230
3231 maxs[1] = maxs[1] + 0.35; //reach a little above..
3232
3233 ItemFall(mins,maxs);
3234 }
3235 }
3236
3237 protected void ItemFall(vector min, vector max)
3238 {
3239 array<EntityAI> foundEntities = new array<EntityAI>();
3240 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3241
3242 //filtering
3243 ItemBase item;
3244 foreach (EntityAI entity : foundEntities)
3245 {
3246 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3247 item.ThrowPhysically(null,vector.Zero);
3248 }
3249 }
3250
3251 // --- UPDATE
3252 void InitBaseState()
3253 {
3254 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3255
3256 InitVisuals();
3257 UpdateNavmesh(); //regenerate navmesh
3258 GetConstruction().InitBaseState();
3259 }
3260
3261 void InitVisuals()
3262 {
3263 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3264 //check base
3265 if ( !HasBase() )
3266 {
3267 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3268 }
3269 else
3270 {
3271 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3272 }
3273
3274 GetConstruction().UpdateVisuals();
3275 }
3276
3277 void UpdateVisuals()
3278 {
3279 array<string> attachmentSlots = new array<string>;
3280
3281 GetAttachmentSlots(this, attachmentSlots);
3282 foreach (string slotName : attachmentSlots)
3283 {
3285 }
3286
3287 //check base
3288 if (!HasBase())
3289 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3290 else
3291 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3292
3293 GetConstruction().UpdateVisuals();
3294 }
3295
3296 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3297 {
3298 string slotNameMounted = slot_name + "_Mounted";
3299 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3300
3301 if (attachment)
3302 {
3303 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3304 if (barbedWire && barbedWire.IsMounted())
3305 CreateAreaDamage(slotNameMounted);
3306 else
3307 DestroyAreaDamage(slotNameMounted);
3308
3309 if (is_locked)
3310 {
3311 SetAnimationPhase(slotNameMounted, 0);
3312 SetAnimationPhase(slot_name, 1);
3313 }
3314 else
3315 {
3316 SetAnimationPhase(slotNameMounted, 1);
3317 SetAnimationPhase(slot_name, 0);
3318 }
3319 }
3320 else
3321 {
3322 SetAnimationPhase(slotNameMounted, 1);
3323 SetAnimationPhase(slot_name, 1);
3324
3325 DestroyAreaDamage(slotNameMounted);
3326 }
3327 }
3328
3329 // avoid calling this function on frequent occasions, it's a massive performance hit
3330 void UpdatePhysics()
3331 {
3333 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3334
3335 array<string> attachmentSlots = new array<string>;
3336 GetAttachmentSlots(this, attachmentSlots);
3337
3339 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3340
3341 foreach (string slotName : attachmentSlots)
3342 {
3344 }
3345
3346 //check base
3347 if (!HasBase())
3348 {
3350 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3351
3352 AddProxyPhysics(ANIMATION_DEPLOYED);
3353 }
3354 else
3355 {
3357 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3358
3359 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3360 }
3361
3362 GetConstruction().UpdatePhysics();
3363 UpdateNavmesh();
3364 }
3365
3366 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3367 {
3368 //checks for invalid appends; hotfix
3369 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3370 return;
3371 //----------------------------------
3372 string slot_name_mounted = slot_name + "_Mounted";
3373 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3374
3375 //remove proxy physics
3376 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3377 RemoveProxyPhysics( slot_name_mounted );
3378 RemoveProxyPhysics( slot_name );
3379
3380 if ( attachment )
3381 {
3382 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3383 if ( is_locked )
3384 {
3385 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3386 AddProxyPhysics( slot_name_mounted );
3387 }
3388 else
3389 {
3390 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3391 AddProxyPhysics( slot_name );
3392 }
3393 }
3394 }
3395
3396 protected void UpdateNavmesh()
3397 {
3398 SetAffectPathgraph( true, false );
3399 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3400 }
3401
3402 override bool CanUseConstruction()
3403 {
3404 return true;
3405 }
3406
3407 override bool CanUseConstructionBuild()
3408 {
3409 return true;
3410 }
3411
3412 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3413 {
3414 if ( attachment )
3415 {
3416 InventoryLocation inventory_location = new InventoryLocation;
3417 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3418
3419 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3420 }
3421
3422 return false;
3423 }
3424
3425 protected bool IsAttachmentSlotLocked( string slot_name )
3426 {
3427 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3428 }
3429
3430 //--- ATTACHMENT SLOTS
3431 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3432 {
3433 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3434 if ( GetGame().ConfigIsExisting( config_path ) )
3435 {
3436 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3437 }
3438 }
3439
3440 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3441 {
3442 return true;
3443 }
3444
3445 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3446 {
3447 return true;
3448 }
3449
3450 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3451 {
3452 return true;
3453 }
3454
3455 // --- INIT
3456 void ConstructionInit()
3457 {
3458 if ( !m_Construction )
3459 {
3460 m_Construction = new Construction( this );
3461 }
3462
3463 GetConstruction().Init();
3464 }
3465
3467 {
3468 return m_Construction;
3469 }
3470
3471 //--- INVENTORY/ATTACHMENTS CONDITIONS
3472 //attachments
3473 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3474 {
3475 return super.CanReceiveAttachment(attachment, slotId);
3476 }
3477
3479 {
3480 int attachment_count = GetInventory().AttachmentCount();
3481 if ( attachment_count > 0 )
3482 {
3483 if ( HasBase() && attachment_count == 1 )
3484 {
3485 return false;
3486 }
3487
3488 return true;
3489 }
3490
3491 return false;
3492 }
3493
3494 override bool ShowZonesHealth()
3495 {
3496 return true;
3497 }
3498
3499 override bool IsTakeable()
3500 {
3501 return false;
3502 }
3503
3504 //this into/outo parent.Cargo
3505 override bool CanPutInCargo( EntityAI parent )
3506 {
3507 return false;
3508 }
3509
3510 override bool CanRemoveFromCargo( EntityAI parent )
3511 {
3512 return false;
3513 }
3514
3515 //hands
3516 override bool CanPutIntoHands( EntityAI parent )
3517 {
3518 return false;
3519 }
3520
3521 //--- ACTION CONDITIONS
3522 //direction
3523 override bool IsFacingPlayer( PlayerBase player, string selection )
3524 {
3525 return true;
3526 }
3527
3528 override bool IsPlayerInside( PlayerBase player, string selection )
3529 {
3530 return true;
3531 }
3532
3535 {
3536 return false;
3537 }
3538
3539 //camera direction check
3540 bool IsFacingCamera( string selection )
3541 {
3542 return true;
3543 }
3544
3545 //roof check
3546 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3547 {
3548 return false;
3549 }
3550
3551 //selection->player distance check
3552 bool HasProperDistance( string selection, PlayerBase player )
3553 {
3554 return true;
3555 }
3556
3557 //folding
3559 {
3560 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3561 {
3562 return false;
3563 }
3564
3565 return true;
3566 }
3567
3569 {
3572
3573 return item;
3574 }
3575
3576 //Damage triggers (barbed wire)
3577 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3578 {
3579 if ( GetGame() && GetGame().IsServer() )
3580 {
3581 //destroy area damage if some already exists
3582 DestroyAreaDamage( slot_name );
3583
3584 //create new area damage
3586 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3587
3588 vector min_max[2];
3589 if ( MemoryPointExists( slot_name + "_min" ) )
3590 {
3591 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3592 }
3593 if ( MemoryPointExists( slot_name + "_max" ) )
3594 {
3595 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3596 }
3597
3598 //get proper trigger extents (min<max)
3599 vector extents[2];
3600 GetConstruction().GetTriggerExtents( min_max, extents );
3601
3602 //get box center
3603 vector center;
3604 center = GetConstruction().GetBoxCenter( min_max );
3605 center = ModelToWorld( center );
3606
3607 //rotate center if needed
3608 vector orientation = GetOrientation();;
3609 CalcDamageAreaRotation( rotation_angle, center, orientation );
3610
3611 areaDamage.SetExtents( extents[0], extents[1] );
3612 areaDamage.SetAreaPosition( center );
3613 areaDamage.SetAreaOrientation( orientation );
3614 areaDamage.SetLoopInterval( 1.0 );
3615 areaDamage.SetDeferDuration( 0.2 );
3616 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3617 areaDamage.SetAmmoName( "BarbedWireHit" );
3618 areaDamage.Spawn();
3619
3620 m_DamageTriggers.Insert( slot_name, areaDamage );
3621 }
3622 }
3623
3624 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3625 {
3626 if ( angle_deg != 0 )
3627 {
3628 //orientation
3629 orientation[0] = orientation[0] - angle_deg;
3630
3631 //center
3632 vector rotate_axis;
3633 if ( MemoryPointExists( "rotate_axis" ) )
3634 {
3635 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3636 }
3637 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];
3638 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];
3639 center[0] = r_center_x;
3640 center[2] = r_center_z;
3641 }
3642 }
3643
3644 void DestroyAreaDamage( string slot_name )
3645 {
3646 if (GetGame() && GetGame().IsServer())
3647 {
3649 if (m_DamageTriggers.Find(slot_name, areaDamage))
3650 {
3651 if (areaDamage)
3652 {
3653 areaDamage.Destroy();
3654 }
3655
3656 m_DamageTriggers.Remove( slot_name );
3657 }
3658 }
3659 }
3660
3661 override bool IsIgnoredByConstruction()
3662 {
3663 return true;
3664 }
3665
3666 //================================================================
3667 // SOUNDS
3668 //================================================================
3669 protected void SoundBuildStart( string part_name )
3670 {
3671 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3672 }
3673
3674 protected void SoundDismantleStart( string part_name )
3675 {
3676 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3677 }
3678
3679 protected void SoundDestroyStart( string part_name )
3680 {
3681 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3682 }
3683
3684 protected string GetBuildSoundByMaterial( string part_name )
3685 {
3686 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3687
3688 switch ( material_type )
3689 {
3690 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3691 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3692 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3693 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3694 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3695 }
3696
3697 return "";
3698 }
3699
3700 protected string GetDismantleSoundByMaterial( string part_name )
3701 {
3702 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3703
3704 switch ( material_type )
3705 {
3706 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3707 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3708 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3709 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3710 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3711 }
3712
3713 return "";
3714 }
3715
3716 //misc
3717 void CheckForHybridAttachments( EntityAI item, string slot_name )
3718 {
3719 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3720 {
3721 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3722 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3723 {
3724 SetHealth(slot_name,"Health",item.GetHealth());
3725 }
3726 }
3727 }
3728
3729 override int GetDamageSystemVersionChange()
3730 {
3731 return 111;
3732 }
3733
3734 override void SetActions()
3735 {
3736 super.SetActions();
3737
3741 }
3742
3743 //================================================================
3744 // DEBUG
3745 //================================================================
3746 protected void DebugCustomState()
3747 {
3748 }
3749
3752 {
3753 return null;
3754 }
3755
3756 override void OnDebugSpawn()
3757 {
3758 FullyBuild();
3759 }
3760
3761 void FullyBuild()
3762 {
3764 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3765
3766 Man p;
3767
3768 #ifdef SERVER
3769 array<Man> players = new array<Man>;
3770 GetGame().GetWorld().GetPlayerList(players);
3771 if (players.Count())
3772 p = players[0];
3773 #else
3774 p = GetGame().GetPlayer();
3775 #endif
3776
3777 foreach (ConstructionPart part : parts)
3778 {
3779 bool excluded = false;
3780 string partName = part.GetPartName();
3781 if (excludes)
3782 {
3783 foreach (string exclude : excludes)
3784 {
3785 if (partName.Contains(exclude))
3786 {
3787 excluded = true;
3788 break;
3789 }
3790 }
3791 }
3792
3793 if (!excluded)
3794 {
3795 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3796 }
3797 }
3798
3799 GetConstruction().UpdateVisuals();
3800 }
3801}
3802
3803void bsbDebugPrint (string s)
3804{
3805#ifdef BSB_DEBUG
3806 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3807#else
3808 //Print("" + s); // comment/uncomment to hide/see debug logs
3809#endif
3810}
3811void bsbDebugSpam (string s)
3812{
3813#ifdef BSB_DEBUG_SPAM
3814 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3815#else
3816 //Print("" + s); // comment/uncomment to hide/see debug logs
3817#endif
3818}
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