DayZ 1.28
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ HandleItemFalling()

void bsbDebugPrint::HandleItemFalling ( ConstructionPart part)
protected

Disconnected temporarily.

См. определение в файле BaseBuildingBase.c строка 2016

2018{
2019 const string ANIMATION_DEPLOYED = "Deployed";
2020
2021 float m_ConstructionKitHealth; //stored health value for used construction kit
2022
2024
2025 bool m_HasBase;
2026 //variables for synchronization of base building parts (2x31 is the current limit)
2027 int m_SyncParts01; //synchronization for already built parts (31 parts)
2028 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2029 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2030 int m_InteractedPartId; //construction part id that an action was performed on
2031 int m_PerformedActionId; //action id that was performed on a construction part
2032
2033 //Sounds
2034 //build
2035 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2036 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2037 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2038 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2039 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2040 //dismantle
2041 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2042 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2043 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2044 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2045 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2046
2047 protected EffectSound m_Sound;
2048
2052
2053 // Constructor
2054 void BaseBuildingBase()
2055 {
2057
2058 //synchronized variables
2059 RegisterNetSyncVariableInt( "m_SyncParts01" );
2060 RegisterNetSyncVariableInt( "m_SyncParts02" );
2061 RegisterNetSyncVariableInt( "m_SyncParts03" );
2062 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2063 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2064 RegisterNetSyncVariableBool( "m_HasBase" );
2065
2066 //Construction init
2068
2069 if (ConfigIsExisting("hybridAttachments"))
2070 {
2072 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2073 }
2074 if (ConfigIsExisting("mountables"))
2075 {
2077 ConfigGetTextArray("mountables", m_Mountables);
2078 }
2079
2080 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2081 }
2082
2083 override void EEDelete(EntityAI parent)
2084 {
2085 super.EEDelete(parent);
2086
2087 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2088 {
2089 areaDamage.Destroy();
2090 }
2091
2092 }
2093
2094 override string GetInvulnerabilityTypeString()
2095 {
2096 return "disableBaseDamage";
2097 }
2098
2099 override bool CanObstruct()
2100 {
2101 return true;
2102 }
2103
2104 override int GetHideIconMask()
2105 {
2106 return EInventoryIconVisibility.HIDE_VICINITY;
2107 }
2108
2109 override void InitItemSounds()
2110 {
2111 super.InitItemSounds();
2112
2114 SoundParameters params = new SoundParameters();
2115 params.m_Loop = true;
2116
2117 if (GetFoldSoundset() != string.Empty)
2118 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2119 if (GetLoopFoldSoundset() != string.Empty)
2120 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2121 }
2122
2123 override string GetFoldSoundset()
2124 {
2125 return "putDown_FenceKit_SoundSet";
2126 }
2127
2128 override string GetLoopFoldSoundset()
2129 {
2130 return "Shelter_Site_Build_Loop_SoundSet";
2131 }
2132
2133 // --- SYNCHRONIZATION
2135 {
2136 if ( GetGame().IsServer() )
2137 {
2138 SetSynchDirty();
2139 }
2140 }
2141
2142 override void OnVariablesSynchronized()
2143 {
2144 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2145 super.OnVariablesSynchronized();
2146
2148 }
2149
2150 protected void OnSynchronizedClient()
2151 {
2152 //update parts
2154
2155 //update action on part
2157
2158 //update visuals (client)
2159 UpdateVisuals();
2160 }
2161
2162 //parts synchronization
2163 void RegisterPartForSync( int part_id )
2164 {
2165 //part_id must starts from index = 1
2166 int offset;
2167 int mask;
2168
2169 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2170 {
2171 offset = part_id - 1;
2172 mask = 1 << offset;
2173
2174 m_SyncParts01 = m_SyncParts01 | mask;
2175 }
2176 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2177 {
2178 offset = ( part_id % 32 );
2179 mask = 1 << offset;
2180
2181 m_SyncParts02 = m_SyncParts02 | mask;
2182 }
2183 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2184 {
2185 offset = ( part_id % 63 );
2186 mask = 1 << offset;
2187
2188 m_SyncParts03 = m_SyncParts03 | mask;
2189 }
2190 }
2191
2192 void UnregisterPartForSync( int part_id )
2193 {
2194 //part_id must starts from index = 1
2195 int offset;
2196 int mask;
2197
2198 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2199 {
2200 offset = part_id - 1;
2201 mask = 1 << offset;
2202
2203 m_SyncParts01 = m_SyncParts01 & ~mask;
2204 }
2205 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2206 {
2207 offset = ( part_id % 32 );
2208 mask = 1 << offset;
2209
2210 m_SyncParts02 = m_SyncParts02 & ~mask;
2211 }
2212 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2213 {
2214 offset = ( part_id % 63 );
2215 mask = 1 << offset;
2216
2217 m_SyncParts03 = m_SyncParts03 & ~mask;
2218 }
2219 }
2220
2221 bool IsPartBuildInSyncData( int part_id )
2222 {
2223 //part_id must starts from index = 1
2224 int offset;
2225 int mask;
2226
2227 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2228 {
2229 offset = part_id - 1;
2230 mask = 1 << offset;
2231
2232 if ( ( m_SyncParts01 & mask ) > 0 )
2233 {
2234 return true;
2235 }
2236 }
2237 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2238 {
2239 offset = ( part_id % 32 );
2240 mask = 1 << offset;
2241
2242 if ( ( m_SyncParts02 & mask ) > 0 )
2243 {
2244 return true;
2245 }
2246 }
2247 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2248 {
2249 offset = ( part_id % 63 );
2250 mask = 1 << offset;
2251
2252 if ( ( m_SyncParts03 & mask ) > 0 )
2253 {
2254 return true;
2255 }
2256 }
2257
2258 return false;
2259 }
2260
2261 protected void RegisterActionForSync( int part_id, int action_id )
2262 {
2263 m_InteractedPartId = part_id;
2264 m_PerformedActionId = action_id;
2265 }
2266
2267 protected void ResetActionSyncData()
2268 {
2269 //reset data
2270 m_InteractedPartId = -1;
2272 }
2273
2274 protected void SetActionFromSyncData()
2275 {
2276 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2277 {
2279 int build_action_id = m_PerformedActionId;
2280
2281 switch( build_action_id )
2282 {
2283 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2284 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2285 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2286 }
2287 }
2288 }
2289 //------
2290
2292 {
2293 string key = part.m_PartName;
2294 bool is_base = part.IsBase();
2295 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2296 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2297 if ( is_part_built_sync )
2298 {
2299 if ( !part.IsBuilt() )
2300 {
2301 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2302 GetConstruction().AddToConstructedParts( key );
2303 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2304
2305 if (is_base)
2306 {
2308 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2309 }
2310 }
2311 }
2312 else
2313 {
2314 if ( part.IsBuilt() )
2315 {
2316 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2317 GetConstruction().RemoveFromConstructedParts( key );
2318 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2319
2320 if (is_base)
2321 {
2323 AddProxyPhysics( ANIMATION_DEPLOYED );
2324 }
2325 }
2326 }
2327
2328 //check slot lock for material attachments
2329 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2330 }
2331
2332 //set construction parts based on synchronized data
2334 {
2335 Construction construction = GetConstruction();
2336 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2337
2338 for ( int i = 0; i < construction_parts.Count(); ++i )
2339 {
2340 string key = construction_parts.GetKey( i );
2341 ConstructionPart value = construction_parts.Get( key );
2342 SetPartFromSyncData(value);
2343 }
2344
2345 //regenerate navmesh
2346 UpdateNavmesh();
2347 }
2348
2349 protected ConstructionPart GetConstructionPartById( int id )
2350 {
2351 Construction construction = GetConstruction();
2352 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2353
2354 for ( int i = 0; i < construction_parts.Count(); ++i )
2355 {
2356 string key = construction_parts.GetKey( i );
2357 ConstructionPart value = construction_parts.Get( key );
2358
2359 if ( value.GetId() == id )
2360 {
2361 return value;
2362 }
2363 }
2364
2365 return NULL;
2366 }
2367 //
2368
2369 //Base
2370 bool HasBase()
2371 {
2372 return m_HasBase;
2373 }
2374
2375 void SetBaseState( bool has_base )
2376 {
2377 m_HasBase = has_base;
2378 }
2379
2380 override bool IsDeployable()
2381 {
2382 return true;
2383 }
2384
2385 bool IsOpened()
2386 {
2387 return false;
2388 }
2389
2390 //--- CONSTRUCTION KIT
2392 {
2393 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2394 if ( m_ConstructionKitHealth > 0 )
2395 {
2396 construction_kit.SetHealth( m_ConstructionKitHealth );
2397 }
2398
2399 return construction_kit;
2400 }
2401
2402 void CreateConstructionKitInHands(notnull PlayerBase player)
2403 {
2404 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2405 if ( m_ConstructionKitHealth > 0 )
2406 {
2407 construction_kit.SetHealth( m_ConstructionKitHealth );
2408 }
2409 }
2410
2411 protected vector GetKitSpawnPosition()
2412 {
2413 return GetPosition();
2414 }
2415
2416 protected string GetConstructionKitType()
2417 {
2418 return "";
2419 }
2420
2421 void DestroyConstructionKit( ItemBase construction_kit )
2422 {
2423 m_ConstructionKitHealth = construction_kit.GetHealth();
2424 GetGame().ObjectDelete( construction_kit );
2425 }
2426
2427 //--- CONSTRUCTION
2428 void DestroyConstruction()
2429 {
2430 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2431 GetGame().ObjectDelete( this );
2432 }
2433
2434 // --- EVENTS
2435 override void OnStoreSave( ParamsWriteContext ctx )
2436 {
2437 super.OnStoreSave( ctx );
2438
2439 //sync parts 01
2440 ctx.Write( m_SyncParts01 );
2441 ctx.Write( m_SyncParts02 );
2442 ctx.Write( m_SyncParts03 );
2443
2444 ctx.Write( m_HasBase );
2445 }
2446
2447 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2448 {
2449 if ( !super.OnStoreLoad( ctx, version ) )
2450 return false;
2451
2452 //--- Base building data ---
2453 //Restore synced parts data
2454 if ( !ctx.Read( m_SyncParts01 ) )
2455 {
2456 m_SyncParts01 = 0; //set default
2457 return false;
2458 }
2459 if ( !ctx.Read( m_SyncParts02 ) )
2460 {
2461 m_SyncParts02 = 0; //set default
2462 return false;
2463 }
2464 if ( !ctx.Read( m_SyncParts03 ) )
2465 {
2466 m_SyncParts03 = 0; //set default
2467 return false;
2468 }
2469
2470 //has base
2471 if ( !ctx.Read( m_HasBase ) )
2472 {
2473 m_HasBase = false;
2474 return false;
2475 }
2476 //---
2477
2478 return true;
2479 }
2480
2481 override void AfterStoreLoad()
2482 {
2483 super.AfterStoreLoad();
2484
2486 {
2488 }
2489 }
2490
2492 {
2493 //update server data
2495
2496 //set base state
2497 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2498 SetBaseState( construction_part.IsBuilt() ) ;
2499
2500 //synchronize after load
2502 }
2503
2504 override void OnCreatePhysics()
2505 {
2506 super.OnCreatePhysics();
2509 }
2510
2511 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2512 {
2514 return;
2515
2516 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2517
2518 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2519 return;
2520
2521 Construction construction = GetConstruction();
2522 string part_name = zone;
2523 part_name.ToLower();
2524
2525 if ( newLevel == GameConstants.STATE_RUINED )
2526 {
2527 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2528
2529 if ( construction_part && construction.IsPartConstructed( part_name ) )
2530 {
2531 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2532 construction.DestroyConnectedParts(part_name);
2533 }
2534
2535 //barbed wire handling (hack-ish)
2536 if ( part_name.Contains("barbed") )
2537 {
2538 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2539 if (barbed_wire)
2540 barbed_wire.SetMountedState( false );
2541 }
2542 }
2543 }
2544
2545 override void EEOnAfterLoad()
2546 {
2548 {
2550 }
2551
2552 super.EEOnAfterLoad();
2553 }
2554
2555 override void EEInit()
2556 {
2557 super.EEInit();
2558
2559 // init visuals and physics
2560 InitBaseState();
2561
2562 //debug
2563 #ifdef DEVELOPER
2565 #endif
2566 }
2567
2568 override void EEItemAttached( EntityAI item, string slot_name )
2569 {
2570 super.EEItemAttached( item, slot_name );
2571
2572 CheckForHybridAttachments( item, slot_name );
2573 UpdateVisuals();
2574 UpdateAttachmentPhysics( slot_name, false );
2575 }
2576
2577 override void EEItemDetached( EntityAI item, string slot_name )
2578 {
2579 super.EEItemDetached( item, slot_name );
2580
2581 UpdateVisuals();
2582 UpdateAttachmentPhysics( slot_name, false );
2583 }
2584
2585 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2586 {
2587 string slot_name = InventorySlots.GetSlotName( slotId );
2588 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2589
2590 UpdateAttachmentVisuals( slot_name, locked );
2591 UpdateAttachmentPhysics( slot_name, locked );
2592 }
2593
2594 //ignore out of reach condition
2595 override bool IgnoreOutOfReachCondition()
2596 {
2597 return true;
2598 }
2599
2600 //CONSTRUCTION EVENTS
2601 //Build
2602 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2603 {
2604 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2605
2606 //check base state
2607 if (construtionPart.IsBase())
2608 {
2609 SetBaseState(true);
2610
2611 //spawn kit
2613 }
2614
2615 //register constructed parts for synchronization
2616 RegisterPartForSync(construtionPart.GetId());
2617
2618 //register action that was performed on part
2619 RegisterActionForSync(construtionPart.GetId(), action_id);
2620
2621 //synchronize
2623
2624 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2625
2626 UpdateNavmesh();
2627
2628 //update visuals
2629 UpdateVisuals();
2630
2631 //reset action sync data
2633 }
2634
2635 void OnPartBuiltClient(string part_name, int action_id)
2636 {
2637 //play sound
2638 SoundBuildStart( part_name );
2639 }
2640
2641 //Dismantle
2642 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2643 {
2644 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2645 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2646
2647 //register constructed parts for synchronization
2648 UnregisterPartForSync(construtionPart.GetId());
2649
2650 //register action that was performed on part
2651 RegisterActionForSync(construtionPart.GetId(), action_id);
2652
2653 //synchronize
2655
2656 // server part of sync, client will be synced from SetPartsFromSyncData
2657 SetPartFromSyncData(construtionPart);
2658
2659 UpdateNavmesh();
2660
2661 //update visuals
2662 UpdateVisuals();
2663
2664 //reset action sync data
2666
2667 //check base state
2668 if (construtionPart.IsBase())
2669 {
2670 //Destroy construction
2672 }
2673 }
2674
2675 void OnPartDismantledClient( string part_name, int action_id )
2676 {
2677 //play sound
2678 SoundDismantleStart( part_name );
2679 }
2680
2681 //Destroy
2682 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2683 {
2684 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2685 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2686
2687 //register constructed parts for synchronization
2688 UnregisterPartForSync(construtionPart.GetId());
2689
2690 //register action that was performed on part
2691 RegisterActionForSync(construtionPart.GetId(), action_id);
2692
2693 //synchronize
2695
2696 // server part of sync, client will be synced from SetPartsFromSyncData
2697 SetPartFromSyncData(construtionPart);
2698
2699 UpdateNavmesh();
2700
2701 //update visuals
2702 UpdateVisuals();
2703
2704 //reset action sync data
2706
2707 //check base state
2708 if (construtionPart.IsBase())
2709 {
2710 //Destroy construction
2712 }
2713 }
2714
2715 void OnPartDestroyedClient( string part_name, int action_id )
2716 {
2717 //play sound
2718 SoundDestroyStart( part_name );
2719 }
2720
2722 protected void HandleItemFalling(ConstructionPart part)
2723 {
2724 bool process = false;
2725
2726 //TODO: add a parameter to parts' config classes?
2727 process |= part.m_PartName.Contains("_roof");
2728 process |= part.m_PartName.Contains("_platform");
2729 process |= part.m_PartName.Contains("_stair");
2730
2731 if (process)
2732 {
2733 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2734 {
2735 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2736 return;
2737 }
2738
2739 vector mins, maxs;
2740 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2741 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2742
2743 //sanitize minmaxs
2744 vector minTmp, maxTmp;
2745 minTmp[0] = Math.Min(mins[0],maxs[0]);
2746 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2747 minTmp[1] = Math.Min(mins[1],maxs[1]);
2748 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2749 minTmp[2] = Math.Min(mins[2],maxs[2]);
2750 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2751 mins = minTmp;
2752 maxs = maxTmp;
2753
2754 maxs[1] = maxs[1] + 0.35; //reach a little above..
2755
2756 ItemFall(mins,maxs);
2757 }
2758 }
2759
2761 protected void ItemFall(vector min, vector max)
2762 {
2763 array<EntityAI> foundEntities = new array<EntityAI>();
2764 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2765
2766 //filtering
2767 ItemBase item;
2768 foreach (EntityAI entity : foundEntities)
2769 {
2770 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2771 item.ThrowPhysically(null,vector.Zero);
2772 }
2773 }
2774
2775 // --- UPDATE
2776 void InitBaseState()
2777 {
2778 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2779
2780 InitVisuals();
2781 UpdateNavmesh(); //regenerate navmesh
2782 GetConstruction().InitBaseState();
2783 }
2784
2785 void InitVisuals()
2786 {
2787 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2788 //check base
2789 if ( !HasBase() )
2790 {
2791 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2792 }
2793 else
2794 {
2795 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2796 }
2797
2798 GetConstruction().UpdateVisuals();
2799 }
2800
2801 void UpdateVisuals()
2802 {
2803 array<string> attachmentSlots = new array<string>;
2804
2805 GetAttachmentSlots(this, attachmentSlots);
2806 foreach (string slotName : attachmentSlots)
2807 {
2809 }
2810
2811 //check base
2812 if (!HasBase())
2813 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2814 else
2815 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2816
2817 GetConstruction().UpdateVisuals();
2818 }
2819
2820 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2821 {
2822 string slotNameMounted = slot_name + "_Mounted";
2823 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2824
2825 if (attachment)
2826 {
2827 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2828 if (barbedWire && barbedWire.IsMounted())
2829 CreateAreaDamage(slotNameMounted);
2830 else
2831 DestroyAreaDamage(slotNameMounted);
2832
2833 if (is_locked)
2834 {
2835 SetAnimationPhase(slotNameMounted, 0);
2836 SetAnimationPhase(slot_name, 1);
2837 }
2838 else
2839 {
2840 SetAnimationPhase(slotNameMounted, 1);
2841 SetAnimationPhase(slot_name, 0);
2842 }
2843 }
2844 else
2845 {
2846 SetAnimationPhase(slotNameMounted, 1);
2847 SetAnimationPhase(slot_name, 1);
2848
2849 DestroyAreaDamage(slotNameMounted);
2850 }
2851 }
2852
2853 // avoid calling this function on frequent occasions, it's a massive performance hit
2854 void UpdatePhysics()
2855 {
2857 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2858
2859 array<string> attachmentSlots = new array<string>;
2860 GetAttachmentSlots(this, attachmentSlots);
2861
2863 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2864
2865 foreach (string slotName : attachmentSlots)
2866 {
2868 }
2869
2870 //check base
2871 if (!HasBase())
2872 {
2874 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2875
2876 AddProxyPhysics(ANIMATION_DEPLOYED);
2877 }
2878 else
2879 {
2881 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2882
2883 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2884 }
2885
2886 GetConstruction().UpdatePhysics();
2887 UpdateNavmesh();
2888 }
2889
2890 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2891 {
2892 //checks for invalid appends; hotfix
2893 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2894 return;
2895 //----------------------------------
2896 string slot_name_mounted = slot_name + "_Mounted";
2897 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2898
2899 //remove proxy physics
2900 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2901 RemoveProxyPhysics( slot_name_mounted );
2902 RemoveProxyPhysics( slot_name );
2903
2904 if ( attachment )
2905 {
2906 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2907 if ( is_locked )
2908 {
2909 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2910 AddProxyPhysics( slot_name_mounted );
2911 }
2912 else
2913 {
2914 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2915 AddProxyPhysics( slot_name );
2916 }
2917 }
2918 }
2919
2920 protected void UpdateNavmesh()
2921 {
2922 SetAffectPathgraph( true, false );
2923 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2924 }
2925
2926 override bool CanUseConstruction()
2927 {
2928 return true;
2929 }
2930
2931 override bool CanUseConstructionBuild()
2932 {
2933 return true;
2934 }
2935
2936 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2937 {
2938 if ( attachment )
2939 {
2940 InventoryLocation inventory_location = new InventoryLocation;
2941 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2942
2943 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2944 }
2945
2946 return false;
2947 }
2948
2949 protected bool IsAttachmentSlotLocked( string slot_name )
2950 {
2951 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2952 }
2953
2954 //--- ATTACHMENT SLOTS
2955 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2956 {
2957 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2958 if ( GetGame().ConfigIsExisting( config_path ) )
2959 {
2960 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2961 }
2962 }
2963
2964 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2965 {
2966 return true;
2967 }
2968
2969 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2970 {
2971 return true;
2972 }
2973
2974 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2975 {
2976 return true;
2977 }
2978
2979 // --- INIT
2980 void ConstructionInit()
2981 {
2982 if ( !m_Construction )
2983 {
2984 m_Construction = new Construction( this );
2985 }
2986
2987 GetConstruction().Init();
2988 }
2989
2991 {
2992 return m_Construction;
2993 }
2994
2995 //--- INVENTORY/ATTACHMENTS CONDITIONS
2996 //attachments
2997 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2998 {
2999 return super.CanReceiveAttachment(attachment, slotId);
3000 }
3001
3003 {
3004 int attachment_count = GetInventory().AttachmentCount();
3005 if ( attachment_count > 0 )
3006 {
3007 if ( HasBase() && attachment_count == 1 )
3008 {
3009 return false;
3010 }
3011
3012 return true;
3013 }
3014
3015 return false;
3016 }
3017
3018 override bool ShowZonesHealth()
3019 {
3020 return true;
3021 }
3022
3023 override bool IsTakeable()
3024 {
3025 return false;
3026 }
3027
3028 //this into/outo parent.Cargo
3029 override bool CanPutInCargo( EntityAI parent )
3030 {
3031 return false;
3032 }
3033
3034 override bool CanRemoveFromCargo( EntityAI parent )
3035 {
3036 return false;
3037 }
3038
3039 //hands
3040 override bool CanPutIntoHands( EntityAI parent )
3041 {
3042 return false;
3043 }
3044
3045 //--- ACTION CONDITIONS
3046 //direction
3047 override bool IsFacingPlayer( PlayerBase player, string selection )
3048 {
3049 return true;
3050 }
3051
3052 override bool IsPlayerInside( PlayerBase player, string selection )
3053 {
3054 return true;
3055 }
3056
3059 {
3060 return false;
3061 }
3062
3063 //camera direction check
3064 bool IsFacingCamera( string selection )
3065 {
3066 return true;
3067 }
3068
3069 //roof check
3070 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3071 {
3072 return false;
3073 }
3074
3075 //selection->player distance check
3076 bool HasProperDistance( string selection, PlayerBase player )
3077 {
3078 return true;
3079 }
3080
3081 //folding
3083 {
3084 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3085 {
3086 return false;
3087 }
3088
3089 return true;
3090 }
3091
3093 {
3096
3097 return item;
3098 }
3099
3100 //Damage triggers (barbed wire)
3101 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3102 {
3103 if ( GetGame() && GetGame().IsServer() )
3104 {
3105 //destroy area damage if some already exists
3106 DestroyAreaDamage( slot_name );
3107
3108 //create new area damage
3110 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3111
3112 vector min_max[2];
3113 if ( MemoryPointExists( slot_name + "_min" ) )
3114 {
3115 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3116 }
3117 if ( MemoryPointExists( slot_name + "_max" ) )
3118 {
3119 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3120 }
3121
3122 //get proper trigger extents (min<max)
3123 vector extents[2];
3124 GetConstruction().GetTriggerExtents( min_max, extents );
3125
3126 //get box center
3127 vector center;
3128 center = GetConstruction().GetBoxCenter( min_max );
3129 center = ModelToWorld( center );
3130
3131 //rotate center if needed
3132 vector orientation = GetOrientation();;
3133 CalcDamageAreaRotation( rotation_angle, center, orientation );
3134
3135 areaDamage.SetExtents( extents[0], extents[1] );
3136 areaDamage.SetAreaPosition( center );
3137 areaDamage.SetAreaOrientation( orientation );
3138 areaDamage.SetLoopInterval( 1.0 );
3139 areaDamage.SetDeferDuration( 0.2 );
3140 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3141 areaDamage.SetAmmoName( "BarbedWireHit" );
3142 areaDamage.Spawn();
3143
3144 m_DamageTriggers.Insert( slot_name, areaDamage );
3145 }
3146 }
3147
3148 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3149 {
3150 if ( angle_deg != 0 )
3151 {
3152 //orientation
3153 orientation[0] = orientation[0] - angle_deg;
3154
3155 //center
3156 vector rotate_axis;
3157 if ( MemoryPointExists( "rotate_axis" ) )
3158 {
3159 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3160 }
3161 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];
3162 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];
3163 center[0] = r_center_x;
3164 center[2] = r_center_z;
3165 }
3166 }
3167
3168 void DestroyAreaDamage( string slot_name )
3169 {
3170 if (GetGame() && GetGame().IsServer())
3171 {
3173 if (m_DamageTriggers.Find(slot_name, areaDamage))
3174 {
3175 if (areaDamage)
3176 {
3177 areaDamage.Destroy();
3178 }
3179
3180 m_DamageTriggers.Remove( slot_name );
3181 }
3182 }
3183 }
3184
3185 override bool IsIgnoredByConstruction()
3186 {
3187 return true;
3188 }
3189
3190 //================================================================
3191 // SOUNDS
3192 //================================================================
3193 protected void SoundBuildStart( string part_name )
3194 {
3195 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3196 }
3197
3198 protected void SoundDismantleStart( string part_name )
3199 {
3200 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3201 }
3202
3203 protected void SoundDestroyStart( string part_name )
3204 {
3205 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3206 }
3207
3208 protected string GetBuildSoundByMaterial( string part_name )
3209 {
3210 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3211
3212 switch ( material_type )
3213 {
3214 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3215 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3216 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3217 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3218 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3219 }
3220
3221 return "";
3222 }
3223
3224 protected string GetDismantleSoundByMaterial( string part_name )
3225 {
3226 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3227
3228 switch ( material_type )
3229 {
3230 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3231 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3232 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3233 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3234 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3235 }
3236
3237 return "";
3238 }
3239
3240 //misc
3241 void CheckForHybridAttachments( EntityAI item, string slot_name )
3242 {
3243 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3244 {
3245 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3246 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3247 {
3248 SetHealth(slot_name,"Health",item.GetHealth());
3249 }
3250 }
3251 }
3252
3253 override int GetDamageSystemVersionChange()
3254 {
3255 return 111;
3256 }
3257
3258 override void SetActions()
3259 {
3260 super.SetActions();
3261
3265 }
3266
3267 //================================================================
3268 // DEBUG
3269 //================================================================
3270 protected void DebugCustomState()
3271 {
3272 }
3273
3276 {
3277 return null;
3278 }
3279
3280 override void OnDebugSpawn()
3281 {
3282 FullyBuild();
3283 }
3284
3285 void FullyBuild()
3286 {
3288 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3289
3290 Man p;
3291
3292 #ifdef SERVER
3293 array<Man> players = new array<Man>;
3294 GetGame().GetWorld().GetPlayerList(players);
3295 if (players.Count())
3296 p = players[0];
3297 #else
3298 p = GetGame().GetPlayer();
3299 #endif
3300
3301 foreach (ConstructionPart part : parts)
3302 {
3303 bool excluded = false;
3304 string partName = part.GetPartName();
3305 if (excludes)
3306 {
3307 foreach (string exclude : excludes)
3308 {
3309 if (partName.Contains(exclude))
3310 {
3311 excluded = true;
3312 break;
3313 }
3314 }
3315 }
3316
3317 if (!excluded)
3318 {
3319 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3320 }
3321 }
3322
3323 GetConstruction().UpdateVisuals();
3324 }
3325}
3326
3327void bsbDebugPrint (string s)
3328{
3329#ifdef BSB_DEBUG
3330 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3331#else
3332 //Print("" + s); // comment/uncomment to hide/see debug logs
3333#endif
3334}
3335void bsbDebugSpam (string s)
3336{
3337#ifdef BSB_DEBUG_SPAM
3338 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3339#else
3340 //Print("" + s); // comment/uncomment to hide/see debug logs
3341#endif
3342}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8