DayZ 1.27
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◆ HandleItemFalling()

void bsbDebugPrint::HandleItemFalling ( ConstructionPart part)
protected

См. определение в файле BaseBuildingBase.c строка 1977

1979{
1980 const string ANIMATION_DEPLOYED = "Deployed";
1981
1982 float m_ConstructionKitHealth; //stored health value for used construction kit
1983
1985
1986 bool m_HasBase;
1987 //variables for synchronization of base building parts (2x31 is the current limit)
1988 int m_SyncParts01; //synchronization for already built parts (31 parts)
1989 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1990 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1991 int m_InteractedPartId; //construction part id that an action was performed on
1992 int m_PerformedActionId; //action id that was performed on a construction part
1993
1994 //Sounds
1995 //build
1996 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1997 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1998 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1999 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2000 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2001 //dismantle
2002 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2003 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2004 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2005 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2006 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2007
2008 protected EffectSound m_Sound;
2009
2013
2014 // Constructor
2015 void BaseBuildingBase()
2016 {
2018
2019 //synchronized variables
2020 RegisterNetSyncVariableInt( "m_SyncParts01" );
2021 RegisterNetSyncVariableInt( "m_SyncParts02" );
2022 RegisterNetSyncVariableInt( "m_SyncParts03" );
2023 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2024 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2025 RegisterNetSyncVariableBool( "m_HasBase" );
2026
2027 //Construction init
2029
2030 if (ConfigIsExisting("hybridAttachments"))
2031 {
2033 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2034 }
2035 if (ConfigIsExisting("mountables"))
2036 {
2038 ConfigGetTextArray("mountables", m_Mountables);
2039 }
2040
2041 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2042 }
2043
2044 override void EEDelete(EntityAI parent)
2045 {
2046 super.EEDelete(parent);
2047
2048 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2049 {
2050 areaDamage.Destroy();
2051 }
2052
2053 }
2054
2055 override string GetInvulnerabilityTypeString()
2056 {
2057 return "disableBaseDamage";
2058 }
2059
2060 override bool CanObstruct()
2061 {
2062 return true;
2063 }
2064
2065 override int GetHideIconMask()
2066 {
2067 return EInventoryIconVisibility.HIDE_VICINITY;
2068 }
2069
2070 // --- SYNCHRONIZATION
2072 {
2073 if ( GetGame().IsServer() )
2074 {
2075 SetSynchDirty();
2076 }
2077 }
2078
2079 override void OnVariablesSynchronized()
2080 {
2081 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2082 super.OnVariablesSynchronized();
2083
2085 }
2086
2087 protected void OnSynchronizedClient()
2088 {
2089 //update parts
2091
2092 //update action on part
2094
2095 //update visuals (client)
2096 UpdateVisuals();
2097 }
2098
2099 //parts synchronization
2100 void RegisterPartForSync( int part_id )
2101 {
2102 //part_id must starts from index = 1
2103 int offset;
2104 int mask;
2105
2106 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2107 {
2108 offset = part_id - 1;
2109 mask = 1 << offset;
2110
2111 m_SyncParts01 = m_SyncParts01 | mask;
2112 }
2113 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2114 {
2115 offset = ( part_id % 32 );
2116 mask = 1 << offset;
2117
2118 m_SyncParts02 = m_SyncParts02 | mask;
2119 }
2120 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2121 {
2122 offset = ( part_id % 63 );
2123 mask = 1 << offset;
2124
2125 m_SyncParts03 = m_SyncParts03 | mask;
2126 }
2127 }
2128
2129 void UnregisterPartForSync( int part_id )
2130 {
2131 //part_id must starts from index = 1
2132 int offset;
2133 int mask;
2134
2135 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2136 {
2137 offset = part_id - 1;
2138 mask = 1 << offset;
2139
2140 m_SyncParts01 = m_SyncParts01 & ~mask;
2141 }
2142 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2143 {
2144 offset = ( part_id % 32 );
2145 mask = 1 << offset;
2146
2147 m_SyncParts02 = m_SyncParts02 & ~mask;
2148 }
2149 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2150 {
2151 offset = ( part_id % 63 );
2152 mask = 1 << offset;
2153
2154 m_SyncParts03 = m_SyncParts03 & ~mask;
2155 }
2156 }
2157
2158 bool IsPartBuildInSyncData( int part_id )
2159 {
2160 //part_id must starts from index = 1
2161 int offset;
2162 int mask;
2163
2164 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2165 {
2166 offset = part_id - 1;
2167 mask = 1 << offset;
2168
2169 if ( ( m_SyncParts01 & mask ) > 0 )
2170 {
2171 return true;
2172 }
2173 }
2174 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2175 {
2176 offset = ( part_id % 32 );
2177 mask = 1 << offset;
2178
2179 if ( ( m_SyncParts02 & mask ) > 0 )
2180 {
2181 return true;
2182 }
2183 }
2184 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2185 {
2186 offset = ( part_id % 63 );
2187 mask = 1 << offset;
2188
2189 if ( ( m_SyncParts03 & mask ) > 0 )
2190 {
2191 return true;
2192 }
2193 }
2194
2195 return false;
2196 }
2197
2198 protected void RegisterActionForSync( int part_id, int action_id )
2199 {
2200 m_InteractedPartId = part_id;
2201 m_PerformedActionId = action_id;
2202 }
2203
2204 protected void ResetActionSyncData()
2205 {
2206 //reset data
2207 m_InteractedPartId = -1;
2209 }
2210
2211 protected void SetActionFromSyncData()
2212 {
2213 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2214 {
2216 int build_action_id = m_PerformedActionId;
2217
2218 switch( build_action_id )
2219 {
2220 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2221 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2222 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2223 }
2224 }
2225 }
2226 //------
2227
2229 {
2230 string key = part.m_PartName;
2231 bool is_base = part.IsBase();
2232 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2233 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2234 if ( is_part_built_sync )
2235 {
2236 if ( !part.IsBuilt() )
2237 {
2238 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2239 GetConstruction().AddToConstructedParts( key );
2240 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2241
2242 if (is_base)
2243 {
2245 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2246 }
2247 }
2248 }
2249 else
2250 {
2251 if ( part.IsBuilt() )
2252 {
2253 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2254 GetConstruction().RemoveFromConstructedParts( key );
2255 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2256
2257 if (is_base)
2258 {
2260 AddProxyPhysics( ANIMATION_DEPLOYED );
2261 }
2262 }
2263 }
2264
2265 //check slot lock for material attachments
2266 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2267 }
2268
2269 //set construction parts based on synchronized data
2271 {
2272 Construction construction = GetConstruction();
2273 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2274
2275 for ( int i = 0; i < construction_parts.Count(); ++i )
2276 {
2277 string key = construction_parts.GetKey( i );
2278 ConstructionPart value = construction_parts.Get( key );
2279 SetPartFromSyncData(value);
2280 }
2281
2282 //regenerate navmesh
2283 UpdateNavmesh();
2284 }
2285
2286 protected ConstructionPart GetConstructionPartById( int id )
2287 {
2288 Construction construction = GetConstruction();
2289 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2290
2291 for ( int i = 0; i < construction_parts.Count(); ++i )
2292 {
2293 string key = construction_parts.GetKey( i );
2294 ConstructionPart value = construction_parts.Get( key );
2295
2296 if ( value.GetId() == id )
2297 {
2298 return value;
2299 }
2300 }
2301
2302 return NULL;
2303 }
2304 //
2305
2306 //Base
2307 bool HasBase()
2308 {
2309 return m_HasBase;
2310 }
2311
2312 void SetBaseState( bool has_base )
2313 {
2314 m_HasBase = has_base;
2315 }
2316
2317 override bool IsDeployable()
2318 {
2319 return true;
2320 }
2321
2322 bool IsOpened()
2323 {
2324 return false;
2325 }
2326
2327 //--- CONSTRUCTION KIT
2329 {
2330 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2331 if ( m_ConstructionKitHealth > 0 )
2332 {
2333 construction_kit.SetHealth( m_ConstructionKitHealth );
2334 }
2335
2336 return construction_kit;
2337 }
2338
2339 void CreateConstructionKitInHands(notnull PlayerBase player)
2340 {
2341 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2342 if ( m_ConstructionKitHealth > 0 )
2343 {
2344 construction_kit.SetHealth( m_ConstructionKitHealth );
2345 }
2346 }
2347
2348 protected vector GetKitSpawnPosition()
2349 {
2350 return GetPosition();
2351 }
2352
2353 protected string GetConstructionKitType()
2354 {
2355 return "";
2356 }
2357
2358 void DestroyConstructionKit( ItemBase construction_kit )
2359 {
2360 m_ConstructionKitHealth = construction_kit.GetHealth();
2361 GetGame().ObjectDelete( construction_kit );
2362 }
2363
2364 //--- CONSTRUCTION
2365 void DestroyConstruction()
2366 {
2367 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2368 GetGame().ObjectDelete( this );
2369 }
2370
2371 // --- EVENTS
2372 override void OnStoreSave( ParamsWriteContext ctx )
2373 {
2374 super.OnStoreSave( ctx );
2375
2376 //sync parts 01
2377 ctx.Write( m_SyncParts01 );
2378 ctx.Write( m_SyncParts02 );
2379 ctx.Write( m_SyncParts03 );
2380
2381 ctx.Write( m_HasBase );
2382 }
2383
2384 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2385 {
2386 if ( !super.OnStoreLoad( ctx, version ) )
2387 return false;
2388
2389 //--- Base building data ---
2390 //Restore synced parts data
2391 if ( !ctx.Read( m_SyncParts01 ) )
2392 {
2393 m_SyncParts01 = 0; //set default
2394 return false;
2395 }
2396 if ( !ctx.Read( m_SyncParts02 ) )
2397 {
2398 m_SyncParts02 = 0; //set default
2399 return false;
2400 }
2401 if ( !ctx.Read( m_SyncParts03 ) )
2402 {
2403 m_SyncParts03 = 0; //set default
2404 return false;
2405 }
2406
2407 //has base
2408 if ( !ctx.Read( m_HasBase ) )
2409 {
2410 m_HasBase = false;
2411 return false;
2412 }
2413 //---
2414
2415 return true;
2416 }
2417
2418 override void AfterStoreLoad()
2419 {
2420 super.AfterStoreLoad();
2421
2423 {
2425 }
2426 }
2427
2429 {
2430 //update server data
2432
2433 //set base state
2434 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2435 SetBaseState( construction_part.IsBuilt() ) ;
2436
2437 //synchronize after load
2439 }
2440
2441 override void OnCreatePhysics()
2442 {
2443 super.OnCreatePhysics();
2446 }
2447
2448 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2449 {
2451 return;
2452
2453 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2454
2455 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2456 return;
2457
2458 Construction construction = GetConstruction();
2459 string part_name = zone;
2460 part_name.ToLower();
2461
2462 if ( newLevel == GameConstants.STATE_RUINED )
2463 {
2464 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2465
2466 if ( construction_part && construction.IsPartConstructed( part_name ) )
2467 {
2468 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2469 construction.DestroyConnectedParts(part_name);
2470 }
2471
2472 //barbed wire handling (hack-ish)
2473 if ( part_name.Contains("barbed") )
2474 {
2475 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2476 if (barbed_wire)
2477 barbed_wire.SetMountedState( false );
2478 }
2479 }
2480 }
2481
2482 override void EEOnAfterLoad()
2483 {
2485 {
2487 }
2488
2489 super.EEOnAfterLoad();
2490 }
2491
2492 override void EEInit()
2493 {
2494 super.EEInit();
2495
2496 // init visuals and physics
2497 InitBaseState();
2498
2499 //debug
2500 #ifdef DEVELOPER
2502 #endif
2503 }
2504
2505 override void EEItemAttached( EntityAI item, string slot_name )
2506 {
2507 super.EEItemAttached( item, slot_name );
2508
2509 CheckForHybridAttachments( item, slot_name );
2510 UpdateVisuals();
2511 UpdateAttachmentPhysics( slot_name, false );
2512 }
2513
2514 override void EEItemDetached( EntityAI item, string slot_name )
2515 {
2516 super.EEItemDetached( item, slot_name );
2517
2518 UpdateVisuals();
2519 UpdateAttachmentPhysics( slot_name, false );
2520 }
2521
2522 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2523 {
2524 string slot_name = InventorySlots.GetSlotName( slotId );
2525 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2526
2527 UpdateAttachmentVisuals( slot_name, locked );
2528 UpdateAttachmentPhysics( slot_name, locked );
2529 }
2530
2531 //ignore out of reach condition
2532 override bool IgnoreOutOfReachCondition()
2533 {
2534 return true;
2535 }
2536
2537 //CONSTRUCTION EVENTS
2538 //Build
2539 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2540 {
2541 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2542
2543 //check base state
2544 if (construtionPart.IsBase())
2545 {
2546 SetBaseState(true);
2547
2548 //spawn kit
2550 }
2551
2552 //register constructed parts for synchronization
2553 RegisterPartForSync(construtionPart.GetId());
2554
2555 //register action that was performed on part
2556 RegisterActionForSync(construtionPart.GetId(), action_id);
2557
2558 //synchronize
2560
2561 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2562
2563 UpdateNavmesh();
2564
2565 //update visuals
2566 UpdateVisuals();
2567
2568 //reset action sync data
2570 }
2571
2572 void OnPartBuiltClient(string part_name, int action_id)
2573 {
2574 //play sound
2575 SoundBuildStart( part_name );
2576 }
2577
2578 //Dismantle
2579 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2580 {
2581 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2582 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2583
2584 //register constructed parts for synchronization
2585 UnregisterPartForSync(construtionPart.GetId());
2586
2587 //register action that was performed on part
2588 RegisterActionForSync(construtionPart.GetId(), action_id);
2589
2590 //synchronize
2592
2593 // server part of sync, client will be synced from SetPartsFromSyncData
2594 SetPartFromSyncData(construtionPart);
2595
2596 UpdateNavmesh();
2597
2598 //update visuals
2599 UpdateVisuals();
2600
2601 //reset action sync data
2603
2604 //check base state
2605 if (construtionPart.IsBase())
2606 {
2607 //Destroy construction
2609 }
2610
2611 if (GetGame().IsServer())
2612 HandleItemFalling(construtionPart);
2613 }
2614
2615 void OnPartDismantledClient( string part_name, int action_id )
2616 {
2617 //play sound
2618 SoundDismantleStart( part_name );
2619 }
2620
2621 //Destroy
2622 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2623 {
2624 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2625 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2626
2627 //register constructed parts for synchronization
2628 UnregisterPartForSync(construtionPart.GetId());
2629
2630 //register action that was performed on part
2631 RegisterActionForSync(construtionPart.GetId(), action_id);
2632
2633 //synchronize
2635
2636 // server part of sync, client will be synced from SetPartsFromSyncData
2637 SetPartFromSyncData(construtionPart);
2638
2639 UpdateNavmesh();
2640
2641 //update visuals
2642 UpdateVisuals();
2643
2644 //reset action sync data
2646
2647 //check base state
2648 if (construtionPart.IsBase())
2649 {
2650 //Destroy construction
2652 }
2653
2654 if (GetGame().IsServer())
2655 HandleItemFalling(construtionPart);
2656 }
2657
2658 void OnPartDestroyedClient( string part_name, int action_id )
2659 {
2660 //play sound
2661 SoundDestroyStart( part_name );
2662 }
2663
2664 protected void HandleItemFalling(ConstructionPart part)
2665 {
2666 bool process = false;
2667
2668 //TODO: add a parameter to parts' config classes?
2669 process |= part.m_PartName.Contains("_roof");
2670 process |= part.m_PartName.Contains("_platform");
2671 process |= part.m_PartName.Contains("_stair");
2672
2673 if (process)
2674 {
2675 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2676 {
2677 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2678 return;
2679 }
2680
2681 vector mins, maxs;
2682 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2683 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2684
2685 //sanitize minmaxs
2686 vector minTmp, maxTmp;
2687 minTmp[0] = Math.Min(mins[0],maxs[0]);
2688 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2689 minTmp[1] = Math.Min(mins[1],maxs[1]);
2690 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2691 minTmp[2] = Math.Min(mins[2],maxs[2]);
2692 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2693 mins = minTmp;
2694 maxs = maxTmp;
2695
2696 maxs[1] = maxs[1] + 0.35; //reach a little above..
2697
2698 ItemFall(mins,maxs);
2699 }
2700 }
2701
2702 protected void ItemFall(vector min, vector max)
2703 {
2704 array<EntityAI> foundEntities = new array<EntityAI>();
2705 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2706
2707 //filtering
2708 ItemBase item;
2709 foreach (EntityAI entity : foundEntities)
2710 {
2711 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2712 item.ThrowPhysically(null,vector.Zero);
2713 }
2714 }
2715
2716 // --- UPDATE
2717 void InitBaseState()
2718 {
2719 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2720
2721 InitVisuals();
2722 UpdateNavmesh(); //regenerate navmesh
2723 GetConstruction().InitBaseState();
2724 }
2725
2726 void InitVisuals()
2727 {
2728 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2729 //check base
2730 if ( !HasBase() )
2731 {
2732 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2733 }
2734 else
2735 {
2736 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2737 }
2738
2739 GetConstruction().UpdateVisuals();
2740 }
2741
2742 void UpdateVisuals()
2743 {
2744 array<string> attachmentSlots = new array<string>;
2745
2746 GetAttachmentSlots(this, attachmentSlots);
2747 foreach (string slotName : attachmentSlots)
2748 {
2750 }
2751
2752 //check base
2753 if (!HasBase())
2754 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2755 else
2756 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2757
2758 GetConstruction().UpdateVisuals();
2759 }
2760
2761 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2762 {
2763 string slotNameMounted = slot_name + "_Mounted";
2764 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2765
2766 if (attachment)
2767 {
2768 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2769 if (barbedWire && barbedWire.IsMounted())
2770 CreateAreaDamage(slotNameMounted);
2771 else
2772 DestroyAreaDamage(slotNameMounted);
2773
2774 if (is_locked)
2775 {
2776 SetAnimationPhase(slotNameMounted, 0);
2777 SetAnimationPhase(slot_name, 1);
2778 }
2779 else
2780 {
2781 SetAnimationPhase(slotNameMounted, 1);
2782 SetAnimationPhase(slot_name, 0);
2783 }
2784 }
2785 else
2786 {
2787 SetAnimationPhase(slotNameMounted, 1);
2788 SetAnimationPhase(slot_name, 1);
2789
2790 DestroyAreaDamage(slotNameMounted);
2791 }
2792 }
2793
2794 // avoid calling this function on frequent occasions, it's a massive performance hit
2795 void UpdatePhysics()
2796 {
2798 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2799
2800 array<string> attachmentSlots = new array<string>;
2801 GetAttachmentSlots(this, attachmentSlots);
2802
2804 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2805
2806 foreach (string slotName : attachmentSlots)
2807 {
2809 }
2810
2811 //check base
2812 if (!HasBase())
2813 {
2815 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2816
2817 AddProxyPhysics(ANIMATION_DEPLOYED);
2818 }
2819 else
2820 {
2822 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2823
2824 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2825 }
2826
2827 GetConstruction().UpdatePhysics();
2828 UpdateNavmesh();
2829 }
2830
2831 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2832 {
2833 //checks for invalid appends; hotfix
2834 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2835 return;
2836 //----------------------------------
2837 string slot_name_mounted = slot_name + "_Mounted";
2838 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2839
2840 //remove proxy physics
2841 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2842 RemoveProxyPhysics( slot_name_mounted );
2843 RemoveProxyPhysics( slot_name );
2844
2845 if ( attachment )
2846 {
2847 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2848 if ( is_locked )
2849 {
2850 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2851 AddProxyPhysics( slot_name_mounted );
2852 }
2853 else
2854 {
2855 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2856 AddProxyPhysics( slot_name );
2857 }
2858 }
2859 }
2860
2861 protected void UpdateNavmesh()
2862 {
2863 SetAffectPathgraph( true, false );
2864 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2865 }
2866
2867 override bool CanUseConstruction()
2868 {
2869 return true;
2870 }
2871
2872 override bool CanUseConstructionBuild()
2873 {
2874 return true;
2875 }
2876
2877 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2878 {
2879 if ( attachment )
2880 {
2881 InventoryLocation inventory_location = new InventoryLocation;
2882 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2883
2884 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2885 }
2886
2887 return false;
2888 }
2889
2890 protected bool IsAttachmentSlotLocked( string slot_name )
2891 {
2892 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2893 }
2894
2895 //--- ATTACHMENT SLOTS
2896 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2897 {
2898 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2899 if ( GetGame().ConfigIsExisting( config_path ) )
2900 {
2901 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2902 }
2903 }
2904
2905 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2906 {
2907 return true;
2908 }
2909
2910 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2911 {
2912 return true;
2913 }
2914
2915 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2916 {
2917 return true;
2918 }
2919
2920 // --- INIT
2921 void ConstructionInit()
2922 {
2923 if ( !m_Construction )
2924 {
2925 m_Construction = new Construction( this );
2926 }
2927
2928 GetConstruction().Init();
2929 }
2930
2932 {
2933 return m_Construction;
2934 }
2935
2936 //--- INVENTORY/ATTACHMENTS CONDITIONS
2937 //attachments
2938 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2939 {
2940 return super.CanReceiveAttachment(attachment, slotId);
2941 }
2942
2944 {
2945 int attachment_count = GetInventory().AttachmentCount();
2946 if ( attachment_count > 0 )
2947 {
2948 if ( HasBase() && attachment_count == 1 )
2949 {
2950 return false;
2951 }
2952
2953 return true;
2954 }
2955
2956 return false;
2957 }
2958
2959 override bool ShowZonesHealth()
2960 {
2961 return true;
2962 }
2963
2964 override bool IsTakeable()
2965 {
2966 return false;
2967 }
2968
2969 //this into/outo parent.Cargo
2970 override bool CanPutInCargo( EntityAI parent )
2971 {
2972 return false;
2973 }
2974
2975 override bool CanRemoveFromCargo( EntityAI parent )
2976 {
2977 return false;
2978 }
2979
2980 //hands
2981 override bool CanPutIntoHands( EntityAI parent )
2982 {
2983 return false;
2984 }
2985
2986 //--- ACTION CONDITIONS
2987 //direction
2988 override bool IsFacingPlayer( PlayerBase player, string selection )
2989 {
2990 return true;
2991 }
2992
2993 override bool IsPlayerInside( PlayerBase player, string selection )
2994 {
2995 return true;
2996 }
2997
3000 {
3001 return false;
3002 }
3003
3004 //camera direction check
3005 bool IsFacingCamera( string selection )
3006 {
3007 return true;
3008 }
3009
3010 //roof check
3011 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3012 {
3013 return false;
3014 }
3015
3016 //selection->player distance check
3017 bool HasProperDistance( string selection, PlayerBase player )
3018 {
3019 return true;
3020 }
3021
3022 //folding
3024 {
3025 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3026 {
3027 return false;
3028 }
3029
3030 return true;
3031 }
3032
3034 {
3037
3038 return item;
3039 }
3040
3041 //Damage triggers (barbed wire)
3042 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3043 {
3044 if ( GetGame() && GetGame().IsServer() )
3045 {
3046 //destroy area damage if some already exists
3047 DestroyAreaDamage( slot_name );
3048
3049 //create new area damage
3051 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3052
3053 vector min_max[2];
3054 if ( MemoryPointExists( slot_name + "_min" ) )
3055 {
3056 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3057 }
3058 if ( MemoryPointExists( slot_name + "_max" ) )
3059 {
3060 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3061 }
3062
3063 //get proper trigger extents (min<max)
3064 vector extents[2];
3065 GetConstruction().GetTriggerExtents( min_max, extents );
3066
3067 //get box center
3068 vector center;
3069 center = GetConstruction().GetBoxCenter( min_max );
3070 center = ModelToWorld( center );
3071
3072 //rotate center if needed
3073 vector orientation = GetOrientation();;
3074 CalcDamageAreaRotation( rotation_angle, center, orientation );
3075
3076 areaDamage.SetExtents( extents[0], extents[1] );
3077 areaDamage.SetAreaPosition( center );
3078 areaDamage.SetAreaOrientation( orientation );
3079 areaDamage.SetLoopInterval( 1.0 );
3080 areaDamage.SetDeferDuration( 0.2 );
3081 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3082 areaDamage.SetAmmoName( "BarbedWireHit" );
3083 areaDamage.Spawn();
3084
3085 m_DamageTriggers.Insert( slot_name, areaDamage );
3086 }
3087 }
3088
3089 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3090 {
3091 if ( angle_deg != 0 )
3092 {
3093 //orientation
3094 orientation[0] = orientation[0] - angle_deg;
3095
3096 //center
3097 vector rotate_axis;
3098 if ( MemoryPointExists( "rotate_axis" ) )
3099 {
3100 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3101 }
3102 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];
3103 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];
3104 center[0] = r_center_x;
3105 center[2] = r_center_z;
3106 }
3107 }
3108
3109 void DestroyAreaDamage( string slot_name )
3110 {
3111 if (GetGame() && GetGame().IsServer())
3112 {
3114 if (m_DamageTriggers.Find(slot_name, areaDamage))
3115 {
3116 if (areaDamage)
3117 {
3118 areaDamage.Destroy();
3119 }
3120
3121 m_DamageTriggers.Remove( slot_name );
3122 }
3123 }
3124 }
3125
3126 override bool IsIgnoredByConstruction()
3127 {
3128 return true;
3129 }
3130
3131 //================================================================
3132 // SOUNDS
3133 //================================================================
3134 protected void SoundBuildStart( string part_name )
3135 {
3136 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3137 }
3138
3139 protected void SoundDismantleStart( string part_name )
3140 {
3141 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3142 }
3143
3144 protected void SoundDestroyStart( string part_name )
3145 {
3146 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3147 }
3148
3149 protected string GetBuildSoundByMaterial( string part_name )
3150 {
3151 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3152
3153 switch ( material_type )
3154 {
3155 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3156 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3157 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3158 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3159 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3160 }
3161
3162 return "";
3163 }
3164
3165 protected string GetDismantleSoundByMaterial( string part_name )
3166 {
3167 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3168
3169 switch ( material_type )
3170 {
3171 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3172 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3173 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3174 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3175 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3176 }
3177
3178 return "";
3179 }
3180
3181 //misc
3182 void CheckForHybridAttachments( EntityAI item, string slot_name )
3183 {
3184 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3185 {
3186 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3187 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3188 {
3189 SetHealth(slot_name,"Health",item.GetHealth());
3190 }
3191 }
3192 }
3193
3194 override int GetDamageSystemVersionChange()
3195 {
3196 return 111;
3197 }
3198
3199 override void SetActions()
3200 {
3201 super.SetActions();
3202
3206 }
3207
3208 //================================================================
3209 // DEBUG
3210 //================================================================
3211 protected void DebugCustomState()
3212 {
3213 }
3214
3217 {
3218 return null;
3219 }
3220
3221 override void OnDebugSpawn()
3222 {
3223 FullyBuild();
3224 }
3225
3226 void FullyBuild()
3227 {
3229 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3230
3231 Man p;
3232
3233 #ifdef SERVER
3234 array<Man> players = new array<Man>;
3235 GetGame().GetWorld().GetPlayerList(players);
3236 if (players.Count())
3237 p = players[0];
3238 #else
3239 p = GetGame().GetPlayer();
3240 #endif
3241
3242 foreach (ConstructionPart part : parts)
3243 {
3244 bool excluded = false;
3245 string partName = part.GetPartName();
3246 if (excludes)
3247 {
3248 foreach (string exclude : excludes)
3249 {
3250 if (partName.Contains(exclude))
3251 {
3252 excluded = true;
3253 break;
3254 }
3255 }
3256 }
3257
3258 if (!excluded)
3259 {
3260 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3261 }
3262 }
3263
3264 GetConstruction().UpdateVisuals();
3265 }
3266}
3267
3268void bsbDebugPrint (string s)
3269{
3270#ifdef BSB_DEBUG
3271 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3272#else
3273 //Print("" + s); // comment/uncomment to hide/see debug logs
3274#endif
3275}
3276void bsbDebugSpam (string s)
3277{
3278#ifdef BSB_DEBUG_SPAM
3279 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3280#else
3281 //Print("" + s); // comment/uncomment to hide/see debug logs
3282#endif
3283}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в ItemBase::OnPartDestroyedServer() и ItemBase::OnPartDismantledServer().