DayZ 1.27
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◆ DestroyConstructionKit()

void bsbDebugPrint::DestroyConstructionKit ( ItemBase construction_kit)
protected

См. определение в файле BaseBuildingBase.c строка 1671

1673{
1674 const string ANIMATION_DEPLOYED = "Deployed";
1675
1676 float m_ConstructionKitHealth; //stored health value for used construction kit
1677
1679
1680 bool m_HasBase;
1681 //variables for synchronization of base building parts (2x31 is the current limit)
1682 int m_SyncParts01; //synchronization for already built parts (31 parts)
1683 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1684 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1685 int m_InteractedPartId; //construction part id that an action was performed on
1686 int m_PerformedActionId; //action id that was performed on a construction part
1687
1688 //Sounds
1689 //build
1690 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1691 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1692 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1693 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1694 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1695 //dismantle
1696 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1697 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1698 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1699 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1700 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1701
1702 protected EffectSound m_Sound;
1703
1707
1708 // Constructor
1709 void BaseBuildingBase()
1710 {
1712
1713 //synchronized variables
1714 RegisterNetSyncVariableInt( "m_SyncParts01" );
1715 RegisterNetSyncVariableInt( "m_SyncParts02" );
1716 RegisterNetSyncVariableInt( "m_SyncParts03" );
1717 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1718 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1719 RegisterNetSyncVariableBool( "m_HasBase" );
1720
1721 //Construction init
1723
1724 if (ConfigIsExisting("hybridAttachments"))
1725 {
1727 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1728 }
1729 if (ConfigIsExisting("mountables"))
1730 {
1732 ConfigGetTextArray("mountables", m_Mountables);
1733 }
1734
1735 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1736 }
1737
1738 override void EEDelete(EntityAI parent)
1739 {
1740 super.EEDelete(parent);
1741
1742 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1743 {
1744 areaDamage.Destroy();
1745 }
1746
1747 }
1748
1749 override string GetInvulnerabilityTypeString()
1750 {
1751 return "disableBaseDamage";
1752 }
1753
1754 override bool CanObstruct()
1755 {
1756 return true;
1757 }
1758
1759 override int GetHideIconMask()
1760 {
1761 return EInventoryIconVisibility.HIDE_VICINITY;
1762 }
1763
1764 // --- SYNCHRONIZATION
1766 {
1767 if ( GetGame().IsServer() )
1768 {
1769 SetSynchDirty();
1770 }
1771 }
1772
1773 override void OnVariablesSynchronized()
1774 {
1775 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1776 super.OnVariablesSynchronized();
1777
1779 }
1780
1781 protected void OnSynchronizedClient()
1782 {
1783 //update parts
1785
1786 //update action on part
1788
1789 //update visuals (client)
1790 UpdateVisuals();
1791 }
1792
1793 //parts synchronization
1794 void RegisterPartForSync( int part_id )
1795 {
1796 //part_id must starts from index = 1
1797 int offset;
1798 int mask;
1799
1800 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1801 {
1802 offset = part_id - 1;
1803 mask = 1 << offset;
1804
1805 m_SyncParts01 = m_SyncParts01 | mask;
1806 }
1807 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1808 {
1809 offset = ( part_id % 32 );
1810 mask = 1 << offset;
1811
1812 m_SyncParts02 = m_SyncParts02 | mask;
1813 }
1814 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1815 {
1816 offset = ( part_id % 63 );
1817 mask = 1 << offset;
1818
1819 m_SyncParts03 = m_SyncParts03 | mask;
1820 }
1821 }
1822
1823 void UnregisterPartForSync( int part_id )
1824 {
1825 //part_id must starts from index = 1
1826 int offset;
1827 int mask;
1828
1829 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1830 {
1831 offset = part_id - 1;
1832 mask = 1 << offset;
1833
1834 m_SyncParts01 = m_SyncParts01 & ~mask;
1835 }
1836 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1837 {
1838 offset = ( part_id % 32 );
1839 mask = 1 << offset;
1840
1841 m_SyncParts02 = m_SyncParts02 & ~mask;
1842 }
1843 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1844 {
1845 offset = ( part_id % 63 );
1846 mask = 1 << offset;
1847
1848 m_SyncParts03 = m_SyncParts03 & ~mask;
1849 }
1850 }
1851
1852 bool IsPartBuildInSyncData( int part_id )
1853 {
1854 //part_id must starts from index = 1
1855 int offset;
1856 int mask;
1857
1858 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1859 {
1860 offset = part_id - 1;
1861 mask = 1 << offset;
1862
1863 if ( ( m_SyncParts01 & mask ) > 0 )
1864 {
1865 return true;
1866 }
1867 }
1868 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1869 {
1870 offset = ( part_id % 32 );
1871 mask = 1 << offset;
1872
1873 if ( ( m_SyncParts02 & mask ) > 0 )
1874 {
1875 return true;
1876 }
1877 }
1878 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1879 {
1880 offset = ( part_id % 63 );
1881 mask = 1 << offset;
1882
1883 if ( ( m_SyncParts03 & mask ) > 0 )
1884 {
1885 return true;
1886 }
1887 }
1888
1889 return false;
1890 }
1891
1892 protected void RegisterActionForSync( int part_id, int action_id )
1893 {
1894 m_InteractedPartId = part_id;
1895 m_PerformedActionId = action_id;
1896 }
1897
1898 protected void ResetActionSyncData()
1899 {
1900 //reset data
1901 m_InteractedPartId = -1;
1903 }
1904
1905 protected void SetActionFromSyncData()
1906 {
1907 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1908 {
1910 int build_action_id = m_PerformedActionId;
1911
1912 switch( build_action_id )
1913 {
1914 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1915 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1916 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1917 }
1918 }
1919 }
1920 //------
1921
1923 {
1924 string key = part.m_PartName;
1925 bool is_base = part.IsBase();
1926 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1927 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1928 if ( is_part_built_sync )
1929 {
1930 if ( !part.IsBuilt() )
1931 {
1932 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1933 GetConstruction().AddToConstructedParts( key );
1934 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1935
1936 if (is_base)
1937 {
1939 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1940 }
1941 }
1942 }
1943 else
1944 {
1945 if ( part.IsBuilt() )
1946 {
1947 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1948 GetConstruction().RemoveFromConstructedParts( key );
1949 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1950
1951 if (is_base)
1952 {
1954 AddProxyPhysics( ANIMATION_DEPLOYED );
1955 }
1956 }
1957 }
1958
1959 //check slot lock for material attachments
1960 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1961 }
1962
1963 //set construction parts based on synchronized data
1965 {
1966 Construction construction = GetConstruction();
1967 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1968
1969 for ( int i = 0; i < construction_parts.Count(); ++i )
1970 {
1971 string key = construction_parts.GetKey( i );
1972 ConstructionPart value = construction_parts.Get( key );
1973 SetPartFromSyncData(value);
1974 }
1975
1976 //regenerate navmesh
1977 UpdateNavmesh();
1978 }
1979
1980 protected ConstructionPart GetConstructionPartById( int id )
1981 {
1982 Construction construction = GetConstruction();
1983 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1984
1985 for ( int i = 0; i < construction_parts.Count(); ++i )
1986 {
1987 string key = construction_parts.GetKey( i );
1988 ConstructionPart value = construction_parts.Get( key );
1989
1990 if ( value.GetId() == id )
1991 {
1992 return value;
1993 }
1994 }
1995
1996 return NULL;
1997 }
1998 //
1999
2000 //Base
2001 bool HasBase()
2002 {
2003 return m_HasBase;
2004 }
2005
2006 void SetBaseState( bool has_base )
2007 {
2008 m_HasBase = has_base;
2009 }
2010
2011 override bool IsDeployable()
2012 {
2013 return true;
2014 }
2015
2016 bool IsOpened()
2017 {
2018 return false;
2019 }
2020
2021 //--- CONSTRUCTION KIT
2023 {
2024 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2025 if ( m_ConstructionKitHealth > 0 )
2026 {
2027 construction_kit.SetHealth( m_ConstructionKitHealth );
2028 }
2029
2030 return construction_kit;
2031 }
2032
2033 void CreateConstructionKitInHands(notnull PlayerBase player)
2034 {
2035 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2036 if ( m_ConstructionKitHealth > 0 )
2037 {
2038 construction_kit.SetHealth( m_ConstructionKitHealth );
2039 }
2040 }
2041
2042 protected vector GetKitSpawnPosition()
2043 {
2044 return GetPosition();
2045 }
2046
2047 protected string GetConstructionKitType()
2048 {
2049 return "";
2050 }
2051
2052 void DestroyConstructionKit( ItemBase construction_kit )
2053 {
2054 m_ConstructionKitHealth = construction_kit.GetHealth();
2055 GetGame().ObjectDelete( construction_kit );
2056 }
2057
2058 //--- CONSTRUCTION
2059 void DestroyConstruction()
2060 {
2061 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2062 GetGame().ObjectDelete( this );
2063 }
2064
2065 // --- EVENTS
2066 override void OnStoreSave( ParamsWriteContext ctx )
2067 {
2068 super.OnStoreSave( ctx );
2069
2070 //sync parts 01
2071 ctx.Write( m_SyncParts01 );
2072 ctx.Write( m_SyncParts02 );
2073 ctx.Write( m_SyncParts03 );
2074
2075 ctx.Write( m_HasBase );
2076 }
2077
2078 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2079 {
2080 if ( !super.OnStoreLoad( ctx, version ) )
2081 return false;
2082
2083 //--- Base building data ---
2084 //Restore synced parts data
2085 if ( !ctx.Read( m_SyncParts01 ) )
2086 {
2087 m_SyncParts01 = 0; //set default
2088 return false;
2089 }
2090 if ( !ctx.Read( m_SyncParts02 ) )
2091 {
2092 m_SyncParts02 = 0; //set default
2093 return false;
2094 }
2095 if ( !ctx.Read( m_SyncParts03 ) )
2096 {
2097 m_SyncParts03 = 0; //set default
2098 return false;
2099 }
2100
2101 //has base
2102 if ( !ctx.Read( m_HasBase ) )
2103 {
2104 m_HasBase = false;
2105 return false;
2106 }
2107 //---
2108
2109 return true;
2110 }
2111
2112 override void AfterStoreLoad()
2113 {
2114 super.AfterStoreLoad();
2115
2117 {
2119 }
2120 }
2121
2123 {
2124 //update server data
2126
2127 //set base state
2128 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2129 SetBaseState( construction_part.IsBuilt() ) ;
2130
2131 //synchronize after load
2133 }
2134
2135 override void OnCreatePhysics()
2136 {
2137 super.OnCreatePhysics();
2140 }
2141
2142 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2143 {
2145 return;
2146
2147 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2148
2149 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2150 return;
2151
2152 Construction construction = GetConstruction();
2153 string part_name = zone;
2154 part_name.ToLower();
2155
2156 if ( newLevel == GameConstants.STATE_RUINED )
2157 {
2158 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2159
2160 if ( construction_part && construction.IsPartConstructed( part_name ) )
2161 {
2162 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2163 construction.DestroyConnectedParts(part_name);
2164 }
2165
2166 //barbed wire handling (hack-ish)
2167 if ( part_name.Contains("barbed") )
2168 {
2169 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2170 if (barbed_wire)
2171 barbed_wire.SetMountedState( false );
2172 }
2173 }
2174 }
2175
2176 override void EEOnAfterLoad()
2177 {
2179 {
2181 }
2182
2183 super.EEOnAfterLoad();
2184 }
2185
2186 override void EEInit()
2187 {
2188 super.EEInit();
2189
2190 // init visuals and physics
2191 InitBaseState();
2192
2193 //debug
2194 #ifdef DEVELOPER
2196 #endif
2197 }
2198
2199 override void EEItemAttached( EntityAI item, string slot_name )
2200 {
2201 super.EEItemAttached( item, slot_name );
2202
2203 CheckForHybridAttachments( item, slot_name );
2204 UpdateVisuals();
2205 UpdateAttachmentPhysics( slot_name, false );
2206 }
2207
2208 override void EEItemDetached( EntityAI item, string slot_name )
2209 {
2210 super.EEItemDetached( item, slot_name );
2211
2212 UpdateVisuals();
2213 UpdateAttachmentPhysics( slot_name, false );
2214 }
2215
2216 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2217 {
2218 string slot_name = InventorySlots.GetSlotName( slotId );
2219 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2220
2221 UpdateAttachmentVisuals( slot_name, locked );
2222 UpdateAttachmentPhysics( slot_name, locked );
2223 }
2224
2225 //ignore out of reach condition
2226 override bool IgnoreOutOfReachCondition()
2227 {
2228 return true;
2229 }
2230
2231 //CONSTRUCTION EVENTS
2232 //Build
2233 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2234 {
2235 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2236
2237 //check base state
2238 if (construtionPart.IsBase())
2239 {
2240 SetBaseState(true);
2241
2242 //spawn kit
2244 }
2245
2246 //register constructed parts for synchronization
2247 RegisterPartForSync(construtionPart.GetId());
2248
2249 //register action that was performed on part
2250 RegisterActionForSync(construtionPart.GetId(), action_id);
2251
2252 //synchronize
2254
2255 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2256
2257 UpdateNavmesh();
2258
2259 //update visuals
2260 UpdateVisuals();
2261
2262 //reset action sync data
2264 }
2265
2266 void OnPartBuiltClient(string part_name, int action_id)
2267 {
2268 //play sound
2269 SoundBuildStart( part_name );
2270 }
2271
2272 //Dismantle
2273 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2274 {
2275 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2276 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2277
2278 //register constructed parts for synchronization
2279 UnregisterPartForSync(construtionPart.GetId());
2280
2281 //register action that was performed on part
2282 RegisterActionForSync(construtionPart.GetId(), action_id);
2283
2284 //synchronize
2286
2287 // server part of sync, client will be synced from SetPartsFromSyncData
2288 SetPartFromSyncData(construtionPart);
2289
2290 UpdateNavmesh();
2291
2292 //update visuals
2293 UpdateVisuals();
2294
2295 //reset action sync data
2297
2298 //check base state
2299 if (construtionPart.IsBase())
2300 {
2301 //Destroy construction
2303 }
2304
2305 if (GetGame().IsServer())
2306 HandleItemFalling(construtionPart);
2307 }
2308
2309 void OnPartDismantledClient( string part_name, int action_id )
2310 {
2311 //play sound
2312 SoundDismantleStart( part_name );
2313 }
2314
2315 //Destroy
2316 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2317 {
2318 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2319 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2320
2321 //register constructed parts for synchronization
2322 UnregisterPartForSync(construtionPart.GetId());
2323
2324 //register action that was performed on part
2325 RegisterActionForSync(construtionPart.GetId(), action_id);
2326
2327 //synchronize
2329
2330 // server part of sync, client will be synced from SetPartsFromSyncData
2331 SetPartFromSyncData(construtionPart);
2332
2333 UpdateNavmesh();
2334
2335 //update visuals
2336 UpdateVisuals();
2337
2338 //reset action sync data
2340
2341 //check base state
2342 if (construtionPart.IsBase())
2343 {
2344 //Destroy construction
2346 }
2347
2348 if (GetGame().IsServer())
2349 HandleItemFalling(construtionPart);
2350 }
2351
2352 void OnPartDestroyedClient( string part_name, int action_id )
2353 {
2354 //play sound
2355 SoundDestroyStart( part_name );
2356 }
2357
2358 protected void HandleItemFalling(ConstructionPart part)
2359 {
2360 bool process = false;
2361
2362 //TODO: add a parameter to parts' config classes?
2363 process |= part.m_PartName.Contains("_roof");
2364 process |= part.m_PartName.Contains("_platform");
2365 process |= part.m_PartName.Contains("_stair");
2366
2367 if (process)
2368 {
2369 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2370 {
2371 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2372 return;
2373 }
2374
2375 vector mins, maxs;
2376 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2377 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2378
2379 //sanitize minmaxs
2380 vector minTmp, maxTmp;
2381 minTmp[0] = Math.Min(mins[0],maxs[0]);
2382 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2383 minTmp[1] = Math.Min(mins[1],maxs[1]);
2384 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2385 minTmp[2] = Math.Min(mins[2],maxs[2]);
2386 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2387 mins = minTmp;
2388 maxs = maxTmp;
2389
2390 maxs[1] = maxs[1] + 0.35; //reach a little above..
2391
2392 ItemFall(mins,maxs);
2393 }
2394 }
2395
2396 protected void ItemFall(vector min, vector max)
2397 {
2398 array<EntityAI> foundEntities = new array<EntityAI>();
2399 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2400
2401 //filtering
2402 ItemBase item;
2403 foreach (EntityAI entity : foundEntities)
2404 {
2405 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2406 item.ThrowPhysically(null,vector.Zero);
2407 }
2408 }
2409
2410 // --- UPDATE
2411 void InitBaseState()
2412 {
2413 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2414
2415 InitVisuals();
2416 UpdateNavmesh(); //regenerate navmesh
2417 GetConstruction().InitBaseState();
2418 }
2419
2420 void InitVisuals()
2421 {
2422 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2423 //check base
2424 if ( !HasBase() )
2425 {
2426 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2427 }
2428 else
2429 {
2430 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2431 }
2432
2433 GetConstruction().UpdateVisuals();
2434 }
2435
2436 void UpdateVisuals()
2437 {
2438 array<string> attachmentSlots = new array<string>;
2439
2440 GetAttachmentSlots(this, attachmentSlots);
2441 foreach (string slotName : attachmentSlots)
2442 {
2444 }
2445
2446 //check base
2447 if (!HasBase())
2448 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2449 else
2450 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2451
2452 GetConstruction().UpdateVisuals();
2453 }
2454
2455 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2456 {
2457 string slotNameMounted = slot_name + "_Mounted";
2458 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2459
2460 if (attachment)
2461 {
2462 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2463 if (barbedWire && barbedWire.IsMounted())
2464 CreateAreaDamage(slotNameMounted);
2465 else
2466 DestroyAreaDamage(slotNameMounted);
2467
2468 if (is_locked)
2469 {
2470 SetAnimationPhase(slotNameMounted, 0);
2471 SetAnimationPhase(slot_name, 1);
2472 }
2473 else
2474 {
2475 SetAnimationPhase(slotNameMounted, 1);
2476 SetAnimationPhase(slot_name, 0);
2477 }
2478 }
2479 else
2480 {
2481 SetAnimationPhase(slotNameMounted, 1);
2482 SetAnimationPhase(slot_name, 1);
2483
2484 DestroyAreaDamage(slotNameMounted);
2485 }
2486 }
2487
2488 // avoid calling this function on frequent occasions, it's a massive performance hit
2489 void UpdatePhysics()
2490 {
2492 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2493
2494 array<string> attachmentSlots = new array<string>;
2495 GetAttachmentSlots(this, attachmentSlots);
2496
2498 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2499
2500 foreach (string slotName : attachmentSlots)
2501 {
2503 }
2504
2505 //check base
2506 if (!HasBase())
2507 {
2509 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2510
2511 AddProxyPhysics(ANIMATION_DEPLOYED);
2512 }
2513 else
2514 {
2516 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2517
2518 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2519 }
2520
2521 GetConstruction().UpdatePhysics();
2522 UpdateNavmesh();
2523 }
2524
2525 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2526 {
2527 //checks for invalid appends; hotfix
2528 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2529 return;
2530 //----------------------------------
2531 string slot_name_mounted = slot_name + "_Mounted";
2532 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2533
2534 //remove proxy physics
2535 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2536 RemoveProxyPhysics( slot_name_mounted );
2537 RemoveProxyPhysics( slot_name );
2538
2539 if ( attachment )
2540 {
2541 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2542 if ( is_locked )
2543 {
2544 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2545 AddProxyPhysics( slot_name_mounted );
2546 }
2547 else
2548 {
2549 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2550 AddProxyPhysics( slot_name );
2551 }
2552 }
2553 }
2554
2555 protected void UpdateNavmesh()
2556 {
2557 SetAffectPathgraph( true, false );
2558 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2559 }
2560
2561 override bool CanUseConstruction()
2562 {
2563 return true;
2564 }
2565
2566 override bool CanUseConstructionBuild()
2567 {
2568 return true;
2569 }
2570
2571 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2572 {
2573 if ( attachment )
2574 {
2575 InventoryLocation inventory_location = new InventoryLocation;
2576 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2577
2578 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2579 }
2580
2581 return false;
2582 }
2583
2584 protected bool IsAttachmentSlotLocked( string slot_name )
2585 {
2586 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2587 }
2588
2589 //--- ATTACHMENT SLOTS
2590 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2591 {
2592 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2593 if ( GetGame().ConfigIsExisting( config_path ) )
2594 {
2595 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2596 }
2597 }
2598
2599 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2600 {
2601 return true;
2602 }
2603
2604 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2605 {
2606 return true;
2607 }
2608
2609 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2610 {
2611 return true;
2612 }
2613
2614 // --- INIT
2615 void ConstructionInit()
2616 {
2617 if ( !m_Construction )
2618 {
2619 m_Construction = new Construction( this );
2620 }
2621
2622 GetConstruction().Init();
2623 }
2624
2626 {
2627 return m_Construction;
2628 }
2629
2630 //--- INVENTORY/ATTACHMENTS CONDITIONS
2631 //attachments
2632 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2633 {
2634 return super.CanReceiveAttachment(attachment, slotId);
2635 }
2636
2638 {
2639 int attachment_count = GetInventory().AttachmentCount();
2640 if ( attachment_count > 0 )
2641 {
2642 if ( HasBase() && attachment_count == 1 )
2643 {
2644 return false;
2645 }
2646
2647 return true;
2648 }
2649
2650 return false;
2651 }
2652
2653 override bool ShowZonesHealth()
2654 {
2655 return true;
2656 }
2657
2658 override bool IsTakeable()
2659 {
2660 return false;
2661 }
2662
2663 //this into/outo parent.Cargo
2664 override bool CanPutInCargo( EntityAI parent )
2665 {
2666 return false;
2667 }
2668
2669 override bool CanRemoveFromCargo( EntityAI parent )
2670 {
2671 return false;
2672 }
2673
2674 //hands
2675 override bool CanPutIntoHands( EntityAI parent )
2676 {
2677 return false;
2678 }
2679
2680 //--- ACTION CONDITIONS
2681 //direction
2682 override bool IsFacingPlayer( PlayerBase player, string selection )
2683 {
2684 return true;
2685 }
2686
2687 override bool IsPlayerInside( PlayerBase player, string selection )
2688 {
2689 return true;
2690 }
2691
2694 {
2695 return false;
2696 }
2697
2698 //camera direction check
2699 bool IsFacingCamera( string selection )
2700 {
2701 return true;
2702 }
2703
2704 //roof check
2705 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2706 {
2707 return false;
2708 }
2709
2710 //selection->player distance check
2711 bool HasProperDistance( string selection, PlayerBase player )
2712 {
2713 return true;
2714 }
2715
2716 //folding
2718 {
2719 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2720 {
2721 return false;
2722 }
2723
2724 return true;
2725 }
2726
2728 {
2731
2732 return item;
2733 }
2734
2735 //Damage triggers (barbed wire)
2736 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2737 {
2738 if ( GetGame() && GetGame().IsServer() )
2739 {
2740 //destroy area damage if some already exists
2741 DestroyAreaDamage( slot_name );
2742
2743 //create new area damage
2745 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2746
2747 vector min_max[2];
2748 if ( MemoryPointExists( slot_name + "_min" ) )
2749 {
2750 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2751 }
2752 if ( MemoryPointExists( slot_name + "_max" ) )
2753 {
2754 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2755 }
2756
2757 //get proper trigger extents (min<max)
2758 vector extents[2];
2759 GetConstruction().GetTriggerExtents( min_max, extents );
2760
2761 //get box center
2762 vector center;
2763 center = GetConstruction().GetBoxCenter( min_max );
2764 center = ModelToWorld( center );
2765
2766 //rotate center if needed
2767 vector orientation = GetOrientation();;
2768 CalcDamageAreaRotation( rotation_angle, center, orientation );
2769
2770 areaDamage.SetExtents( extents[0], extents[1] );
2771 areaDamage.SetAreaPosition( center );
2772 areaDamage.SetAreaOrientation( orientation );
2773 areaDamage.SetLoopInterval( 1.0 );
2774 areaDamage.SetDeferDuration( 0.2 );
2775 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2776 areaDamage.SetAmmoName( "BarbedWireHit" );
2777 areaDamage.Spawn();
2778
2779 m_DamageTriggers.Insert( slot_name, areaDamage );
2780 }
2781 }
2782
2783 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2784 {
2785 if ( angle_deg != 0 )
2786 {
2787 //orientation
2788 orientation[0] = orientation[0] - angle_deg;
2789
2790 //center
2791 vector rotate_axis;
2792 if ( MemoryPointExists( "rotate_axis" ) )
2793 {
2794 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2795 }
2796 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];
2797 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];
2798 center[0] = r_center_x;
2799 center[2] = r_center_z;
2800 }
2801 }
2802
2803 void DestroyAreaDamage( string slot_name )
2804 {
2805 if (GetGame() && GetGame().IsServer())
2806 {
2808 if (m_DamageTriggers.Find(slot_name, areaDamage))
2809 {
2810 if (areaDamage)
2811 {
2812 areaDamage.Destroy();
2813 }
2814
2815 m_DamageTriggers.Remove( slot_name );
2816 }
2817 }
2818 }
2819
2820 override bool IsIgnoredByConstruction()
2821 {
2822 return true;
2823 }
2824
2825 //================================================================
2826 // SOUNDS
2827 //================================================================
2828 protected void SoundBuildStart( string part_name )
2829 {
2830 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2831 }
2832
2833 protected void SoundDismantleStart( string part_name )
2834 {
2835 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2836 }
2837
2838 protected void SoundDestroyStart( string part_name )
2839 {
2840 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2841 }
2842
2843 protected string GetBuildSoundByMaterial( string part_name )
2844 {
2845 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2846
2847 switch ( material_type )
2848 {
2849 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2850 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2851 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2852 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2853 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2854 }
2855
2856 return "";
2857 }
2858
2859 protected string GetDismantleSoundByMaterial( string part_name )
2860 {
2861 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2862
2863 switch ( material_type )
2864 {
2865 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2866 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2867 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2868 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2869 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2870 }
2871
2872 return "";
2873 }
2874
2875 //misc
2876 void CheckForHybridAttachments( EntityAI item, string slot_name )
2877 {
2878 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2879 {
2880 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2881 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2882 {
2883 SetHealth(slot_name,"Health",item.GetHealth());
2884 }
2885 }
2886 }
2887
2888 override int GetDamageSystemVersionChange()
2889 {
2890 return 111;
2891 }
2892
2893 override void SetActions()
2894 {
2895 super.SetActions();
2896
2900 }
2901
2902 //================================================================
2903 // DEBUG
2904 //================================================================
2905 protected void DebugCustomState()
2906 {
2907 }
2908
2911 {
2912 return null;
2913 }
2914
2915 override void OnDebugSpawn()
2916 {
2917 FullyBuild();
2918 }
2919
2920 void FullyBuild()
2921 {
2923 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2924
2925 Man p;
2926
2927 #ifdef SERVER
2928 array<Man> players = new array<Man>;
2929 GetGame().GetWorld().GetPlayerList(players);
2930 if (players.Count())
2931 p = players[0];
2932 #else
2933 p = GetGame().GetPlayer();
2934 #endif
2935
2936 foreach (ConstructionPart part : parts)
2937 {
2938 bool excluded = false;
2939 string partName = part.GetPartName();
2940 if (excludes)
2941 {
2942 foreach (string exclude : excludes)
2943 {
2944 if (partName.Contains(exclude))
2945 {
2946 excluded = true;
2947 break;
2948 }
2949 }
2950 }
2951
2952 if (!excluded)
2953 {
2954 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2955 }
2956 }
2957
2958 GetConstruction().UpdateVisuals();
2959 }
2960}
2961
2962void bsbDebugPrint (string s)
2963{
2964#ifdef BSB_DEBUG
2965 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2966#else
2967 //Print("" + s); // comment/uncomment to hide/see debug logs
2968#endif
2969}
2970void bsbDebugSpam (string s)
2971{
2972#ifdef BSB_DEBUG_SPAM
2973 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2974#else
2975 //Print("" + s); // comment/uncomment to hide/see debug logs
2976#endif
2977}
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