DayZ 1.28
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◆ CreateConstructionKitInHands()

void bsbDebugPrint::CreateConstructionKitInHands ( notnull PlayerBase player)
protected

См. определение в файле BaseBuildingBase.c строка 1696

1698{
1699 const string ANIMATION_DEPLOYED = "Deployed";
1700
1701 float m_ConstructionKitHealth; //stored health value for used construction kit
1702
1704
1705 bool m_HasBase;
1706 //variables for synchronization of base building parts (2x31 is the current limit)
1707 int m_SyncParts01; //synchronization for already built parts (31 parts)
1708 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1709 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1710 int m_InteractedPartId; //construction part id that an action was performed on
1711 int m_PerformedActionId; //action id that was performed on a construction part
1712
1713 //Sounds
1714 //build
1715 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1716 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1717 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1718 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1719 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1720 //dismantle
1721 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1722 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1723 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1724 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1725 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1726
1727 protected EffectSound m_Sound;
1728
1732
1733 // Constructor
1734 void BaseBuildingBase()
1735 {
1737
1738 //synchronized variables
1739 RegisterNetSyncVariableInt( "m_SyncParts01" );
1740 RegisterNetSyncVariableInt( "m_SyncParts02" );
1741 RegisterNetSyncVariableInt( "m_SyncParts03" );
1742 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1743 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1744 RegisterNetSyncVariableBool( "m_HasBase" );
1745
1746 //Construction init
1748
1749 if (ConfigIsExisting("hybridAttachments"))
1750 {
1752 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1753 }
1754 if (ConfigIsExisting("mountables"))
1755 {
1757 ConfigGetTextArray("mountables", m_Mountables);
1758 }
1759
1760 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1761 }
1762
1763 override void EEDelete(EntityAI parent)
1764 {
1765 super.EEDelete(parent);
1766
1767 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1768 {
1769 areaDamage.Destroy();
1770 }
1771
1772 }
1773
1774 override string GetInvulnerabilityTypeString()
1775 {
1776 return "disableBaseDamage";
1777 }
1778
1779 override bool CanObstruct()
1780 {
1781 return true;
1782 }
1783
1784 override int GetHideIconMask()
1785 {
1786 return EInventoryIconVisibility.HIDE_VICINITY;
1787 }
1788
1789 override void InitItemSounds()
1790 {
1791 super.InitItemSounds();
1792
1794 SoundParameters params = new SoundParameters();
1795 params.m_Loop = true;
1796
1797 if (GetFoldSoundset() != string.Empty)
1798 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1799 if (GetLoopFoldSoundset() != string.Empty)
1800 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1801 }
1802
1803 override string GetFoldSoundset()
1804 {
1805 return "putDown_FenceKit_SoundSet";
1806 }
1807
1808 override string GetLoopFoldSoundset()
1809 {
1810 return "Shelter_Site_Build_Loop_SoundSet";
1811 }
1812
1813 // --- SYNCHRONIZATION
1815 {
1816 if ( GetGame().IsServer() )
1817 {
1818 SetSynchDirty();
1819 }
1820 }
1821
1822 override void OnVariablesSynchronized()
1823 {
1824 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1825 super.OnVariablesSynchronized();
1826
1828 }
1829
1830 protected void OnSynchronizedClient()
1831 {
1832 //update parts
1834
1835 //update action on part
1837
1838 //update visuals (client)
1839 UpdateVisuals();
1840 }
1841
1842 //parts synchronization
1843 void RegisterPartForSync( int part_id )
1844 {
1845 //part_id must starts from index = 1
1846 int offset;
1847 int mask;
1848
1849 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1850 {
1851 offset = part_id - 1;
1852 mask = 1 << offset;
1853
1854 m_SyncParts01 = m_SyncParts01 | mask;
1855 }
1856 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1857 {
1858 offset = ( part_id % 32 );
1859 mask = 1 << offset;
1860
1861 m_SyncParts02 = m_SyncParts02 | mask;
1862 }
1863 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1864 {
1865 offset = ( part_id % 63 );
1866 mask = 1 << offset;
1867
1868 m_SyncParts03 = m_SyncParts03 | mask;
1869 }
1870 }
1871
1872 void UnregisterPartForSync( int part_id )
1873 {
1874 //part_id must starts from index = 1
1875 int offset;
1876 int mask;
1877
1878 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1879 {
1880 offset = part_id - 1;
1881 mask = 1 << offset;
1882
1883 m_SyncParts01 = m_SyncParts01 & ~mask;
1884 }
1885 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1886 {
1887 offset = ( part_id % 32 );
1888 mask = 1 << offset;
1889
1890 m_SyncParts02 = m_SyncParts02 & ~mask;
1891 }
1892 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1893 {
1894 offset = ( part_id % 63 );
1895 mask = 1 << offset;
1896
1897 m_SyncParts03 = m_SyncParts03 & ~mask;
1898 }
1899 }
1900
1901 bool IsPartBuildInSyncData( int part_id )
1902 {
1903 //part_id must starts from index = 1
1904 int offset;
1905 int mask;
1906
1907 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1908 {
1909 offset = part_id - 1;
1910 mask = 1 << offset;
1911
1912 if ( ( m_SyncParts01 & mask ) > 0 )
1913 {
1914 return true;
1915 }
1916 }
1917 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1918 {
1919 offset = ( part_id % 32 );
1920 mask = 1 << offset;
1921
1922 if ( ( m_SyncParts02 & mask ) > 0 )
1923 {
1924 return true;
1925 }
1926 }
1927 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1928 {
1929 offset = ( part_id % 63 );
1930 mask = 1 << offset;
1931
1932 if ( ( m_SyncParts03 & mask ) > 0 )
1933 {
1934 return true;
1935 }
1936 }
1937
1938 return false;
1939 }
1940
1941 protected void RegisterActionForSync( int part_id, int action_id )
1942 {
1943 m_InteractedPartId = part_id;
1944 m_PerformedActionId = action_id;
1945 }
1946
1947 protected void ResetActionSyncData()
1948 {
1949 //reset data
1950 m_InteractedPartId = -1;
1952 }
1953
1954 protected void SetActionFromSyncData()
1955 {
1956 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1957 {
1959 int build_action_id = m_PerformedActionId;
1960
1961 switch( build_action_id )
1962 {
1963 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1964 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1965 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1966 }
1967 }
1968 }
1969 //------
1970
1972 {
1973 string key = part.m_PartName;
1974 bool is_base = part.IsBase();
1975 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1976 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1977 if ( is_part_built_sync )
1978 {
1979 if ( !part.IsBuilt() )
1980 {
1981 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1982 GetConstruction().AddToConstructedParts( key );
1983 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1984
1985 if (is_base)
1986 {
1988 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1989 }
1990 }
1991 }
1992 else
1993 {
1994 if ( part.IsBuilt() )
1995 {
1996 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1997 GetConstruction().RemoveFromConstructedParts( key );
1998 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1999
2000 if (is_base)
2001 {
2003 AddProxyPhysics( ANIMATION_DEPLOYED );
2004 }
2005 }
2006 }
2007
2008 //check slot lock for material attachments
2009 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2010 }
2011
2012 //set construction parts based on synchronized data
2014 {
2015 Construction construction = GetConstruction();
2016 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2017
2018 for ( int i = 0; i < construction_parts.Count(); ++i )
2019 {
2020 string key = construction_parts.GetKey( i );
2021 ConstructionPart value = construction_parts.Get( key );
2022 SetPartFromSyncData(value);
2023 }
2024
2025 //regenerate navmesh
2026 UpdateNavmesh();
2027 }
2028
2029 protected ConstructionPart GetConstructionPartById( int id )
2030 {
2031 Construction construction = GetConstruction();
2032 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2033
2034 for ( int i = 0; i < construction_parts.Count(); ++i )
2035 {
2036 string key = construction_parts.GetKey( i );
2037 ConstructionPart value = construction_parts.Get( key );
2038
2039 if ( value.GetId() == id )
2040 {
2041 return value;
2042 }
2043 }
2044
2045 return NULL;
2046 }
2047 //
2048
2049 //Base
2050 bool HasBase()
2051 {
2052 return m_HasBase;
2053 }
2054
2055 void SetBaseState( bool has_base )
2056 {
2057 m_HasBase = has_base;
2058 }
2059
2060 override bool IsDeployable()
2061 {
2062 return true;
2063 }
2064
2065 bool IsOpened()
2066 {
2067 return false;
2068 }
2069
2070 //--- CONSTRUCTION KIT
2072 {
2073 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2074 if ( m_ConstructionKitHealth > 0 )
2075 {
2076 construction_kit.SetHealth( m_ConstructionKitHealth );
2077 }
2078
2079 return construction_kit;
2080 }
2081
2082 void CreateConstructionKitInHands(notnull PlayerBase player)
2083 {
2084 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2085 if ( m_ConstructionKitHealth > 0 )
2086 {
2087 construction_kit.SetHealth( m_ConstructionKitHealth );
2088 }
2089 }
2090
2091 protected vector GetKitSpawnPosition()
2092 {
2093 return GetPosition();
2094 }
2095
2096 protected string GetConstructionKitType()
2097 {
2098 return "";
2099 }
2100
2101 void DestroyConstructionKit( ItemBase construction_kit )
2102 {
2103 m_ConstructionKitHealth = construction_kit.GetHealth();
2104 GetGame().ObjectDelete( construction_kit );
2105 }
2106
2107 //--- CONSTRUCTION
2108 void DestroyConstruction()
2109 {
2110 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2111 GetGame().ObjectDelete( this );
2112 }
2113
2114 // --- EVENTS
2115 override void OnStoreSave( ParamsWriteContext ctx )
2116 {
2117 super.OnStoreSave( ctx );
2118
2119 //sync parts 01
2120 ctx.Write( m_SyncParts01 );
2121 ctx.Write( m_SyncParts02 );
2122 ctx.Write( m_SyncParts03 );
2123
2124 ctx.Write( m_HasBase );
2125 }
2126
2127 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2128 {
2129 if ( !super.OnStoreLoad( ctx, version ) )
2130 return false;
2131
2132 //--- Base building data ---
2133 //Restore synced parts data
2134 if ( !ctx.Read( m_SyncParts01 ) )
2135 {
2136 m_SyncParts01 = 0; //set default
2137 return false;
2138 }
2139 if ( !ctx.Read( m_SyncParts02 ) )
2140 {
2141 m_SyncParts02 = 0; //set default
2142 return false;
2143 }
2144 if ( !ctx.Read( m_SyncParts03 ) )
2145 {
2146 m_SyncParts03 = 0; //set default
2147 return false;
2148 }
2149
2150 //has base
2151 if ( !ctx.Read( m_HasBase ) )
2152 {
2153 m_HasBase = false;
2154 return false;
2155 }
2156 //---
2157
2158 return true;
2159 }
2160
2161 override void AfterStoreLoad()
2162 {
2163 super.AfterStoreLoad();
2164
2166 {
2168 }
2169 }
2170
2172 {
2173 //update server data
2175
2176 //set base state
2177 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2178 SetBaseState( construction_part.IsBuilt() ) ;
2179
2180 //synchronize after load
2182 }
2183
2184 override void OnCreatePhysics()
2185 {
2186 super.OnCreatePhysics();
2189 }
2190
2191 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2192 {
2194 return;
2195
2196 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2197
2198 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2199 return;
2200
2201 Construction construction = GetConstruction();
2202 string part_name = zone;
2203 part_name.ToLower();
2204
2205 if ( newLevel == GameConstants.STATE_RUINED )
2206 {
2207 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2208
2209 if ( construction_part && construction.IsPartConstructed( part_name ) )
2210 {
2211 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2212 construction.DestroyConnectedParts(part_name);
2213 }
2214
2215 //barbed wire handling (hack-ish)
2216 if ( part_name.Contains("barbed") )
2217 {
2218 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2219 if (barbed_wire)
2220 barbed_wire.SetMountedState( false );
2221 }
2222 }
2223 }
2224
2225 override void EEOnAfterLoad()
2226 {
2228 {
2230 }
2231
2232 super.EEOnAfterLoad();
2233 }
2234
2235 override void EEInit()
2236 {
2237 super.EEInit();
2238
2239 // init visuals and physics
2240 InitBaseState();
2241
2242 //debug
2243 #ifdef DEVELOPER
2245 #endif
2246 }
2247
2248 override void EEItemAttached( EntityAI item, string slot_name )
2249 {
2250 super.EEItemAttached( item, slot_name );
2251
2252 CheckForHybridAttachments( item, slot_name );
2253 UpdateVisuals();
2254 UpdateAttachmentPhysics( slot_name, false );
2255 }
2256
2257 override void EEItemDetached( EntityAI item, string slot_name )
2258 {
2259 super.EEItemDetached( item, slot_name );
2260
2261 UpdateVisuals();
2262 UpdateAttachmentPhysics( slot_name, false );
2263 }
2264
2265 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2266 {
2267 string slot_name = InventorySlots.GetSlotName( slotId );
2268 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2269
2270 UpdateAttachmentVisuals( slot_name, locked );
2271 UpdateAttachmentPhysics( slot_name, locked );
2272 }
2273
2274 //ignore out of reach condition
2275 override bool IgnoreOutOfReachCondition()
2276 {
2277 return true;
2278 }
2279
2280 //CONSTRUCTION EVENTS
2281 //Build
2282 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2283 {
2284 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2285
2286 //check base state
2287 if (construtionPart.IsBase())
2288 {
2289 SetBaseState(true);
2290
2291 //spawn kit
2293 }
2294
2295 //register constructed parts for synchronization
2296 RegisterPartForSync(construtionPart.GetId());
2297
2298 //register action that was performed on part
2299 RegisterActionForSync(construtionPart.GetId(), action_id);
2300
2301 //synchronize
2303
2304 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2305
2306 UpdateNavmesh();
2307
2308 //update visuals
2309 UpdateVisuals();
2310
2311 //reset action sync data
2313 }
2314
2315 void OnPartBuiltClient(string part_name, int action_id)
2316 {
2317 //play sound
2318 SoundBuildStart( part_name );
2319 }
2320
2321 //Dismantle
2322 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2323 {
2324 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2325 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2326
2327 //register constructed parts for synchronization
2328 UnregisterPartForSync(construtionPart.GetId());
2329
2330 //register action that was performed on part
2331 RegisterActionForSync(construtionPart.GetId(), action_id);
2332
2333 //synchronize
2335
2336 // server part of sync, client will be synced from SetPartsFromSyncData
2337 SetPartFromSyncData(construtionPart);
2338
2339 UpdateNavmesh();
2340
2341 //update visuals
2342 UpdateVisuals();
2343
2344 //reset action sync data
2346
2347 //check base state
2348 if (construtionPart.IsBase())
2349 {
2350 //Destroy construction
2352 }
2353 }
2354
2355 void OnPartDismantledClient( string part_name, int action_id )
2356 {
2357 //play sound
2358 SoundDismantleStart( part_name );
2359 }
2360
2361 //Destroy
2362 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2363 {
2364 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2365 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2366
2367 //register constructed parts for synchronization
2368 UnregisterPartForSync(construtionPart.GetId());
2369
2370 //register action that was performed on part
2371 RegisterActionForSync(construtionPart.GetId(), action_id);
2372
2373 //synchronize
2375
2376 // server part of sync, client will be synced from SetPartsFromSyncData
2377 SetPartFromSyncData(construtionPart);
2378
2379 UpdateNavmesh();
2380
2381 //update visuals
2382 UpdateVisuals();
2383
2384 //reset action sync data
2386
2387 //check base state
2388 if (construtionPart.IsBase())
2389 {
2390 //Destroy construction
2392 }
2393 }
2394
2395 void OnPartDestroyedClient( string part_name, int action_id )
2396 {
2397 //play sound
2398 SoundDestroyStart( part_name );
2399 }
2400
2402 protected void HandleItemFalling(ConstructionPart part)
2403 {
2404 bool process = false;
2405
2406 //TODO: add a parameter to parts' config classes?
2407 process |= part.m_PartName.Contains("_roof");
2408 process |= part.m_PartName.Contains("_platform");
2409 process |= part.m_PartName.Contains("_stair");
2410
2411 if (process)
2412 {
2413 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2414 {
2415 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2416 return;
2417 }
2418
2419 vector mins, maxs;
2420 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2421 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2422
2423 //sanitize minmaxs
2424 vector minTmp, maxTmp;
2425 minTmp[0] = Math.Min(mins[0],maxs[0]);
2426 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2427 minTmp[1] = Math.Min(mins[1],maxs[1]);
2428 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2429 minTmp[2] = Math.Min(mins[2],maxs[2]);
2430 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2431 mins = minTmp;
2432 maxs = maxTmp;
2433
2434 maxs[1] = maxs[1] + 0.35; //reach a little above..
2435
2436 ItemFall(mins,maxs);
2437 }
2438 }
2439
2441 protected void ItemFall(vector min, vector max)
2442 {
2443 array<EntityAI> foundEntities = new array<EntityAI>();
2444 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2445
2446 //filtering
2447 ItemBase item;
2448 foreach (EntityAI entity : foundEntities)
2449 {
2450 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2451 item.ThrowPhysically(null,vector.Zero);
2452 }
2453 }
2454
2455 // --- UPDATE
2456 void InitBaseState()
2457 {
2458 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2459
2460 InitVisuals();
2461 UpdateNavmesh(); //regenerate navmesh
2462 GetConstruction().InitBaseState();
2463 }
2464
2465 void InitVisuals()
2466 {
2467 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2468 //check base
2469 if ( !HasBase() )
2470 {
2471 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2472 }
2473 else
2474 {
2475 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2476 }
2477
2478 GetConstruction().UpdateVisuals();
2479 }
2480
2481 void UpdateVisuals()
2482 {
2483 array<string> attachmentSlots = new array<string>;
2484
2485 GetAttachmentSlots(this, attachmentSlots);
2486 foreach (string slotName : attachmentSlots)
2487 {
2489 }
2490
2491 //check base
2492 if (!HasBase())
2493 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2494 else
2495 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2496
2497 GetConstruction().UpdateVisuals();
2498 }
2499
2500 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2501 {
2502 string slotNameMounted = slot_name + "_Mounted";
2503 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2504
2505 if (attachment)
2506 {
2507 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2508 if (barbedWire && barbedWire.IsMounted())
2509 CreateAreaDamage(slotNameMounted);
2510 else
2511 DestroyAreaDamage(slotNameMounted);
2512
2513 if (is_locked)
2514 {
2515 SetAnimationPhase(slotNameMounted, 0);
2516 SetAnimationPhase(slot_name, 1);
2517 }
2518 else
2519 {
2520 SetAnimationPhase(slotNameMounted, 1);
2521 SetAnimationPhase(slot_name, 0);
2522 }
2523 }
2524 else
2525 {
2526 SetAnimationPhase(slotNameMounted, 1);
2527 SetAnimationPhase(slot_name, 1);
2528
2529 DestroyAreaDamage(slotNameMounted);
2530 }
2531 }
2532
2533 // avoid calling this function on frequent occasions, it's a massive performance hit
2534 void UpdatePhysics()
2535 {
2537 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2538
2539 array<string> attachmentSlots = new array<string>;
2540 GetAttachmentSlots(this, attachmentSlots);
2541
2543 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2544
2545 foreach (string slotName : attachmentSlots)
2546 {
2548 }
2549
2550 //check base
2551 if (!HasBase())
2552 {
2554 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2555
2556 AddProxyPhysics(ANIMATION_DEPLOYED);
2557 }
2558 else
2559 {
2561 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2562
2563 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2564 }
2565
2566 GetConstruction().UpdatePhysics();
2567 UpdateNavmesh();
2568 }
2569
2570 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2571 {
2572 //checks for invalid appends; hotfix
2573 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2574 return;
2575 //----------------------------------
2576 string slot_name_mounted = slot_name + "_Mounted";
2577 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2578
2579 //remove proxy physics
2580 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2581 RemoveProxyPhysics( slot_name_mounted );
2582 RemoveProxyPhysics( slot_name );
2583
2584 if ( attachment )
2585 {
2586 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2587 if ( is_locked )
2588 {
2589 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2590 AddProxyPhysics( slot_name_mounted );
2591 }
2592 else
2593 {
2594 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2595 AddProxyPhysics( slot_name );
2596 }
2597 }
2598 }
2599
2600 protected void UpdateNavmesh()
2601 {
2602 SetAffectPathgraph( true, false );
2603 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2604 }
2605
2606 override bool CanUseConstruction()
2607 {
2608 return true;
2609 }
2610
2611 override bool CanUseConstructionBuild()
2612 {
2613 return true;
2614 }
2615
2616 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2617 {
2618 if ( attachment )
2619 {
2620 InventoryLocation inventory_location = new InventoryLocation;
2621 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2622
2623 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2624 }
2625
2626 return false;
2627 }
2628
2629 protected bool IsAttachmentSlotLocked( string slot_name )
2630 {
2631 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2632 }
2633
2634 //--- ATTACHMENT SLOTS
2635 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2636 {
2637 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2638 if ( GetGame().ConfigIsExisting( config_path ) )
2639 {
2640 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2641 }
2642 }
2643
2644 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2645 {
2646 return true;
2647 }
2648
2649 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2650 {
2651 return true;
2652 }
2653
2654 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2655 {
2656 return true;
2657 }
2658
2659 // --- INIT
2660 void ConstructionInit()
2661 {
2662 if ( !m_Construction )
2663 {
2664 m_Construction = new Construction( this );
2665 }
2666
2667 GetConstruction().Init();
2668 }
2669
2671 {
2672 return m_Construction;
2673 }
2674
2675 //--- INVENTORY/ATTACHMENTS CONDITIONS
2676 //attachments
2677 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2678 {
2679 return super.CanReceiveAttachment(attachment, slotId);
2680 }
2681
2683 {
2684 int attachment_count = GetInventory().AttachmentCount();
2685 if ( attachment_count > 0 )
2686 {
2687 if ( HasBase() && attachment_count == 1 )
2688 {
2689 return false;
2690 }
2691
2692 return true;
2693 }
2694
2695 return false;
2696 }
2697
2698 override bool ShowZonesHealth()
2699 {
2700 return true;
2701 }
2702
2703 override bool IsTakeable()
2704 {
2705 return false;
2706 }
2707
2708 //this into/outo parent.Cargo
2709 override bool CanPutInCargo( EntityAI parent )
2710 {
2711 return false;
2712 }
2713
2714 override bool CanRemoveFromCargo( EntityAI parent )
2715 {
2716 return false;
2717 }
2718
2719 //hands
2720 override bool CanPutIntoHands( EntityAI parent )
2721 {
2722 return false;
2723 }
2724
2725 //--- ACTION CONDITIONS
2726 //direction
2727 override bool IsFacingPlayer( PlayerBase player, string selection )
2728 {
2729 return true;
2730 }
2731
2732 override bool IsPlayerInside( PlayerBase player, string selection )
2733 {
2734 return true;
2735 }
2736
2739 {
2740 return false;
2741 }
2742
2743 //camera direction check
2744 bool IsFacingCamera( string selection )
2745 {
2746 return true;
2747 }
2748
2749 //roof check
2750 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2751 {
2752 return false;
2753 }
2754
2755 //selection->player distance check
2756 bool HasProperDistance( string selection, PlayerBase player )
2757 {
2758 return true;
2759 }
2760
2761 //folding
2763 {
2764 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2765 {
2766 return false;
2767 }
2768
2769 return true;
2770 }
2771
2773 {
2776
2777 return item;
2778 }
2779
2780 //Damage triggers (barbed wire)
2781 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2782 {
2783 if ( GetGame() && GetGame().IsServer() )
2784 {
2785 //destroy area damage if some already exists
2786 DestroyAreaDamage( slot_name );
2787
2788 //create new area damage
2790 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2791
2792 vector min_max[2];
2793 if ( MemoryPointExists( slot_name + "_min" ) )
2794 {
2795 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2796 }
2797 if ( MemoryPointExists( slot_name + "_max" ) )
2798 {
2799 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2800 }
2801
2802 //get proper trigger extents (min<max)
2803 vector extents[2];
2804 GetConstruction().GetTriggerExtents( min_max, extents );
2805
2806 //get box center
2807 vector center;
2808 center = GetConstruction().GetBoxCenter( min_max );
2809 center = ModelToWorld( center );
2810
2811 //rotate center if needed
2812 vector orientation = GetOrientation();;
2813 CalcDamageAreaRotation( rotation_angle, center, orientation );
2814
2815 areaDamage.SetExtents( extents[0], extents[1] );
2816 areaDamage.SetAreaPosition( center );
2817 areaDamage.SetAreaOrientation( orientation );
2818 areaDamage.SetLoopInterval( 1.0 );
2819 areaDamage.SetDeferDuration( 0.2 );
2820 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2821 areaDamage.SetAmmoName( "BarbedWireHit" );
2822 areaDamage.Spawn();
2823
2824 m_DamageTriggers.Insert( slot_name, areaDamage );
2825 }
2826 }
2827
2828 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2829 {
2830 if ( angle_deg != 0 )
2831 {
2832 //orientation
2833 orientation[0] = orientation[0] - angle_deg;
2834
2835 //center
2836 vector rotate_axis;
2837 if ( MemoryPointExists( "rotate_axis" ) )
2838 {
2839 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2840 }
2841 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];
2842 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];
2843 center[0] = r_center_x;
2844 center[2] = r_center_z;
2845 }
2846 }
2847
2848 void DestroyAreaDamage( string slot_name )
2849 {
2850 if (GetGame() && GetGame().IsServer())
2851 {
2853 if (m_DamageTriggers.Find(slot_name, areaDamage))
2854 {
2855 if (areaDamage)
2856 {
2857 areaDamage.Destroy();
2858 }
2859
2860 m_DamageTriggers.Remove( slot_name );
2861 }
2862 }
2863 }
2864
2865 override bool IsIgnoredByConstruction()
2866 {
2867 return true;
2868 }
2869
2870 //================================================================
2871 // SOUNDS
2872 //================================================================
2873 protected void SoundBuildStart( string part_name )
2874 {
2875 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2876 }
2877
2878 protected void SoundDismantleStart( string part_name )
2879 {
2880 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2881 }
2882
2883 protected void SoundDestroyStart( string part_name )
2884 {
2885 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2886 }
2887
2888 protected string GetBuildSoundByMaterial( string part_name )
2889 {
2890 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2891
2892 switch ( material_type )
2893 {
2894 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2895 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2896 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2897 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2898 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2899 }
2900
2901 return "";
2902 }
2903
2904 protected string GetDismantleSoundByMaterial( string part_name )
2905 {
2906 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2907
2908 switch ( material_type )
2909 {
2910 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2911 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2912 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2913 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2914 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2915 }
2916
2917 return "";
2918 }
2919
2920 //misc
2921 void CheckForHybridAttachments( EntityAI item, string slot_name )
2922 {
2923 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2924 {
2925 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2926 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2927 {
2928 SetHealth(slot_name,"Health",item.GetHealth());
2929 }
2930 }
2931 }
2932
2933 override int GetDamageSystemVersionChange()
2934 {
2935 return 111;
2936 }
2937
2938 override void SetActions()
2939 {
2940 super.SetActions();
2941
2945 }
2946
2947 //================================================================
2948 // DEBUG
2949 //================================================================
2950 protected void DebugCustomState()
2951 {
2952 }
2953
2956 {
2957 return null;
2958 }
2959
2960 override void OnDebugSpawn()
2961 {
2962 FullyBuild();
2963 }
2964
2965 void FullyBuild()
2966 {
2968 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2969
2970 Man p;
2971
2972 #ifdef SERVER
2973 array<Man> players = new array<Man>;
2974 GetGame().GetWorld().GetPlayerList(players);
2975 if (players.Count())
2976 p = players[0];
2977 #else
2978 p = GetGame().GetPlayer();
2979 #endif
2980
2981 foreach (ConstructionPart part : parts)
2982 {
2983 bool excluded = false;
2984 string partName = part.GetPartName();
2985 if (excludes)
2986 {
2987 foreach (string exclude : excludes)
2988 {
2989 if (partName.Contains(exclude))
2990 {
2991 excluded = true;
2992 break;
2993 }
2994 }
2995 }
2996
2997 if (!excluded)
2998 {
2999 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3000 }
3001 }
3002
3003 GetConstruction().UpdateVisuals();
3004 }
3005}
3006
3007void bsbDebugPrint (string s)
3008{
3009#ifdef BSB_DEBUG
3010 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3011#else
3012 //Print("" + s); // comment/uncomment to hide/see debug logs
3013#endif
3014}
3015void bsbDebugSpam (string s)
3016{
3017#ifdef BSB_DEBUG_SPAM
3018 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3019#else
3020 //Print("" + s); // comment/uncomment to hide/see debug logs
3021#endif
3022}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8