DayZ 1.27
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◆ CreateAreaDamage()

void bsbDebugPrint::CreateAreaDamage ( string slot_name,
float rotation_angle = 0 )
protected

См. определение в файле BaseBuildingBase.c строка 2355

2357{
2358 const string ANIMATION_DEPLOYED = "Deployed";
2359
2360 float m_ConstructionKitHealth; //stored health value for used construction kit
2361
2363
2364 bool m_HasBase;
2365 //variables for synchronization of base building parts (2x31 is the current limit)
2366 int m_SyncParts01; //synchronization for already built parts (31 parts)
2367 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2368 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2369 int m_InteractedPartId; //construction part id that an action was performed on
2370 int m_PerformedActionId; //action id that was performed on a construction part
2371
2372 //Sounds
2373 //build
2374 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2375 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2376 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2377 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2378 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2379 //dismantle
2380 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2381 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2382 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2383 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2384 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2385
2386 protected EffectSound m_Sound;
2387
2391
2392 // Constructor
2393 void BaseBuildingBase()
2394 {
2396
2397 //synchronized variables
2398 RegisterNetSyncVariableInt( "m_SyncParts01" );
2399 RegisterNetSyncVariableInt( "m_SyncParts02" );
2400 RegisterNetSyncVariableInt( "m_SyncParts03" );
2401 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2402 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2403 RegisterNetSyncVariableBool( "m_HasBase" );
2404
2405 //Construction init
2407
2408 if (ConfigIsExisting("hybridAttachments"))
2409 {
2411 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2412 }
2413 if (ConfigIsExisting("mountables"))
2414 {
2416 ConfigGetTextArray("mountables", m_Mountables);
2417 }
2418
2419 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2420 }
2421
2422 override void EEDelete(EntityAI parent)
2423 {
2424 super.EEDelete(parent);
2425
2426 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2427 {
2428 areaDamage.Destroy();
2429 }
2430
2431 }
2432
2433 override string GetInvulnerabilityTypeString()
2434 {
2435 return "disableBaseDamage";
2436 }
2437
2438 override bool CanObstruct()
2439 {
2440 return true;
2441 }
2442
2443 override int GetHideIconMask()
2444 {
2445 return EInventoryIconVisibility.HIDE_VICINITY;
2446 }
2447
2448 // --- SYNCHRONIZATION
2450 {
2451 if ( GetGame().IsServer() )
2452 {
2453 SetSynchDirty();
2454 }
2455 }
2456
2457 override void OnVariablesSynchronized()
2458 {
2459 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2460 super.OnVariablesSynchronized();
2461
2463 }
2464
2465 protected void OnSynchronizedClient()
2466 {
2467 //update parts
2469
2470 //update action on part
2472
2473 //update visuals (client)
2474 UpdateVisuals();
2475 }
2476
2477 //parts synchronization
2478 void RegisterPartForSync( int part_id )
2479 {
2480 //part_id must starts from index = 1
2481 int offset;
2482 int mask;
2483
2484 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2485 {
2486 offset = part_id - 1;
2487 mask = 1 << offset;
2488
2489 m_SyncParts01 = m_SyncParts01 | mask;
2490 }
2491 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2492 {
2493 offset = ( part_id % 32 );
2494 mask = 1 << offset;
2495
2496 m_SyncParts02 = m_SyncParts02 | mask;
2497 }
2498 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2499 {
2500 offset = ( part_id % 63 );
2501 mask = 1 << offset;
2502
2503 m_SyncParts03 = m_SyncParts03 | mask;
2504 }
2505 }
2506
2507 void UnregisterPartForSync( int part_id )
2508 {
2509 //part_id must starts from index = 1
2510 int offset;
2511 int mask;
2512
2513 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2514 {
2515 offset = part_id - 1;
2516 mask = 1 << offset;
2517
2518 m_SyncParts01 = m_SyncParts01 & ~mask;
2519 }
2520 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2521 {
2522 offset = ( part_id % 32 );
2523 mask = 1 << offset;
2524
2525 m_SyncParts02 = m_SyncParts02 & ~mask;
2526 }
2527 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2528 {
2529 offset = ( part_id % 63 );
2530 mask = 1 << offset;
2531
2532 m_SyncParts03 = m_SyncParts03 & ~mask;
2533 }
2534 }
2535
2536 bool IsPartBuildInSyncData( int part_id )
2537 {
2538 //part_id must starts from index = 1
2539 int offset;
2540 int mask;
2541
2542 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2543 {
2544 offset = part_id - 1;
2545 mask = 1 << offset;
2546
2547 if ( ( m_SyncParts01 & mask ) > 0 )
2548 {
2549 return true;
2550 }
2551 }
2552 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2553 {
2554 offset = ( part_id % 32 );
2555 mask = 1 << offset;
2556
2557 if ( ( m_SyncParts02 & mask ) > 0 )
2558 {
2559 return true;
2560 }
2561 }
2562 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2563 {
2564 offset = ( part_id % 63 );
2565 mask = 1 << offset;
2566
2567 if ( ( m_SyncParts03 & mask ) > 0 )
2568 {
2569 return true;
2570 }
2571 }
2572
2573 return false;
2574 }
2575
2576 protected void RegisterActionForSync( int part_id, int action_id )
2577 {
2578 m_InteractedPartId = part_id;
2579 m_PerformedActionId = action_id;
2580 }
2581
2582 protected void ResetActionSyncData()
2583 {
2584 //reset data
2585 m_InteractedPartId = -1;
2587 }
2588
2589 protected void SetActionFromSyncData()
2590 {
2591 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2592 {
2594 int build_action_id = m_PerformedActionId;
2595
2596 switch( build_action_id )
2597 {
2598 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2599 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2600 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2601 }
2602 }
2603 }
2604 //------
2605
2607 {
2608 string key = part.m_PartName;
2609 bool is_base = part.IsBase();
2610 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2611 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2612 if ( is_part_built_sync )
2613 {
2614 if ( !part.IsBuilt() )
2615 {
2616 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2617 GetConstruction().AddToConstructedParts( key );
2618 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2619
2620 if (is_base)
2621 {
2623 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2624 }
2625 }
2626 }
2627 else
2628 {
2629 if ( part.IsBuilt() )
2630 {
2631 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2632 GetConstruction().RemoveFromConstructedParts( key );
2633 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2634
2635 if (is_base)
2636 {
2638 AddProxyPhysics( ANIMATION_DEPLOYED );
2639 }
2640 }
2641 }
2642
2643 //check slot lock for material attachments
2644 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2645 }
2646
2647 //set construction parts based on synchronized data
2649 {
2650 Construction construction = GetConstruction();
2651 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2652
2653 for ( int i = 0; i < construction_parts.Count(); ++i )
2654 {
2655 string key = construction_parts.GetKey( i );
2656 ConstructionPart value = construction_parts.Get( key );
2657 SetPartFromSyncData(value);
2658 }
2659
2660 //regenerate navmesh
2661 UpdateNavmesh();
2662 }
2663
2664 protected ConstructionPart GetConstructionPartById( int id )
2665 {
2666 Construction construction = GetConstruction();
2667 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2668
2669 for ( int i = 0; i < construction_parts.Count(); ++i )
2670 {
2671 string key = construction_parts.GetKey( i );
2672 ConstructionPart value = construction_parts.Get( key );
2673
2674 if ( value.GetId() == id )
2675 {
2676 return value;
2677 }
2678 }
2679
2680 return NULL;
2681 }
2682 //
2683
2684 //Base
2685 bool HasBase()
2686 {
2687 return m_HasBase;
2688 }
2689
2690 void SetBaseState( bool has_base )
2691 {
2692 m_HasBase = has_base;
2693 }
2694
2695 override bool IsDeployable()
2696 {
2697 return true;
2698 }
2699
2700 bool IsOpened()
2701 {
2702 return false;
2703 }
2704
2705 //--- CONSTRUCTION KIT
2707 {
2708 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2709 if ( m_ConstructionKitHealth > 0 )
2710 {
2711 construction_kit.SetHealth( m_ConstructionKitHealth );
2712 }
2713
2714 return construction_kit;
2715 }
2716
2717 void CreateConstructionKitInHands(notnull PlayerBase player)
2718 {
2719 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2720 if ( m_ConstructionKitHealth > 0 )
2721 {
2722 construction_kit.SetHealth( m_ConstructionKitHealth );
2723 }
2724 }
2725
2726 protected vector GetKitSpawnPosition()
2727 {
2728 return GetPosition();
2729 }
2730
2731 protected string GetConstructionKitType()
2732 {
2733 return "";
2734 }
2735
2736 void DestroyConstructionKit( ItemBase construction_kit )
2737 {
2738 m_ConstructionKitHealth = construction_kit.GetHealth();
2739 GetGame().ObjectDelete( construction_kit );
2740 }
2741
2742 //--- CONSTRUCTION
2743 void DestroyConstruction()
2744 {
2745 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2746 GetGame().ObjectDelete( this );
2747 }
2748
2749 // --- EVENTS
2750 override void OnStoreSave( ParamsWriteContext ctx )
2751 {
2752 super.OnStoreSave( ctx );
2753
2754 //sync parts 01
2755 ctx.Write( m_SyncParts01 );
2756 ctx.Write( m_SyncParts02 );
2757 ctx.Write( m_SyncParts03 );
2758
2759 ctx.Write( m_HasBase );
2760 }
2761
2762 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2763 {
2764 if ( !super.OnStoreLoad( ctx, version ) )
2765 return false;
2766
2767 //--- Base building data ---
2768 //Restore synced parts data
2769 if ( !ctx.Read( m_SyncParts01 ) )
2770 {
2771 m_SyncParts01 = 0; //set default
2772 return false;
2773 }
2774 if ( !ctx.Read( m_SyncParts02 ) )
2775 {
2776 m_SyncParts02 = 0; //set default
2777 return false;
2778 }
2779 if ( !ctx.Read( m_SyncParts03 ) )
2780 {
2781 m_SyncParts03 = 0; //set default
2782 return false;
2783 }
2784
2785 //has base
2786 if ( !ctx.Read( m_HasBase ) )
2787 {
2788 m_HasBase = false;
2789 return false;
2790 }
2791 //---
2792
2793 return true;
2794 }
2795
2796 override void AfterStoreLoad()
2797 {
2798 super.AfterStoreLoad();
2799
2801 {
2803 }
2804 }
2805
2807 {
2808 //update server data
2810
2811 //set base state
2812 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2813 SetBaseState( construction_part.IsBuilt() ) ;
2814
2815 //synchronize after load
2817 }
2818
2819 override void OnCreatePhysics()
2820 {
2821 super.OnCreatePhysics();
2824 }
2825
2826 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2827 {
2829 return;
2830
2831 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2832
2833 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2834 return;
2835
2836 Construction construction = GetConstruction();
2837 string part_name = zone;
2838 part_name.ToLower();
2839
2840 if ( newLevel == GameConstants.STATE_RUINED )
2841 {
2842 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2843
2844 if ( construction_part && construction.IsPartConstructed( part_name ) )
2845 {
2846 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2847 construction.DestroyConnectedParts(part_name);
2848 }
2849
2850 //barbed wire handling (hack-ish)
2851 if ( part_name.Contains("barbed") )
2852 {
2853 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2854 if (barbed_wire)
2855 barbed_wire.SetMountedState( false );
2856 }
2857 }
2858 }
2859
2860 override void EEOnAfterLoad()
2861 {
2863 {
2865 }
2866
2867 super.EEOnAfterLoad();
2868 }
2869
2870 override void EEInit()
2871 {
2872 super.EEInit();
2873
2874 // init visuals and physics
2875 InitBaseState();
2876
2877 //debug
2878 #ifdef DEVELOPER
2880 #endif
2881 }
2882
2883 override void EEItemAttached( EntityAI item, string slot_name )
2884 {
2885 super.EEItemAttached( item, slot_name );
2886
2887 CheckForHybridAttachments( item, slot_name );
2888 UpdateVisuals();
2889 UpdateAttachmentPhysics( slot_name, false );
2890 }
2891
2892 override void EEItemDetached( EntityAI item, string slot_name )
2893 {
2894 super.EEItemDetached( item, slot_name );
2895
2896 UpdateVisuals();
2897 UpdateAttachmentPhysics( slot_name, false );
2898 }
2899
2900 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2901 {
2902 string slot_name = InventorySlots.GetSlotName( slotId );
2903 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2904
2905 UpdateAttachmentVisuals( slot_name, locked );
2906 UpdateAttachmentPhysics( slot_name, locked );
2907 }
2908
2909 //ignore out of reach condition
2910 override bool IgnoreOutOfReachCondition()
2911 {
2912 return true;
2913 }
2914
2915 //CONSTRUCTION EVENTS
2916 //Build
2917 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2918 {
2919 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2920
2921 //check base state
2922 if (construtionPart.IsBase())
2923 {
2924 SetBaseState(true);
2925
2926 //spawn kit
2928 }
2929
2930 //register constructed parts for synchronization
2931 RegisterPartForSync(construtionPart.GetId());
2932
2933 //register action that was performed on part
2934 RegisterActionForSync(construtionPart.GetId(), action_id);
2935
2936 //synchronize
2938
2939 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2940
2941 UpdateNavmesh();
2942
2943 //update visuals
2944 UpdateVisuals();
2945
2946 //reset action sync data
2948 }
2949
2950 void OnPartBuiltClient(string part_name, int action_id)
2951 {
2952 //play sound
2953 SoundBuildStart( part_name );
2954 }
2955
2956 //Dismantle
2957 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2958 {
2959 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2960 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2961
2962 //register constructed parts for synchronization
2963 UnregisterPartForSync(construtionPart.GetId());
2964
2965 //register action that was performed on part
2966 RegisterActionForSync(construtionPart.GetId(), action_id);
2967
2968 //synchronize
2970
2971 // server part of sync, client will be synced from SetPartsFromSyncData
2972 SetPartFromSyncData(construtionPart);
2973
2974 UpdateNavmesh();
2975
2976 //update visuals
2977 UpdateVisuals();
2978
2979 //reset action sync data
2981
2982 //check base state
2983 if (construtionPart.IsBase())
2984 {
2985 //Destroy construction
2987 }
2988
2989 if (GetGame().IsServer())
2990 HandleItemFalling(construtionPart);
2991 }
2992
2993 void OnPartDismantledClient( string part_name, int action_id )
2994 {
2995 //play sound
2996 SoundDismantleStart( part_name );
2997 }
2998
2999 //Destroy
3000 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3001 {
3002 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3003 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3004
3005 //register constructed parts for synchronization
3006 UnregisterPartForSync(construtionPart.GetId());
3007
3008 //register action that was performed on part
3009 RegisterActionForSync(construtionPart.GetId(), action_id);
3010
3011 //synchronize
3013
3014 // server part of sync, client will be synced from SetPartsFromSyncData
3015 SetPartFromSyncData(construtionPart);
3016
3017 UpdateNavmesh();
3018
3019 //update visuals
3020 UpdateVisuals();
3021
3022 //reset action sync data
3024
3025 //check base state
3026 if (construtionPart.IsBase())
3027 {
3028 //Destroy construction
3030 }
3031
3032 if (GetGame().IsServer())
3033 HandleItemFalling(construtionPart);
3034 }
3035
3036 void OnPartDestroyedClient( string part_name, int action_id )
3037 {
3038 //play sound
3039 SoundDestroyStart( part_name );
3040 }
3041
3042 protected void HandleItemFalling(ConstructionPart part)
3043 {
3044 bool process = false;
3045
3046 //TODO: add a parameter to parts' config classes?
3047 process |= part.m_PartName.Contains("_roof");
3048 process |= part.m_PartName.Contains("_platform");
3049 process |= part.m_PartName.Contains("_stair");
3050
3051 if (process)
3052 {
3053 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3054 {
3055 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3056 return;
3057 }
3058
3059 vector mins, maxs;
3060 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3061 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3062
3063 //sanitize minmaxs
3064 vector minTmp, maxTmp;
3065 minTmp[0] = Math.Min(mins[0],maxs[0]);
3066 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3067 minTmp[1] = Math.Min(mins[1],maxs[1]);
3068 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3069 minTmp[2] = Math.Min(mins[2],maxs[2]);
3070 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3071 mins = minTmp;
3072 maxs = maxTmp;
3073
3074 maxs[1] = maxs[1] + 0.35; //reach a little above..
3075
3076 ItemFall(mins,maxs);
3077 }
3078 }
3079
3080 protected void ItemFall(vector min, vector max)
3081 {
3082 array<EntityAI> foundEntities = new array<EntityAI>();
3083 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3084
3085 //filtering
3086 ItemBase item;
3087 foreach (EntityAI entity : foundEntities)
3088 {
3089 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3090 item.ThrowPhysically(null,vector.Zero);
3091 }
3092 }
3093
3094 // --- UPDATE
3095 void InitBaseState()
3096 {
3097 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3098
3099 InitVisuals();
3100 UpdateNavmesh(); //regenerate navmesh
3101 GetConstruction().InitBaseState();
3102 }
3103
3104 void InitVisuals()
3105 {
3106 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3107 //check base
3108 if ( !HasBase() )
3109 {
3110 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3111 }
3112 else
3113 {
3114 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3115 }
3116
3117 GetConstruction().UpdateVisuals();
3118 }
3119
3120 void UpdateVisuals()
3121 {
3122 array<string> attachmentSlots = new array<string>;
3123
3124 GetAttachmentSlots(this, attachmentSlots);
3125 foreach (string slotName : attachmentSlots)
3126 {
3128 }
3129
3130 //check base
3131 if (!HasBase())
3132 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3133 else
3134 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3135
3136 GetConstruction().UpdateVisuals();
3137 }
3138
3139 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3140 {
3141 string slotNameMounted = slot_name + "_Mounted";
3142 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3143
3144 if (attachment)
3145 {
3146 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3147 if (barbedWire && barbedWire.IsMounted())
3148 CreateAreaDamage(slotNameMounted);
3149 else
3150 DestroyAreaDamage(slotNameMounted);
3151
3152 if (is_locked)
3153 {
3154 SetAnimationPhase(slotNameMounted, 0);
3155 SetAnimationPhase(slot_name, 1);
3156 }
3157 else
3158 {
3159 SetAnimationPhase(slotNameMounted, 1);
3160 SetAnimationPhase(slot_name, 0);
3161 }
3162 }
3163 else
3164 {
3165 SetAnimationPhase(slotNameMounted, 1);
3166 SetAnimationPhase(slot_name, 1);
3167
3168 DestroyAreaDamage(slotNameMounted);
3169 }
3170 }
3171
3172 // avoid calling this function on frequent occasions, it's a massive performance hit
3173 void UpdatePhysics()
3174 {
3176 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3177
3178 array<string> attachmentSlots = new array<string>;
3179 GetAttachmentSlots(this, attachmentSlots);
3180
3182 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3183
3184 foreach (string slotName : attachmentSlots)
3185 {
3187 }
3188
3189 //check base
3190 if (!HasBase())
3191 {
3193 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3194
3195 AddProxyPhysics(ANIMATION_DEPLOYED);
3196 }
3197 else
3198 {
3200 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3201
3202 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3203 }
3204
3205 GetConstruction().UpdatePhysics();
3206 UpdateNavmesh();
3207 }
3208
3209 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3210 {
3211 //checks for invalid appends; hotfix
3212 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3213 return;
3214 //----------------------------------
3215 string slot_name_mounted = slot_name + "_Mounted";
3216 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3217
3218 //remove proxy physics
3219 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3220 RemoveProxyPhysics( slot_name_mounted );
3221 RemoveProxyPhysics( slot_name );
3222
3223 if ( attachment )
3224 {
3225 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3226 if ( is_locked )
3227 {
3228 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3229 AddProxyPhysics( slot_name_mounted );
3230 }
3231 else
3232 {
3233 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3234 AddProxyPhysics( slot_name );
3235 }
3236 }
3237 }
3238
3239 protected void UpdateNavmesh()
3240 {
3241 SetAffectPathgraph( true, false );
3242 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3243 }
3244
3245 override bool CanUseConstruction()
3246 {
3247 return true;
3248 }
3249
3250 override bool CanUseConstructionBuild()
3251 {
3252 return true;
3253 }
3254
3255 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3256 {
3257 if ( attachment )
3258 {
3259 InventoryLocation inventory_location = new InventoryLocation;
3260 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3261
3262 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3263 }
3264
3265 return false;
3266 }
3267
3268 protected bool IsAttachmentSlotLocked( string slot_name )
3269 {
3270 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3271 }
3272
3273 //--- ATTACHMENT SLOTS
3274 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3275 {
3276 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3277 if ( GetGame().ConfigIsExisting( config_path ) )
3278 {
3279 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3280 }
3281 }
3282
3283 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3284 {
3285 return true;
3286 }
3287
3288 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3289 {
3290 return true;
3291 }
3292
3293 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3294 {
3295 return true;
3296 }
3297
3298 // --- INIT
3299 void ConstructionInit()
3300 {
3301 if ( !m_Construction )
3302 {
3303 m_Construction = new Construction( this );
3304 }
3305
3306 GetConstruction().Init();
3307 }
3308
3310 {
3311 return m_Construction;
3312 }
3313
3314 //--- INVENTORY/ATTACHMENTS CONDITIONS
3315 //attachments
3316 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3317 {
3318 return super.CanReceiveAttachment(attachment, slotId);
3319 }
3320
3322 {
3323 int attachment_count = GetInventory().AttachmentCount();
3324 if ( attachment_count > 0 )
3325 {
3326 if ( HasBase() && attachment_count == 1 )
3327 {
3328 return false;
3329 }
3330
3331 return true;
3332 }
3333
3334 return false;
3335 }
3336
3337 override bool ShowZonesHealth()
3338 {
3339 return true;
3340 }
3341
3342 override bool IsTakeable()
3343 {
3344 return false;
3345 }
3346
3347 //this into/outo parent.Cargo
3348 override bool CanPutInCargo( EntityAI parent )
3349 {
3350 return false;
3351 }
3352
3353 override bool CanRemoveFromCargo( EntityAI parent )
3354 {
3355 return false;
3356 }
3357
3358 //hands
3359 override bool CanPutIntoHands( EntityAI parent )
3360 {
3361 return false;
3362 }
3363
3364 //--- ACTION CONDITIONS
3365 //direction
3366 override bool IsFacingPlayer( PlayerBase player, string selection )
3367 {
3368 return true;
3369 }
3370
3371 override bool IsPlayerInside( PlayerBase player, string selection )
3372 {
3373 return true;
3374 }
3375
3378 {
3379 return false;
3380 }
3381
3382 //camera direction check
3383 bool IsFacingCamera( string selection )
3384 {
3385 return true;
3386 }
3387
3388 //roof check
3389 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3390 {
3391 return false;
3392 }
3393
3394 //selection->player distance check
3395 bool HasProperDistance( string selection, PlayerBase player )
3396 {
3397 return true;
3398 }
3399
3400 //folding
3402 {
3403 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3404 {
3405 return false;
3406 }
3407
3408 return true;
3409 }
3410
3412 {
3415
3416 return item;
3417 }
3418
3419 //Damage triggers (barbed wire)
3420 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3421 {
3422 if ( GetGame() && GetGame().IsServer() )
3423 {
3424 //destroy area damage if some already exists
3425 DestroyAreaDamage( slot_name );
3426
3427 //create new area damage
3429 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3430
3431 vector min_max[2];
3432 if ( MemoryPointExists( slot_name + "_min" ) )
3433 {
3434 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3435 }
3436 if ( MemoryPointExists( slot_name + "_max" ) )
3437 {
3438 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3439 }
3440
3441 //get proper trigger extents (min<max)
3442 vector extents[2];
3443 GetConstruction().GetTriggerExtents( min_max, extents );
3444
3445 //get box center
3446 vector center;
3447 center = GetConstruction().GetBoxCenter( min_max );
3448 center = ModelToWorld( center );
3449
3450 //rotate center if needed
3451 vector orientation = GetOrientation();;
3452 CalcDamageAreaRotation( rotation_angle, center, orientation );
3453
3454 areaDamage.SetExtents( extents[0], extents[1] );
3455 areaDamage.SetAreaPosition( center );
3456 areaDamage.SetAreaOrientation( orientation );
3457 areaDamage.SetLoopInterval( 1.0 );
3458 areaDamage.SetDeferDuration( 0.2 );
3459 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3460 areaDamage.SetAmmoName( "BarbedWireHit" );
3461 areaDamage.Spawn();
3462
3463 m_DamageTriggers.Insert( slot_name, areaDamage );
3464 }
3465 }
3466
3467 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3468 {
3469 if ( angle_deg != 0 )
3470 {
3471 //orientation
3472 orientation[0] = orientation[0] - angle_deg;
3473
3474 //center
3475 vector rotate_axis;
3476 if ( MemoryPointExists( "rotate_axis" ) )
3477 {
3478 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3479 }
3480 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];
3481 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];
3482 center[0] = r_center_x;
3483 center[2] = r_center_z;
3484 }
3485 }
3486
3487 void DestroyAreaDamage( string slot_name )
3488 {
3489 if (GetGame() && GetGame().IsServer())
3490 {
3492 if (m_DamageTriggers.Find(slot_name, areaDamage))
3493 {
3494 if (areaDamage)
3495 {
3496 areaDamage.Destroy();
3497 }
3498
3499 m_DamageTriggers.Remove( slot_name );
3500 }
3501 }
3502 }
3503
3504 override bool IsIgnoredByConstruction()
3505 {
3506 return true;
3507 }
3508
3509 //================================================================
3510 // SOUNDS
3511 //================================================================
3512 protected void SoundBuildStart( string part_name )
3513 {
3514 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3515 }
3516
3517 protected void SoundDismantleStart( string part_name )
3518 {
3519 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3520 }
3521
3522 protected void SoundDestroyStart( string part_name )
3523 {
3524 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3525 }
3526
3527 protected string GetBuildSoundByMaterial( string part_name )
3528 {
3529 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3530
3531 switch ( material_type )
3532 {
3533 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3534 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3535 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3536 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3537 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3538 }
3539
3540 return "";
3541 }
3542
3543 protected string GetDismantleSoundByMaterial( string part_name )
3544 {
3545 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3546
3547 switch ( material_type )
3548 {
3549 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3550 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3551 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3552 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3553 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3554 }
3555
3556 return "";
3557 }
3558
3559 //misc
3560 void CheckForHybridAttachments( EntityAI item, string slot_name )
3561 {
3562 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3563 {
3564 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3565 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3566 {
3567 SetHealth(slot_name,"Health",item.GetHealth());
3568 }
3569 }
3570 }
3571
3572 override int GetDamageSystemVersionChange()
3573 {
3574 return 111;
3575 }
3576
3577 override void SetActions()
3578 {
3579 super.SetActions();
3580
3584 }
3585
3586 //================================================================
3587 // DEBUG
3588 //================================================================
3589 protected void DebugCustomState()
3590 {
3591 }
3592
3595 {
3596 return null;
3597 }
3598
3599 override void OnDebugSpawn()
3600 {
3601 FullyBuild();
3602 }
3603
3604 void FullyBuild()
3605 {
3607 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3608
3609 Man p;
3610
3611 #ifdef SERVER
3612 array<Man> players = new array<Man>;
3613 GetGame().GetWorld().GetPlayerList(players);
3614 if (players.Count())
3615 p = players[0];
3616 #else
3617 p = GetGame().GetPlayer();
3618 #endif
3619
3620 foreach (ConstructionPart part : parts)
3621 {
3622 bool excluded = false;
3623 string partName = part.GetPartName();
3624 if (excludes)
3625 {
3626 foreach (string exclude : excludes)
3627 {
3628 if (partName.Contains(exclude))
3629 {
3630 excluded = true;
3631 break;
3632 }
3633 }
3634 }
3635
3636 if (!excluded)
3637 {
3638 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3639 }
3640 }
3641
3642 GetConstruction().UpdateVisuals();
3643 }
3644}
3645
3646void bsbDebugPrint (string s)
3647{
3648#ifdef BSB_DEBUG
3649 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3650#else
3651 //Print("" + s); // comment/uncomment to hide/see debug logs
3652#endif
3653}
3654void bsbDebugSpam (string s)
3655{
3656#ifdef BSB_DEBUG_SPAM
3657 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3658#else
3659 //Print("" + s); // comment/uncomment to hide/see debug logs
3660#endif
3661}
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