DayZ 1.27
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◆ IsOpened()

bool bsbDebugPrint::IsOpened ( )
protected

См. определение в файле BaseBuildingBase.c строка 1635

1637{
1638 const string ANIMATION_DEPLOYED = "Deployed";
1639
1640 float m_ConstructionKitHealth; //stored health value for used construction kit
1641
1643
1644 bool m_HasBase;
1645 //variables for synchronization of base building parts (2x31 is the current limit)
1646 int m_SyncParts01; //synchronization for already built parts (31 parts)
1647 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1648 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1649 int m_InteractedPartId; //construction part id that an action was performed on
1650 int m_PerformedActionId; //action id that was performed on a construction part
1651
1652 //Sounds
1653 //build
1654 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1655 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1656 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1657 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1658 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1659 //dismantle
1660 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1661 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1662 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1663 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1664 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1665
1666 protected EffectSound m_Sound;
1667
1671
1672 // Constructor
1673 void BaseBuildingBase()
1674 {
1676
1677 //synchronized variables
1678 RegisterNetSyncVariableInt( "m_SyncParts01" );
1679 RegisterNetSyncVariableInt( "m_SyncParts02" );
1680 RegisterNetSyncVariableInt( "m_SyncParts03" );
1681 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1682 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1683 RegisterNetSyncVariableBool( "m_HasBase" );
1684
1685 //Construction init
1687
1688 if (ConfigIsExisting("hybridAttachments"))
1689 {
1691 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1692 }
1693 if (ConfigIsExisting("mountables"))
1694 {
1696 ConfigGetTextArray("mountables", m_Mountables);
1697 }
1698
1699 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1700 }
1701
1702 override void EEDelete(EntityAI parent)
1703 {
1704 super.EEDelete(parent);
1705
1706 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1707 {
1708 areaDamage.Destroy();
1709 }
1710
1711 }
1712
1713 override string GetInvulnerabilityTypeString()
1714 {
1715 return "disableBaseDamage";
1716 }
1717
1718 override bool CanObstruct()
1719 {
1720 return true;
1721 }
1722
1723 override int GetHideIconMask()
1724 {
1725 return EInventoryIconVisibility.HIDE_VICINITY;
1726 }
1727
1728 // --- SYNCHRONIZATION
1730 {
1731 if ( GetGame().IsServer() )
1732 {
1733 SetSynchDirty();
1734 }
1735 }
1736
1737 override void OnVariablesSynchronized()
1738 {
1739 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1740 super.OnVariablesSynchronized();
1741
1743 }
1744
1745 protected void OnSynchronizedClient()
1746 {
1747 //update parts
1749
1750 //update action on part
1752
1753 //update visuals (client)
1754 UpdateVisuals();
1755 }
1756
1757 //parts synchronization
1758 void RegisterPartForSync( int part_id )
1759 {
1760 //part_id must starts from index = 1
1761 int offset;
1762 int mask;
1763
1764 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1765 {
1766 offset = part_id - 1;
1767 mask = 1 << offset;
1768
1769 m_SyncParts01 = m_SyncParts01 | mask;
1770 }
1771 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1772 {
1773 offset = ( part_id % 32 );
1774 mask = 1 << offset;
1775
1776 m_SyncParts02 = m_SyncParts02 | mask;
1777 }
1778 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1779 {
1780 offset = ( part_id % 63 );
1781 mask = 1 << offset;
1782
1783 m_SyncParts03 = m_SyncParts03 | mask;
1784 }
1785 }
1786
1787 void UnregisterPartForSync( int part_id )
1788 {
1789 //part_id must starts from index = 1
1790 int offset;
1791 int mask;
1792
1793 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1794 {
1795 offset = part_id - 1;
1796 mask = 1 << offset;
1797
1798 m_SyncParts01 = m_SyncParts01 & ~mask;
1799 }
1800 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1801 {
1802 offset = ( part_id % 32 );
1803 mask = 1 << offset;
1804
1805 m_SyncParts02 = m_SyncParts02 & ~mask;
1806 }
1807 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1808 {
1809 offset = ( part_id % 63 );
1810 mask = 1 << offset;
1811
1812 m_SyncParts03 = m_SyncParts03 & ~mask;
1813 }
1814 }
1815
1816 bool IsPartBuildInSyncData( int part_id )
1817 {
1818 //part_id must starts from index = 1
1819 int offset;
1820 int mask;
1821
1822 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1823 {
1824 offset = part_id - 1;
1825 mask = 1 << offset;
1826
1827 if ( ( m_SyncParts01 & mask ) > 0 )
1828 {
1829 return true;
1830 }
1831 }
1832 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1833 {
1834 offset = ( part_id % 32 );
1835 mask = 1 << offset;
1836
1837 if ( ( m_SyncParts02 & mask ) > 0 )
1838 {
1839 return true;
1840 }
1841 }
1842 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1843 {
1844 offset = ( part_id % 63 );
1845 mask = 1 << offset;
1846
1847 if ( ( m_SyncParts03 & mask ) > 0 )
1848 {
1849 return true;
1850 }
1851 }
1852
1853 return false;
1854 }
1855
1856 protected void RegisterActionForSync( int part_id, int action_id )
1857 {
1858 m_InteractedPartId = part_id;
1859 m_PerformedActionId = action_id;
1860 }
1861
1862 protected void ResetActionSyncData()
1863 {
1864 //reset data
1865 m_InteractedPartId = -1;
1867 }
1868
1869 protected void SetActionFromSyncData()
1870 {
1871 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1872 {
1874 int build_action_id = m_PerformedActionId;
1875
1876 switch( build_action_id )
1877 {
1878 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1879 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1880 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1881 }
1882 }
1883 }
1884 //------
1885
1887 {
1888 string key = part.m_PartName;
1889 bool is_base = part.IsBase();
1890 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1891 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1892 if ( is_part_built_sync )
1893 {
1894 if ( !part.IsBuilt() )
1895 {
1896 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1897 GetConstruction().AddToConstructedParts( key );
1898 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1899
1900 if (is_base)
1901 {
1903 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1904 }
1905 }
1906 }
1907 else
1908 {
1909 if ( part.IsBuilt() )
1910 {
1911 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1912 GetConstruction().RemoveFromConstructedParts( key );
1913 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1914
1915 if (is_base)
1916 {
1918 AddProxyPhysics( ANIMATION_DEPLOYED );
1919 }
1920 }
1921 }
1922
1923 //check slot lock for material attachments
1924 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1925 }
1926
1927 //set construction parts based on synchronized data
1929 {
1930 Construction construction = GetConstruction();
1931 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1932
1933 for ( int i = 0; i < construction_parts.Count(); ++i )
1934 {
1935 string key = construction_parts.GetKey( i );
1936 ConstructionPart value = construction_parts.Get( key );
1937 SetPartFromSyncData(value);
1938 }
1939
1940 //regenerate navmesh
1941 UpdateNavmesh();
1942 }
1943
1944 protected ConstructionPart GetConstructionPartById( int id )
1945 {
1946 Construction construction = GetConstruction();
1947 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1948
1949 for ( int i = 0; i < construction_parts.Count(); ++i )
1950 {
1951 string key = construction_parts.GetKey( i );
1952 ConstructionPart value = construction_parts.Get( key );
1953
1954 if ( value.GetId() == id )
1955 {
1956 return value;
1957 }
1958 }
1959
1960 return NULL;
1961 }
1962 //
1963
1964 //Base
1965 bool HasBase()
1966 {
1967 return m_HasBase;
1968 }
1969
1970 void SetBaseState( bool has_base )
1971 {
1972 m_HasBase = has_base;
1973 }
1974
1975 override bool IsDeployable()
1976 {
1977 return true;
1978 }
1979
1980 bool IsOpened()
1981 {
1982 return false;
1983 }
1984
1985 //--- CONSTRUCTION KIT
1987 {
1988 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1989 if ( m_ConstructionKitHealth > 0 )
1990 {
1991 construction_kit.SetHealth( m_ConstructionKitHealth );
1992 }
1993
1994 return construction_kit;
1995 }
1996
1997 void CreateConstructionKitInHands(notnull PlayerBase player)
1998 {
1999 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2000 if ( m_ConstructionKitHealth > 0 )
2001 {
2002 construction_kit.SetHealth( m_ConstructionKitHealth );
2003 }
2004 }
2005
2006 protected vector GetKitSpawnPosition()
2007 {
2008 return GetPosition();
2009 }
2010
2011 protected string GetConstructionKitType()
2012 {
2013 return "";
2014 }
2015
2016 void DestroyConstructionKit( ItemBase construction_kit )
2017 {
2018 m_ConstructionKitHealth = construction_kit.GetHealth();
2019 GetGame().ObjectDelete( construction_kit );
2020 }
2021
2022 //--- CONSTRUCTION
2023 void DestroyConstruction()
2024 {
2025 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2026 GetGame().ObjectDelete( this );
2027 }
2028
2029 // --- EVENTS
2030 override void OnStoreSave( ParamsWriteContext ctx )
2031 {
2032 super.OnStoreSave( ctx );
2033
2034 //sync parts 01
2035 ctx.Write( m_SyncParts01 );
2036 ctx.Write( m_SyncParts02 );
2037 ctx.Write( m_SyncParts03 );
2038
2039 ctx.Write( m_HasBase );
2040 }
2041
2042 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2043 {
2044 if ( !super.OnStoreLoad( ctx, version ) )
2045 return false;
2046
2047 //--- Base building data ---
2048 //Restore synced parts data
2049 if ( !ctx.Read( m_SyncParts01 ) )
2050 {
2051 m_SyncParts01 = 0; //set default
2052 return false;
2053 }
2054 if ( !ctx.Read( m_SyncParts02 ) )
2055 {
2056 m_SyncParts02 = 0; //set default
2057 return false;
2058 }
2059 if ( !ctx.Read( m_SyncParts03 ) )
2060 {
2061 m_SyncParts03 = 0; //set default
2062 return false;
2063 }
2064
2065 //has base
2066 if ( !ctx.Read( m_HasBase ) )
2067 {
2068 m_HasBase = false;
2069 return false;
2070 }
2071 //---
2072
2073 return true;
2074 }
2075
2076 override void AfterStoreLoad()
2077 {
2078 super.AfterStoreLoad();
2079
2081 {
2083 }
2084 }
2085
2087 {
2088 //update server data
2090
2091 //set base state
2092 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2093 SetBaseState( construction_part.IsBuilt() ) ;
2094
2095 //synchronize after load
2097 }
2098
2099 override void OnCreatePhysics()
2100 {
2101 super.OnCreatePhysics();
2104 }
2105
2106 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2107 {
2109 return;
2110
2111 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2112
2113 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2114 return;
2115
2116 Construction construction = GetConstruction();
2117 string part_name = zone;
2118 part_name.ToLower();
2119
2120 if ( newLevel == GameConstants.STATE_RUINED )
2121 {
2122 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2123
2124 if ( construction_part && construction.IsPartConstructed( part_name ) )
2125 {
2126 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2127 construction.DestroyConnectedParts(part_name);
2128 }
2129
2130 //barbed wire handling (hack-ish)
2131 if ( part_name.Contains("barbed") )
2132 {
2133 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2134 if (barbed_wire)
2135 barbed_wire.SetMountedState( false );
2136 }
2137 }
2138 }
2139
2140 override void EEOnAfterLoad()
2141 {
2143 {
2145 }
2146
2147 super.EEOnAfterLoad();
2148 }
2149
2150 override void EEInit()
2151 {
2152 super.EEInit();
2153
2154 // init visuals and physics
2155 InitBaseState();
2156
2157 //debug
2158 #ifdef DEVELOPER
2160 #endif
2161 }
2162
2163 override void EEItemAttached( EntityAI item, string slot_name )
2164 {
2165 super.EEItemAttached( item, slot_name );
2166
2167 CheckForHybridAttachments( item, slot_name );
2168 UpdateVisuals();
2169 UpdateAttachmentPhysics( slot_name, false );
2170 }
2171
2172 override void EEItemDetached( EntityAI item, string slot_name )
2173 {
2174 super.EEItemDetached( item, slot_name );
2175
2176 UpdateVisuals();
2177 UpdateAttachmentPhysics( slot_name, false );
2178 }
2179
2180 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2181 {
2182 string slot_name = InventorySlots.GetSlotName( slotId );
2183 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2184
2185 UpdateAttachmentVisuals( slot_name, locked );
2186 UpdateAttachmentPhysics( slot_name, locked );
2187 }
2188
2189 //ignore out of reach condition
2190 override bool IgnoreOutOfReachCondition()
2191 {
2192 return true;
2193 }
2194
2195 //CONSTRUCTION EVENTS
2196 //Build
2197 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2198 {
2199 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2200
2201 //check base state
2202 if (construtionPart.IsBase())
2203 {
2204 SetBaseState(true);
2205
2206 //spawn kit
2208 }
2209
2210 //register constructed parts for synchronization
2211 RegisterPartForSync(construtionPart.GetId());
2212
2213 //register action that was performed on part
2214 RegisterActionForSync(construtionPart.GetId(), action_id);
2215
2216 //synchronize
2218
2219 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2220
2221 UpdateNavmesh();
2222
2223 //update visuals
2224 UpdateVisuals();
2225
2226 //reset action sync data
2228 }
2229
2230 void OnPartBuiltClient(string part_name, int action_id)
2231 {
2232 //play sound
2233 SoundBuildStart( part_name );
2234 }
2235
2236 //Dismantle
2237 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2238 {
2239 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2240 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2241
2242 //register constructed parts for synchronization
2243 UnregisterPartForSync(construtionPart.GetId());
2244
2245 //register action that was performed on part
2246 RegisterActionForSync(construtionPart.GetId(), action_id);
2247
2248 //synchronize
2250
2251 // server part of sync, client will be synced from SetPartsFromSyncData
2252 SetPartFromSyncData(construtionPart);
2253
2254 UpdateNavmesh();
2255
2256 //update visuals
2257 UpdateVisuals();
2258
2259 //reset action sync data
2261
2262 //check base state
2263 if (construtionPart.IsBase())
2264 {
2265 //Destroy construction
2267 }
2268
2269 if (GetGame().IsServer())
2270 HandleItemFalling(construtionPart);
2271 }
2272
2273 void OnPartDismantledClient( string part_name, int action_id )
2274 {
2275 //play sound
2276 SoundDismantleStart( part_name );
2277 }
2278
2279 //Destroy
2280 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2281 {
2282 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2283 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2284
2285 //register constructed parts for synchronization
2286 UnregisterPartForSync(construtionPart.GetId());
2287
2288 //register action that was performed on part
2289 RegisterActionForSync(construtionPart.GetId(), action_id);
2290
2291 //synchronize
2293
2294 // server part of sync, client will be synced from SetPartsFromSyncData
2295 SetPartFromSyncData(construtionPart);
2296
2297 UpdateNavmesh();
2298
2299 //update visuals
2300 UpdateVisuals();
2301
2302 //reset action sync data
2304
2305 //check base state
2306 if (construtionPart.IsBase())
2307 {
2308 //Destroy construction
2310 }
2311
2312 if (GetGame().IsServer())
2313 HandleItemFalling(construtionPart);
2314 }
2315
2316 void OnPartDestroyedClient( string part_name, int action_id )
2317 {
2318 //play sound
2319 SoundDestroyStart( part_name );
2320 }
2321
2322 protected void HandleItemFalling(ConstructionPart part)
2323 {
2324 bool process = false;
2325
2326 //TODO: add a parameter to parts' config classes?
2327 process |= part.m_PartName.Contains("_roof");
2328 process |= part.m_PartName.Contains("_platform");
2329 process |= part.m_PartName.Contains("_stair");
2330
2331 if (process)
2332 {
2333 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2334 {
2335 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2336 return;
2337 }
2338
2339 vector mins, maxs;
2340 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2341 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2342
2343 //sanitize minmaxs
2344 vector minTmp, maxTmp;
2345 minTmp[0] = Math.Min(mins[0],maxs[0]);
2346 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2347 minTmp[1] = Math.Min(mins[1],maxs[1]);
2348 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2349 minTmp[2] = Math.Min(mins[2],maxs[2]);
2350 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2351 mins = minTmp;
2352 maxs = maxTmp;
2353
2354 maxs[1] = maxs[1] + 0.35; //reach a little above..
2355
2356 ItemFall(mins,maxs);
2357 }
2358 }
2359
2360 protected void ItemFall(vector min, vector max)
2361 {
2362 array<EntityAI> foundEntities = new array<EntityAI>();
2363 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2364
2365 //filtering
2366 ItemBase item;
2367 foreach (EntityAI entity : foundEntities)
2368 {
2369 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2370 item.ThrowPhysically(null,vector.Zero);
2371 }
2372 }
2373
2374 // --- UPDATE
2375 void InitBaseState()
2376 {
2377 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2378
2379 InitVisuals();
2380 UpdateNavmesh(); //regenerate navmesh
2381 GetConstruction().InitBaseState();
2382 }
2383
2384 void InitVisuals()
2385 {
2386 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2387 //check base
2388 if ( !HasBase() )
2389 {
2390 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2391 }
2392 else
2393 {
2394 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2395 }
2396
2397 GetConstruction().UpdateVisuals();
2398 }
2399
2400 void UpdateVisuals()
2401 {
2402 array<string> attachmentSlots = new array<string>;
2403
2404 GetAttachmentSlots(this, attachmentSlots);
2405 foreach (string slotName : attachmentSlots)
2406 {
2408 }
2409
2410 //check base
2411 if (!HasBase())
2412 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2413 else
2414 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2415
2416 GetConstruction().UpdateVisuals();
2417 }
2418
2419 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2420 {
2421 string slotNameMounted = slot_name + "_Mounted";
2422 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2423
2424 if (attachment)
2425 {
2426 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2427 if (barbedWire && barbedWire.IsMounted())
2428 CreateAreaDamage(slotNameMounted);
2429 else
2430 DestroyAreaDamage(slotNameMounted);
2431
2432 if (is_locked)
2433 {
2434 SetAnimationPhase(slotNameMounted, 0);
2435 SetAnimationPhase(slot_name, 1);
2436 }
2437 else
2438 {
2439 SetAnimationPhase(slotNameMounted, 1);
2440 SetAnimationPhase(slot_name, 0);
2441 }
2442 }
2443 else
2444 {
2445 SetAnimationPhase(slotNameMounted, 1);
2446 SetAnimationPhase(slot_name, 1);
2447
2448 DestroyAreaDamage(slotNameMounted);
2449 }
2450 }
2451
2452 // avoid calling this function on frequent occasions, it's a massive performance hit
2453 void UpdatePhysics()
2454 {
2456 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2457
2458 array<string> attachmentSlots = new array<string>;
2459 GetAttachmentSlots(this, attachmentSlots);
2460
2462 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2463
2464 foreach (string slotName : attachmentSlots)
2465 {
2467 }
2468
2469 //check base
2470 if (!HasBase())
2471 {
2473 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2474
2475 AddProxyPhysics(ANIMATION_DEPLOYED);
2476 }
2477 else
2478 {
2480 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2481
2482 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2483 }
2484
2485 GetConstruction().UpdatePhysics();
2486 UpdateNavmesh();
2487 }
2488
2489 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2490 {
2491 //checks for invalid appends; hotfix
2492 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2493 return;
2494 //----------------------------------
2495 string slot_name_mounted = slot_name + "_Mounted";
2496 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2497
2498 //remove proxy physics
2499 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2500 RemoveProxyPhysics( slot_name_mounted );
2501 RemoveProxyPhysics( slot_name );
2502
2503 if ( attachment )
2504 {
2505 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2506 if ( is_locked )
2507 {
2508 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2509 AddProxyPhysics( slot_name_mounted );
2510 }
2511 else
2512 {
2513 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2514 AddProxyPhysics( slot_name );
2515 }
2516 }
2517 }
2518
2519 protected void UpdateNavmesh()
2520 {
2521 SetAffectPathgraph( true, false );
2522 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2523 }
2524
2525 override bool CanUseConstruction()
2526 {
2527 return true;
2528 }
2529
2530 override bool CanUseConstructionBuild()
2531 {
2532 return true;
2533 }
2534
2535 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2536 {
2537 if ( attachment )
2538 {
2539 InventoryLocation inventory_location = new InventoryLocation;
2540 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2541
2542 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2543 }
2544
2545 return false;
2546 }
2547
2548 protected bool IsAttachmentSlotLocked( string slot_name )
2549 {
2550 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2551 }
2552
2553 //--- ATTACHMENT SLOTS
2554 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2555 {
2556 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2557 if ( GetGame().ConfigIsExisting( config_path ) )
2558 {
2559 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2560 }
2561 }
2562
2563 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2564 {
2565 return true;
2566 }
2567
2568 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2569 {
2570 return true;
2571 }
2572
2573 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2574 {
2575 return true;
2576 }
2577
2578 // --- INIT
2579 void ConstructionInit()
2580 {
2581 if ( !m_Construction )
2582 {
2583 m_Construction = new Construction( this );
2584 }
2585
2586 GetConstruction().Init();
2587 }
2588
2590 {
2591 return m_Construction;
2592 }
2593
2594 //--- INVENTORY/ATTACHMENTS CONDITIONS
2595 //attachments
2596 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2597 {
2598 return super.CanReceiveAttachment(attachment, slotId);
2599 }
2600
2602 {
2603 int attachment_count = GetInventory().AttachmentCount();
2604 if ( attachment_count > 0 )
2605 {
2606 if ( HasBase() && attachment_count == 1 )
2607 {
2608 return false;
2609 }
2610
2611 return true;
2612 }
2613
2614 return false;
2615 }
2616
2617 override bool ShowZonesHealth()
2618 {
2619 return true;
2620 }
2621
2622 override bool IsTakeable()
2623 {
2624 return false;
2625 }
2626
2627 //this into/outo parent.Cargo
2628 override bool CanPutInCargo( EntityAI parent )
2629 {
2630 return false;
2631 }
2632
2633 override bool CanRemoveFromCargo( EntityAI parent )
2634 {
2635 return false;
2636 }
2637
2638 //hands
2639 override bool CanPutIntoHands( EntityAI parent )
2640 {
2641 return false;
2642 }
2643
2644 //--- ACTION CONDITIONS
2645 //direction
2646 override bool IsFacingPlayer( PlayerBase player, string selection )
2647 {
2648 return true;
2649 }
2650
2651 override bool IsPlayerInside( PlayerBase player, string selection )
2652 {
2653 return true;
2654 }
2655
2658 {
2659 return false;
2660 }
2661
2662 //camera direction check
2663 bool IsFacingCamera( string selection )
2664 {
2665 return true;
2666 }
2667
2668 //roof check
2669 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2670 {
2671 return false;
2672 }
2673
2674 //selection->player distance check
2675 bool HasProperDistance( string selection, PlayerBase player )
2676 {
2677 return true;
2678 }
2679
2680 //folding
2682 {
2683 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2684 {
2685 return false;
2686 }
2687
2688 return true;
2689 }
2690
2692 {
2695
2696 return item;
2697 }
2698
2699 //Damage triggers (barbed wire)
2700 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2701 {
2702 if ( GetGame() && GetGame().IsServer() )
2703 {
2704 //destroy area damage if some already exists
2705 DestroyAreaDamage( slot_name );
2706
2707 //create new area damage
2709 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2710
2711 vector min_max[2];
2712 if ( MemoryPointExists( slot_name + "_min" ) )
2713 {
2714 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2715 }
2716 if ( MemoryPointExists( slot_name + "_max" ) )
2717 {
2718 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2719 }
2720
2721 //get proper trigger extents (min<max)
2722 vector extents[2];
2723 GetConstruction().GetTriggerExtents( min_max, extents );
2724
2725 //get box center
2726 vector center;
2727 center = GetConstruction().GetBoxCenter( min_max );
2728 center = ModelToWorld( center );
2729
2730 //rotate center if needed
2731 vector orientation = GetOrientation();;
2732 CalcDamageAreaRotation( rotation_angle, center, orientation );
2733
2734 areaDamage.SetExtents( extents[0], extents[1] );
2735 areaDamage.SetAreaPosition( center );
2736 areaDamage.SetAreaOrientation( orientation );
2737 areaDamage.SetLoopInterval( 1.0 );
2738 areaDamage.SetDeferDuration( 0.2 );
2739 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2740 areaDamage.SetAmmoName( "BarbedWireHit" );
2741 areaDamage.Spawn();
2742
2743 m_DamageTriggers.Insert( slot_name, areaDamage );
2744 }
2745 }
2746
2747 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2748 {
2749 if ( angle_deg != 0 )
2750 {
2751 //orientation
2752 orientation[0] = orientation[0] - angle_deg;
2753
2754 //center
2755 vector rotate_axis;
2756 if ( MemoryPointExists( "rotate_axis" ) )
2757 {
2758 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2759 }
2760 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];
2761 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];
2762 center[0] = r_center_x;
2763 center[2] = r_center_z;
2764 }
2765 }
2766
2767 void DestroyAreaDamage( string slot_name )
2768 {
2769 if (GetGame() && GetGame().IsServer())
2770 {
2772 if (m_DamageTriggers.Find(slot_name, areaDamage))
2773 {
2774 if (areaDamage)
2775 {
2776 areaDamage.Destroy();
2777 }
2778
2779 m_DamageTriggers.Remove( slot_name );
2780 }
2781 }
2782 }
2783
2784 override bool IsIgnoredByConstruction()
2785 {
2786 return true;
2787 }
2788
2789 //================================================================
2790 // SOUNDS
2791 //================================================================
2792 protected void SoundBuildStart( string part_name )
2793 {
2794 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2795 }
2796
2797 protected void SoundDismantleStart( string part_name )
2798 {
2799 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2800 }
2801
2802 protected void SoundDestroyStart( string part_name )
2803 {
2804 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2805 }
2806
2807 protected string GetBuildSoundByMaterial( string part_name )
2808 {
2809 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2810
2811 switch ( material_type )
2812 {
2813 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2814 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2815 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2816 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2817 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2818 }
2819
2820 return "";
2821 }
2822
2823 protected string GetDismantleSoundByMaterial( string part_name )
2824 {
2825 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2826
2827 switch ( material_type )
2828 {
2829 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2830 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2831 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2832 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2833 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2834 }
2835
2836 return "";
2837 }
2838
2839 //misc
2840 void CheckForHybridAttachments( EntityAI item, string slot_name )
2841 {
2842 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2843 {
2844 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2845 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2846 {
2847 SetHealth(slot_name,"Health",item.GetHealth());
2848 }
2849 }
2850 }
2851
2852 override int GetDamageSystemVersionChange()
2853 {
2854 return 111;
2855 }
2856
2857 override void SetActions()
2858 {
2859 super.SetActions();
2860
2864 }
2865
2866 //================================================================
2867 // DEBUG
2868 //================================================================
2869 protected void DebugCustomState()
2870 {
2871 }
2872
2875 {
2876 return null;
2877 }
2878
2879 override void OnDebugSpawn()
2880 {
2881 FullyBuild();
2882 }
2883
2884 void FullyBuild()
2885 {
2887 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2888
2889 Man p;
2890
2891 #ifdef SERVER
2892 array<Man> players = new array<Man>;
2893 GetGame().GetWorld().GetPlayerList(players);
2894 if (players.Count())
2895 p = players[0];
2896 #else
2897 p = GetGame().GetPlayer();
2898 #endif
2899
2900 foreach (ConstructionPart part : parts)
2901 {
2902 bool excluded = false;
2903 string partName = part.GetPartName();
2904 if (excludes)
2905 {
2906 foreach (string exclude : excludes)
2907 {
2908 if (partName.Contains(exclude))
2909 {
2910 excluded = true;
2911 break;
2912 }
2913 }
2914 }
2915
2916 if (!excluded)
2917 {
2918 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2919 }
2920 }
2921
2922 GetConstruction().UpdateVisuals();
2923 }
2924}
2925
2926void bsbDebugPrint (string s)
2927{
2928#ifdef BSB_DEBUG
2929 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2930#else
2931 //Print("" + s); // comment/uncomment to hide/see debug logs
2932#endif
2933}
2934void bsbDebugSpam (string s)
2935{
2936#ifdef BSB_DEBUG_SPAM
2937 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2938#else
2939 //Print("" + s); // comment/uncomment to hide/see debug logs
2940#endif
2941}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в PluginBase::EditorToggle(), PluginBase::EditorUpdate(), LayoutHolder::Toggle() и ClosableContainer::UpdateInterval().