DayZ 1.27
DayZ Explorer by KGB
 
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◆ ItemFall()

void bsbDebugPrint::ItemFall ( vector min,
vector max )
protected

См. определение в файле BaseBuildingBase.c строка 2015

2017{
2018 const string ANIMATION_DEPLOYED = "Deployed";
2019
2020 float m_ConstructionKitHealth; //stored health value for used construction kit
2021
2023
2024 bool m_HasBase;
2025 //variables for synchronization of base building parts (2x31 is the current limit)
2026 int m_SyncParts01; //synchronization for already built parts (31 parts)
2027 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2028 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2029 int m_InteractedPartId; //construction part id that an action was performed on
2030 int m_PerformedActionId; //action id that was performed on a construction part
2031
2032 //Sounds
2033 //build
2034 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2035 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2036 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2037 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2038 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2039 //dismantle
2040 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2041 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2042 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2043 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2044 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2045
2046 protected EffectSound m_Sound;
2047
2051
2052 // Constructor
2053 void BaseBuildingBase()
2054 {
2056
2057 //synchronized variables
2058 RegisterNetSyncVariableInt( "m_SyncParts01" );
2059 RegisterNetSyncVariableInt( "m_SyncParts02" );
2060 RegisterNetSyncVariableInt( "m_SyncParts03" );
2061 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2062 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2063 RegisterNetSyncVariableBool( "m_HasBase" );
2064
2065 //Construction init
2067
2068 if (ConfigIsExisting("hybridAttachments"))
2069 {
2071 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2072 }
2073 if (ConfigIsExisting("mountables"))
2074 {
2076 ConfigGetTextArray("mountables", m_Mountables);
2077 }
2078
2079 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2080 }
2081
2082 override void EEDelete(EntityAI parent)
2083 {
2084 super.EEDelete(parent);
2085
2086 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2087 {
2088 areaDamage.Destroy();
2089 }
2090
2091 }
2092
2093 override string GetInvulnerabilityTypeString()
2094 {
2095 return "disableBaseDamage";
2096 }
2097
2098 override bool CanObstruct()
2099 {
2100 return true;
2101 }
2102
2103 override int GetHideIconMask()
2104 {
2105 return EInventoryIconVisibility.HIDE_VICINITY;
2106 }
2107
2108 // --- SYNCHRONIZATION
2110 {
2111 if ( GetGame().IsServer() )
2112 {
2113 SetSynchDirty();
2114 }
2115 }
2116
2117 override void OnVariablesSynchronized()
2118 {
2119 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2120 super.OnVariablesSynchronized();
2121
2123 }
2124
2125 protected void OnSynchronizedClient()
2126 {
2127 //update parts
2129
2130 //update action on part
2132
2133 //update visuals (client)
2134 UpdateVisuals();
2135 }
2136
2137 //parts synchronization
2138 void RegisterPartForSync( int part_id )
2139 {
2140 //part_id must starts from index = 1
2141 int offset;
2142 int mask;
2143
2144 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2145 {
2146 offset = part_id - 1;
2147 mask = 1 << offset;
2148
2149 m_SyncParts01 = m_SyncParts01 | mask;
2150 }
2151 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2152 {
2153 offset = ( part_id % 32 );
2154 mask = 1 << offset;
2155
2156 m_SyncParts02 = m_SyncParts02 | mask;
2157 }
2158 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2159 {
2160 offset = ( part_id % 63 );
2161 mask = 1 << offset;
2162
2163 m_SyncParts03 = m_SyncParts03 | mask;
2164 }
2165 }
2166
2167 void UnregisterPartForSync( int part_id )
2168 {
2169 //part_id must starts from index = 1
2170 int offset;
2171 int mask;
2172
2173 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2174 {
2175 offset = part_id - 1;
2176 mask = 1 << offset;
2177
2178 m_SyncParts01 = m_SyncParts01 & ~mask;
2179 }
2180 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2181 {
2182 offset = ( part_id % 32 );
2183 mask = 1 << offset;
2184
2185 m_SyncParts02 = m_SyncParts02 & ~mask;
2186 }
2187 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2188 {
2189 offset = ( part_id % 63 );
2190 mask = 1 << offset;
2191
2192 m_SyncParts03 = m_SyncParts03 & ~mask;
2193 }
2194 }
2195
2196 bool IsPartBuildInSyncData( int part_id )
2197 {
2198 //part_id must starts from index = 1
2199 int offset;
2200 int mask;
2201
2202 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2203 {
2204 offset = part_id - 1;
2205 mask = 1 << offset;
2206
2207 if ( ( m_SyncParts01 & mask ) > 0 )
2208 {
2209 return true;
2210 }
2211 }
2212 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2213 {
2214 offset = ( part_id % 32 );
2215 mask = 1 << offset;
2216
2217 if ( ( m_SyncParts02 & mask ) > 0 )
2218 {
2219 return true;
2220 }
2221 }
2222 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2223 {
2224 offset = ( part_id % 63 );
2225 mask = 1 << offset;
2226
2227 if ( ( m_SyncParts03 & mask ) > 0 )
2228 {
2229 return true;
2230 }
2231 }
2232
2233 return false;
2234 }
2235
2236 protected void RegisterActionForSync( int part_id, int action_id )
2237 {
2238 m_InteractedPartId = part_id;
2239 m_PerformedActionId = action_id;
2240 }
2241
2242 protected void ResetActionSyncData()
2243 {
2244 //reset data
2245 m_InteractedPartId = -1;
2247 }
2248
2249 protected void SetActionFromSyncData()
2250 {
2251 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2252 {
2254 int build_action_id = m_PerformedActionId;
2255
2256 switch( build_action_id )
2257 {
2258 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2259 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2260 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2261 }
2262 }
2263 }
2264 //------
2265
2267 {
2268 string key = part.m_PartName;
2269 bool is_base = part.IsBase();
2270 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2271 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2272 if ( is_part_built_sync )
2273 {
2274 if ( !part.IsBuilt() )
2275 {
2276 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2277 GetConstruction().AddToConstructedParts( key );
2278 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2279
2280 if (is_base)
2281 {
2283 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2284 }
2285 }
2286 }
2287 else
2288 {
2289 if ( part.IsBuilt() )
2290 {
2291 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2292 GetConstruction().RemoveFromConstructedParts( key );
2293 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2294
2295 if (is_base)
2296 {
2298 AddProxyPhysics( ANIMATION_DEPLOYED );
2299 }
2300 }
2301 }
2302
2303 //check slot lock for material attachments
2304 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2305 }
2306
2307 //set construction parts based on synchronized data
2309 {
2310 Construction construction = GetConstruction();
2311 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2312
2313 for ( int i = 0; i < construction_parts.Count(); ++i )
2314 {
2315 string key = construction_parts.GetKey( i );
2316 ConstructionPart value = construction_parts.Get( key );
2317 SetPartFromSyncData(value);
2318 }
2319
2320 //regenerate navmesh
2321 UpdateNavmesh();
2322 }
2323
2324 protected ConstructionPart GetConstructionPartById( int id )
2325 {
2326 Construction construction = GetConstruction();
2327 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2328
2329 for ( int i = 0; i < construction_parts.Count(); ++i )
2330 {
2331 string key = construction_parts.GetKey( i );
2332 ConstructionPart value = construction_parts.Get( key );
2333
2334 if ( value.GetId() == id )
2335 {
2336 return value;
2337 }
2338 }
2339
2340 return NULL;
2341 }
2342 //
2343
2344 //Base
2345 bool HasBase()
2346 {
2347 return m_HasBase;
2348 }
2349
2350 void SetBaseState( bool has_base )
2351 {
2352 m_HasBase = has_base;
2353 }
2354
2355 override bool IsDeployable()
2356 {
2357 return true;
2358 }
2359
2360 bool IsOpened()
2361 {
2362 return false;
2363 }
2364
2365 //--- CONSTRUCTION KIT
2367 {
2368 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2369 if ( m_ConstructionKitHealth > 0 )
2370 {
2371 construction_kit.SetHealth( m_ConstructionKitHealth );
2372 }
2373
2374 return construction_kit;
2375 }
2376
2377 void CreateConstructionKitInHands(notnull PlayerBase player)
2378 {
2379 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2380 if ( m_ConstructionKitHealth > 0 )
2381 {
2382 construction_kit.SetHealth( m_ConstructionKitHealth );
2383 }
2384 }
2385
2386 protected vector GetKitSpawnPosition()
2387 {
2388 return GetPosition();
2389 }
2390
2391 protected string GetConstructionKitType()
2392 {
2393 return "";
2394 }
2395
2396 void DestroyConstructionKit( ItemBase construction_kit )
2397 {
2398 m_ConstructionKitHealth = construction_kit.GetHealth();
2399 GetGame().ObjectDelete( construction_kit );
2400 }
2401
2402 //--- CONSTRUCTION
2403 void DestroyConstruction()
2404 {
2405 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2406 GetGame().ObjectDelete( this );
2407 }
2408
2409 // --- EVENTS
2410 override void OnStoreSave( ParamsWriteContext ctx )
2411 {
2412 super.OnStoreSave( ctx );
2413
2414 //sync parts 01
2415 ctx.Write( m_SyncParts01 );
2416 ctx.Write( m_SyncParts02 );
2417 ctx.Write( m_SyncParts03 );
2418
2419 ctx.Write( m_HasBase );
2420 }
2421
2422 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2423 {
2424 if ( !super.OnStoreLoad( ctx, version ) )
2425 return false;
2426
2427 //--- Base building data ---
2428 //Restore synced parts data
2429 if ( !ctx.Read( m_SyncParts01 ) )
2430 {
2431 m_SyncParts01 = 0; //set default
2432 return false;
2433 }
2434 if ( !ctx.Read( m_SyncParts02 ) )
2435 {
2436 m_SyncParts02 = 0; //set default
2437 return false;
2438 }
2439 if ( !ctx.Read( m_SyncParts03 ) )
2440 {
2441 m_SyncParts03 = 0; //set default
2442 return false;
2443 }
2444
2445 //has base
2446 if ( !ctx.Read( m_HasBase ) )
2447 {
2448 m_HasBase = false;
2449 return false;
2450 }
2451 //---
2452
2453 return true;
2454 }
2455
2456 override void AfterStoreLoad()
2457 {
2458 super.AfterStoreLoad();
2459
2461 {
2463 }
2464 }
2465
2467 {
2468 //update server data
2470
2471 //set base state
2472 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2473 SetBaseState( construction_part.IsBuilt() ) ;
2474
2475 //synchronize after load
2477 }
2478
2479 override void OnCreatePhysics()
2480 {
2481 super.OnCreatePhysics();
2484 }
2485
2486 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2487 {
2489 return;
2490
2491 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2492
2493 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2494 return;
2495
2496 Construction construction = GetConstruction();
2497 string part_name = zone;
2498 part_name.ToLower();
2499
2500 if ( newLevel == GameConstants.STATE_RUINED )
2501 {
2502 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2503
2504 if ( construction_part && construction.IsPartConstructed( part_name ) )
2505 {
2506 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2507 construction.DestroyConnectedParts(part_name);
2508 }
2509
2510 //barbed wire handling (hack-ish)
2511 if ( part_name.Contains("barbed") )
2512 {
2513 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2514 if (barbed_wire)
2515 barbed_wire.SetMountedState( false );
2516 }
2517 }
2518 }
2519
2520 override void EEOnAfterLoad()
2521 {
2523 {
2525 }
2526
2527 super.EEOnAfterLoad();
2528 }
2529
2530 override void EEInit()
2531 {
2532 super.EEInit();
2533
2534 // init visuals and physics
2535 InitBaseState();
2536
2537 //debug
2538 #ifdef DEVELOPER
2540 #endif
2541 }
2542
2543 override void EEItemAttached( EntityAI item, string slot_name )
2544 {
2545 super.EEItemAttached( item, slot_name );
2546
2547 CheckForHybridAttachments( item, slot_name );
2548 UpdateVisuals();
2549 UpdateAttachmentPhysics( slot_name, false );
2550 }
2551
2552 override void EEItemDetached( EntityAI item, string slot_name )
2553 {
2554 super.EEItemDetached( item, slot_name );
2555
2556 UpdateVisuals();
2557 UpdateAttachmentPhysics( slot_name, false );
2558 }
2559
2560 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2561 {
2562 string slot_name = InventorySlots.GetSlotName( slotId );
2563 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2564
2565 UpdateAttachmentVisuals( slot_name, locked );
2566 UpdateAttachmentPhysics( slot_name, locked );
2567 }
2568
2569 //ignore out of reach condition
2570 override bool IgnoreOutOfReachCondition()
2571 {
2572 return true;
2573 }
2574
2575 //CONSTRUCTION EVENTS
2576 //Build
2577 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2578 {
2579 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2580
2581 //check base state
2582 if (construtionPart.IsBase())
2583 {
2584 SetBaseState(true);
2585
2586 //spawn kit
2588 }
2589
2590 //register constructed parts for synchronization
2591 RegisterPartForSync(construtionPart.GetId());
2592
2593 //register action that was performed on part
2594 RegisterActionForSync(construtionPart.GetId(), action_id);
2595
2596 //synchronize
2598
2599 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2600
2601 UpdateNavmesh();
2602
2603 //update visuals
2604 UpdateVisuals();
2605
2606 //reset action sync data
2608 }
2609
2610 void OnPartBuiltClient(string part_name, int action_id)
2611 {
2612 //play sound
2613 SoundBuildStart( part_name );
2614 }
2615
2616 //Dismantle
2617 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2618 {
2619 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2620 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2621
2622 //register constructed parts for synchronization
2623 UnregisterPartForSync(construtionPart.GetId());
2624
2625 //register action that was performed on part
2626 RegisterActionForSync(construtionPart.GetId(), action_id);
2627
2628 //synchronize
2630
2631 // server part of sync, client will be synced from SetPartsFromSyncData
2632 SetPartFromSyncData(construtionPart);
2633
2634 UpdateNavmesh();
2635
2636 //update visuals
2637 UpdateVisuals();
2638
2639 //reset action sync data
2641
2642 //check base state
2643 if (construtionPart.IsBase())
2644 {
2645 //Destroy construction
2647 }
2648
2649 if (GetGame().IsServer())
2650 HandleItemFalling(construtionPart);
2651 }
2652
2653 void OnPartDismantledClient( string part_name, int action_id )
2654 {
2655 //play sound
2656 SoundDismantleStart( part_name );
2657 }
2658
2659 //Destroy
2660 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2661 {
2662 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2663 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2664
2665 //register constructed parts for synchronization
2666 UnregisterPartForSync(construtionPart.GetId());
2667
2668 //register action that was performed on part
2669 RegisterActionForSync(construtionPart.GetId(), action_id);
2670
2671 //synchronize
2673
2674 // server part of sync, client will be synced from SetPartsFromSyncData
2675 SetPartFromSyncData(construtionPart);
2676
2677 UpdateNavmesh();
2678
2679 //update visuals
2680 UpdateVisuals();
2681
2682 //reset action sync data
2684
2685 //check base state
2686 if (construtionPart.IsBase())
2687 {
2688 //Destroy construction
2690 }
2691
2692 if (GetGame().IsServer())
2693 HandleItemFalling(construtionPart);
2694 }
2695
2696 void OnPartDestroyedClient( string part_name, int action_id )
2697 {
2698 //play sound
2699 SoundDestroyStart( part_name );
2700 }
2701
2702 protected void HandleItemFalling(ConstructionPart part)
2703 {
2704 bool process = false;
2705
2706 //TODO: add a parameter to parts' config classes?
2707 process |= part.m_PartName.Contains("_roof");
2708 process |= part.m_PartName.Contains("_platform");
2709 process |= part.m_PartName.Contains("_stair");
2710
2711 if (process)
2712 {
2713 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2714 {
2715 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2716 return;
2717 }
2718
2719 vector mins, maxs;
2720 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2721 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2722
2723 //sanitize minmaxs
2724 vector minTmp, maxTmp;
2725 minTmp[0] = Math.Min(mins[0],maxs[0]);
2726 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2727 minTmp[1] = Math.Min(mins[1],maxs[1]);
2728 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2729 minTmp[2] = Math.Min(mins[2],maxs[2]);
2730 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2731 mins = minTmp;
2732 maxs = maxTmp;
2733
2734 maxs[1] = maxs[1] + 0.35; //reach a little above..
2735
2736 ItemFall(mins,maxs);
2737 }
2738 }
2739
2740 protected void ItemFall(vector min, vector max)
2741 {
2742 array<EntityAI> foundEntities = new array<EntityAI>();
2743 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2744
2745 //filtering
2746 ItemBase item;
2747 foreach (EntityAI entity : foundEntities)
2748 {
2749 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2750 item.ThrowPhysically(null,vector.Zero);
2751 }
2752 }
2753
2754 // --- UPDATE
2755 void InitBaseState()
2756 {
2757 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2758
2759 InitVisuals();
2760 UpdateNavmesh(); //regenerate navmesh
2761 GetConstruction().InitBaseState();
2762 }
2763
2764 void InitVisuals()
2765 {
2766 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2767 //check base
2768 if ( !HasBase() )
2769 {
2770 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2771 }
2772 else
2773 {
2774 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2775 }
2776
2777 GetConstruction().UpdateVisuals();
2778 }
2779
2780 void UpdateVisuals()
2781 {
2782 array<string> attachmentSlots = new array<string>;
2783
2784 GetAttachmentSlots(this, attachmentSlots);
2785 foreach (string slotName : attachmentSlots)
2786 {
2788 }
2789
2790 //check base
2791 if (!HasBase())
2792 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2793 else
2794 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2795
2796 GetConstruction().UpdateVisuals();
2797 }
2798
2799 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2800 {
2801 string slotNameMounted = slot_name + "_Mounted";
2802 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2803
2804 if (attachment)
2805 {
2806 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2807 if (barbedWire && barbedWire.IsMounted())
2808 CreateAreaDamage(slotNameMounted);
2809 else
2810 DestroyAreaDamage(slotNameMounted);
2811
2812 if (is_locked)
2813 {
2814 SetAnimationPhase(slotNameMounted, 0);
2815 SetAnimationPhase(slot_name, 1);
2816 }
2817 else
2818 {
2819 SetAnimationPhase(slotNameMounted, 1);
2820 SetAnimationPhase(slot_name, 0);
2821 }
2822 }
2823 else
2824 {
2825 SetAnimationPhase(slotNameMounted, 1);
2826 SetAnimationPhase(slot_name, 1);
2827
2828 DestroyAreaDamage(slotNameMounted);
2829 }
2830 }
2831
2832 // avoid calling this function on frequent occasions, it's a massive performance hit
2833 void UpdatePhysics()
2834 {
2836 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2837
2838 array<string> attachmentSlots = new array<string>;
2839 GetAttachmentSlots(this, attachmentSlots);
2840
2842 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2843
2844 foreach (string slotName : attachmentSlots)
2845 {
2847 }
2848
2849 //check base
2850 if (!HasBase())
2851 {
2853 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2854
2855 AddProxyPhysics(ANIMATION_DEPLOYED);
2856 }
2857 else
2858 {
2860 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2861
2862 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2863 }
2864
2865 GetConstruction().UpdatePhysics();
2866 UpdateNavmesh();
2867 }
2868
2869 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2870 {
2871 //checks for invalid appends; hotfix
2872 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2873 return;
2874 //----------------------------------
2875 string slot_name_mounted = slot_name + "_Mounted";
2876 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2877
2878 //remove proxy physics
2879 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2880 RemoveProxyPhysics( slot_name_mounted );
2881 RemoveProxyPhysics( slot_name );
2882
2883 if ( attachment )
2884 {
2885 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2886 if ( is_locked )
2887 {
2888 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2889 AddProxyPhysics( slot_name_mounted );
2890 }
2891 else
2892 {
2893 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2894 AddProxyPhysics( slot_name );
2895 }
2896 }
2897 }
2898
2899 protected void UpdateNavmesh()
2900 {
2901 SetAffectPathgraph( true, false );
2902 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2903 }
2904
2905 override bool CanUseConstruction()
2906 {
2907 return true;
2908 }
2909
2910 override bool CanUseConstructionBuild()
2911 {
2912 return true;
2913 }
2914
2915 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2916 {
2917 if ( attachment )
2918 {
2919 InventoryLocation inventory_location = new InventoryLocation;
2920 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2921
2922 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2923 }
2924
2925 return false;
2926 }
2927
2928 protected bool IsAttachmentSlotLocked( string slot_name )
2929 {
2930 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2931 }
2932
2933 //--- ATTACHMENT SLOTS
2934 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2935 {
2936 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2937 if ( GetGame().ConfigIsExisting( config_path ) )
2938 {
2939 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2940 }
2941 }
2942
2943 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2944 {
2945 return true;
2946 }
2947
2948 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2949 {
2950 return true;
2951 }
2952
2953 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2954 {
2955 return true;
2956 }
2957
2958 // --- INIT
2959 void ConstructionInit()
2960 {
2961 if ( !m_Construction )
2962 {
2963 m_Construction = new Construction( this );
2964 }
2965
2966 GetConstruction().Init();
2967 }
2968
2970 {
2971 return m_Construction;
2972 }
2973
2974 //--- INVENTORY/ATTACHMENTS CONDITIONS
2975 //attachments
2976 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2977 {
2978 return super.CanReceiveAttachment(attachment, slotId);
2979 }
2980
2982 {
2983 int attachment_count = GetInventory().AttachmentCount();
2984 if ( attachment_count > 0 )
2985 {
2986 if ( HasBase() && attachment_count == 1 )
2987 {
2988 return false;
2989 }
2990
2991 return true;
2992 }
2993
2994 return false;
2995 }
2996
2997 override bool ShowZonesHealth()
2998 {
2999 return true;
3000 }
3001
3002 override bool IsTakeable()
3003 {
3004 return false;
3005 }
3006
3007 //this into/outo parent.Cargo
3008 override bool CanPutInCargo( EntityAI parent )
3009 {
3010 return false;
3011 }
3012
3013 override bool CanRemoveFromCargo( EntityAI parent )
3014 {
3015 return false;
3016 }
3017
3018 //hands
3019 override bool CanPutIntoHands( EntityAI parent )
3020 {
3021 return false;
3022 }
3023
3024 //--- ACTION CONDITIONS
3025 //direction
3026 override bool IsFacingPlayer( PlayerBase player, string selection )
3027 {
3028 return true;
3029 }
3030
3031 override bool IsPlayerInside( PlayerBase player, string selection )
3032 {
3033 return true;
3034 }
3035
3038 {
3039 return false;
3040 }
3041
3042 //camera direction check
3043 bool IsFacingCamera( string selection )
3044 {
3045 return true;
3046 }
3047
3048 //roof check
3049 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3050 {
3051 return false;
3052 }
3053
3054 //selection->player distance check
3055 bool HasProperDistance( string selection, PlayerBase player )
3056 {
3057 return true;
3058 }
3059
3060 //folding
3062 {
3063 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3064 {
3065 return false;
3066 }
3067
3068 return true;
3069 }
3070
3072 {
3075
3076 return item;
3077 }
3078
3079 //Damage triggers (barbed wire)
3080 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3081 {
3082 if ( GetGame() && GetGame().IsServer() )
3083 {
3084 //destroy area damage if some already exists
3085 DestroyAreaDamage( slot_name );
3086
3087 //create new area damage
3089 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3090
3091 vector min_max[2];
3092 if ( MemoryPointExists( slot_name + "_min" ) )
3093 {
3094 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3095 }
3096 if ( MemoryPointExists( slot_name + "_max" ) )
3097 {
3098 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3099 }
3100
3101 //get proper trigger extents (min<max)
3102 vector extents[2];
3103 GetConstruction().GetTriggerExtents( min_max, extents );
3104
3105 //get box center
3106 vector center;
3107 center = GetConstruction().GetBoxCenter( min_max );
3108 center = ModelToWorld( center );
3109
3110 //rotate center if needed
3111 vector orientation = GetOrientation();;
3112 CalcDamageAreaRotation( rotation_angle, center, orientation );
3113
3114 areaDamage.SetExtents( extents[0], extents[1] );
3115 areaDamage.SetAreaPosition( center );
3116 areaDamage.SetAreaOrientation( orientation );
3117 areaDamage.SetLoopInterval( 1.0 );
3118 areaDamage.SetDeferDuration( 0.2 );
3119 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3120 areaDamage.SetAmmoName( "BarbedWireHit" );
3121 areaDamage.Spawn();
3122
3123 m_DamageTriggers.Insert( slot_name, areaDamage );
3124 }
3125 }
3126
3127 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3128 {
3129 if ( angle_deg != 0 )
3130 {
3131 //orientation
3132 orientation[0] = orientation[0] - angle_deg;
3133
3134 //center
3135 vector rotate_axis;
3136 if ( MemoryPointExists( "rotate_axis" ) )
3137 {
3138 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3139 }
3140 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];
3141 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];
3142 center[0] = r_center_x;
3143 center[2] = r_center_z;
3144 }
3145 }
3146
3147 void DestroyAreaDamage( string slot_name )
3148 {
3149 if (GetGame() && GetGame().IsServer())
3150 {
3152 if (m_DamageTriggers.Find(slot_name, areaDamage))
3153 {
3154 if (areaDamage)
3155 {
3156 areaDamage.Destroy();
3157 }
3158
3159 m_DamageTriggers.Remove( slot_name );
3160 }
3161 }
3162 }
3163
3164 override bool IsIgnoredByConstruction()
3165 {
3166 return true;
3167 }
3168
3169 //================================================================
3170 // SOUNDS
3171 //================================================================
3172 protected void SoundBuildStart( string part_name )
3173 {
3174 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3175 }
3176
3177 protected void SoundDismantleStart( string part_name )
3178 {
3179 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3180 }
3181
3182 protected void SoundDestroyStart( string part_name )
3183 {
3184 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3185 }
3186
3187 protected string GetBuildSoundByMaterial( string part_name )
3188 {
3189 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3190
3191 switch ( material_type )
3192 {
3193 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3194 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3195 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3196 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3197 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3198 }
3199
3200 return "";
3201 }
3202
3203 protected string GetDismantleSoundByMaterial( string part_name )
3204 {
3205 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3206
3207 switch ( material_type )
3208 {
3209 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3210 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3211 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3212 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3213 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3214 }
3215
3216 return "";
3217 }
3218
3219 //misc
3220 void CheckForHybridAttachments( EntityAI item, string slot_name )
3221 {
3222 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3223 {
3224 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3225 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3226 {
3227 SetHealth(slot_name,"Health",item.GetHealth());
3228 }
3229 }
3230 }
3231
3232 override int GetDamageSystemVersionChange()
3233 {
3234 return 111;
3235 }
3236
3237 override void SetActions()
3238 {
3239 super.SetActions();
3240
3244 }
3245
3246 //================================================================
3247 // DEBUG
3248 //================================================================
3249 protected void DebugCustomState()
3250 {
3251 }
3252
3255 {
3256 return null;
3257 }
3258
3259 override void OnDebugSpawn()
3260 {
3261 FullyBuild();
3262 }
3263
3264 void FullyBuild()
3265 {
3267 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3268
3269 Man p;
3270
3271 #ifdef SERVER
3272 array<Man> players = new array<Man>;
3273 GetGame().GetWorld().GetPlayerList(players);
3274 if (players.Count())
3275 p = players[0];
3276 #else
3277 p = GetGame().GetPlayer();
3278 #endif
3279
3280 foreach (ConstructionPart part : parts)
3281 {
3282 bool excluded = false;
3283 string partName = part.GetPartName();
3284 if (excludes)
3285 {
3286 foreach (string exclude : excludes)
3287 {
3288 if (partName.Contains(exclude))
3289 {
3290 excluded = true;
3291 break;
3292 }
3293 }
3294 }
3295
3296 if (!excluded)
3297 {
3298 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3299 }
3300 }
3301
3302 GetConstruction().UpdateVisuals();
3303 }
3304}
3305
3306void bsbDebugPrint (string s)
3307{
3308#ifdef BSB_DEBUG
3309 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3310#else
3311 //Print("" + s); // comment/uncomment to hide/see debug logs
3312#endif
3313}
3314void bsbDebugSpam (string s)
3315{
3316#ifdef BSB_DEBUG_SPAM
3317 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3318#else
3319 //Print("" + s); // comment/uncomment to hide/see debug logs
3320#endif
3321}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в ItemBase::HandleItemFalling().