DayZ 1.27
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◆ OnSynchronizedClient()

void bsbDebugPrint::OnSynchronizedClient ( )
protected

См. определение в файле BaseBuildingBase.c строка 1400

1402{
1403 const string ANIMATION_DEPLOYED = "Deployed";
1404
1405 float m_ConstructionKitHealth; //stored health value for used construction kit
1406
1408
1409 bool m_HasBase;
1410 //variables for synchronization of base building parts (2x31 is the current limit)
1411 int m_SyncParts01; //synchronization for already built parts (31 parts)
1412 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1413 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1414 int m_InteractedPartId; //construction part id that an action was performed on
1415 int m_PerformedActionId; //action id that was performed on a construction part
1416
1417 //Sounds
1418 //build
1419 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1420 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1421 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1422 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1423 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1424 //dismantle
1425 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1426 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1427 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1428 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1429 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1430
1431 protected EffectSound m_Sound;
1432
1436
1437 // Constructor
1438 void BaseBuildingBase()
1439 {
1441
1442 //synchronized variables
1443 RegisterNetSyncVariableInt( "m_SyncParts01" );
1444 RegisterNetSyncVariableInt( "m_SyncParts02" );
1445 RegisterNetSyncVariableInt( "m_SyncParts03" );
1446 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1447 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1448 RegisterNetSyncVariableBool( "m_HasBase" );
1449
1450 //Construction init
1452
1453 if (ConfigIsExisting("hybridAttachments"))
1454 {
1456 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1457 }
1458 if (ConfigIsExisting("mountables"))
1459 {
1461 ConfigGetTextArray("mountables", m_Mountables);
1462 }
1463
1464 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1465 }
1466
1467 override void EEDelete(EntityAI parent)
1468 {
1469 super.EEDelete(parent);
1470
1471 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1472 {
1473 areaDamage.Destroy();
1474 }
1475
1476 }
1477
1478 override string GetInvulnerabilityTypeString()
1479 {
1480 return "disableBaseDamage";
1481 }
1482
1483 override bool CanObstruct()
1484 {
1485 return true;
1486 }
1487
1488 override int GetHideIconMask()
1489 {
1490 return EInventoryIconVisibility.HIDE_VICINITY;
1491 }
1492
1493 // --- SYNCHRONIZATION
1495 {
1496 if ( GetGame().IsServer() )
1497 {
1498 SetSynchDirty();
1499 }
1500 }
1501
1502 override void OnVariablesSynchronized()
1503 {
1504 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1505 super.OnVariablesSynchronized();
1506
1508 }
1509
1510 protected void OnSynchronizedClient()
1511 {
1512 //update parts
1514
1515 //update action on part
1517
1518 //update visuals (client)
1519 UpdateVisuals();
1520 }
1521
1522 //parts synchronization
1523 void RegisterPartForSync( int part_id )
1524 {
1525 //part_id must starts from index = 1
1526 int offset;
1527 int mask;
1528
1529 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1530 {
1531 offset = part_id - 1;
1532 mask = 1 << offset;
1533
1534 m_SyncParts01 = m_SyncParts01 | mask;
1535 }
1536 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1537 {
1538 offset = ( part_id % 32 );
1539 mask = 1 << offset;
1540
1541 m_SyncParts02 = m_SyncParts02 | mask;
1542 }
1543 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1544 {
1545 offset = ( part_id % 63 );
1546 mask = 1 << offset;
1547
1548 m_SyncParts03 = m_SyncParts03 | mask;
1549 }
1550 }
1551
1552 void UnregisterPartForSync( int part_id )
1553 {
1554 //part_id must starts from index = 1
1555 int offset;
1556 int mask;
1557
1558 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1559 {
1560 offset = part_id - 1;
1561 mask = 1 << offset;
1562
1563 m_SyncParts01 = m_SyncParts01 & ~mask;
1564 }
1565 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1566 {
1567 offset = ( part_id % 32 );
1568 mask = 1 << offset;
1569
1570 m_SyncParts02 = m_SyncParts02 & ~mask;
1571 }
1572 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1573 {
1574 offset = ( part_id % 63 );
1575 mask = 1 << offset;
1576
1577 m_SyncParts03 = m_SyncParts03 & ~mask;
1578 }
1579 }
1580
1581 bool IsPartBuildInSyncData( int part_id )
1582 {
1583 //part_id must starts from index = 1
1584 int offset;
1585 int mask;
1586
1587 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1588 {
1589 offset = part_id - 1;
1590 mask = 1 << offset;
1591
1592 if ( ( m_SyncParts01 & mask ) > 0 )
1593 {
1594 return true;
1595 }
1596 }
1597 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1598 {
1599 offset = ( part_id % 32 );
1600 mask = 1 << offset;
1601
1602 if ( ( m_SyncParts02 & mask ) > 0 )
1603 {
1604 return true;
1605 }
1606 }
1607 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1608 {
1609 offset = ( part_id % 63 );
1610 mask = 1 << offset;
1611
1612 if ( ( m_SyncParts03 & mask ) > 0 )
1613 {
1614 return true;
1615 }
1616 }
1617
1618 return false;
1619 }
1620
1621 protected void RegisterActionForSync( int part_id, int action_id )
1622 {
1623 m_InteractedPartId = part_id;
1624 m_PerformedActionId = action_id;
1625 }
1626
1627 protected void ResetActionSyncData()
1628 {
1629 //reset data
1630 m_InteractedPartId = -1;
1632 }
1633
1634 protected void SetActionFromSyncData()
1635 {
1636 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1637 {
1639 int build_action_id = m_PerformedActionId;
1640
1641 switch( build_action_id )
1642 {
1643 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1644 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1645 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1646 }
1647 }
1648 }
1649 //------
1650
1652 {
1653 string key = part.m_PartName;
1654 bool is_base = part.IsBase();
1655 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1656 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1657 if ( is_part_built_sync )
1658 {
1659 if ( !part.IsBuilt() )
1660 {
1661 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1662 GetConstruction().AddToConstructedParts( key );
1663 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1664
1665 if (is_base)
1666 {
1668 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1669 }
1670 }
1671 }
1672 else
1673 {
1674 if ( part.IsBuilt() )
1675 {
1676 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1677 GetConstruction().RemoveFromConstructedParts( key );
1678 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1679
1680 if (is_base)
1681 {
1683 AddProxyPhysics( ANIMATION_DEPLOYED );
1684 }
1685 }
1686 }
1687
1688 //check slot lock for material attachments
1689 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1690 }
1691
1692 //set construction parts based on synchronized data
1694 {
1695 Construction construction = GetConstruction();
1696 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1697
1698 for ( int i = 0; i < construction_parts.Count(); ++i )
1699 {
1700 string key = construction_parts.GetKey( i );
1701 ConstructionPart value = construction_parts.Get( key );
1702 SetPartFromSyncData(value);
1703 }
1704
1705 //regenerate navmesh
1706 UpdateNavmesh();
1707 }
1708
1709 protected ConstructionPart GetConstructionPartById( int id )
1710 {
1711 Construction construction = GetConstruction();
1712 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1713
1714 for ( int i = 0; i < construction_parts.Count(); ++i )
1715 {
1716 string key = construction_parts.GetKey( i );
1717 ConstructionPart value = construction_parts.Get( key );
1718
1719 if ( value.GetId() == id )
1720 {
1721 return value;
1722 }
1723 }
1724
1725 return NULL;
1726 }
1727 //
1728
1729 //Base
1730 bool HasBase()
1731 {
1732 return m_HasBase;
1733 }
1734
1735 void SetBaseState( bool has_base )
1736 {
1737 m_HasBase = has_base;
1738 }
1739
1740 override bool IsDeployable()
1741 {
1742 return true;
1743 }
1744
1745 bool IsOpened()
1746 {
1747 return false;
1748 }
1749
1750 //--- CONSTRUCTION KIT
1752 {
1753 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1754 if ( m_ConstructionKitHealth > 0 )
1755 {
1756 construction_kit.SetHealth( m_ConstructionKitHealth );
1757 }
1758
1759 return construction_kit;
1760 }
1761
1762 void CreateConstructionKitInHands(notnull PlayerBase player)
1763 {
1764 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1765 if ( m_ConstructionKitHealth > 0 )
1766 {
1767 construction_kit.SetHealth( m_ConstructionKitHealth );
1768 }
1769 }
1770
1771 protected vector GetKitSpawnPosition()
1772 {
1773 return GetPosition();
1774 }
1775
1776 protected string GetConstructionKitType()
1777 {
1778 return "";
1779 }
1780
1781 void DestroyConstructionKit( ItemBase construction_kit )
1782 {
1783 m_ConstructionKitHealth = construction_kit.GetHealth();
1784 GetGame().ObjectDelete( construction_kit );
1785 }
1786
1787 //--- CONSTRUCTION
1788 void DestroyConstruction()
1789 {
1790 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1791 GetGame().ObjectDelete( this );
1792 }
1793
1794 // --- EVENTS
1795 override void OnStoreSave( ParamsWriteContext ctx )
1796 {
1797 super.OnStoreSave( ctx );
1798
1799 //sync parts 01
1800 ctx.Write( m_SyncParts01 );
1801 ctx.Write( m_SyncParts02 );
1802 ctx.Write( m_SyncParts03 );
1803
1804 ctx.Write( m_HasBase );
1805 }
1806
1807 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1808 {
1809 if ( !super.OnStoreLoad( ctx, version ) )
1810 return false;
1811
1812 //--- Base building data ---
1813 //Restore synced parts data
1814 if ( !ctx.Read( m_SyncParts01 ) )
1815 {
1816 m_SyncParts01 = 0; //set default
1817 return false;
1818 }
1819 if ( !ctx.Read( m_SyncParts02 ) )
1820 {
1821 m_SyncParts02 = 0; //set default
1822 return false;
1823 }
1824 if ( !ctx.Read( m_SyncParts03 ) )
1825 {
1826 m_SyncParts03 = 0; //set default
1827 return false;
1828 }
1829
1830 //has base
1831 if ( !ctx.Read( m_HasBase ) )
1832 {
1833 m_HasBase = false;
1834 return false;
1835 }
1836 //---
1837
1838 return true;
1839 }
1840
1841 override void AfterStoreLoad()
1842 {
1843 super.AfterStoreLoad();
1844
1846 {
1848 }
1849 }
1850
1852 {
1853 //update server data
1855
1856 //set base state
1857 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
1858 SetBaseState( construction_part.IsBuilt() ) ;
1859
1860 //synchronize after load
1862 }
1863
1864 override void OnCreatePhysics()
1865 {
1866 super.OnCreatePhysics();
1869 }
1870
1871 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1872 {
1874 return;
1875
1876 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1877
1878 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
1879 return;
1880
1881 Construction construction = GetConstruction();
1882 string part_name = zone;
1883 part_name.ToLower();
1884
1885 if ( newLevel == GameConstants.STATE_RUINED )
1886 {
1887 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
1888
1889 if ( construction_part && construction.IsPartConstructed( part_name ) )
1890 {
1891 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
1892 construction.DestroyConnectedParts(part_name);
1893 }
1894
1895 //barbed wire handling (hack-ish)
1896 if ( part_name.Contains("barbed") )
1897 {
1898 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
1899 if (barbed_wire)
1900 barbed_wire.SetMountedState( false );
1901 }
1902 }
1903 }
1904
1905 override void EEOnAfterLoad()
1906 {
1908 {
1910 }
1911
1912 super.EEOnAfterLoad();
1913 }
1914
1915 override void EEInit()
1916 {
1917 super.EEInit();
1918
1919 // init visuals and physics
1920 InitBaseState();
1921
1922 //debug
1923 #ifdef DEVELOPER
1925 #endif
1926 }
1927
1928 override void EEItemAttached( EntityAI item, string slot_name )
1929 {
1930 super.EEItemAttached( item, slot_name );
1931
1932 CheckForHybridAttachments( item, slot_name );
1933 UpdateVisuals();
1934 UpdateAttachmentPhysics( slot_name, false );
1935 }
1936
1937 override void EEItemDetached( EntityAI item, string slot_name )
1938 {
1939 super.EEItemDetached( item, slot_name );
1940
1941 UpdateVisuals();
1942 UpdateAttachmentPhysics( slot_name, false );
1943 }
1944
1945 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1946 {
1947 string slot_name = InventorySlots.GetSlotName( slotId );
1948 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1949
1950 UpdateAttachmentVisuals( slot_name, locked );
1951 UpdateAttachmentPhysics( slot_name, locked );
1952 }
1953
1954 //ignore out of reach condition
1955 override bool IgnoreOutOfReachCondition()
1956 {
1957 return true;
1958 }
1959
1960 //CONSTRUCTION EVENTS
1961 //Build
1962 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1963 {
1964 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1965
1966 //check base state
1967 if (construtionPart.IsBase())
1968 {
1969 SetBaseState(true);
1970
1971 //spawn kit
1973 }
1974
1975 //register constructed parts for synchronization
1976 RegisterPartForSync(construtionPart.GetId());
1977
1978 //register action that was performed on part
1979 RegisterActionForSync(construtionPart.GetId(), action_id);
1980
1981 //synchronize
1983
1984 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1985
1986 UpdateNavmesh();
1987
1988 //update visuals
1989 UpdateVisuals();
1990
1991 //reset action sync data
1993 }
1994
1995 void OnPartBuiltClient(string part_name, int action_id)
1996 {
1997 //play sound
1998 SoundBuildStart( part_name );
1999 }
2000
2001 //Dismantle
2002 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2003 {
2004 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2005 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2006
2007 //register constructed parts for synchronization
2008 UnregisterPartForSync(construtionPart.GetId());
2009
2010 //register action that was performed on part
2011 RegisterActionForSync(construtionPart.GetId(), action_id);
2012
2013 //synchronize
2015
2016 // server part of sync, client will be synced from SetPartsFromSyncData
2017 SetPartFromSyncData(construtionPart);
2018
2019 UpdateNavmesh();
2020
2021 //update visuals
2022 UpdateVisuals();
2023
2024 //reset action sync data
2026
2027 //check base state
2028 if (construtionPart.IsBase())
2029 {
2030 //Destroy construction
2032 }
2033
2034 if (GetGame().IsServer())
2035 HandleItemFalling(construtionPart);
2036 }
2037
2038 void OnPartDismantledClient( string part_name, int action_id )
2039 {
2040 //play sound
2041 SoundDismantleStart( part_name );
2042 }
2043
2044 //Destroy
2045 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2046 {
2047 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2048 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2049
2050 //register constructed parts for synchronization
2051 UnregisterPartForSync(construtionPart.GetId());
2052
2053 //register action that was performed on part
2054 RegisterActionForSync(construtionPart.GetId(), action_id);
2055
2056 //synchronize
2058
2059 // server part of sync, client will be synced from SetPartsFromSyncData
2060 SetPartFromSyncData(construtionPart);
2061
2062 UpdateNavmesh();
2063
2064 //update visuals
2065 UpdateVisuals();
2066
2067 //reset action sync data
2069
2070 //check base state
2071 if (construtionPart.IsBase())
2072 {
2073 //Destroy construction
2075 }
2076
2077 if (GetGame().IsServer())
2078 HandleItemFalling(construtionPart);
2079 }
2080
2081 void OnPartDestroyedClient( string part_name, int action_id )
2082 {
2083 //play sound
2084 SoundDestroyStart( part_name );
2085 }
2086
2087 protected void HandleItemFalling(ConstructionPart part)
2088 {
2089 bool process = false;
2090
2091 //TODO: add a parameter to parts' config classes?
2092 process |= part.m_PartName.Contains("_roof");
2093 process |= part.m_PartName.Contains("_platform");
2094 process |= part.m_PartName.Contains("_stair");
2095
2096 if (process)
2097 {
2098 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2099 {
2100 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2101 return;
2102 }
2103
2104 vector mins, maxs;
2105 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2106 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2107
2108 //sanitize minmaxs
2109 vector minTmp, maxTmp;
2110 minTmp[0] = Math.Min(mins[0],maxs[0]);
2111 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2112 minTmp[1] = Math.Min(mins[1],maxs[1]);
2113 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2114 minTmp[2] = Math.Min(mins[2],maxs[2]);
2115 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2116 mins = minTmp;
2117 maxs = maxTmp;
2118
2119 maxs[1] = maxs[1] + 0.35; //reach a little above..
2120
2121 ItemFall(mins,maxs);
2122 }
2123 }
2124
2125 protected void ItemFall(vector min, vector max)
2126 {
2127 array<EntityAI> foundEntities = new array<EntityAI>();
2128 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2129
2130 //filtering
2131 ItemBase item;
2132 foreach (EntityAI entity : foundEntities)
2133 {
2134 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2135 item.ThrowPhysically(null,vector.Zero);
2136 }
2137 }
2138
2139 // --- UPDATE
2140 void InitBaseState()
2141 {
2142 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2143
2144 InitVisuals();
2145 UpdateNavmesh(); //regenerate navmesh
2146 GetConstruction().InitBaseState();
2147 }
2148
2149 void InitVisuals()
2150 {
2151 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2152 //check base
2153 if ( !HasBase() )
2154 {
2155 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2156 }
2157 else
2158 {
2159 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2160 }
2161
2162 GetConstruction().UpdateVisuals();
2163 }
2164
2165 void UpdateVisuals()
2166 {
2167 array<string> attachmentSlots = new array<string>;
2168
2169 GetAttachmentSlots(this, attachmentSlots);
2170 foreach (string slotName : attachmentSlots)
2171 {
2173 }
2174
2175 //check base
2176 if (!HasBase())
2177 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2178 else
2179 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2180
2181 GetConstruction().UpdateVisuals();
2182 }
2183
2184 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2185 {
2186 string slotNameMounted = slot_name + "_Mounted";
2187 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2188
2189 if (attachment)
2190 {
2191 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2192 if (barbedWire && barbedWire.IsMounted())
2193 CreateAreaDamage(slotNameMounted);
2194 else
2195 DestroyAreaDamage(slotNameMounted);
2196
2197 if (is_locked)
2198 {
2199 SetAnimationPhase(slotNameMounted, 0);
2200 SetAnimationPhase(slot_name, 1);
2201 }
2202 else
2203 {
2204 SetAnimationPhase(slotNameMounted, 1);
2205 SetAnimationPhase(slot_name, 0);
2206 }
2207 }
2208 else
2209 {
2210 SetAnimationPhase(slotNameMounted, 1);
2211 SetAnimationPhase(slot_name, 1);
2212
2213 DestroyAreaDamage(slotNameMounted);
2214 }
2215 }
2216
2217 // avoid calling this function on frequent occasions, it's a massive performance hit
2218 void UpdatePhysics()
2219 {
2221 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2222
2223 array<string> attachmentSlots = new array<string>;
2224 GetAttachmentSlots(this, attachmentSlots);
2225
2227 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2228
2229 foreach (string slotName : attachmentSlots)
2230 {
2232 }
2233
2234 //check base
2235 if (!HasBase())
2236 {
2238 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2239
2240 AddProxyPhysics(ANIMATION_DEPLOYED);
2241 }
2242 else
2243 {
2245 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2246
2247 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2248 }
2249
2250 GetConstruction().UpdatePhysics();
2251 UpdateNavmesh();
2252 }
2253
2254 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2255 {
2256 //checks for invalid appends; hotfix
2257 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2258 return;
2259 //----------------------------------
2260 string slot_name_mounted = slot_name + "_Mounted";
2261 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2262
2263 //remove proxy physics
2264 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2265 RemoveProxyPhysics( slot_name_mounted );
2266 RemoveProxyPhysics( slot_name );
2267
2268 if ( attachment )
2269 {
2270 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2271 if ( is_locked )
2272 {
2273 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2274 AddProxyPhysics( slot_name_mounted );
2275 }
2276 else
2277 {
2278 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2279 AddProxyPhysics( slot_name );
2280 }
2281 }
2282 }
2283
2284 protected void UpdateNavmesh()
2285 {
2286 SetAffectPathgraph( true, false );
2287 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2288 }
2289
2290 override bool CanUseConstruction()
2291 {
2292 return true;
2293 }
2294
2295 override bool CanUseConstructionBuild()
2296 {
2297 return true;
2298 }
2299
2300 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2301 {
2302 if ( attachment )
2303 {
2304 InventoryLocation inventory_location = new InventoryLocation;
2305 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2306
2307 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2308 }
2309
2310 return false;
2311 }
2312
2313 protected bool IsAttachmentSlotLocked( string slot_name )
2314 {
2315 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2316 }
2317
2318 //--- ATTACHMENT SLOTS
2319 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2320 {
2321 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2322 if ( GetGame().ConfigIsExisting( config_path ) )
2323 {
2324 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2325 }
2326 }
2327
2328 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2329 {
2330 return true;
2331 }
2332
2333 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2334 {
2335 return true;
2336 }
2337
2338 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2339 {
2340 return true;
2341 }
2342
2343 // --- INIT
2344 void ConstructionInit()
2345 {
2346 if ( !m_Construction )
2347 {
2348 m_Construction = new Construction( this );
2349 }
2350
2351 GetConstruction().Init();
2352 }
2353
2355 {
2356 return m_Construction;
2357 }
2358
2359 //--- INVENTORY/ATTACHMENTS CONDITIONS
2360 //attachments
2361 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2362 {
2363 return super.CanReceiveAttachment(attachment, slotId);
2364 }
2365
2367 {
2368 int attachment_count = GetInventory().AttachmentCount();
2369 if ( attachment_count > 0 )
2370 {
2371 if ( HasBase() && attachment_count == 1 )
2372 {
2373 return false;
2374 }
2375
2376 return true;
2377 }
2378
2379 return false;
2380 }
2381
2382 override bool ShowZonesHealth()
2383 {
2384 return true;
2385 }
2386
2387 override bool IsTakeable()
2388 {
2389 return false;
2390 }
2391
2392 //this into/outo parent.Cargo
2393 override bool CanPutInCargo( EntityAI parent )
2394 {
2395 return false;
2396 }
2397
2398 override bool CanRemoveFromCargo( EntityAI parent )
2399 {
2400 return false;
2401 }
2402
2403 //hands
2404 override bool CanPutIntoHands( EntityAI parent )
2405 {
2406 return false;
2407 }
2408
2409 //--- ACTION CONDITIONS
2410 //direction
2411 override bool IsFacingPlayer( PlayerBase player, string selection )
2412 {
2413 return true;
2414 }
2415
2416 override bool IsPlayerInside( PlayerBase player, string selection )
2417 {
2418 return true;
2419 }
2420
2423 {
2424 return false;
2425 }
2426
2427 //camera direction check
2428 bool IsFacingCamera( string selection )
2429 {
2430 return true;
2431 }
2432
2433 //roof check
2434 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2435 {
2436 return false;
2437 }
2438
2439 //selection->player distance check
2440 bool HasProperDistance( string selection, PlayerBase player )
2441 {
2442 return true;
2443 }
2444
2445 //folding
2447 {
2448 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2449 {
2450 return false;
2451 }
2452
2453 return true;
2454 }
2455
2457 {
2460
2461 return item;
2462 }
2463
2464 //Damage triggers (barbed wire)
2465 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2466 {
2467 if ( GetGame() && GetGame().IsServer() )
2468 {
2469 //destroy area damage if some already exists
2470 DestroyAreaDamage( slot_name );
2471
2472 //create new area damage
2474 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2475
2476 vector min_max[2];
2477 if ( MemoryPointExists( slot_name + "_min" ) )
2478 {
2479 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2480 }
2481 if ( MemoryPointExists( slot_name + "_max" ) )
2482 {
2483 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2484 }
2485
2486 //get proper trigger extents (min<max)
2487 vector extents[2];
2488 GetConstruction().GetTriggerExtents( min_max, extents );
2489
2490 //get box center
2491 vector center;
2492 center = GetConstruction().GetBoxCenter( min_max );
2493 center = ModelToWorld( center );
2494
2495 //rotate center if needed
2496 vector orientation = GetOrientation();;
2497 CalcDamageAreaRotation( rotation_angle, center, orientation );
2498
2499 areaDamage.SetExtents( extents[0], extents[1] );
2500 areaDamage.SetAreaPosition( center );
2501 areaDamage.SetAreaOrientation( orientation );
2502 areaDamage.SetLoopInterval( 1.0 );
2503 areaDamage.SetDeferDuration( 0.2 );
2504 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2505 areaDamage.SetAmmoName( "BarbedWireHit" );
2506 areaDamage.Spawn();
2507
2508 m_DamageTriggers.Insert( slot_name, areaDamage );
2509 }
2510 }
2511
2512 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2513 {
2514 if ( angle_deg != 0 )
2515 {
2516 //orientation
2517 orientation[0] = orientation[0] - angle_deg;
2518
2519 //center
2520 vector rotate_axis;
2521 if ( MemoryPointExists( "rotate_axis" ) )
2522 {
2523 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2524 }
2525 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];
2526 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];
2527 center[0] = r_center_x;
2528 center[2] = r_center_z;
2529 }
2530 }
2531
2532 void DestroyAreaDamage( string slot_name )
2533 {
2534 if (GetGame() && GetGame().IsServer())
2535 {
2537 if (m_DamageTriggers.Find(slot_name, areaDamage))
2538 {
2539 if (areaDamage)
2540 {
2541 areaDamage.Destroy();
2542 }
2543
2544 m_DamageTriggers.Remove( slot_name );
2545 }
2546 }
2547 }
2548
2549 override bool IsIgnoredByConstruction()
2550 {
2551 return true;
2552 }
2553
2554 //================================================================
2555 // SOUNDS
2556 //================================================================
2557 protected void SoundBuildStart( string part_name )
2558 {
2559 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2560 }
2561
2562 protected void SoundDismantleStart( string part_name )
2563 {
2564 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2565 }
2566
2567 protected void SoundDestroyStart( string part_name )
2568 {
2569 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2570 }
2571
2572 protected string GetBuildSoundByMaterial( string part_name )
2573 {
2574 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2575
2576 switch ( material_type )
2577 {
2578 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2579 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2580 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2581 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2582 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2583 }
2584
2585 return "";
2586 }
2587
2588 protected string GetDismantleSoundByMaterial( string part_name )
2589 {
2590 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2591
2592 switch ( material_type )
2593 {
2594 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2595 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2596 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2597 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2598 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2599 }
2600
2601 return "";
2602 }
2603
2604 //misc
2605 void CheckForHybridAttachments( EntityAI item, string slot_name )
2606 {
2607 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2608 {
2609 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2610 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2611 {
2612 SetHealth(slot_name,"Health",item.GetHealth());
2613 }
2614 }
2615 }
2616
2617 override int GetDamageSystemVersionChange()
2618 {
2619 return 111;
2620 }
2621
2622 override void SetActions()
2623 {
2624 super.SetActions();
2625
2629 }
2630
2631 //================================================================
2632 // DEBUG
2633 //================================================================
2634 protected void DebugCustomState()
2635 {
2636 }
2637
2640 {
2641 return null;
2642 }
2643
2644 override void OnDebugSpawn()
2645 {
2646 FullyBuild();
2647 }
2648
2649 void FullyBuild()
2650 {
2652 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2653
2654 Man p;
2655
2656 #ifdef SERVER
2657 array<Man> players = new array<Man>;
2658 GetGame().GetWorld().GetPlayerList(players);
2659 if (players.Count())
2660 p = players[0];
2661 #else
2662 p = GetGame().GetPlayer();
2663 #endif
2664
2665 foreach (ConstructionPart part : parts)
2666 {
2667 bool excluded = false;
2668 string partName = part.GetPartName();
2669 if (excludes)
2670 {
2671 foreach (string exclude : excludes)
2672 {
2673 if (partName.Contains(exclude))
2674 {
2675 excluded = true;
2676 break;
2677 }
2678 }
2679 }
2680
2681 if (!excluded)
2682 {
2683 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2684 }
2685 }
2686
2687 GetConstruction().UpdateVisuals();
2688 }
2689}
2690
2691void bsbDebugPrint (string s)
2692{
2693#ifdef BSB_DEBUG
2694 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2695#else
2696 //Print("" + s); // comment/uncomment to hide/see debug logs
2697#endif
2698}
2699void bsbDebugSpam (string s)
2700{
2701#ifdef BSB_DEBUG_SPAM
2702 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2703#else
2704 //Print("" + s); // comment/uncomment to hide/see debug logs
2705#endif
2706}
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