DayZ 1.28
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◆ OnSetSlotLock()

void bsbDebugPrint::OnSetSlotLock ( int slotId,
bool locked,
bool was_locked )
protected

См. определение в файле BaseBuildingBase.c строка 1879

1881{
1882 const string ANIMATION_DEPLOYED = "Deployed";
1883
1884 float m_ConstructionKitHealth; //stored health value for used construction kit
1885
1887
1888 bool m_HasBase;
1889 //variables for synchronization of base building parts (2x31 is the current limit)
1890 int m_SyncParts01; //synchronization for already built parts (31 parts)
1891 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1892 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1893 int m_InteractedPartId; //construction part id that an action was performed on
1894 int m_PerformedActionId; //action id that was performed on a construction part
1895
1896 //Sounds
1897 //build
1898 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1899 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1900 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1901 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1902 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1903 //dismantle
1904 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1905 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1906 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1907 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1908 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1909
1910 protected EffectSound m_Sound;
1911
1915
1916 // Constructor
1917 void BaseBuildingBase()
1918 {
1920
1921 //synchronized variables
1922 RegisterNetSyncVariableInt( "m_SyncParts01" );
1923 RegisterNetSyncVariableInt( "m_SyncParts02" );
1924 RegisterNetSyncVariableInt( "m_SyncParts03" );
1925 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1926 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1927 RegisterNetSyncVariableBool( "m_HasBase" );
1928
1929 //Construction init
1931
1932 if (ConfigIsExisting("hybridAttachments"))
1933 {
1935 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1936 }
1937 if (ConfigIsExisting("mountables"))
1938 {
1940 ConfigGetTextArray("mountables", m_Mountables);
1941 }
1942
1943 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1944 }
1945
1946 override void EEDelete(EntityAI parent)
1947 {
1948 super.EEDelete(parent);
1949
1950 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1951 {
1952 areaDamage.Destroy();
1953 }
1954
1955 }
1956
1957 override string GetInvulnerabilityTypeString()
1958 {
1959 return "disableBaseDamage";
1960 }
1961
1962 override bool CanObstruct()
1963 {
1964 return true;
1965 }
1966
1967 override int GetHideIconMask()
1968 {
1969 return EInventoryIconVisibility.HIDE_VICINITY;
1970 }
1971
1972 override void InitItemSounds()
1973 {
1974 super.InitItemSounds();
1975
1977 SoundParameters params = new SoundParameters();
1978 params.m_Loop = true;
1979
1980 if (GetFoldSoundset() != string.Empty)
1981 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1982 if (GetLoopFoldSoundset() != string.Empty)
1983 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1984 }
1985
1986 override string GetFoldSoundset()
1987 {
1988 return "putDown_FenceKit_SoundSet";
1989 }
1990
1991 override string GetLoopFoldSoundset()
1992 {
1993 return "Shelter_Site_Build_Loop_SoundSet";
1994 }
1995
1996 // --- SYNCHRONIZATION
1998 {
1999 if ( GetGame().IsServer() )
2000 {
2001 SetSynchDirty();
2002 }
2003 }
2004
2005 override void OnVariablesSynchronized()
2006 {
2007 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2008 super.OnVariablesSynchronized();
2009
2011 }
2012
2013 protected void OnSynchronizedClient()
2014 {
2015 //update parts
2017
2018 //update action on part
2020
2021 //update visuals (client)
2022 UpdateVisuals();
2023 }
2024
2025 //parts synchronization
2026 void RegisterPartForSync( int part_id )
2027 {
2028 //part_id must starts from index = 1
2029 int offset;
2030 int mask;
2031
2032 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2033 {
2034 offset = part_id - 1;
2035 mask = 1 << offset;
2036
2037 m_SyncParts01 = m_SyncParts01 | mask;
2038 }
2039 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2040 {
2041 offset = ( part_id % 32 );
2042 mask = 1 << offset;
2043
2044 m_SyncParts02 = m_SyncParts02 | mask;
2045 }
2046 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2047 {
2048 offset = ( part_id % 63 );
2049 mask = 1 << offset;
2050
2051 m_SyncParts03 = m_SyncParts03 | mask;
2052 }
2053 }
2054
2055 void UnregisterPartForSync( int part_id )
2056 {
2057 //part_id must starts from index = 1
2058 int offset;
2059 int mask;
2060
2061 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2062 {
2063 offset = part_id - 1;
2064 mask = 1 << offset;
2065
2066 m_SyncParts01 = m_SyncParts01 & ~mask;
2067 }
2068 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2069 {
2070 offset = ( part_id % 32 );
2071 mask = 1 << offset;
2072
2073 m_SyncParts02 = m_SyncParts02 & ~mask;
2074 }
2075 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2076 {
2077 offset = ( part_id % 63 );
2078 mask = 1 << offset;
2079
2080 m_SyncParts03 = m_SyncParts03 & ~mask;
2081 }
2082 }
2083
2084 bool IsPartBuildInSyncData( int part_id )
2085 {
2086 //part_id must starts from index = 1
2087 int offset;
2088 int mask;
2089
2090 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2091 {
2092 offset = part_id - 1;
2093 mask = 1 << offset;
2094
2095 if ( ( m_SyncParts01 & mask ) > 0 )
2096 {
2097 return true;
2098 }
2099 }
2100 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2101 {
2102 offset = ( part_id % 32 );
2103 mask = 1 << offset;
2104
2105 if ( ( m_SyncParts02 & mask ) > 0 )
2106 {
2107 return true;
2108 }
2109 }
2110 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2111 {
2112 offset = ( part_id % 63 );
2113 mask = 1 << offset;
2114
2115 if ( ( m_SyncParts03 & mask ) > 0 )
2116 {
2117 return true;
2118 }
2119 }
2120
2121 return false;
2122 }
2123
2124 protected void RegisterActionForSync( int part_id, int action_id )
2125 {
2126 m_InteractedPartId = part_id;
2127 m_PerformedActionId = action_id;
2128 }
2129
2130 protected void ResetActionSyncData()
2131 {
2132 //reset data
2133 m_InteractedPartId = -1;
2135 }
2136
2137 protected void SetActionFromSyncData()
2138 {
2139 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2140 {
2142 int build_action_id = m_PerformedActionId;
2143
2144 switch( build_action_id )
2145 {
2146 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2147 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2148 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2149 }
2150 }
2151 }
2152 //------
2153
2155 {
2156 string key = part.m_PartName;
2157 bool is_base = part.IsBase();
2158 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2159 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2160 if ( is_part_built_sync )
2161 {
2162 if ( !part.IsBuilt() )
2163 {
2164 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2165 GetConstruction().AddToConstructedParts( key );
2166 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2167
2168 if (is_base)
2169 {
2171 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2172 }
2173 }
2174 }
2175 else
2176 {
2177 if ( part.IsBuilt() )
2178 {
2179 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2180 GetConstruction().RemoveFromConstructedParts( key );
2181 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2182
2183 if (is_base)
2184 {
2186 AddProxyPhysics( ANIMATION_DEPLOYED );
2187 }
2188 }
2189 }
2190
2191 //check slot lock for material attachments
2192 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2193 }
2194
2195 //set construction parts based on synchronized data
2197 {
2198 Construction construction = GetConstruction();
2199 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2200
2201 for ( int i = 0; i < construction_parts.Count(); ++i )
2202 {
2203 string key = construction_parts.GetKey( i );
2204 ConstructionPart value = construction_parts.Get( key );
2205 SetPartFromSyncData(value);
2206 }
2207
2208 //regenerate navmesh
2209 UpdateNavmesh();
2210 }
2211
2212 protected ConstructionPart GetConstructionPartById( int id )
2213 {
2214 Construction construction = GetConstruction();
2215 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2216
2217 for ( int i = 0; i < construction_parts.Count(); ++i )
2218 {
2219 string key = construction_parts.GetKey( i );
2220 ConstructionPart value = construction_parts.Get( key );
2221
2222 if ( value.GetId() == id )
2223 {
2224 return value;
2225 }
2226 }
2227
2228 return NULL;
2229 }
2230 //
2231
2232 //Base
2233 bool HasBase()
2234 {
2235 return m_HasBase;
2236 }
2237
2238 void SetBaseState( bool has_base )
2239 {
2240 m_HasBase = has_base;
2241 }
2242
2243 override bool IsDeployable()
2244 {
2245 return true;
2246 }
2247
2248 bool IsOpened()
2249 {
2250 return false;
2251 }
2252
2253 //--- CONSTRUCTION KIT
2255 {
2256 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2257 if ( m_ConstructionKitHealth > 0 )
2258 {
2259 construction_kit.SetHealth( m_ConstructionKitHealth );
2260 }
2261
2262 return construction_kit;
2263 }
2264
2265 void CreateConstructionKitInHands(notnull PlayerBase player)
2266 {
2267 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2268 if ( m_ConstructionKitHealth > 0 )
2269 {
2270 construction_kit.SetHealth( m_ConstructionKitHealth );
2271 }
2272 }
2273
2274 protected vector GetKitSpawnPosition()
2275 {
2276 return GetPosition();
2277 }
2278
2279 protected string GetConstructionKitType()
2280 {
2281 return "";
2282 }
2283
2284 void DestroyConstructionKit( ItemBase construction_kit )
2285 {
2286 m_ConstructionKitHealth = construction_kit.GetHealth();
2287 GetGame().ObjectDelete( construction_kit );
2288 }
2289
2290 //--- CONSTRUCTION
2291 void DestroyConstruction()
2292 {
2293 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2294 GetGame().ObjectDelete( this );
2295 }
2296
2297 // --- EVENTS
2298 override void OnStoreSave( ParamsWriteContext ctx )
2299 {
2300 super.OnStoreSave( ctx );
2301
2302 //sync parts 01
2303 ctx.Write( m_SyncParts01 );
2304 ctx.Write( m_SyncParts02 );
2305 ctx.Write( m_SyncParts03 );
2306
2307 ctx.Write( m_HasBase );
2308 }
2309
2310 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2311 {
2312 if ( !super.OnStoreLoad( ctx, version ) )
2313 return false;
2314
2315 //--- Base building data ---
2316 //Restore synced parts data
2317 if ( !ctx.Read( m_SyncParts01 ) )
2318 {
2319 m_SyncParts01 = 0; //set default
2320 return false;
2321 }
2322 if ( !ctx.Read( m_SyncParts02 ) )
2323 {
2324 m_SyncParts02 = 0; //set default
2325 return false;
2326 }
2327 if ( !ctx.Read( m_SyncParts03 ) )
2328 {
2329 m_SyncParts03 = 0; //set default
2330 return false;
2331 }
2332
2333 //has base
2334 if ( !ctx.Read( m_HasBase ) )
2335 {
2336 m_HasBase = false;
2337 return false;
2338 }
2339 //---
2340
2341 return true;
2342 }
2343
2344 override void AfterStoreLoad()
2345 {
2346 super.AfterStoreLoad();
2347
2349 {
2351 }
2352 }
2353
2355 {
2356 //update server data
2358
2359 //set base state
2360 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2361 SetBaseState( construction_part.IsBuilt() ) ;
2362
2363 //synchronize after load
2365 }
2366
2367 override void OnCreatePhysics()
2368 {
2369 super.OnCreatePhysics();
2372 }
2373
2374 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2375 {
2377 return;
2378
2379 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2380
2381 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2382 return;
2383
2384 Construction construction = GetConstruction();
2385 string part_name = zone;
2386 part_name.ToLower();
2387
2388 if ( newLevel == GameConstants.STATE_RUINED )
2389 {
2390 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2391
2392 if ( construction_part && construction.IsPartConstructed( part_name ) )
2393 {
2394 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2395 construction.DestroyConnectedParts(part_name);
2396 }
2397
2398 //barbed wire handling (hack-ish)
2399 if ( part_name.Contains("barbed") )
2400 {
2401 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2402 if (barbed_wire)
2403 barbed_wire.SetMountedState( false );
2404 }
2405 }
2406 }
2407
2408 override void EEOnAfterLoad()
2409 {
2411 {
2413 }
2414
2415 super.EEOnAfterLoad();
2416 }
2417
2418 override void EEInit()
2419 {
2420 super.EEInit();
2421
2422 // init visuals and physics
2423 InitBaseState();
2424
2425 //debug
2426 #ifdef DEVELOPER
2428 #endif
2429 }
2430
2431 override void EEItemAttached( EntityAI item, string slot_name )
2432 {
2433 super.EEItemAttached( item, slot_name );
2434
2435 CheckForHybridAttachments( item, slot_name );
2436 UpdateVisuals();
2437 UpdateAttachmentPhysics( slot_name, false );
2438 }
2439
2440 override void EEItemDetached( EntityAI item, string slot_name )
2441 {
2442 super.EEItemDetached( item, slot_name );
2443
2444 UpdateVisuals();
2445 UpdateAttachmentPhysics( slot_name, false );
2446 }
2447
2448 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2449 {
2450 string slot_name = InventorySlots.GetSlotName( slotId );
2451 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2452
2453 UpdateAttachmentVisuals( slot_name, locked );
2454 UpdateAttachmentPhysics( slot_name, locked );
2455 }
2456
2457 //ignore out of reach condition
2458 override bool IgnoreOutOfReachCondition()
2459 {
2460 return true;
2461 }
2462
2463 //CONSTRUCTION EVENTS
2464 //Build
2465 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2466 {
2467 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2468
2469 //check base state
2470 if (construtionPart.IsBase())
2471 {
2472 SetBaseState(true);
2473
2474 //spawn kit
2476 }
2477
2478 //register constructed parts for synchronization
2479 RegisterPartForSync(construtionPart.GetId());
2480
2481 //register action that was performed on part
2482 RegisterActionForSync(construtionPart.GetId(), action_id);
2483
2484 //synchronize
2486
2487 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2488
2489 UpdateNavmesh();
2490
2491 //update visuals
2492 UpdateVisuals();
2493
2494 //reset action sync data
2496 }
2497
2498 void OnPartBuiltClient(string part_name, int action_id)
2499 {
2500 //play sound
2501 SoundBuildStart( part_name );
2502 }
2503
2504 //Dismantle
2505 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2506 {
2507 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2508 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2509
2510 //register constructed parts for synchronization
2511 UnregisterPartForSync(construtionPart.GetId());
2512
2513 //register action that was performed on part
2514 RegisterActionForSync(construtionPart.GetId(), action_id);
2515
2516 //synchronize
2518
2519 // server part of sync, client will be synced from SetPartsFromSyncData
2520 SetPartFromSyncData(construtionPart);
2521
2522 UpdateNavmesh();
2523
2524 //update visuals
2525 UpdateVisuals();
2526
2527 //reset action sync data
2529
2530 //check base state
2531 if (construtionPart.IsBase())
2532 {
2533 //Destroy construction
2535 }
2536 }
2537
2538 void OnPartDismantledClient( string part_name, int action_id )
2539 {
2540 //play sound
2541 SoundDismantleStart( part_name );
2542 }
2543
2544 //Destroy
2545 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2546 {
2547 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2548 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2549
2550 //register constructed parts for synchronization
2551 UnregisterPartForSync(construtionPart.GetId());
2552
2553 //register action that was performed on part
2554 RegisterActionForSync(construtionPart.GetId(), action_id);
2555
2556 //synchronize
2558
2559 // server part of sync, client will be synced from SetPartsFromSyncData
2560 SetPartFromSyncData(construtionPart);
2561
2562 UpdateNavmesh();
2563
2564 //update visuals
2565 UpdateVisuals();
2566
2567 //reset action sync data
2569
2570 //check base state
2571 if (construtionPart.IsBase())
2572 {
2573 //Destroy construction
2575 }
2576 }
2577
2578 void OnPartDestroyedClient( string part_name, int action_id )
2579 {
2580 //play sound
2581 SoundDestroyStart( part_name );
2582 }
2583
2585 protected void HandleItemFalling(ConstructionPart part)
2586 {
2587 bool process = false;
2588
2589 //TODO: add a parameter to parts' config classes?
2590 process |= part.m_PartName.Contains("_roof");
2591 process |= part.m_PartName.Contains("_platform");
2592 process |= part.m_PartName.Contains("_stair");
2593
2594 if (process)
2595 {
2596 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2597 {
2598 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2599 return;
2600 }
2601
2602 vector mins, maxs;
2603 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2604 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2605
2606 //sanitize minmaxs
2607 vector minTmp, maxTmp;
2608 minTmp[0] = Math.Min(mins[0],maxs[0]);
2609 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2610 minTmp[1] = Math.Min(mins[1],maxs[1]);
2611 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2612 minTmp[2] = Math.Min(mins[2],maxs[2]);
2613 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2614 mins = minTmp;
2615 maxs = maxTmp;
2616
2617 maxs[1] = maxs[1] + 0.35; //reach a little above..
2618
2619 ItemFall(mins,maxs);
2620 }
2621 }
2622
2624 protected void ItemFall(vector min, vector max)
2625 {
2626 array<EntityAI> foundEntities = new array<EntityAI>();
2627 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2628
2629 //filtering
2630 ItemBase item;
2631 foreach (EntityAI entity : foundEntities)
2632 {
2633 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2634 item.ThrowPhysically(null,vector.Zero);
2635 }
2636 }
2637
2638 // --- UPDATE
2639 void InitBaseState()
2640 {
2641 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2642
2643 InitVisuals();
2644 UpdateNavmesh(); //regenerate navmesh
2645 GetConstruction().InitBaseState();
2646 }
2647
2648 void InitVisuals()
2649 {
2650 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2651 //check base
2652 if ( !HasBase() )
2653 {
2654 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2655 }
2656 else
2657 {
2658 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2659 }
2660
2661 GetConstruction().UpdateVisuals();
2662 }
2663
2664 void UpdateVisuals()
2665 {
2666 array<string> attachmentSlots = new array<string>;
2667
2668 GetAttachmentSlots(this, attachmentSlots);
2669 foreach (string slotName : attachmentSlots)
2670 {
2672 }
2673
2674 //check base
2675 if (!HasBase())
2676 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2677 else
2678 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2679
2680 GetConstruction().UpdateVisuals();
2681 }
2682
2683 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2684 {
2685 string slotNameMounted = slot_name + "_Mounted";
2686 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2687
2688 if (attachment)
2689 {
2690 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2691 if (barbedWire && barbedWire.IsMounted())
2692 CreateAreaDamage(slotNameMounted);
2693 else
2694 DestroyAreaDamage(slotNameMounted);
2695
2696 if (is_locked)
2697 {
2698 SetAnimationPhase(slotNameMounted, 0);
2699 SetAnimationPhase(slot_name, 1);
2700 }
2701 else
2702 {
2703 SetAnimationPhase(slotNameMounted, 1);
2704 SetAnimationPhase(slot_name, 0);
2705 }
2706 }
2707 else
2708 {
2709 SetAnimationPhase(slotNameMounted, 1);
2710 SetAnimationPhase(slot_name, 1);
2711
2712 DestroyAreaDamage(slotNameMounted);
2713 }
2714 }
2715
2716 // avoid calling this function on frequent occasions, it's a massive performance hit
2717 void UpdatePhysics()
2718 {
2720 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2721
2722 array<string> attachmentSlots = new array<string>;
2723 GetAttachmentSlots(this, attachmentSlots);
2724
2726 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2727
2728 foreach (string slotName : attachmentSlots)
2729 {
2731 }
2732
2733 //check base
2734 if (!HasBase())
2735 {
2737 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2738
2739 AddProxyPhysics(ANIMATION_DEPLOYED);
2740 }
2741 else
2742 {
2744 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2745
2746 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2747 }
2748
2749 GetConstruction().UpdatePhysics();
2750 UpdateNavmesh();
2751 }
2752
2753 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2754 {
2755 //checks for invalid appends; hotfix
2756 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2757 return;
2758 //----------------------------------
2759 string slot_name_mounted = slot_name + "_Mounted";
2760 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2761
2762 //remove proxy physics
2763 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2764 RemoveProxyPhysics( slot_name_mounted );
2765 RemoveProxyPhysics( slot_name );
2766
2767 if ( attachment )
2768 {
2769 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2770 if ( is_locked )
2771 {
2772 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2773 AddProxyPhysics( slot_name_mounted );
2774 }
2775 else
2776 {
2777 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2778 AddProxyPhysics( slot_name );
2779 }
2780 }
2781 }
2782
2783 protected void UpdateNavmesh()
2784 {
2785 SetAffectPathgraph( true, false );
2786 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2787 }
2788
2789 override bool CanUseConstruction()
2790 {
2791 return true;
2792 }
2793
2794 override bool CanUseConstructionBuild()
2795 {
2796 return true;
2797 }
2798
2799 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2800 {
2801 if ( attachment )
2802 {
2803 InventoryLocation inventory_location = new InventoryLocation;
2804 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2805
2806 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2807 }
2808
2809 return false;
2810 }
2811
2812 protected bool IsAttachmentSlotLocked( string slot_name )
2813 {
2814 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2815 }
2816
2817 //--- ATTACHMENT SLOTS
2818 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2819 {
2820 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2821 if ( GetGame().ConfigIsExisting( config_path ) )
2822 {
2823 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2824 }
2825 }
2826
2827 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2828 {
2829 return true;
2830 }
2831
2832 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2833 {
2834 return true;
2835 }
2836
2837 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2838 {
2839 return true;
2840 }
2841
2842 // --- INIT
2843 void ConstructionInit()
2844 {
2845 if ( !m_Construction )
2846 {
2847 m_Construction = new Construction( this );
2848 }
2849
2850 GetConstruction().Init();
2851 }
2852
2854 {
2855 return m_Construction;
2856 }
2857
2858 //--- INVENTORY/ATTACHMENTS CONDITIONS
2859 //attachments
2860 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2861 {
2862 return super.CanReceiveAttachment(attachment, slotId);
2863 }
2864
2866 {
2867 int attachment_count = GetInventory().AttachmentCount();
2868 if ( attachment_count > 0 )
2869 {
2870 if ( HasBase() && attachment_count == 1 )
2871 {
2872 return false;
2873 }
2874
2875 return true;
2876 }
2877
2878 return false;
2879 }
2880
2881 override bool ShowZonesHealth()
2882 {
2883 return true;
2884 }
2885
2886 override bool IsTakeable()
2887 {
2888 return false;
2889 }
2890
2891 //this into/outo parent.Cargo
2892 override bool CanPutInCargo( EntityAI parent )
2893 {
2894 return false;
2895 }
2896
2897 override bool CanRemoveFromCargo( EntityAI parent )
2898 {
2899 return false;
2900 }
2901
2902 //hands
2903 override bool CanPutIntoHands( EntityAI parent )
2904 {
2905 return false;
2906 }
2907
2908 //--- ACTION CONDITIONS
2909 //direction
2910 override bool IsFacingPlayer( PlayerBase player, string selection )
2911 {
2912 return true;
2913 }
2914
2915 override bool IsPlayerInside( PlayerBase player, string selection )
2916 {
2917 return true;
2918 }
2919
2922 {
2923 return false;
2924 }
2925
2926 //camera direction check
2927 bool IsFacingCamera( string selection )
2928 {
2929 return true;
2930 }
2931
2932 //roof check
2933 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2934 {
2935 return false;
2936 }
2937
2938 //selection->player distance check
2939 bool HasProperDistance( string selection, PlayerBase player )
2940 {
2941 return true;
2942 }
2943
2944 //folding
2946 {
2947 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2948 {
2949 return false;
2950 }
2951
2952 return true;
2953 }
2954
2956 {
2959
2960 return item;
2961 }
2962
2963 //Damage triggers (barbed wire)
2964 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2965 {
2966 if ( GetGame() && GetGame().IsServer() )
2967 {
2968 //destroy area damage if some already exists
2969 DestroyAreaDamage( slot_name );
2970
2971 //create new area damage
2973 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2974
2975 vector min_max[2];
2976 if ( MemoryPointExists( slot_name + "_min" ) )
2977 {
2978 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2979 }
2980 if ( MemoryPointExists( slot_name + "_max" ) )
2981 {
2982 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2983 }
2984
2985 //get proper trigger extents (min<max)
2986 vector extents[2];
2987 GetConstruction().GetTriggerExtents( min_max, extents );
2988
2989 //get box center
2990 vector center;
2991 center = GetConstruction().GetBoxCenter( min_max );
2992 center = ModelToWorld( center );
2993
2994 //rotate center if needed
2995 vector orientation = GetOrientation();;
2996 CalcDamageAreaRotation( rotation_angle, center, orientation );
2997
2998 areaDamage.SetExtents( extents[0], extents[1] );
2999 areaDamage.SetAreaPosition( center );
3000 areaDamage.SetAreaOrientation( orientation );
3001 areaDamage.SetLoopInterval( 1.0 );
3002 areaDamage.SetDeferDuration( 0.2 );
3003 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3004 areaDamage.SetAmmoName( "BarbedWireHit" );
3005 areaDamage.Spawn();
3006
3007 m_DamageTriggers.Insert( slot_name, areaDamage );
3008 }
3009 }
3010
3011 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3012 {
3013 if ( angle_deg != 0 )
3014 {
3015 //orientation
3016 orientation[0] = orientation[0] - angle_deg;
3017
3018 //center
3019 vector rotate_axis;
3020 if ( MemoryPointExists( "rotate_axis" ) )
3021 {
3022 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3023 }
3024 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];
3025 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];
3026 center[0] = r_center_x;
3027 center[2] = r_center_z;
3028 }
3029 }
3030
3031 void DestroyAreaDamage( string slot_name )
3032 {
3033 if (GetGame() && GetGame().IsServer())
3034 {
3036 if (m_DamageTriggers.Find(slot_name, areaDamage))
3037 {
3038 if (areaDamage)
3039 {
3040 areaDamage.Destroy();
3041 }
3042
3043 m_DamageTriggers.Remove( slot_name );
3044 }
3045 }
3046 }
3047
3048 override bool IsIgnoredByConstruction()
3049 {
3050 return true;
3051 }
3052
3053 //================================================================
3054 // SOUNDS
3055 //================================================================
3056 protected void SoundBuildStart( string part_name )
3057 {
3058 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3059 }
3060
3061 protected void SoundDismantleStart( string part_name )
3062 {
3063 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3064 }
3065
3066 protected void SoundDestroyStart( string part_name )
3067 {
3068 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3069 }
3070
3071 protected string GetBuildSoundByMaterial( string part_name )
3072 {
3073 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3074
3075 switch ( material_type )
3076 {
3077 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3078 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3079 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3080 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3081 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3082 }
3083
3084 return "";
3085 }
3086
3087 protected string GetDismantleSoundByMaterial( string part_name )
3088 {
3089 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3090
3091 switch ( material_type )
3092 {
3093 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3094 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3095 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3096 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3097 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3098 }
3099
3100 return "";
3101 }
3102
3103 //misc
3104 void CheckForHybridAttachments( EntityAI item, string slot_name )
3105 {
3106 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3107 {
3108 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3109 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3110 {
3111 SetHealth(slot_name,"Health",item.GetHealth());
3112 }
3113 }
3114 }
3115
3116 override int GetDamageSystemVersionChange()
3117 {
3118 return 111;
3119 }
3120
3121 override void SetActions()
3122 {
3123 super.SetActions();
3124
3128 }
3129
3130 //================================================================
3131 // DEBUG
3132 //================================================================
3133 protected void DebugCustomState()
3134 {
3135 }
3136
3139 {
3140 return null;
3141 }
3142
3143 override void OnDebugSpawn()
3144 {
3145 FullyBuild();
3146 }
3147
3148 void FullyBuild()
3149 {
3151 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3152
3153 Man p;
3154
3155 #ifdef SERVER
3156 array<Man> players = new array<Man>;
3157 GetGame().GetWorld().GetPlayerList(players);
3158 if (players.Count())
3159 p = players[0];
3160 #else
3161 p = GetGame().GetPlayer();
3162 #endif
3163
3164 foreach (ConstructionPart part : parts)
3165 {
3166 bool excluded = false;
3167 string partName = part.GetPartName();
3168 if (excludes)
3169 {
3170 foreach (string exclude : excludes)
3171 {
3172 if (partName.Contains(exclude))
3173 {
3174 excluded = true;
3175 break;
3176 }
3177 }
3178 }
3179
3180 if (!excluded)
3181 {
3182 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3183 }
3184 }
3185
3186 GetConstruction().UpdateVisuals();
3187 }
3188}
3189
3190void bsbDebugPrint (string s)
3191{
3192#ifdef BSB_DEBUG
3193 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3194#else
3195 //Print("" + s); // comment/uncomment to hide/see debug logs
3196#endif
3197}
3198void bsbDebugSpam (string s)
3199{
3200#ifdef BSB_DEBUG_SPAM
3201 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3202#else
3203 //Print("" + s); // comment/uncomment to hide/see debug logs
3204#endif
3205}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8