DayZ 1.27
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◆ IsPartBuildInSyncData()

bool bsbDebugPrint::IsPartBuildInSyncData ( int part_id)
protected

См. определение в файле BaseBuildingBase.c строка 1471

1473{
1474 const string ANIMATION_DEPLOYED = "Deployed";
1475
1476 float m_ConstructionKitHealth; //stored health value for used construction kit
1477
1479
1480 bool m_HasBase;
1481 //variables for synchronization of base building parts (2x31 is the current limit)
1482 int m_SyncParts01; //synchronization for already built parts (31 parts)
1483 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1484 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1485 int m_InteractedPartId; //construction part id that an action was performed on
1486 int m_PerformedActionId; //action id that was performed on a construction part
1487
1488 //Sounds
1489 //build
1490 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1491 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1492 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1493 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1494 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1495 //dismantle
1496 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1497 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1498 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1499 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1500 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1501
1502 protected EffectSound m_Sound;
1503
1507
1508 // Constructor
1509 void BaseBuildingBase()
1510 {
1512
1513 //synchronized variables
1514 RegisterNetSyncVariableInt( "m_SyncParts01" );
1515 RegisterNetSyncVariableInt( "m_SyncParts02" );
1516 RegisterNetSyncVariableInt( "m_SyncParts03" );
1517 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1518 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1519 RegisterNetSyncVariableBool( "m_HasBase" );
1520
1521 //Construction init
1523
1524 if (ConfigIsExisting("hybridAttachments"))
1525 {
1527 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1528 }
1529 if (ConfigIsExisting("mountables"))
1530 {
1532 ConfigGetTextArray("mountables", m_Mountables);
1533 }
1534
1535 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1536 }
1537
1538 override void EEDelete(EntityAI parent)
1539 {
1540 super.EEDelete(parent);
1541
1542 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1543 {
1544 areaDamage.Destroy();
1545 }
1546
1547 }
1548
1549 override string GetInvulnerabilityTypeString()
1550 {
1551 return "disableBaseDamage";
1552 }
1553
1554 override bool CanObstruct()
1555 {
1556 return true;
1557 }
1558
1559 override int GetHideIconMask()
1560 {
1561 return EInventoryIconVisibility.HIDE_VICINITY;
1562 }
1563
1564 // --- SYNCHRONIZATION
1566 {
1567 if ( GetGame().IsServer() )
1568 {
1569 SetSynchDirty();
1570 }
1571 }
1572
1573 override void OnVariablesSynchronized()
1574 {
1575 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1576 super.OnVariablesSynchronized();
1577
1579 }
1580
1581 protected void OnSynchronizedClient()
1582 {
1583 //update parts
1585
1586 //update action on part
1588
1589 //update visuals (client)
1590 UpdateVisuals();
1591 }
1592
1593 //parts synchronization
1594 void RegisterPartForSync( int part_id )
1595 {
1596 //part_id must starts from index = 1
1597 int offset;
1598 int mask;
1599
1600 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1601 {
1602 offset = part_id - 1;
1603 mask = 1 << offset;
1604
1605 m_SyncParts01 = m_SyncParts01 | mask;
1606 }
1607 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1608 {
1609 offset = ( part_id % 32 );
1610 mask = 1 << offset;
1611
1612 m_SyncParts02 = m_SyncParts02 | mask;
1613 }
1614 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1615 {
1616 offset = ( part_id % 63 );
1617 mask = 1 << offset;
1618
1619 m_SyncParts03 = m_SyncParts03 | mask;
1620 }
1621 }
1622
1623 void UnregisterPartForSync( int part_id )
1624 {
1625 //part_id must starts from index = 1
1626 int offset;
1627 int mask;
1628
1629 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1630 {
1631 offset = part_id - 1;
1632 mask = 1 << offset;
1633
1634 m_SyncParts01 = m_SyncParts01 & ~mask;
1635 }
1636 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1637 {
1638 offset = ( part_id % 32 );
1639 mask = 1 << offset;
1640
1641 m_SyncParts02 = m_SyncParts02 & ~mask;
1642 }
1643 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1644 {
1645 offset = ( part_id % 63 );
1646 mask = 1 << offset;
1647
1648 m_SyncParts03 = m_SyncParts03 & ~mask;
1649 }
1650 }
1651
1652 bool IsPartBuildInSyncData( int part_id )
1653 {
1654 //part_id must starts from index = 1
1655 int offset;
1656 int mask;
1657
1658 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1659 {
1660 offset = part_id - 1;
1661 mask = 1 << offset;
1662
1663 if ( ( m_SyncParts01 & mask ) > 0 )
1664 {
1665 return true;
1666 }
1667 }
1668 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1669 {
1670 offset = ( part_id % 32 );
1671 mask = 1 << offset;
1672
1673 if ( ( m_SyncParts02 & mask ) > 0 )
1674 {
1675 return true;
1676 }
1677 }
1678 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1679 {
1680 offset = ( part_id % 63 );
1681 mask = 1 << offset;
1682
1683 if ( ( m_SyncParts03 & mask ) > 0 )
1684 {
1685 return true;
1686 }
1687 }
1688
1689 return false;
1690 }
1691
1692 protected void RegisterActionForSync( int part_id, int action_id )
1693 {
1694 m_InteractedPartId = part_id;
1695 m_PerformedActionId = action_id;
1696 }
1697
1698 protected void ResetActionSyncData()
1699 {
1700 //reset data
1701 m_InteractedPartId = -1;
1703 }
1704
1705 protected void SetActionFromSyncData()
1706 {
1707 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1708 {
1710 int build_action_id = m_PerformedActionId;
1711
1712 switch( build_action_id )
1713 {
1714 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1715 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1716 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1717 }
1718 }
1719 }
1720 //------
1721
1723 {
1724 string key = part.m_PartName;
1725 bool is_base = part.IsBase();
1726 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1727 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1728 if ( is_part_built_sync )
1729 {
1730 if ( !part.IsBuilt() )
1731 {
1732 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1733 GetConstruction().AddToConstructedParts( key );
1734 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1735
1736 if (is_base)
1737 {
1739 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1740 }
1741 }
1742 }
1743 else
1744 {
1745 if ( part.IsBuilt() )
1746 {
1747 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1748 GetConstruction().RemoveFromConstructedParts( key );
1749 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1750
1751 if (is_base)
1752 {
1754 AddProxyPhysics( ANIMATION_DEPLOYED );
1755 }
1756 }
1757 }
1758
1759 //check slot lock for material attachments
1760 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1761 }
1762
1763 //set construction parts based on synchronized data
1765 {
1766 Construction construction = GetConstruction();
1767 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1768
1769 for ( int i = 0; i < construction_parts.Count(); ++i )
1770 {
1771 string key = construction_parts.GetKey( i );
1772 ConstructionPart value = construction_parts.Get( key );
1773 SetPartFromSyncData(value);
1774 }
1775
1776 //regenerate navmesh
1777 UpdateNavmesh();
1778 }
1779
1780 protected ConstructionPart GetConstructionPartById( int id )
1781 {
1782 Construction construction = GetConstruction();
1783 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1784
1785 for ( int i = 0; i < construction_parts.Count(); ++i )
1786 {
1787 string key = construction_parts.GetKey( i );
1788 ConstructionPart value = construction_parts.Get( key );
1789
1790 if ( value.GetId() == id )
1791 {
1792 return value;
1793 }
1794 }
1795
1796 return NULL;
1797 }
1798 //
1799
1800 //Base
1801 bool HasBase()
1802 {
1803 return m_HasBase;
1804 }
1805
1806 void SetBaseState( bool has_base )
1807 {
1808 m_HasBase = has_base;
1809 }
1810
1811 override bool IsDeployable()
1812 {
1813 return true;
1814 }
1815
1816 bool IsOpened()
1817 {
1818 return false;
1819 }
1820
1821 //--- CONSTRUCTION KIT
1823 {
1824 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1825 if ( m_ConstructionKitHealth > 0 )
1826 {
1827 construction_kit.SetHealth( m_ConstructionKitHealth );
1828 }
1829
1830 return construction_kit;
1831 }
1832
1833 void CreateConstructionKitInHands(notnull PlayerBase player)
1834 {
1835 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1836 if ( m_ConstructionKitHealth > 0 )
1837 {
1838 construction_kit.SetHealth( m_ConstructionKitHealth );
1839 }
1840 }
1841
1842 protected vector GetKitSpawnPosition()
1843 {
1844 return GetPosition();
1845 }
1846
1847 protected string GetConstructionKitType()
1848 {
1849 return "";
1850 }
1851
1852 void DestroyConstructionKit( ItemBase construction_kit )
1853 {
1854 m_ConstructionKitHealth = construction_kit.GetHealth();
1855 GetGame().ObjectDelete( construction_kit );
1856 }
1857
1858 //--- CONSTRUCTION
1859 void DestroyConstruction()
1860 {
1861 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1862 GetGame().ObjectDelete( this );
1863 }
1864
1865 // --- EVENTS
1866 override void OnStoreSave( ParamsWriteContext ctx )
1867 {
1868 super.OnStoreSave( ctx );
1869
1870 //sync parts 01
1871 ctx.Write( m_SyncParts01 );
1872 ctx.Write( m_SyncParts02 );
1873 ctx.Write( m_SyncParts03 );
1874
1875 ctx.Write( m_HasBase );
1876 }
1877
1878 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1879 {
1880 if ( !super.OnStoreLoad( ctx, version ) )
1881 return false;
1882
1883 //--- Base building data ---
1884 //Restore synced parts data
1885 if ( !ctx.Read( m_SyncParts01 ) )
1886 {
1887 m_SyncParts01 = 0; //set default
1888 return false;
1889 }
1890 if ( !ctx.Read( m_SyncParts02 ) )
1891 {
1892 m_SyncParts02 = 0; //set default
1893 return false;
1894 }
1895 if ( !ctx.Read( m_SyncParts03 ) )
1896 {
1897 m_SyncParts03 = 0; //set default
1898 return false;
1899 }
1900
1901 //has base
1902 if ( !ctx.Read( m_HasBase ) )
1903 {
1904 m_HasBase = false;
1905 return false;
1906 }
1907 //---
1908
1909 return true;
1910 }
1911
1912 override void AfterStoreLoad()
1913 {
1914 super.AfterStoreLoad();
1915
1917 {
1919 }
1920 }
1921
1923 {
1924 //update server data
1926
1927 //set base state
1928 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
1929 SetBaseState( construction_part.IsBuilt() ) ;
1930
1931 //synchronize after load
1933 }
1934
1935 override void OnCreatePhysics()
1936 {
1937 super.OnCreatePhysics();
1940 }
1941
1942 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1943 {
1945 return;
1946
1947 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1948
1949 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
1950 return;
1951
1952 Construction construction = GetConstruction();
1953 string part_name = zone;
1954 part_name.ToLower();
1955
1956 if ( newLevel == GameConstants.STATE_RUINED )
1957 {
1958 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
1959
1960 if ( construction_part && construction.IsPartConstructed( part_name ) )
1961 {
1962 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
1963 construction.DestroyConnectedParts(part_name);
1964 }
1965
1966 //barbed wire handling (hack-ish)
1967 if ( part_name.Contains("barbed") )
1968 {
1969 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
1970 if (barbed_wire)
1971 barbed_wire.SetMountedState( false );
1972 }
1973 }
1974 }
1975
1976 override void EEOnAfterLoad()
1977 {
1979 {
1981 }
1982
1983 super.EEOnAfterLoad();
1984 }
1985
1986 override void EEInit()
1987 {
1988 super.EEInit();
1989
1990 // init visuals and physics
1991 InitBaseState();
1992
1993 //debug
1994 #ifdef DEVELOPER
1996 #endif
1997 }
1998
1999 override void EEItemAttached( EntityAI item, string slot_name )
2000 {
2001 super.EEItemAttached( item, slot_name );
2002
2003 CheckForHybridAttachments( item, slot_name );
2004 UpdateVisuals();
2005 UpdateAttachmentPhysics( slot_name, false );
2006 }
2007
2008 override void EEItemDetached( EntityAI item, string slot_name )
2009 {
2010 super.EEItemDetached( item, slot_name );
2011
2012 UpdateVisuals();
2013 UpdateAttachmentPhysics( slot_name, false );
2014 }
2015
2016 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2017 {
2018 string slot_name = InventorySlots.GetSlotName( slotId );
2019 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2020
2021 UpdateAttachmentVisuals( slot_name, locked );
2022 UpdateAttachmentPhysics( slot_name, locked );
2023 }
2024
2025 //ignore out of reach condition
2026 override bool IgnoreOutOfReachCondition()
2027 {
2028 return true;
2029 }
2030
2031 //CONSTRUCTION EVENTS
2032 //Build
2033 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2034 {
2035 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2036
2037 //check base state
2038 if (construtionPart.IsBase())
2039 {
2040 SetBaseState(true);
2041
2042 //spawn kit
2044 }
2045
2046 //register constructed parts for synchronization
2047 RegisterPartForSync(construtionPart.GetId());
2048
2049 //register action that was performed on part
2050 RegisterActionForSync(construtionPart.GetId(), action_id);
2051
2052 //synchronize
2054
2055 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2056
2057 UpdateNavmesh();
2058
2059 //update visuals
2060 UpdateVisuals();
2061
2062 //reset action sync data
2064 }
2065
2066 void OnPartBuiltClient(string part_name, int action_id)
2067 {
2068 //play sound
2069 SoundBuildStart( part_name );
2070 }
2071
2072 //Dismantle
2073 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2074 {
2075 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2076 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2077
2078 //register constructed parts for synchronization
2079 UnregisterPartForSync(construtionPart.GetId());
2080
2081 //register action that was performed on part
2082 RegisterActionForSync(construtionPart.GetId(), action_id);
2083
2084 //synchronize
2086
2087 // server part of sync, client will be synced from SetPartsFromSyncData
2088 SetPartFromSyncData(construtionPart);
2089
2090 UpdateNavmesh();
2091
2092 //update visuals
2093 UpdateVisuals();
2094
2095 //reset action sync data
2097
2098 //check base state
2099 if (construtionPart.IsBase())
2100 {
2101 //Destroy construction
2103 }
2104
2105 if (GetGame().IsServer())
2106 HandleItemFalling(construtionPart);
2107 }
2108
2109 void OnPartDismantledClient( string part_name, int action_id )
2110 {
2111 //play sound
2112 SoundDismantleStart( part_name );
2113 }
2114
2115 //Destroy
2116 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2117 {
2118 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2119 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2120
2121 //register constructed parts for synchronization
2122 UnregisterPartForSync(construtionPart.GetId());
2123
2124 //register action that was performed on part
2125 RegisterActionForSync(construtionPart.GetId(), action_id);
2126
2127 //synchronize
2129
2130 // server part of sync, client will be synced from SetPartsFromSyncData
2131 SetPartFromSyncData(construtionPart);
2132
2133 UpdateNavmesh();
2134
2135 //update visuals
2136 UpdateVisuals();
2137
2138 //reset action sync data
2140
2141 //check base state
2142 if (construtionPart.IsBase())
2143 {
2144 //Destroy construction
2146 }
2147
2148 if (GetGame().IsServer())
2149 HandleItemFalling(construtionPart);
2150 }
2151
2152 void OnPartDestroyedClient( string part_name, int action_id )
2153 {
2154 //play sound
2155 SoundDestroyStart( part_name );
2156 }
2157
2158 protected void HandleItemFalling(ConstructionPart part)
2159 {
2160 bool process = false;
2161
2162 //TODO: add a parameter to parts' config classes?
2163 process |= part.m_PartName.Contains("_roof");
2164 process |= part.m_PartName.Contains("_platform");
2165 process |= part.m_PartName.Contains("_stair");
2166
2167 if (process)
2168 {
2169 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2170 {
2171 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2172 return;
2173 }
2174
2175 vector mins, maxs;
2176 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2177 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2178
2179 //sanitize minmaxs
2180 vector minTmp, maxTmp;
2181 minTmp[0] = Math.Min(mins[0],maxs[0]);
2182 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2183 minTmp[1] = Math.Min(mins[1],maxs[1]);
2184 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2185 minTmp[2] = Math.Min(mins[2],maxs[2]);
2186 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2187 mins = minTmp;
2188 maxs = maxTmp;
2189
2190 maxs[1] = maxs[1] + 0.35; //reach a little above..
2191
2192 ItemFall(mins,maxs);
2193 }
2194 }
2195
2196 protected void ItemFall(vector min, vector max)
2197 {
2198 array<EntityAI> foundEntities = new array<EntityAI>();
2199 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2200
2201 //filtering
2202 ItemBase item;
2203 foreach (EntityAI entity : foundEntities)
2204 {
2205 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2206 item.ThrowPhysically(null,vector.Zero);
2207 }
2208 }
2209
2210 // --- UPDATE
2211 void InitBaseState()
2212 {
2213 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2214
2215 InitVisuals();
2216 UpdateNavmesh(); //regenerate navmesh
2217 GetConstruction().InitBaseState();
2218 }
2219
2220 void InitVisuals()
2221 {
2222 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2223 //check base
2224 if ( !HasBase() )
2225 {
2226 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2227 }
2228 else
2229 {
2230 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2231 }
2232
2233 GetConstruction().UpdateVisuals();
2234 }
2235
2236 void UpdateVisuals()
2237 {
2238 array<string> attachmentSlots = new array<string>;
2239
2240 GetAttachmentSlots(this, attachmentSlots);
2241 foreach (string slotName : attachmentSlots)
2242 {
2244 }
2245
2246 //check base
2247 if (!HasBase())
2248 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2249 else
2250 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2251
2252 GetConstruction().UpdateVisuals();
2253 }
2254
2255 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2256 {
2257 string slotNameMounted = slot_name + "_Mounted";
2258 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2259
2260 if (attachment)
2261 {
2262 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2263 if (barbedWire && barbedWire.IsMounted())
2264 CreateAreaDamage(slotNameMounted);
2265 else
2266 DestroyAreaDamage(slotNameMounted);
2267
2268 if (is_locked)
2269 {
2270 SetAnimationPhase(slotNameMounted, 0);
2271 SetAnimationPhase(slot_name, 1);
2272 }
2273 else
2274 {
2275 SetAnimationPhase(slotNameMounted, 1);
2276 SetAnimationPhase(slot_name, 0);
2277 }
2278 }
2279 else
2280 {
2281 SetAnimationPhase(slotNameMounted, 1);
2282 SetAnimationPhase(slot_name, 1);
2283
2284 DestroyAreaDamage(slotNameMounted);
2285 }
2286 }
2287
2288 // avoid calling this function on frequent occasions, it's a massive performance hit
2289 void UpdatePhysics()
2290 {
2292 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2293
2294 array<string> attachmentSlots = new array<string>;
2295 GetAttachmentSlots(this, attachmentSlots);
2296
2298 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2299
2300 foreach (string slotName : attachmentSlots)
2301 {
2303 }
2304
2305 //check base
2306 if (!HasBase())
2307 {
2309 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2310
2311 AddProxyPhysics(ANIMATION_DEPLOYED);
2312 }
2313 else
2314 {
2316 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2317
2318 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2319 }
2320
2321 GetConstruction().UpdatePhysics();
2322 UpdateNavmesh();
2323 }
2324
2325 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2326 {
2327 //checks for invalid appends; hotfix
2328 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2329 return;
2330 //----------------------------------
2331 string slot_name_mounted = slot_name + "_Mounted";
2332 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2333
2334 //remove proxy physics
2335 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2336 RemoveProxyPhysics( slot_name_mounted );
2337 RemoveProxyPhysics( slot_name );
2338
2339 if ( attachment )
2340 {
2341 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2342 if ( is_locked )
2343 {
2344 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2345 AddProxyPhysics( slot_name_mounted );
2346 }
2347 else
2348 {
2349 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2350 AddProxyPhysics( slot_name );
2351 }
2352 }
2353 }
2354
2355 protected void UpdateNavmesh()
2356 {
2357 SetAffectPathgraph( true, false );
2358 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2359 }
2360
2361 override bool CanUseConstruction()
2362 {
2363 return true;
2364 }
2365
2366 override bool CanUseConstructionBuild()
2367 {
2368 return true;
2369 }
2370
2371 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2372 {
2373 if ( attachment )
2374 {
2375 InventoryLocation inventory_location = new InventoryLocation;
2376 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2377
2378 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2379 }
2380
2381 return false;
2382 }
2383
2384 protected bool IsAttachmentSlotLocked( string slot_name )
2385 {
2386 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2387 }
2388
2389 //--- ATTACHMENT SLOTS
2390 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2391 {
2392 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2393 if ( GetGame().ConfigIsExisting( config_path ) )
2394 {
2395 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2396 }
2397 }
2398
2399 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2400 {
2401 return true;
2402 }
2403
2404 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2405 {
2406 return true;
2407 }
2408
2409 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2410 {
2411 return true;
2412 }
2413
2414 // --- INIT
2415 void ConstructionInit()
2416 {
2417 if ( !m_Construction )
2418 {
2419 m_Construction = new Construction( this );
2420 }
2421
2422 GetConstruction().Init();
2423 }
2424
2426 {
2427 return m_Construction;
2428 }
2429
2430 //--- INVENTORY/ATTACHMENTS CONDITIONS
2431 //attachments
2432 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2433 {
2434 return super.CanReceiveAttachment(attachment, slotId);
2435 }
2436
2438 {
2439 int attachment_count = GetInventory().AttachmentCount();
2440 if ( attachment_count > 0 )
2441 {
2442 if ( HasBase() && attachment_count == 1 )
2443 {
2444 return false;
2445 }
2446
2447 return true;
2448 }
2449
2450 return false;
2451 }
2452
2453 override bool ShowZonesHealth()
2454 {
2455 return true;
2456 }
2457
2458 override bool IsTakeable()
2459 {
2460 return false;
2461 }
2462
2463 //this into/outo parent.Cargo
2464 override bool CanPutInCargo( EntityAI parent )
2465 {
2466 return false;
2467 }
2468
2469 override bool CanRemoveFromCargo( EntityAI parent )
2470 {
2471 return false;
2472 }
2473
2474 //hands
2475 override bool CanPutIntoHands( EntityAI parent )
2476 {
2477 return false;
2478 }
2479
2480 //--- ACTION CONDITIONS
2481 //direction
2482 override bool IsFacingPlayer( PlayerBase player, string selection )
2483 {
2484 return true;
2485 }
2486
2487 override bool IsPlayerInside( PlayerBase player, string selection )
2488 {
2489 return true;
2490 }
2491
2494 {
2495 return false;
2496 }
2497
2498 //camera direction check
2499 bool IsFacingCamera( string selection )
2500 {
2501 return true;
2502 }
2503
2504 //roof check
2505 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2506 {
2507 return false;
2508 }
2509
2510 //selection->player distance check
2511 bool HasProperDistance( string selection, PlayerBase player )
2512 {
2513 return true;
2514 }
2515
2516 //folding
2518 {
2519 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2520 {
2521 return false;
2522 }
2523
2524 return true;
2525 }
2526
2528 {
2531
2532 return item;
2533 }
2534
2535 //Damage triggers (barbed wire)
2536 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2537 {
2538 if ( GetGame() && GetGame().IsServer() )
2539 {
2540 //destroy area damage if some already exists
2541 DestroyAreaDamage( slot_name );
2542
2543 //create new area damage
2545 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2546
2547 vector min_max[2];
2548 if ( MemoryPointExists( slot_name + "_min" ) )
2549 {
2550 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2551 }
2552 if ( MemoryPointExists( slot_name + "_max" ) )
2553 {
2554 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2555 }
2556
2557 //get proper trigger extents (min<max)
2558 vector extents[2];
2559 GetConstruction().GetTriggerExtents( min_max, extents );
2560
2561 //get box center
2562 vector center;
2563 center = GetConstruction().GetBoxCenter( min_max );
2564 center = ModelToWorld( center );
2565
2566 //rotate center if needed
2567 vector orientation = GetOrientation();;
2568 CalcDamageAreaRotation( rotation_angle, center, orientation );
2569
2570 areaDamage.SetExtents( extents[0], extents[1] );
2571 areaDamage.SetAreaPosition( center );
2572 areaDamage.SetAreaOrientation( orientation );
2573 areaDamage.SetLoopInterval( 1.0 );
2574 areaDamage.SetDeferDuration( 0.2 );
2575 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2576 areaDamage.SetAmmoName( "BarbedWireHit" );
2577 areaDamage.Spawn();
2578
2579 m_DamageTriggers.Insert( slot_name, areaDamage );
2580 }
2581 }
2582
2583 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2584 {
2585 if ( angle_deg != 0 )
2586 {
2587 //orientation
2588 orientation[0] = orientation[0] - angle_deg;
2589
2590 //center
2591 vector rotate_axis;
2592 if ( MemoryPointExists( "rotate_axis" ) )
2593 {
2594 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2595 }
2596 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];
2597 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];
2598 center[0] = r_center_x;
2599 center[2] = r_center_z;
2600 }
2601 }
2602
2603 void DestroyAreaDamage( string slot_name )
2604 {
2605 if (GetGame() && GetGame().IsServer())
2606 {
2608 if (m_DamageTriggers.Find(slot_name, areaDamage))
2609 {
2610 if (areaDamage)
2611 {
2612 areaDamage.Destroy();
2613 }
2614
2615 m_DamageTriggers.Remove( slot_name );
2616 }
2617 }
2618 }
2619
2620 override bool IsIgnoredByConstruction()
2621 {
2622 return true;
2623 }
2624
2625 //================================================================
2626 // SOUNDS
2627 //================================================================
2628 protected void SoundBuildStart( string part_name )
2629 {
2630 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2631 }
2632
2633 protected void SoundDismantleStart( string part_name )
2634 {
2635 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2636 }
2637
2638 protected void SoundDestroyStart( string part_name )
2639 {
2640 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2641 }
2642
2643 protected string GetBuildSoundByMaterial( string part_name )
2644 {
2645 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2646
2647 switch ( material_type )
2648 {
2649 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2650 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2651 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2652 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2653 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2654 }
2655
2656 return "";
2657 }
2658
2659 protected string GetDismantleSoundByMaterial( string part_name )
2660 {
2661 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2662
2663 switch ( material_type )
2664 {
2665 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2666 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2667 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2668 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2669 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2670 }
2671
2672 return "";
2673 }
2674
2675 //misc
2676 void CheckForHybridAttachments( EntityAI item, string slot_name )
2677 {
2678 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2679 {
2680 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2681 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2682 {
2683 SetHealth(slot_name,"Health",item.GetHealth());
2684 }
2685 }
2686 }
2687
2688 override int GetDamageSystemVersionChange()
2689 {
2690 return 111;
2691 }
2692
2693 override void SetActions()
2694 {
2695 super.SetActions();
2696
2700 }
2701
2702 //================================================================
2703 // DEBUG
2704 //================================================================
2705 protected void DebugCustomState()
2706 {
2707 }
2708
2711 {
2712 return null;
2713 }
2714
2715 override void OnDebugSpawn()
2716 {
2717 FullyBuild();
2718 }
2719
2720 void FullyBuild()
2721 {
2723 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2724
2725 Man p;
2726
2727 #ifdef SERVER
2728 array<Man> players = new array<Man>;
2729 GetGame().GetWorld().GetPlayerList(players);
2730 if (players.Count())
2731 p = players[0];
2732 #else
2733 p = GetGame().GetPlayer();
2734 #endif
2735
2736 foreach (ConstructionPart part : parts)
2737 {
2738 bool excluded = false;
2739 string partName = part.GetPartName();
2740 if (excludes)
2741 {
2742 foreach (string exclude : excludes)
2743 {
2744 if (partName.Contains(exclude))
2745 {
2746 excluded = true;
2747 break;
2748 }
2749 }
2750 }
2751
2752 if (!excluded)
2753 {
2754 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2755 }
2756 }
2757
2758 GetConstruction().UpdateVisuals();
2759 }
2760}
2761
2762void bsbDebugPrint (string s)
2763{
2764#ifdef BSB_DEBUG
2765 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2766#else
2767 //Print("" + s); // comment/uncomment to hide/see debug logs
2768#endif
2769}
2770void bsbDebugSpam (string s)
2771{
2772#ifdef BSB_DEBUG_SPAM
2773 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2774#else
2775 //Print("" + s); // comment/uncomment to hide/see debug logs
2776#endif
2777}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в ItemBase::SetPartFromSyncData().