DayZ 1.27
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◆ CanRemoveFromCargo()

override bool bsbDebugPrint::CanRemoveFromCargo ( EntityAI parent)
protected

См. определение в файле BaseBuildingBase.c строка 2288

2290{
2291 const string ANIMATION_DEPLOYED = "Deployed";
2292
2293 float m_ConstructionKitHealth; //stored health value for used construction kit
2294
2296
2297 bool m_HasBase;
2298 //variables for synchronization of base building parts (2x31 is the current limit)
2299 int m_SyncParts01; //synchronization for already built parts (31 parts)
2300 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2301 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2302 int m_InteractedPartId; //construction part id that an action was performed on
2303 int m_PerformedActionId; //action id that was performed on a construction part
2304
2305 //Sounds
2306 //build
2307 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2308 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2309 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2310 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2311 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2312 //dismantle
2313 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2314 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2315 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2316 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2317 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2318
2319 protected EffectSound m_Sound;
2320
2324
2325 // Constructor
2326 void BaseBuildingBase()
2327 {
2329
2330 //synchronized variables
2331 RegisterNetSyncVariableInt( "m_SyncParts01" );
2332 RegisterNetSyncVariableInt( "m_SyncParts02" );
2333 RegisterNetSyncVariableInt( "m_SyncParts03" );
2334 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2335 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2336 RegisterNetSyncVariableBool( "m_HasBase" );
2337
2338 //Construction init
2340
2341 if (ConfigIsExisting("hybridAttachments"))
2342 {
2344 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2345 }
2346 if (ConfigIsExisting("mountables"))
2347 {
2349 ConfigGetTextArray("mountables", m_Mountables);
2350 }
2351
2352 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2353 }
2354
2355 override void EEDelete(EntityAI parent)
2356 {
2357 super.EEDelete(parent);
2358
2359 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2360 {
2361 areaDamage.Destroy();
2362 }
2363
2364 }
2365
2366 override string GetInvulnerabilityTypeString()
2367 {
2368 return "disableBaseDamage";
2369 }
2370
2371 override bool CanObstruct()
2372 {
2373 return true;
2374 }
2375
2376 override int GetHideIconMask()
2377 {
2378 return EInventoryIconVisibility.HIDE_VICINITY;
2379 }
2380
2381 // --- SYNCHRONIZATION
2383 {
2384 if ( GetGame().IsServer() )
2385 {
2386 SetSynchDirty();
2387 }
2388 }
2389
2390 override void OnVariablesSynchronized()
2391 {
2392 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2393 super.OnVariablesSynchronized();
2394
2396 }
2397
2398 protected void OnSynchronizedClient()
2399 {
2400 //update parts
2402
2403 //update action on part
2405
2406 //update visuals (client)
2407 UpdateVisuals();
2408 }
2409
2410 //parts synchronization
2411 void RegisterPartForSync( int part_id )
2412 {
2413 //part_id must starts from index = 1
2414 int offset;
2415 int mask;
2416
2417 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2418 {
2419 offset = part_id - 1;
2420 mask = 1 << offset;
2421
2422 m_SyncParts01 = m_SyncParts01 | mask;
2423 }
2424 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2425 {
2426 offset = ( part_id % 32 );
2427 mask = 1 << offset;
2428
2429 m_SyncParts02 = m_SyncParts02 | mask;
2430 }
2431 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2432 {
2433 offset = ( part_id % 63 );
2434 mask = 1 << offset;
2435
2436 m_SyncParts03 = m_SyncParts03 | mask;
2437 }
2438 }
2439
2440 void UnregisterPartForSync( int part_id )
2441 {
2442 //part_id must starts from index = 1
2443 int offset;
2444 int mask;
2445
2446 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2447 {
2448 offset = part_id - 1;
2449 mask = 1 << offset;
2450
2451 m_SyncParts01 = m_SyncParts01 & ~mask;
2452 }
2453 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2454 {
2455 offset = ( part_id % 32 );
2456 mask = 1 << offset;
2457
2458 m_SyncParts02 = m_SyncParts02 & ~mask;
2459 }
2460 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2461 {
2462 offset = ( part_id % 63 );
2463 mask = 1 << offset;
2464
2465 m_SyncParts03 = m_SyncParts03 & ~mask;
2466 }
2467 }
2468
2469 bool IsPartBuildInSyncData( int part_id )
2470 {
2471 //part_id must starts from index = 1
2472 int offset;
2473 int mask;
2474
2475 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2476 {
2477 offset = part_id - 1;
2478 mask = 1 << offset;
2479
2480 if ( ( m_SyncParts01 & mask ) > 0 )
2481 {
2482 return true;
2483 }
2484 }
2485 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2486 {
2487 offset = ( part_id % 32 );
2488 mask = 1 << offset;
2489
2490 if ( ( m_SyncParts02 & mask ) > 0 )
2491 {
2492 return true;
2493 }
2494 }
2495 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2496 {
2497 offset = ( part_id % 63 );
2498 mask = 1 << offset;
2499
2500 if ( ( m_SyncParts03 & mask ) > 0 )
2501 {
2502 return true;
2503 }
2504 }
2505
2506 return false;
2507 }
2508
2509 protected void RegisterActionForSync( int part_id, int action_id )
2510 {
2511 m_InteractedPartId = part_id;
2512 m_PerformedActionId = action_id;
2513 }
2514
2515 protected void ResetActionSyncData()
2516 {
2517 //reset data
2518 m_InteractedPartId = -1;
2520 }
2521
2522 protected void SetActionFromSyncData()
2523 {
2524 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2525 {
2527 int build_action_id = m_PerformedActionId;
2528
2529 switch( build_action_id )
2530 {
2531 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2532 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2533 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2534 }
2535 }
2536 }
2537 //------
2538
2540 {
2541 string key = part.m_PartName;
2542 bool is_base = part.IsBase();
2543 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2544 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2545 if ( is_part_built_sync )
2546 {
2547 if ( !part.IsBuilt() )
2548 {
2549 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2550 GetConstruction().AddToConstructedParts( key );
2551 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2552
2553 if (is_base)
2554 {
2556 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2557 }
2558 }
2559 }
2560 else
2561 {
2562 if ( part.IsBuilt() )
2563 {
2564 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2565 GetConstruction().RemoveFromConstructedParts( key );
2566 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2567
2568 if (is_base)
2569 {
2571 AddProxyPhysics( ANIMATION_DEPLOYED );
2572 }
2573 }
2574 }
2575
2576 //check slot lock for material attachments
2577 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2578 }
2579
2580 //set construction parts based on synchronized data
2582 {
2583 Construction construction = GetConstruction();
2584 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2585
2586 for ( int i = 0; i < construction_parts.Count(); ++i )
2587 {
2588 string key = construction_parts.GetKey( i );
2589 ConstructionPart value = construction_parts.Get( key );
2590 SetPartFromSyncData(value);
2591 }
2592
2593 //regenerate navmesh
2594 UpdateNavmesh();
2595 }
2596
2597 protected ConstructionPart GetConstructionPartById( int id )
2598 {
2599 Construction construction = GetConstruction();
2600 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2601
2602 for ( int i = 0; i < construction_parts.Count(); ++i )
2603 {
2604 string key = construction_parts.GetKey( i );
2605 ConstructionPart value = construction_parts.Get( key );
2606
2607 if ( value.GetId() == id )
2608 {
2609 return value;
2610 }
2611 }
2612
2613 return NULL;
2614 }
2615 //
2616
2617 //Base
2618 bool HasBase()
2619 {
2620 return m_HasBase;
2621 }
2622
2623 void SetBaseState( bool has_base )
2624 {
2625 m_HasBase = has_base;
2626 }
2627
2628 override bool IsDeployable()
2629 {
2630 return true;
2631 }
2632
2633 bool IsOpened()
2634 {
2635 return false;
2636 }
2637
2638 //--- CONSTRUCTION KIT
2640 {
2641 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2642 if ( m_ConstructionKitHealth > 0 )
2643 {
2644 construction_kit.SetHealth( m_ConstructionKitHealth );
2645 }
2646
2647 return construction_kit;
2648 }
2649
2650 void CreateConstructionKitInHands(notnull PlayerBase player)
2651 {
2652 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2653 if ( m_ConstructionKitHealth > 0 )
2654 {
2655 construction_kit.SetHealth( m_ConstructionKitHealth );
2656 }
2657 }
2658
2659 protected vector GetKitSpawnPosition()
2660 {
2661 return GetPosition();
2662 }
2663
2664 protected string GetConstructionKitType()
2665 {
2666 return "";
2667 }
2668
2669 void DestroyConstructionKit( ItemBase construction_kit )
2670 {
2671 m_ConstructionKitHealth = construction_kit.GetHealth();
2672 GetGame().ObjectDelete( construction_kit );
2673 }
2674
2675 //--- CONSTRUCTION
2676 void DestroyConstruction()
2677 {
2678 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2679 GetGame().ObjectDelete( this );
2680 }
2681
2682 // --- EVENTS
2683 override void OnStoreSave( ParamsWriteContext ctx )
2684 {
2685 super.OnStoreSave( ctx );
2686
2687 //sync parts 01
2688 ctx.Write( m_SyncParts01 );
2689 ctx.Write( m_SyncParts02 );
2690 ctx.Write( m_SyncParts03 );
2691
2692 ctx.Write( m_HasBase );
2693 }
2694
2695 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2696 {
2697 if ( !super.OnStoreLoad( ctx, version ) )
2698 return false;
2699
2700 //--- Base building data ---
2701 //Restore synced parts data
2702 if ( !ctx.Read( m_SyncParts01 ) )
2703 {
2704 m_SyncParts01 = 0; //set default
2705 return false;
2706 }
2707 if ( !ctx.Read( m_SyncParts02 ) )
2708 {
2709 m_SyncParts02 = 0; //set default
2710 return false;
2711 }
2712 if ( !ctx.Read( m_SyncParts03 ) )
2713 {
2714 m_SyncParts03 = 0; //set default
2715 return false;
2716 }
2717
2718 //has base
2719 if ( !ctx.Read( m_HasBase ) )
2720 {
2721 m_HasBase = false;
2722 return false;
2723 }
2724 //---
2725
2726 return true;
2727 }
2728
2729 override void AfterStoreLoad()
2730 {
2731 super.AfterStoreLoad();
2732
2734 {
2736 }
2737 }
2738
2740 {
2741 //update server data
2743
2744 //set base state
2745 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2746 SetBaseState( construction_part.IsBuilt() ) ;
2747
2748 //synchronize after load
2750 }
2751
2752 override void OnCreatePhysics()
2753 {
2754 super.OnCreatePhysics();
2757 }
2758
2759 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2760 {
2762 return;
2763
2764 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2765
2766 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2767 return;
2768
2769 Construction construction = GetConstruction();
2770 string part_name = zone;
2771 part_name.ToLower();
2772
2773 if ( newLevel == GameConstants.STATE_RUINED )
2774 {
2775 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2776
2777 if ( construction_part && construction.IsPartConstructed( part_name ) )
2778 {
2779 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2780 construction.DestroyConnectedParts(part_name);
2781 }
2782
2783 //barbed wire handling (hack-ish)
2784 if ( part_name.Contains("barbed") )
2785 {
2786 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2787 if (barbed_wire)
2788 barbed_wire.SetMountedState( false );
2789 }
2790 }
2791 }
2792
2793 override void EEOnAfterLoad()
2794 {
2796 {
2798 }
2799
2800 super.EEOnAfterLoad();
2801 }
2802
2803 override void EEInit()
2804 {
2805 super.EEInit();
2806
2807 // init visuals and physics
2808 InitBaseState();
2809
2810 //debug
2811 #ifdef DEVELOPER
2813 #endif
2814 }
2815
2816 override void EEItemAttached( EntityAI item, string slot_name )
2817 {
2818 super.EEItemAttached( item, slot_name );
2819
2820 CheckForHybridAttachments( item, slot_name );
2821 UpdateVisuals();
2822 UpdateAttachmentPhysics( slot_name, false );
2823 }
2824
2825 override void EEItemDetached( EntityAI item, string slot_name )
2826 {
2827 super.EEItemDetached( item, slot_name );
2828
2829 UpdateVisuals();
2830 UpdateAttachmentPhysics( slot_name, false );
2831 }
2832
2833 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2834 {
2835 string slot_name = InventorySlots.GetSlotName( slotId );
2836 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2837
2838 UpdateAttachmentVisuals( slot_name, locked );
2839 UpdateAttachmentPhysics( slot_name, locked );
2840 }
2841
2842 //ignore out of reach condition
2843 override bool IgnoreOutOfReachCondition()
2844 {
2845 return true;
2846 }
2847
2848 //CONSTRUCTION EVENTS
2849 //Build
2850 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2851 {
2852 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2853
2854 //check base state
2855 if (construtionPart.IsBase())
2856 {
2857 SetBaseState(true);
2858
2859 //spawn kit
2861 }
2862
2863 //register constructed parts for synchronization
2864 RegisterPartForSync(construtionPart.GetId());
2865
2866 //register action that was performed on part
2867 RegisterActionForSync(construtionPart.GetId(), action_id);
2868
2869 //synchronize
2871
2872 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2873
2874 UpdateNavmesh();
2875
2876 //update visuals
2877 UpdateVisuals();
2878
2879 //reset action sync data
2881 }
2882
2883 void OnPartBuiltClient(string part_name, int action_id)
2884 {
2885 //play sound
2886 SoundBuildStart( part_name );
2887 }
2888
2889 //Dismantle
2890 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2891 {
2892 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2893 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2894
2895 //register constructed parts for synchronization
2896 UnregisterPartForSync(construtionPart.GetId());
2897
2898 //register action that was performed on part
2899 RegisterActionForSync(construtionPart.GetId(), action_id);
2900
2901 //synchronize
2903
2904 // server part of sync, client will be synced from SetPartsFromSyncData
2905 SetPartFromSyncData(construtionPart);
2906
2907 UpdateNavmesh();
2908
2909 //update visuals
2910 UpdateVisuals();
2911
2912 //reset action sync data
2914
2915 //check base state
2916 if (construtionPart.IsBase())
2917 {
2918 //Destroy construction
2920 }
2921
2922 if (GetGame().IsServer())
2923 HandleItemFalling(construtionPart);
2924 }
2925
2926 void OnPartDismantledClient( string part_name, int action_id )
2927 {
2928 //play sound
2929 SoundDismantleStart( part_name );
2930 }
2931
2932 //Destroy
2933 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2934 {
2935 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2936 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2937
2938 //register constructed parts for synchronization
2939 UnregisterPartForSync(construtionPart.GetId());
2940
2941 //register action that was performed on part
2942 RegisterActionForSync(construtionPart.GetId(), action_id);
2943
2944 //synchronize
2946
2947 // server part of sync, client will be synced from SetPartsFromSyncData
2948 SetPartFromSyncData(construtionPart);
2949
2950 UpdateNavmesh();
2951
2952 //update visuals
2953 UpdateVisuals();
2954
2955 //reset action sync data
2957
2958 //check base state
2959 if (construtionPart.IsBase())
2960 {
2961 //Destroy construction
2963 }
2964
2965 if (GetGame().IsServer())
2966 HandleItemFalling(construtionPart);
2967 }
2968
2969 void OnPartDestroyedClient( string part_name, int action_id )
2970 {
2971 //play sound
2972 SoundDestroyStart( part_name );
2973 }
2974
2975 protected void HandleItemFalling(ConstructionPart part)
2976 {
2977 bool process = false;
2978
2979 //TODO: add a parameter to parts' config classes?
2980 process |= part.m_PartName.Contains("_roof");
2981 process |= part.m_PartName.Contains("_platform");
2982 process |= part.m_PartName.Contains("_stair");
2983
2984 if (process)
2985 {
2986 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2987 {
2988 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2989 return;
2990 }
2991
2992 vector mins, maxs;
2993 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2994 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2995
2996 //sanitize minmaxs
2997 vector minTmp, maxTmp;
2998 minTmp[0] = Math.Min(mins[0],maxs[0]);
2999 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3000 minTmp[1] = Math.Min(mins[1],maxs[1]);
3001 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3002 minTmp[2] = Math.Min(mins[2],maxs[2]);
3003 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3004 mins = minTmp;
3005 maxs = maxTmp;
3006
3007 maxs[1] = maxs[1] + 0.35; //reach a little above..
3008
3009 ItemFall(mins,maxs);
3010 }
3011 }
3012
3013 protected void ItemFall(vector min, vector max)
3014 {
3015 array<EntityAI> foundEntities = new array<EntityAI>();
3016 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3017
3018 //filtering
3019 ItemBase item;
3020 foreach (EntityAI entity : foundEntities)
3021 {
3022 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3023 item.ThrowPhysically(null,vector.Zero);
3024 }
3025 }
3026
3027 // --- UPDATE
3028 void InitBaseState()
3029 {
3030 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3031
3032 InitVisuals();
3033 UpdateNavmesh(); //regenerate navmesh
3034 GetConstruction().InitBaseState();
3035 }
3036
3037 void InitVisuals()
3038 {
3039 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3040 //check base
3041 if ( !HasBase() )
3042 {
3043 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3044 }
3045 else
3046 {
3047 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3048 }
3049
3050 GetConstruction().UpdateVisuals();
3051 }
3052
3053 void UpdateVisuals()
3054 {
3055 array<string> attachmentSlots = new array<string>;
3056
3057 GetAttachmentSlots(this, attachmentSlots);
3058 foreach (string slotName : attachmentSlots)
3059 {
3061 }
3062
3063 //check base
3064 if (!HasBase())
3065 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3066 else
3067 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3068
3069 GetConstruction().UpdateVisuals();
3070 }
3071
3072 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3073 {
3074 string slotNameMounted = slot_name + "_Mounted";
3075 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3076
3077 if (attachment)
3078 {
3079 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3080 if (barbedWire && barbedWire.IsMounted())
3081 CreateAreaDamage(slotNameMounted);
3082 else
3083 DestroyAreaDamage(slotNameMounted);
3084
3085 if (is_locked)
3086 {
3087 SetAnimationPhase(slotNameMounted, 0);
3088 SetAnimationPhase(slot_name, 1);
3089 }
3090 else
3091 {
3092 SetAnimationPhase(slotNameMounted, 1);
3093 SetAnimationPhase(slot_name, 0);
3094 }
3095 }
3096 else
3097 {
3098 SetAnimationPhase(slotNameMounted, 1);
3099 SetAnimationPhase(slot_name, 1);
3100
3101 DestroyAreaDamage(slotNameMounted);
3102 }
3103 }
3104
3105 // avoid calling this function on frequent occasions, it's a massive performance hit
3106 void UpdatePhysics()
3107 {
3109 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3110
3111 array<string> attachmentSlots = new array<string>;
3112 GetAttachmentSlots(this, attachmentSlots);
3113
3115 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3116
3117 foreach (string slotName : attachmentSlots)
3118 {
3120 }
3121
3122 //check base
3123 if (!HasBase())
3124 {
3126 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3127
3128 AddProxyPhysics(ANIMATION_DEPLOYED);
3129 }
3130 else
3131 {
3133 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3134
3135 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3136 }
3137
3138 GetConstruction().UpdatePhysics();
3139 UpdateNavmesh();
3140 }
3141
3142 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3143 {
3144 //checks for invalid appends; hotfix
3145 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3146 return;
3147 //----------------------------------
3148 string slot_name_mounted = slot_name + "_Mounted";
3149 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3150
3151 //remove proxy physics
3152 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3153 RemoveProxyPhysics( slot_name_mounted );
3154 RemoveProxyPhysics( slot_name );
3155
3156 if ( attachment )
3157 {
3158 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3159 if ( is_locked )
3160 {
3161 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3162 AddProxyPhysics( slot_name_mounted );
3163 }
3164 else
3165 {
3166 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3167 AddProxyPhysics( slot_name );
3168 }
3169 }
3170 }
3171
3172 protected void UpdateNavmesh()
3173 {
3174 SetAffectPathgraph( true, false );
3175 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3176 }
3177
3178 override bool CanUseConstruction()
3179 {
3180 return true;
3181 }
3182
3183 override bool CanUseConstructionBuild()
3184 {
3185 return true;
3186 }
3187
3188 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3189 {
3190 if ( attachment )
3191 {
3192 InventoryLocation inventory_location = new InventoryLocation;
3193 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3194
3195 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3196 }
3197
3198 return false;
3199 }
3200
3201 protected bool IsAttachmentSlotLocked( string slot_name )
3202 {
3203 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3204 }
3205
3206 //--- ATTACHMENT SLOTS
3207 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3208 {
3209 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3210 if ( GetGame().ConfigIsExisting( config_path ) )
3211 {
3212 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3213 }
3214 }
3215
3216 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3217 {
3218 return true;
3219 }
3220
3221 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3222 {
3223 return true;
3224 }
3225
3226 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3227 {
3228 return true;
3229 }
3230
3231 // --- INIT
3232 void ConstructionInit()
3233 {
3234 if ( !m_Construction )
3235 {
3236 m_Construction = new Construction( this );
3237 }
3238
3239 GetConstruction().Init();
3240 }
3241
3243 {
3244 return m_Construction;
3245 }
3246
3247 //--- INVENTORY/ATTACHMENTS CONDITIONS
3248 //attachments
3249 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3250 {
3251 return super.CanReceiveAttachment(attachment, slotId);
3252 }
3253
3255 {
3256 int attachment_count = GetInventory().AttachmentCount();
3257 if ( attachment_count > 0 )
3258 {
3259 if ( HasBase() && attachment_count == 1 )
3260 {
3261 return false;
3262 }
3263
3264 return true;
3265 }
3266
3267 return false;
3268 }
3269
3270 override bool ShowZonesHealth()
3271 {
3272 return true;
3273 }
3274
3275 override bool IsTakeable()
3276 {
3277 return false;
3278 }
3279
3280 //this into/outo parent.Cargo
3281 override bool CanPutInCargo( EntityAI parent )
3282 {
3283 return false;
3284 }
3285
3286 override bool CanRemoveFromCargo( EntityAI parent )
3287 {
3288 return false;
3289 }
3290
3291 //hands
3292 override bool CanPutIntoHands( EntityAI parent )
3293 {
3294 return false;
3295 }
3296
3297 //--- ACTION CONDITIONS
3298 //direction
3299 override bool IsFacingPlayer( PlayerBase player, string selection )
3300 {
3301 return true;
3302 }
3303
3304 override bool IsPlayerInside( PlayerBase player, string selection )
3305 {
3306 return true;
3307 }
3308
3311 {
3312 return false;
3313 }
3314
3315 //camera direction check
3316 bool IsFacingCamera( string selection )
3317 {
3318 return true;
3319 }
3320
3321 //roof check
3322 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3323 {
3324 return false;
3325 }
3326
3327 //selection->player distance check
3328 bool HasProperDistance( string selection, PlayerBase player )
3329 {
3330 return true;
3331 }
3332
3333 //folding
3335 {
3336 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3337 {
3338 return false;
3339 }
3340
3341 return true;
3342 }
3343
3345 {
3348
3349 return item;
3350 }
3351
3352 //Damage triggers (barbed wire)
3353 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3354 {
3355 if ( GetGame() && GetGame().IsServer() )
3356 {
3357 //destroy area damage if some already exists
3358 DestroyAreaDamage( slot_name );
3359
3360 //create new area damage
3362 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3363
3364 vector min_max[2];
3365 if ( MemoryPointExists( slot_name + "_min" ) )
3366 {
3367 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3368 }
3369 if ( MemoryPointExists( slot_name + "_max" ) )
3370 {
3371 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3372 }
3373
3374 //get proper trigger extents (min<max)
3375 vector extents[2];
3376 GetConstruction().GetTriggerExtents( min_max, extents );
3377
3378 //get box center
3379 vector center;
3380 center = GetConstruction().GetBoxCenter( min_max );
3381 center = ModelToWorld( center );
3382
3383 //rotate center if needed
3384 vector orientation = GetOrientation();;
3385 CalcDamageAreaRotation( rotation_angle, center, orientation );
3386
3387 areaDamage.SetExtents( extents[0], extents[1] );
3388 areaDamage.SetAreaPosition( center );
3389 areaDamage.SetAreaOrientation( orientation );
3390 areaDamage.SetLoopInterval( 1.0 );
3391 areaDamage.SetDeferDuration( 0.2 );
3392 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3393 areaDamage.SetAmmoName( "BarbedWireHit" );
3394 areaDamage.Spawn();
3395
3396 m_DamageTriggers.Insert( slot_name, areaDamage );
3397 }
3398 }
3399
3400 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3401 {
3402 if ( angle_deg != 0 )
3403 {
3404 //orientation
3405 orientation[0] = orientation[0] - angle_deg;
3406
3407 //center
3408 vector rotate_axis;
3409 if ( MemoryPointExists( "rotate_axis" ) )
3410 {
3411 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3412 }
3413 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];
3414 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];
3415 center[0] = r_center_x;
3416 center[2] = r_center_z;
3417 }
3418 }
3419
3420 void DestroyAreaDamage( string slot_name )
3421 {
3422 if (GetGame() && GetGame().IsServer())
3423 {
3425 if (m_DamageTriggers.Find(slot_name, areaDamage))
3426 {
3427 if (areaDamage)
3428 {
3429 areaDamage.Destroy();
3430 }
3431
3432 m_DamageTriggers.Remove( slot_name );
3433 }
3434 }
3435 }
3436
3437 override bool IsIgnoredByConstruction()
3438 {
3439 return true;
3440 }
3441
3442 //================================================================
3443 // SOUNDS
3444 //================================================================
3445 protected void SoundBuildStart( string part_name )
3446 {
3447 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3448 }
3449
3450 protected void SoundDismantleStart( string part_name )
3451 {
3452 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3453 }
3454
3455 protected void SoundDestroyStart( string part_name )
3456 {
3457 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3458 }
3459
3460 protected string GetBuildSoundByMaterial( string part_name )
3461 {
3462 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3463
3464 switch ( material_type )
3465 {
3466 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3467 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3468 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3469 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3470 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3471 }
3472
3473 return "";
3474 }
3475
3476 protected string GetDismantleSoundByMaterial( string part_name )
3477 {
3478 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3479
3480 switch ( material_type )
3481 {
3482 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3483 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3484 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3485 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3486 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3487 }
3488
3489 return "";
3490 }
3491
3492 //misc
3493 void CheckForHybridAttachments( EntityAI item, string slot_name )
3494 {
3495 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3496 {
3497 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3498 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3499 {
3500 SetHealth(slot_name,"Health",item.GetHealth());
3501 }
3502 }
3503 }
3504
3505 override int GetDamageSystemVersionChange()
3506 {
3507 return 111;
3508 }
3509
3510 override void SetActions()
3511 {
3512 super.SetActions();
3513
3517 }
3518
3519 //================================================================
3520 // DEBUG
3521 //================================================================
3522 protected void DebugCustomState()
3523 {
3524 }
3525
3528 {
3529 return null;
3530 }
3531
3532 override void OnDebugSpawn()
3533 {
3534 FullyBuild();
3535 }
3536
3537 void FullyBuild()
3538 {
3540 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3541
3542 Man p;
3543
3544 #ifdef SERVER
3545 array<Man> players = new array<Man>;
3546 GetGame().GetWorld().GetPlayerList(players);
3547 if (players.Count())
3548 p = players[0];
3549 #else
3550 p = GetGame().GetPlayer();
3551 #endif
3552
3553 foreach (ConstructionPart part : parts)
3554 {
3555 bool excluded = false;
3556 string partName = part.GetPartName();
3557 if (excludes)
3558 {
3559 foreach (string exclude : excludes)
3560 {
3561 if (partName.Contains(exclude))
3562 {
3563 excluded = true;
3564 break;
3565 }
3566 }
3567 }
3568
3569 if (!excluded)
3570 {
3571 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3572 }
3573 }
3574
3575 GetConstruction().UpdateVisuals();
3576 }
3577}
3578
3579void bsbDebugPrint (string s)
3580{
3581#ifdef BSB_DEBUG
3582 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3583#else
3584 //Print("" + s); // comment/uncomment to hide/see debug logs
3585#endif
3586}
3587void bsbDebugSpam (string s)
3588{
3589#ifdef BSB_DEBUG_SPAM
3590 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3591#else
3592 //Print("" + s); // comment/uncomment to hide/see debug logs
3593#endif
3594}
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