|
void | Fence () |
|
override string | GetConstructionKitType () |
|
override int | GetMeleeTargetType () |
|
bool | HasHinges () |
|
bool | HasFullyConstructedGate () |
|
void | SetGateState (int state) |
|
int | GetGateState () |
|
int | CheckGateState () |
|
void | SetOpenedState (bool state) |
|
override bool | IsOpened () |
|
bool | IsLocked () |
|
override bool | NameOverride (out string output) |
|
CombinationLock | GetCombinationLock () |
|
CamoNet | GetCamoNet () |
|
BarbedWire | GetBarbedWire1 () |
|
BarbedWire | GetBarbedWire2 () |
|
override vector | GetKitSpawnPosition () |
|
override bool | CanDisplayAttachmentSlot (int slot_id) |
|
override bool | CanDisplayAttachmentCategory (string category_name) |
|
override void | OnStoreSave (ParamsWriteContext ctx) |
|
override bool | OnStoreLoad (ParamsReadContext ctx, int version) |
|
override void | AfterStoreLoad () |
|
override void | OnVariablesSynchronized () |
|
override void | OnPartBuiltServer (notnull Man player, string part_name, int action_id) |
|
override void | OnPartDismantledServer (notnull Man player, string part_name, int action_id) |
|
override void | OnPartDestroyedServer (Man player, string part_name, int action_id, bool destroyed_by_connected_part=false) |
|
override bool | CanReceiveAttachment (EntityAI attachment, int slotId) |
|
override bool | CanPutIntoHands (EntityAI parent) |
|
override bool | CanBeRepairedToPristine () |
|
bool | CanOpenFence () |
|
bool | CanCloseFence () |
|
void | OpenFence () |
|
void | CloseFence () |
|
void | CheckFenceOpened () |
|
void | CheckFenceClosed () |
|
override void | CreateAreaDamage (string slot_name, float rotation_angle=0) |
|
void | UpdateBarbedWireAreaDamagePos (float rotation_angle=0, bool to_delete=false) |
|
override void | PostAreaDamageActions () |
|
override bool | IsPlayerInside (PlayerBase player, string selection) |
|
override bool | IsFacingPlayer (PlayerBase player, string selection) |
|
override bool | IsFacingCamera (string selection) |
|
override bool | HasProperDistance (string selection, PlayerBase player) |
|
override bool | CanUseConstructionBuild () |
|
void | SoundGateOpenStart () |
|
void | SoundGateCloseStart () |
|
void | SoundGateCloseEnd () |
|
void | GateAttachmentsSanityCheck () |
|
void | HandleDropAttachment (ItemBase item) |
|
bool | GateAttachmentConditions (int slotId) |
|
override bool | TranslateSlotFromSelection (string selection_name, out int slot_id) |
|
override void | SetActions () |
|
override array< string > | OnDebugSpawnBuildExcludes () |
| Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
|
|
override void | OnDebugSpawn () |
|
void | TerritoryFlag () |
|
void | ~TerritoryFlag () |
|
void | InitRefresherData () |
|
override string | GetConstructionKitType () |
|
override int | GetMeleeTargetType () |
|
override vector | GetKitSpawnPosition () |
|
override bool | CanDisplayAttachmentCategory (string category_name) |
|
override void | OnStoreSave (ParamsWriteContext ctx) |
|
override bool | OnStoreLoad (ParamsReadContext ctx, int version) |
|
override void | AfterStoreLoad () |
|
override void | OnCEUpdate () |
|
void | HandleRefreshers () |
| Client-side, saves positions of active lifetime refreshers to MissionGameplay.
|
|
void | SetRefresherActive (bool state) |
|
void | InsertRefresherPosition () |
|
void | RemoveRefresherPosition (int idx=-2) |
|
override void | OnVariablesSynchronized () |
|
override void | OnPartBuiltServer (notnull Man player, string part_name, int action_id) |
|
override void | OnPartDismantledServer (notnull Man player, string part_name, int action_id) |
|
override void | OnPartDestroyedServer (Man player, string part_name, int action_id, bool destroyed_by_connected_part=false) |
|
override void | EEItemDetached (EntityAI item, string slot_name) |
|
override bool | CanReceiveAttachment (EntityAI attachment, int slotId) |
|
override bool | CanPutIntoHands (EntityAI parent) |
|
override bool | CanBeRepairedToPristine () |
|
override bool | IsPlayerInside (PlayerBase player, string selection) |
|
override bool | IsFacingPlayer (PlayerBase player, string selection) |
|
override bool | IsFacingCamera (string selection) |
|
override bool | HasProperDistance (string selection, PlayerBase player) |
|
override void | SetActions () |
|
void | AnimateFlagEx (float delta, PlayerBase player=null) |
|
void | AnimateFlag (float delta) |
|
void | LogAnimateFlag (float newPhase, notnull PlayerBase player) |
|
void | SetRefreshTimer01 (float fraction) |
|
void | AddRefresherTime01 (float fraction) |
|
float | GetRefresherTime01 () |
|
void | CheckLoadedVariables (int max_duration) |
|
override void | OnDebugSpawn () |
|
|
void | ShelterSite () |
|
override string | GetConstructionKitType () |
|
override int | GetMeleeTargetType () |
|
override vector | GetKitSpawnPosition () |
|
override void | OnPartBuiltServer (notnull Man player, string part_name, int action_id) |
|
override bool | CanPutIntoHands (EntityAI parent) |
|
override bool | CanBeRepairedToPristine () |
|
override bool | CanUseHandConstruction () |
|
override bool | MustBeBuiltFromOutside () |
|
override bool | IsFacingCamera (string selection) |
|
override bool | IsPlayerInside (PlayerBase player, string selection) |
|
override bool | HasProperDistance (string selection, PlayerBase player) |
|
override void | SetActions () |
|
void | Watchtower () |
|
override string | GetConstructionKitType () |
|
override int | GetMeleeTargetType () |
|
override void | UpdateVisuals () |
|
override bool | CanReceiveAttachment (EntityAI attachment, int slotId) |
|
override bool | CanPutIntoHands (EntityAI parent) |
|
override bool | CanBeRepairedToPristine () |
|
override bool | PerformRoofCheckForBase (string partName, PlayerBase player, out bool result) |
|
override bool | CanDisplayAttachmentSlot (int slot_id) |
|
override bool | CanDisplayAttachmentCategory (string category_name) |
|
override bool | CheckSlotVerticalDistance (int slot_id, PlayerBase player) |
|
override bool | CheckMemoryPointVerticalDistance (float max_dist, string selection, PlayerBase player) |
|
override bool | CheckLevelVerticalDistance (float max_dist, string selection, PlayerBase player) |
|
override void | AfterStoreLoad () |
|
override void | OnPartBuiltServer (notnull Man player, string part_name, int action_id) |
|
override void | OnPartDismantledServer (notnull Man player, string part_name, int action_id) |
|
override void | OnPartDestroyedServer (Man player, string part_name, int action_id, bool destroyed_by_connected_part=false) |
|
override bool | IsFacingPlayer (PlayerBase player, string selection) |
|
override bool | IsFacingCamera (string selection) |
|
override bool | IsPlayerInside (PlayerBase player, string selection) |
|
override bool | HasProperDistance (string selection, PlayerBase player) |
|
override void | SetActions () |
|
override array< string > | OnDebugSpawnBuildExcludes () |
| Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
|
|
override void | OnDebugSpawn () |
|
◆ ~TerritoryFlag()
◆ AddRefresherTime01()
559 {
563
564 }
void SetRefresherActive(bool state)
Definition Totem.c:196
int m_FlagRefresherMaxDuration
Definition Totem.c:13
int m_RefresherTimeRemaining
Definition Totem.c:9
static proto float Round(float f)
Returns mathematical round of value.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
Перекрестные ссылки Math::Clamp(), Math::Round() и SetRefresherActive().
Используется в OnDebugSpawn().
◆ AfterStoreLoad() [1/3]
◆ AfterStoreLoad() [2/3]
146 {
147 super.AfterStoreLoad();
148
150 {
152 }
153 SetSynchDirty();
155 }
proto native CEApi GetCEApi()
Get the CE API.
bool m_RefresherInitialized
Definition Totem.c:8
void InitRefresherData()
Definition Totem.c:34
Перекрестные ссылки GetCEApi(), InitRefresherData() и UpdateVisuals().
◆ AfterStoreLoad() [3/3]
◆ AnimateFlag()
◆ AnimateFlagEx()
◆ CanBeRepairedToPristine() [1/4]
422 {
423 return true;
424 }
◆ CanBeRepairedToPristine() [2/4]
79 {
80 return true;
81 }
◆ CanBeRepairedToPristine() [3/4]
367 {
368 return true;
369 }
◆ CanBeRepairedToPristine() [4/4]
129 {
130 return true;
131 }
◆ CanCloseFence()
438 {
440 {
441 return true;
442 }
443
444 return false;
445 }
bool HasHinges()
Definition Fence.c:56
Перекрестные ссылки HasHinges() и IsOpened().
◆ CanDisplayAttachmentCategory() [1/3]
198 {
200 {
202 {
203 return false;
204 }
205 }
206
207 return true;
208 }
bool HasBase()
Definition BaseBuildingBase.c:1562
Перекрестные ссылки HasBase().
◆ CanDisplayAttachmentCategory() [2/3]
86 {
88 return true;
90 return true;
92 return true;
94 return true;
95 else
96 return false;
97 }
bool IsPartConstructed(string part_name)
Definition Construction.c:603
Перекрестные ссылки GetConstruction(), HasBase() и IsPartConstructed().
◆ CanDisplayAttachmentCategory() [3/3]
246 {
247
249 return false;
250
251
254
256 {
258 {
260 }
261 else
262 {
264 }
265 }
266
268 {
270 {
272 }
273 else
274 {
276 }
277 }
278
280 {
282 {
284 }
285 else
286 {
288 }
289 }
290
291 return true;
292 }
PlayerBase GetPlayer()
Definition ModifierBase.c:51
override bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Definition Watchtower.c:357
const float MAX_FLOOR_VERTICAL_DISTANCE
Definition Watchtower.c:6
Definition PlayerBaseClient.c:2
proto native CGame GetGame()
Перекрестные ссылки CheckMemoryPointVerticalDistance(), GetConstruction(), GetGame() и GetPlayer().
◆ CanDisplayAttachmentSlot() [1/2]
◆ CanDisplayAttachmentSlot() [2/2]
◆ CanOpenFence()
428 {
430 {
431 return true;
432 }
433
434 return false;
435 }
bool IsLocked()
Definition Fence.c:115
Перекрестные ссылки HasHinges(), IsLocked() и IsOpened().
◆ CanPutIntoHands() [1/4]
407 {
408 if( !
super.CanPutIntoHands( parent ) )
409 {
410 return false;
411 }
412
414 {
415 return false;
416 }
417
418 return true;
419 }
Перекрестные ссылки HasBase().
◆ CanPutIntoHands() [2/4]
74 {
75 return false;
76 }
◆ CanPutIntoHands() [3/4]
362 {
363 return false;
364 }
◆ CanPutIntoHands() [4/4]
124 {
125 return false;
126 }
◆ CanReceiveAttachment() [1/3]
◆ CanReceiveAttachment() [2/3]
◆ CanReceiveAttachment() [3/3]
91 {
93 return false;
94
95
96
98 if ( !
GetGame().IsDedicatedServer() )
99 {
100
103 {
106
108 {
110 }
111 else
112 {
114 }
115 }
116 }
117
118
120 }
override bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Definition Watchtower.c:295
Перекрестные ссылки CheckSlotVerticalDistance(), GetGame() и GetPlayer().
◆ CanUseConstructionBuild()
◆ CanUseHandConstruction()
84 {
85 return true;
86 }
◆ CheckFenceClosed()
void CheckFenceClosed |
( |
| ) |
|
|
inlineprotected |
542 {
543 if ( GetAnimationPhase( "Wall_Gate_Rotate" ) == 0 )
544 {
545
546 if ( !
GetGame().IsDedicatedServer() )
547 {
548
550 }
552
554 }
555 }
void SoundGateCloseEnd()
Definition Fence.c:744
void CheckFenceClosed()
Definition Fence.c:541
void UpdateBarbedWireAreaDamagePos(float rotation_angle=0, bool to_delete=false)
Definition Fence.c:569
Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, GetGame(), SoundGateCloseEnd() и UpdateBarbedWireAreaDamagePos().
◆ CheckFenceOpened()
void CheckFenceOpened |
( |
| ) |
|
|
inlineprotected |
◆ CheckGateState()
◆ CheckLevelVerticalDistance()
◆ CheckLoadedVariables()
void CheckLoadedVariables |
( |
int | max_duration | ) |
|
|
inlineprotected |
◆ CheckMemoryPointVerticalDistance()
◆ CheckSlotVerticalDistance()
◆ CloseFence()
490 {
491
493 {
495 SetAnimationPhase(
"Wall_Interact_Rotate",
value );
496 SetAnimationPhase(
"Wall_Barbedwire_1_Mounted_Rotate",
value );
497 SetAnimationPhase(
"Wall_Barbedwire_2_Mounted_Rotate",
value );
498 SetAnimationPhase(
"Wall_Camonet_Rotate",
value );
499 SetAnimationPhase(
"Wall_Gate_Rotate",
value );
500 SetAnimationPhase(
"Wall_Base_Down_Rotate",
value );
501 SetAnimationPhase(
"Wall_Base_Up_Rotate",
value );
502 SetAnimationPhase(
"Wall_Wood_Down_Rotate",
value );
503 SetAnimationPhase(
"Wall_Wood_Up_Rotate",
value );
504 SetAnimationPhase(
"Wall_Metal_Down_Rotate",
value );
505 SetAnimationPhase(
"Wall_Metal_Up_Rotate",
value );
506
508
509
511
512
514 }
515
516
517 if ( !
GetGame().IsDedicatedServer() )
518 {
519
521 }
522
523
525
526
529 }
void UpdateNavmesh()
Definition BaseBuildingBase.c:2058
void SynchronizeBaseState()
Definition BaseBuildingBase.c:1326
const float GATE_ROTATION_TIME_APPROX
Definition Fence.c:14
void SoundGateCloseStart()
Definition Fence.c:735
void SetOpenedState(bool state)
Definition Fence.c:105
Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, GetGame(), SetOpenedState(), SoundGateCloseStart(), SynchronizeBaseState(), UpdateBarbedWireAreaDamagePos() и UpdateNavmesh().
Используется в OnPartDestroyedServer() и OnVariablesSynchronized().
◆ CreateAreaDamage()
559 {
561 {
563 }
564
566 }
Перекрестные ссылки IsOpened().
◆ EEItemDetached()
278 {
280
282 {
283 float state = GetAnimationPhase(
"flag_mast");
285 {
288 }
289 }
290 }
void AnimateFlag(float delta)
Definition Totem.c:524
void SetRefreshTimer01(float fraction)
Definition Totem.c:545
Перекрестные ссылки AnimateFlag(), GetGame() и SetRefreshTimer01().
◆ Fence()
37 {
38
39
40
41 RegisterNetSyncVariableBool( "m_IsOpened" );
42 RegisterNetSyncVariableInt( "m_GateState" );
43 }
◆ GateAttachmentConditions()
bool GateAttachmentConditions |
( |
int | slotId | ) |
|
|
inlineprotected |
◆ GateAttachmentsSanityCheck()
void GateAttachmentsSanityCheck |
( |
| ) |
|
|
inlineprotected |
◆ GetBarbedWire1()
BarbedWire GetBarbedWire1 |
( |
| ) |
|
|
inlineprotected |
◆ GetBarbedWire2()
BarbedWire GetBarbedWire2 |
( |
| ) |
|
|
inlineprotected |
◆ GetCamoNet()
◆ GetCombinationLock()
◆ GetConstructionKitType() [1/4]
◆ GetConstructionKitType() [2/4]
11 {
12 return "ShelterKit";
13 }
◆ GetConstructionKitType() [3/4]
51 {
52 return "TerritoryFlagKit";
53 }
◆ GetConstructionKitType() [4/4]
22 {
23 return "WatchtowerKit";
24 }
◆ GetGateState()
◆ GetKitSpawnPosition() [1/3]
163 {
164 if ( MemoryPointExists( "kit_spawn_position" ) )
165 {
167 position = GetMemoryPointPos(
"kit_spawn_position" );
168
170 }
171
173 }
class JsonUndergroundAreaTriggerData GetPosition
Definition UndergroundAreaLoader.c:9
Перекрестные ссылки GetPosition.
Используется в ItemBase::CreateConstructionKit().
◆ GetKitSpawnPosition() [2/3]
22 {
23 if ( MemoryPointExists( "kit_spawn_position" ) )
24 {
26 position = GetMemoryPointPos(
"kit_spawn_position" );
27
29 }
30
32 }
Перекрестные ссылки GetPosition.
◆ GetKitSpawnPosition() [3/3]
73 {
74 if ( MemoryPointExists( "kit_spawn_position" ) )
75 {
77 position = GetMemoryPointPos(
"kit_spawn_position" );
78
80 }
81
83 }
Перекрестные ссылки GetPosition.
◆ GetMeleeTargetType() [1/4]
51 {
53 }
EMeleeTargetType
Definition EMeleeTargetType.c:2
◆ GetMeleeTargetType() [2/4]
◆ GetMeleeTargetType() [3/4]
◆ GetMeleeTargetType() [4/4]
◆ GetRefresherTime01()
float GetRefresherTime01 |
( |
| ) |
|
|
inlineprotected |
◆ HandleDropAttachment()
771 {
775 {
776 wire.SetMountedState(
false );
778 }
780 {
782 }
784 {
786 }
787 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Definition Inventory.c:22
Super root of all classes in Enforce script.
Definition EnScript.c:11
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
Перекрестные ссылки Class::CastTo().
Используется в GateAttachmentsSanityCheck() и OnPartDestroyedServer().
◆ HandleRefreshers()
void HandleRefreshers |
( |
| ) |
|
|
inlineprotected |
◆ HasFullyConstructedGate()
bool HasFullyConstructedGate |
( |
| ) |
|
|
inlineprotected |
◆ HasHinges()
◆ HasProperDistance() [1/4]
704 {
705 if ( MemoryPointExists( selection ) )
706 {
710 {
711 return false;
712 }
713 }
714
715 return true;
716 }
const float MAX_ACTION_DETECTION_DISTANCE
Definition Fence.c:17
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
Перекрестные ссылки vector::Distance().
◆ HasProperDistance() [2/4]
151 {
152 if ( MemoryPointExists( selection ) )
153 {
157 {
158 return false;
159 }
160 }
161
162 return true;
163 }
Перекрестные ссылки vector::Distance().
◆ HasProperDistance() [3/4]
467 {
468
469 if ( MemoryPointExists( selection ) )
470 {
474 {
475 return false;
476 }
477 }
478
479 return true;
480 }
Перекрестные ссылки vector::Distance().
◆ HasProperDistance() [4/4]
547 {
548 if ( MemoryPointExists( selection ) )
549 {
553 {
554 return false;
555 }
556 }
557
558 return true;
559 }
Перекрестные ссылки vector::Distance().
◆ InitRefresherData()
void InitRefresherData |
( |
| ) |
|
|
inlineprotected |
◆ InsertRefresherPosition()
void InsertRefresherPosition |
( |
| ) |
|
|
inlineprotected |
◆ IsFacingCamera() [1/4]
679 {
682
683
686
689
691 {
693
695 {
696 return true;
697 }
698 }
699
700 return false;
701 }
const float MAX_ACTION_DETECTION_ANGLE_RAD
Definition Fence.c:16
static proto float Acos(float c)
Returns angle in radians from cosinus.
Перекрестные ссылки Math::Acos() и GetGame().
◆ IsFacingCamera() [2/4]
94 {
97
98
101
104
106 {
108
110 {
111 return true;
112 }
113 }
114
115 return false;
116 }
Перекрестные ссылки Math::Acos() и GetGame().
◆ IsFacingCamera() [3/4]
440 {
441 return false;
442
445
446
449
452
454 {
456
458 {
459 return true;
460 }
461 }
462
463 return false;
464 }
Перекрестные ссылки Math::Acos() и GetGame().
◆ IsFacingCamera() [4/4]
479 {
483
484 if ( MemoryPointExists( selection ) )
485 {
486 ref_pos = ModelToWorld( GetMemoryPointPos( selection ) );
488
491
493
495 {
497
499 {
500 return true;
501 }
502 }
503 }
504
505 return false;
506 }
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
Definition EnConvert.c:271
Перекрестные ссылки vector::Dot(), GetGame() и GetPosition.
◆ IsFacingPlayer() [1/3]
652 {
656
657
661
664
666 {
668
670 {
671 return true;
672 }
673 }
674
675 return false;
676 }
Перекрестные ссылки Math::Acos() и GetPosition.
◆ IsFacingPlayer() [2/3]
411 {
412 return true;
413
417
418
422
425
427 {
429
431 {
432 return true;
433 }
434 }
435
436 return false;
437 }
Перекрестные ссылки Math::Acos() и GetPosition.
◆ IsFacingPlayer() [3/3]
430 {
436
438 {
439 ref_pos = ModelToWorld( GetMemoryPointPos( selection ) );
441 }
442 else
443 {
446 }
447
450
454
456 {
458 }
459
461 {
463 {
464 return true;
465 }
466 }
467 else
468 {
470 {
471 return true;
472 }
473 }
474
475 return false;
476 }
const float MIN_ACTION_DETECTION_ANGLE_RAD
Definition Watchtower.c:8
Перекрестные ссылки Math::AbsFloat(), vector::Dot() и GetPosition.
◆ IsLocked()
◆ IsOpened()
◆ IsPlayerInside() [1/4]
◆ IsPlayerInside() [2/4]
119 {
125
127 min = -GetMemoryPointPos(
"BoundingBox_min" );
128 max = -GetMemoryPointPos(
"BoundingBox_max" );
129
133
135
139
141
143 {
144 return false;
145 }
146
147 return true;
148 }
Перекрестные ссылки GetPosition.
◆ IsPlayerInside() [3/4]
373 {
374 return true;
375
381
387
391
393
397
399
401 {
402 return false;
403 }
404 else
405 {
406 return true;
407 }
408 }
Перекрестные ссылки GetPosition и x.
◆ IsPlayerInside() [4/4]
509 {
510 if ( selection != "")
511 {
513 }
519
521
522 min = -GetMemoryPointPos(
"interact_min" );
523 max = -GetMemoryPointPos(
"interact_max" );
524
528
529
531
535
537
539 {
540 return false;
541 }
542
543 return true;
544 }
override bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Definition Watchtower.c:383
Перекрестные ссылки CheckLevelVerticalDistance() и GetPosition.
◆ LogAnimateFlag()
530 {
531 PluginAdminLog
logs = PluginAdminLog.Cast(
GetPlugin(PluginAdminLog));
533 {
534
536 }
538 {
539
541 }
542
543 }
PluginBase GetPlugin(typename plugin_type)
Definition PluginManager.c:316
Перекрестные ссылки GetPlugin().
Используется в AnimateFlagEx().
◆ MustBeBuiltFromOutside()
89 {
90 return true;
91 }
◆ NameOverride()
127 {
129 {
130 output =
"#str_cfgvehicles_construction_part_gate";
132 return true;
133 }
134 return false;
135 }
◆ OnCEUpdate()
◆ OnDebugSpawn() [1/3]
893 {
894 super.OnDebugSpawn();
895
896 GetInventory().CreateInInventory("CamoNet");
897
898 for (
int i = 0;
i < 2; ++
i)
899 {
900 BarbedWire
wire = BarbedWire.Cast(GetInventory().CreateInInventory(
"BarbedWire"));
901 wire.SetMountedState(
true);
902 }
903 }
◆ OnDebugSpawn() [2/3]
596 {
597 super.OnDebugSpawn();
598
599 GetInventory().CreateInInventory("Flag_DayZ");
602 }
void AddRefresherTime01(float fraction)
Definition Totem.c:558
Перекрестные ссылки AddRefresherTime01() и AnimateFlag().
◆ OnDebugSpawn() [3/3]
600 {
601 super.OnDebugSpawn();
602
604
606 {
607 GetInventory().CreateInInventory("CamoNet");
608 }
609
611 {
612 BarbedWire
wire = BarbedWire.Cast(GetInventory().CreateInInventory(
"BarbedWire"));
613 wire.SetMountedState(
true);
614 }
615 }
static const int MAX_WATCHTOWER_WALLS
Definition Watchtower.c:15
static const int MAX_WATCHTOWER_FLOORS
Definition Watchtower.c:14
Перекрестные ссылки MAX_WATCHTOWER_WALLS.
◆ OnDebugSpawnBuildExcludes() [1/2]
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
855 {
857
858 #ifdef DIAG_DEVELOPER
860 #else
862 #endif
863
865 {
867 }
868 else
869 {
871 }
872
873 #ifdef DIAG_DEVELOPER
875 #else
877 #endif
878
880 {
882 }
883 else
884 {
886 }
887
889 }
Перекрестные ссылки DiagMenu::GetBool().
Используется в ItemBase::FullyBuild().
◆ OnDebugSpawnBuildExcludes() [2/2]
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
577 {
579
580 #ifdef DIAG_DEVELOPER
582 #else
584 #endif
585
587 {
589 }
590 else
591 {
593 }
594
596 }
Перекрестные ссылки DiagMenu::GetBool().
◆ OnPartBuiltServer() [1/4]
◆ OnPartBuiltServer() [2/4]
37 {
39
42 {
43 case "leather":
45 break;
46
47 case "fabric":
49 break;
50
51 case "stick":
53 break;
54
55 default: {};
56 }
57
59 {
62
65 {
68 }
69 }
70
71 }
Перекрестные ссылки GetConstruction() и GetPlugin().
◆ OnPartBuiltServer() [3/4]
◆ OnPartBuiltServer() [4/4]
◆ OnPartDestroyedServer() [1/3]
◆ OnPartDestroyedServer() [2/3]
◆ OnPartDestroyedServer() [3/3]
◆ OnPartDismantledServer() [1/3]
◆ OnPartDismantledServer() [2/3]
◆ OnPartDismantledServer() [3/3]
◆ OnStoreLoad() [1/2]
◆ OnStoreLoad() [2/2]
112 {
113 if ( !
super.OnStoreLoad(
ctx, version ) )
114 return false;
115
116
118
120 {
121 return false;
122 }
123
125 {
126 return false;
127 }
128
130 {
131 return false;
132 }
133
135 {
136 return false;
137 }
138
141
142 return true;
143 }
void CheckLoadedVariables(int max_duration)
Definition Totem.c:571
Перекрестные ссылки AnimateFlag(), CheckLoadedVariables() и GetRefresherTime01().
◆ OnStoreSave() [1/2]
◆ OnStoreSave() [2/2]
◆ OnVariablesSynchronized() [1/2]
◆ OnVariablesSynchronized() [2/2]
236 {
237 super.OnVariablesSynchronized();
238
240 {
243 }
244 }
void HandleRefreshers()
Client-side, saves positions of active lifetime refreshers to MissionGameplay.
Definition Totem.c:179
bool m_RefresherActiveLocal
Definition Totem.c:7
Перекрестные ссылки HandleRefreshers() и m_RefresherActive.
◆ OpenFence()
448 {
449
451 {
453 SetAnimationPhase(
"Wall_Interact_Rotate",
value );
454 SetAnimationPhase(
"Wall_Barbedwire_1_Mounted_Rotate",
value );
455 SetAnimationPhase(
"Wall_Barbedwire_2_Mounted_Rotate",
value );
456 SetAnimationPhase(
"Wall_Camonet_Rotate",
value );
457 SetAnimationPhase(
"Wall_Gate_Rotate",
value );
458 SetAnimationPhase(
"Wall_Base_Down_Rotate",
value );
459 SetAnimationPhase(
"Wall_Base_Up_Rotate",
value );
460 SetAnimationPhase(
"Wall_Wood_Down_Rotate",
value );
461 SetAnimationPhase(
"Wall_Wood_Up_Rotate",
value );
462 SetAnimationPhase(
"Wall_Metal_Down_Rotate",
value );
463 SetAnimationPhase(
"Wall_Metal_Up_Rotate",
value );
464
466
467
469
470
472 }
473
474
475 if ( !
GetGame().IsDedicatedServer() )
476 {
477
479 }
480
481
483
484
487 }
void SoundGateOpenStart()
Definition Fence.c:726
Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, GATE_ROTATION_ANGLE_DEG, GetGame(), SetOpenedState(), SoundGateOpenStart(), SynchronizeBaseState(), UpdateBarbedWireAreaDamagePos() и UpdateNavmesh().
Используется в AfterStoreLoad() и OnVariablesSynchronized().
◆ PerformRoofCheckForBase()
134 {
136 return false;
137
139 {
140 return false;
141 }
142
149
152
154 {
155 min_max[0] = GetMemoryPointPos(
"level_2_wall_1_down_min" );
156 min_max[1] = GetMemoryPointPos(
"level_2_roof_max" );
157 }
158 else if (
partName ==
"level_3_base" )
159 {
160 min_max[0] = GetMemoryPointPos(
"level_3_wall_1_down_min" );
161 min_max[1] = GetMemoryPointPos(
"level_3_wall_2_up_max" );
162 }
163 else if (
partName ==
"level_3_roof" )
164 {
165 min_max[0] = GetMemoryPointPos(
"level_3_roof_min" );
166 min_max[1] = GetMemoryPointPos(
"level_3_roof_max" );
167 }
168 else
169 {
170
171
172 min_max[0] = GetMemoryPointPos(
"level_1_collisioncheck_min" );
173 min_max[1] = GetMemoryPointPos(
"level_1_roof_max" );
174 }
177
181
185 {
187 {
188 if (Building.Cast(
o))
189 {
191 }
192 }
193 }
194 return true;
195 }
vector GetOrientation()
Definition AreaDamageManager.c:306
Definition CfgGameplayHandler.c:2
static bool GetDisablePerformRoofCheck()
Definition CfgGameplayHandler.c:322
Definition ObjectTyped.c:2
Перекрестные ссылки CfgGameplayHandler::GetDisablePerformRoofCheck(), GetGame(), GetOrientation() и GetPosition.
◆ PostAreaDamageActions()
604 {
605
606
607
608
609
610
611
612 }
◆ RemoveRefresherPosition()
void RemoveRefresherPosition |
( |
int | idx = -2 | ) |
|
|
inlineprotected |
◆ SetActions() [1/4]
826 {
828
832
833
836 }
ActionFoldBaseBuildingObjectCB ActionContinuousBaseCB ActionFoldBaseBuildingObject()
Definition ActionFoldBaseBuildingObject.c:11
ActionPlaceObjectCB ActiondeployObjectCB ActionPlaceObject()
Definition ActionPlaceObject.c:11
void AddAction(typename actionName)
Definition AdvancedCommunication.c:220
Definition ActionCloseFence.c:2
Definition ActionOpenFence.c:2
Definition ActionTogglePlaceObject.c:2
Перекрестные ссылки ActionFoldBaseBuildingObject(), ActionPlaceObject() и AddAction().
◆ SetActions() [2/4]
◆ SetActions() [3/4]
◆ SetActions() [4/4]
◆ SetGateState()
◆ SetOpenedState()
◆ SetRefresherActive()
◆ SetRefreshTimer01()
◆ ShelterSite()
◆ SoundGateCloseEnd()
void SoundGateCloseEnd |
( |
| ) |
|
|
inlineprotected |
745 {
746
747 if ( !
GetGame().IsDedicatedServer() )
748 {
750 }
751 }
const string SOUND_GATE_CLOSE_END
Definition Fence.c:10
EffectSound m_SoundGate_End
Definition Fence.c:34
Перекрестные ссылки GetGame().
Используется в CheckFenceClosed().
◆ SoundGateCloseStart()
void SoundGateCloseStart |
( |
| ) |
|
|
inlineprotected |
736 {
737
738 if ( !
GetGame().IsDedicatedServer() )
739 {
741 }
742 }
const string SOUND_GATE_CLOSE_START
Definition Fence.c:9
EffectSound m_SoundGate_Start
Definition Fence.c:33
Перекрестные ссылки GetGame().
Используется в CloseFence().
◆ SoundGateOpenStart()
void SoundGateOpenStart |
( |
| ) |
|
|
inlineprotected |
727 {
728
729 if ( !
GetGame().IsDedicatedServer() )
730 {
732 }
733 }
const string SOUND_GATE_OPEN_START
Definition Fence.c:8
Перекрестные ссылки GetGame().
Используется в OpenFence().
◆ TerritoryFlag()
◆ TranslateSlotFromSelection()
◆ UpdateBarbedWireAreaDamagePos()
◆ UpdateVisuals()
45 {
46 super.UpdateVisuals();
47
48 SetAnimationPhase( "level_1", 0);
49 SetAnimationPhase( "level_1_wall_1", 0);
50 SetAnimationPhase( "level_1_wall_2", 0);
51 SetAnimationPhase( "level_1_wall_3", 0);
52
55
57 {
58
61
62
63
64
65
67 {
70 {
71
72
74 }
75 }
76 else
77 {
80 {
81
82
84 }
85 }
86 }
87 }
static const string BASE_WALL_NAME
Definition Watchtower.c:12
static const string BASE_VIEW_NAME
Definition Watchtower.c:11
static const string BASE_ROOF_NAME
Definition Watchtower.c:13
Перекрестные ссылки BASE_ROOF_NAME, GetConstruction() и MAX_WATCHTOWER_FLOORS.
Используется в AfterStoreLoad(), ItemBase::EEItemAttached(), ItemBase::EEItemDetached(), ItemBase::OnPartBuiltServer(), OnPartBuiltServer(), ItemBase::OnPartDestroyedServer(), OnPartDestroyedServer(), ItemBase::OnPartDismantledServer(), OnPartDismantledServer() и ItemBase::OnSynchronizedClient().
◆ Watchtower()
◆ ATTACHMENT_BARBED_WIRE
ATTACHMENT_BARBED_WIRE = BarbedWire |
|
private |
◆ ATTACHMENT_CAMONET
◆ ATTACHMENT_COMBINATION_LOCK
◆ ATTACHMENT_SLOT_COMBINATION_LOCK
const string ATTACHMENT_SLOT_COMBINATION_LOCK = "Att_CombinationLock" |
|
private |
◆ ATTACHMENT_WOODEN_LOG
◆ ATTSLOT_BARBEDWIRE_DOWN
string ATTSLOT_BARBEDWIRE_DOWN = "Wall_Barbedwire_1" |
|
private |
◆ ATTSLOT_BARBEDWIRE_UP
string ATTSLOT_BARBEDWIRE_UP = "Wall_Barbedwire_2" |
|
private |
◆ ATTSLOT_CAMONET
string ATTSLOT_CAMONET = "Wall_Camonet" |
|
private |
◆ BASE_ROOF_NAME
◆ BASE_VIEW_NAME
◆ BASE_WALL_NAME
◆ GATE_ROTATION_ANGLE_DEG
◆ GATE_ROTATION_TIME_APPROX
◆ GATE_STATE_FULL
◆ GATE_STATE_NONE
◆ GATE_STATE_PARTIAL
◆ m_FlagRefresherFrequency
◆ m_FlagRefresherMaxDuration
◆ m_GateState
◆ m_IsOpened
◆ m_IsOpenedClient
◆ m_RefresherActive
◆ m_RefresherActiveLocal
bool m_RefresherActiveLocal |
|
private |
◆ m_RefresherInitialized
bool m_RefresherInitialized |
|
private |
◆ m_RefresherTimeRemaining
int m_RefresherTimeRemaining |
|
private |
◆ m_RefreshTimeCounter
◆ m_SoundGate_End
◆ m_SoundGate_Start
◆ m_ToDiscard
◆ MAX_ACTION_DETECTION_ANGLE_RAD
◆ MAX_ACTION_DETECTION_DISTANCE
◆ MAX_FLOOR_VERTICAL_DISTANCE
◆ MAX_WATCHTOWER_FLOORS
◆ MAX_WATCHTOWER_WALLS
◆ MIN_ACTION_DETECTION_ANGLE_RAD
◆ SOUND_GATE_CLOSE_END
const string SOUND_GATE_CLOSE_END = "DoorWoodTowerClose_end_SoundSet" |
|
private |
◆ SOUND_GATE_CLOSE_START
const string SOUND_GATE_CLOSE_START = "DoorWoodTowerClose_start_SoundSet" |
|
private |
◆ SOUND_GATE_OPEN_START
const string SOUND_GATE_OPEN_START = "DoorWoodTowerOpen_SoundSet" |
|
private |
Объявления и описания членов классов находятся в файлах:
- D:/Ishodniki/scripts/4_World/Entities/ItemBase/BaseBuildingBase/Fence.c
- D:/Ishodniki/scripts/4_World/Entities/ItemBase/BaseBuildingBase/ShelterSite.c
- D:/Ishodniki/scripts/4_World/Entities/ItemBase/BaseBuildingBase/Totem.c
- D:/Ishodniki/scripts/4_World/Entities/ItemBase/BaseBuildingBase/Watchtower.c