Commit graph

7 commits

Author SHA1 Message Date
smthspec
24911565bc Production: DEBUG off (drop debug/probe actions + scan logging) 2026-06-19 14:12:00 +03:00
smthspec
8902e27f49 Probe: also log server-side (client RPT unreliable here)
ActionYAProxyProbe.OnFinishProgressServer logs target.GetObject + parent house
+ positions to the server RPT (reliable), since this setup's client RPT never
captures @YAProxy Prints. Reveals what a non-enumerated proxy (vending machine)
resolves to when targeted, to design its override.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 13:51:02 +03:00
smthspec
54bdfb3a19 Debug: add position-probe action for non-enumerable proxies
ActionYAProxyProbe shows on any building surface (no proxy match needed) and
logs the cursor-hit position (world, model-space via WorldToModel, and house-
relative) plus target.GetObject type. Lets us capture vending-machine-style
proxies that don't appear in the geometry-LOD scan, to register as overrides.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 11:08:14 +03:00
smthspec
b54c053e13 Debug: log full per-building proxy name list
Scan log now lists the actual proxy names (map1 + bracketed map2) per house, not
just counts - so we can confirm whether a given proxy (e.g. vending_machine) is
enumerated by the geometry-LOD scan at all.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 10:57:21 +03:00
smthspec
3dac2ed86a Add ScriptedBuildings: declare vanilla buildings as House for scanning
Many vanilla buildings are config-only (not scripted as House), so the modded-
House geometry-LOD proxy scan never ran on them. Bundle a curated list (199
buildings) declaring them ': House'. Adapted from ZenProxyFramework's
ScriptedBuildings.c, minus 7 Namalsk *_noivy ruins that DayZ 1.29 now
script-classes itself (would be 'class already defined'). Expansion #ifndef
guards kept.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 10:15:07 +03:00
smthspec
6d7242f6b8 Resolve proxy world position via ModelToWorld
Proxy sub-objects report model-space coords; convert with house.ModelToWorld so
the synced ws is true world space - globally unique per proxy instance (needed
for per-object cooldown/state keying) and usable as a spawn position. Both the
map1 and map2 resolution paths now return world coords consistently.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 09:53:17 +03:00
smthspec
89f42a04b0 Initial commit: YAProxy house-proxy interaction framework (1.29)
Self-contained framework for attaching user actions to furniture proxies inside
house models. Detection via geometry-LOD selection scan (works on DayZ 1.29);
resolved proxy name + world position synced to server via ActionData. No
entities used for detection.

- modded House: geometry-LOD proxy position/name maps (client-side)
- YAProxyActionBase: cursor->proxy matching + sync + subclass hooks
- YAProxyActionData: client->server proxy target sync
- YAProxyDebug: validation action + per-house scan logging (DEBUG flag)

Credit: Zenarchist (ZenProxyFramework) and ShowMeInfoV2.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 09:45:23 +03:00