DayZ 1.30
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◆ OnPartDismantledClient()

void bsbDebugPrint::OnPartDismantledClient ( string part_name,
int action_id )
protected

См. определение в файле BaseBuildingBase.c строка 1910

1912{
1913 const string ANIMATION_DEPLOYED = "Deployed";
1914
1915 float m_ConstructionKitHealth; //stored health value for used construction kit
1916
1917 bool m_HasBase;
1918 //variables for synchronization of base building parts (2x31 is the current limit)
1919 int m_SyncParts01; //synchronization for already built parts (31 parts)
1920 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1921 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1922 int m_InteractedPartId; //construction part id that an action was performed on
1923 int m_PerformedActionId; //action id that was performed on a construction part
1924 protected ref ConstructionBasic m_Construction;
1925
1926 //Sounds
1927 //build
1928 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1929 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1930 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1931 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1932 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1933 //dismantle
1934 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1935 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1936 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1937 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1938 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1939
1940 protected EffectSound m_Sound;
1941
1945
1946 // Constructor
1947 void BaseBuildingBase()
1948 {
1950
1951 //synchronized variables
1952 RegisterNetSyncVariableInt( "m_SyncParts01" );
1953 RegisterNetSyncVariableInt( "m_SyncParts02" );
1954 RegisterNetSyncVariableInt( "m_SyncParts03" );
1955 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1956 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1957 RegisterNetSyncVariableBool( "m_HasBase" );
1958
1959 //Construction init
1960 ConstructionInit();
1961
1962 if (ConfigIsExisting("hybridAttachments"))
1963 {
1965 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1966 }
1967 if (ConfigIsExisting("mountables"))
1968 {
1970 ConfigGetTextArray("mountables", m_Mountables);
1971 }
1972
1973 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1974 SetAllowDamage(true);
1975 }
1976
1977 override string GetInvulnerabilityTypeString()
1978 {
1979 return "disableBaseDamage";
1980 }
1981
1982 override bool CanObstruct()
1983 {
1984 return true;
1985 }
1986
1987 override int GetHideIconMask()
1988 {
1989 return EInventoryIconVisibility.HIDE_VICINITY;
1990 }
1991
1992 override void InitItemSounds()
1993 {
1994 super.InitItemSounds();
1995
1997 SoundParameters params = new SoundParameters();
1998 params.m_Loop = true;
1999
2000 if (GetFoldSoundset() != string.Empty)
2001 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2002 if (GetLoopFoldSoundset() != string.Empty)
2003 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2004 }
2005
2006 override string GetFoldSoundset()
2007 {
2008 return "putDown_FenceKit_SoundSet";
2009 }
2010
2011 override string GetLoopFoldSoundset()
2012 {
2013 return "Shelter_Site_Build_Loop_SoundSet";
2014 }
2015
2016 // --- SYNCHRONIZATION
2018 {
2019 if ( g_Game.IsServer() )
2020 {
2021 SetSynchDirty();
2022 }
2023 }
2024
2025 override void OnVariablesSynchronized()
2026 {
2027 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2028 super.OnVariablesSynchronized();
2029
2030 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2031 }
2032
2033 protected void OnSynchronizedClient()
2034 {
2035 //update parts
2037
2038 //update action on part
2040
2041 //update visuals (client)
2042 UpdateVisuals();
2043 }
2044
2045 //parts synchronization
2046 void RegisterPartForSync( int part_id )
2047 {
2048 //part_id must starts from index = 1
2049 int offset;
2050 int mask;
2051
2052 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2053 {
2054 offset = part_id - 1;
2055 mask = 1 << offset;
2056
2057 m_SyncParts01 = m_SyncParts01 | mask;
2058 }
2059 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2060 {
2061 offset = ( part_id % 32 );
2062 mask = 1 << offset;
2063
2064 m_SyncParts02 = m_SyncParts02 | mask;
2065 }
2066 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2067 {
2068 offset = ( part_id % 63 );
2069 mask = 1 << offset;
2070
2071 m_SyncParts03 = m_SyncParts03 | mask;
2072 }
2073 }
2074
2075 void UnregisterPartForSync( int part_id )
2076 {
2077 //part_id must starts from index = 1
2078 int offset;
2079 int mask;
2080
2081 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2082 {
2083 offset = part_id - 1;
2084 mask = 1 << offset;
2085
2086 m_SyncParts01 = m_SyncParts01 & ~mask;
2087 }
2088 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2089 {
2090 offset = ( part_id % 32 );
2091 mask = 1 << offset;
2092
2093 m_SyncParts02 = m_SyncParts02 & ~mask;
2094 }
2095 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2096 {
2097 offset = ( part_id % 63 );
2098 mask = 1 << offset;
2099
2100 m_SyncParts03 = m_SyncParts03 & ~mask;
2101 }
2102 }
2103
2104 bool IsPartBuildInSyncData( int part_id )
2105 {
2106 //part_id must starts from index = 1
2107 int offset;
2108 int mask;
2109
2110 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2111 {
2112 offset = part_id - 1;
2113 mask = 1 << offset;
2114
2115 if ( ( m_SyncParts01 & mask ) > 0 )
2116 {
2117 return true;
2118 }
2119 }
2120 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2121 {
2122 offset = ( part_id % 32 );
2123 mask = 1 << offset;
2124
2125 if ( ( m_SyncParts02 & mask ) > 0 )
2126 {
2127 return true;
2128 }
2129 }
2130 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2131 {
2132 offset = ( part_id % 63 );
2133 mask = 1 << offset;
2134
2135 if ( ( m_SyncParts03 & mask ) > 0 )
2136 {
2137 return true;
2138 }
2139 }
2140
2141 return false;
2142 }
2143
2144 protected void RegisterActionForSync( int part_id, int action_id )
2145 {
2146 m_InteractedPartId = part_id;
2147 m_PerformedActionId = action_id;
2148 }
2149
2150 protected void ResetActionSyncData()
2151 {
2152 //reset data
2153 m_InteractedPartId = -1;
2155 }
2156
2157 protected void SetActionFromSyncData()
2158 {
2159 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2160 {
2162 int build_action_id = m_PerformedActionId;
2163
2164 switch( build_action_id )
2165 {
2166 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2167 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2168 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2169 }
2170 }
2171 }
2172 //------
2173
2175 {
2176 string key = part.GetPartName();
2177 bool is_base = part.IsBase();
2178 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2179 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2180 if ( is_part_built_sync )
2181 {
2182 if ( !part.IsBuilt() )
2183 {
2184 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2185 GetConstruction().AddToConstructedParts( key );
2186 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2187
2188 if (is_base)
2189 {
2191 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2192 }
2193 }
2194 }
2195 else
2196 {
2197 if ( part.IsBuilt() )
2198 {
2199 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2200 GetConstruction().RemoveFromConstructedParts( key );
2201 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2202
2203 if (is_base)
2204 {
2206 AddProxyPhysics( ANIMATION_DEPLOYED );
2207 }
2208 }
2209 }
2210
2211 //check slot lock for material attachments
2212 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2213 }
2214
2215 //set construction parts based on synchronized data
2217 {
2218 Construction construction = GetConstruction();
2219 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2220
2221 for ( int i = 0; i < construction_parts.Count(); ++i )
2222 {
2223 string key = construction_parts.GetKey( i );
2224 ConstructionPart value = construction_parts.Get( key );
2225 SetPartFromSyncData(value);
2226 }
2227
2228 //regenerate navmesh
2229 UpdateNavmesh();
2230 }
2231
2232 protected ConstructionPart GetConstructionPartById( int id )
2233 {
2234 Construction construction = GetConstruction();
2235 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2236
2237 for ( int i = 0; i < construction_parts.Count(); ++i )
2238 {
2239 string key = construction_parts.GetKey( i );
2240 ConstructionPart value = construction_parts.Get( key );
2241
2242 if ( value.GetId() == id )
2243 {
2244 return value;
2245 }
2246 }
2247
2248 return NULL;
2249 }
2250 //
2251
2252 //Base
2253 bool HasBase()
2254 {
2255 return m_HasBase;
2256 }
2257
2258 void SetBaseState( bool has_base )
2259 {
2260 m_HasBase = has_base;
2261 }
2262
2263 override bool IsDeployable()
2264 {
2265 return true;
2266 }
2267
2268 bool IsOpened()
2269 {
2270 return false;
2271 }
2272
2273 //--- CONSTRUCTION KIT
2275 {
2276 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2277 if ( m_ConstructionKitHealth > 0 )
2278 {
2279 construction_kit.SetHealth( m_ConstructionKitHealth );
2280 }
2281
2282 return construction_kit;
2283 }
2284
2285 void CreateConstructionKitInHands(notnull PlayerBase player)
2286 {
2287 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2288 if ( m_ConstructionKitHealth > 0 )
2289 {
2290 construction_kit.SetHealth( m_ConstructionKitHealth );
2291 }
2292 }
2293
2294 protected vector GetKitSpawnPosition()
2295 {
2296 return GetPosition();
2297 }
2298
2299 protected string GetConstructionKitType()
2300 {
2301 return "";
2302 }
2303
2304 void DestroyConstructionKit( ItemBase construction_kit )
2305 {
2306 m_ConstructionKitHealth = construction_kit.GetHealth();
2307 g_Game.ObjectDelete( construction_kit );
2308 }
2309
2310 //--- CONSTRUCTION
2311 void DestroyConstruction()
2312 {
2313 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2314 g_Game.ObjectDelete( this );
2315 }
2316
2317 // --- EVENTS
2318 override void EEDelete(EntityAI parent)
2319 {
2320 super.EEDelete(parent);
2321
2322 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2323 {
2324 areaDamage.Destroy();
2325 }
2326
2327 }
2328
2329 override void OnStoreSave( ParamsWriteContext ctx )
2330 {
2331 super.OnStoreSave( ctx );
2332
2333 //sync parts 01
2334 ctx.Write( m_SyncParts01 );
2335 ctx.Write( m_SyncParts02 );
2336 ctx.Write( m_SyncParts03 );
2337
2338 ctx.Write( m_HasBase );
2339 }
2340
2341 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2342 {
2343 if ( !super.OnStoreLoad( ctx, version ) )
2344 return false;
2345
2346 //--- Base building data ---
2347 //Restore synced parts data
2348 if ( !ctx.Read( m_SyncParts01 ) )
2349 {
2350 m_SyncParts01 = 0; //set default
2351 return false;
2352 }
2353 if ( !ctx.Read( m_SyncParts02 ) )
2354 {
2355 m_SyncParts02 = 0; //set default
2356 return false;
2357 }
2358 if ( !ctx.Read( m_SyncParts03 ) )
2359 {
2360 m_SyncParts03 = 0; //set default
2361 return false;
2362 }
2363
2364 //has base
2365 if ( !ctx.Read( m_HasBase ) )
2366 {
2367 m_HasBase = false;
2368 return false;
2369 }
2370 //---
2371
2372 return true;
2373 }
2374
2375 override void AfterStoreLoad()
2376 {
2377 super.AfterStoreLoad();
2378
2380 {
2382 }
2383 }
2384
2386 {
2387 //update server data
2389
2390 //set base state
2391 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2392 SetBaseState( part.IsBuilt() ) ;
2393
2394 //synchronize after load
2396 }
2397
2398 override void OnCreatePhysics()
2399 {
2400 super.OnCreatePhysics();
2401
2402 ConstructionInit();
2404 }
2405
2406 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2407 {
2409 return;
2410
2411 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2412 }
2413
2414 override void EEOnAfterLoad()
2415 {
2417 {
2418 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2419 }
2420
2421 super.EEOnAfterLoad();
2422 }
2423
2424 override void EEItemAttached( EntityAI item, string slot_name )
2425 {
2426 super.EEItemAttached( item, slot_name );
2427
2428 CheckForHybridAttachments( item, slot_name );
2429 UpdateVisuals();
2430 UpdateAttachmentPhysics( slot_name, false );
2431 }
2432
2433 override void EEItemDetached( EntityAI item, string slot_name )
2434 {
2435 super.EEItemDetached( item, slot_name );
2436
2437 UpdateVisuals();
2438 UpdateAttachmentPhysics( slot_name, false );
2439 }
2440
2441 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2442 {
2443 string slot_name = InventorySlots.GetSlotName( slotId );
2444 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2445
2446 UpdateAttachmentVisuals( slot_name, locked );
2447 UpdateAttachmentPhysics( slot_name, locked );
2448 }
2449
2450 //ignore out of reach condition
2451 override bool IgnoreOutOfReachCondition()
2452 {
2453 return true;
2454 }
2455
2456 //CONSTRUCTION EVENTS
2457 //Build
2458 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2459 {
2460 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2461
2462 //check base state
2463 if (construtionPart.IsBase())
2464 {
2465 SetBaseState(true);
2466
2467 //spawn kit
2469 }
2470
2471 //register constructed parts for synchronization
2472 RegisterPartForSync(construtionPart.GetId());
2473
2474 //register action that was performed on part
2475 RegisterActionForSync(construtionPart.GetId(), action_id);
2476
2477 //synchronize
2479
2480 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2481
2482 UpdateNavmesh();
2483
2484 //update visuals
2485 UpdateVisuals();
2486
2487 //reset action sync data
2488 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2489 }
2490
2491 void OnPartBuiltClient(string part_name, int action_id)
2492 {
2493 //play sound
2494 SoundBuildStart( part_name );
2495 }
2496
2497 //Dismantle
2498 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2499 {
2500 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2501 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2502
2503 //register constructed parts for synchronization
2504 UnregisterPartForSync(construtionPart.GetId());
2505
2506 //register action that was performed on part
2507 RegisterActionForSync(construtionPart.GetId(), action_id);
2508
2509 //synchronize
2511
2512 // server part of sync, client will be synced from SetPartsFromSyncData
2513 SetPartFromSyncData(construtionPart);
2514
2515 UpdateNavmesh();
2516
2517 //update visuals
2518 UpdateVisuals();
2519
2520 //reset action sync data
2521 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2522
2523 //check base state
2524 if (construtionPart.IsBase())
2525 {
2526 //Destroy construction
2527 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2528 }
2529 }
2530
2531 void OnPartDismantledClient( string part_name, int action_id )
2532 {
2533 //play sound
2534 SoundDismantleStart( part_name );
2535 }
2536
2537 //Destroy
2538 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2539 {
2540 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2541 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2542
2543 //register constructed parts for synchronization
2544 UnregisterPartForSync(construtionPart.GetId());
2545
2546 //register action that was performed on part
2547 RegisterActionForSync(construtionPart.GetId(), action_id);
2548
2549 //synchronize
2551
2552 // server part of sync, client will be synced from SetPartsFromSyncData
2553 SetPartFromSyncData(construtionPart);
2554
2555 UpdateNavmesh();
2556
2557 //update visuals
2558 UpdateVisuals();
2559
2560 //reset action sync data
2561 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2562
2563 //check base state
2564 if (construtionPart.IsBase())
2565 {
2566 //Destroy construction
2567 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2568 }
2569 }
2570
2571 void OnPartDestroyedClient( string part_name, int action_id )
2572 {
2573 //play sound
2574 SoundDestroyStart( part_name );
2575 }
2576
2577 // --- UPDATE
2578 void InitBaseState()
2579 {
2580 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2581
2582 InitVisuals();
2583 UpdateNavmesh(); //regenerate navmesh
2584 }
2585
2586 void InitVisuals()
2587 {
2588 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2589 //check base
2590 if ( !HasBase() )
2591 {
2592 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2593 }
2594 else
2595 {
2596 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2597 }
2598
2599 GetConstruction().InitVisuals();
2600 }
2601
2602 void UpdateVisuals()
2603 {
2604 array<string> attachmentSlots = new array<string>;
2605
2606 GetAttachmentSlots(this, attachmentSlots);
2607 foreach (string slotName : attachmentSlots)
2608 {
2610 }
2611
2612 //check base
2613 if (!HasBase())
2614 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2615 else
2616 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2617
2618 GetConstruction().UpdateVisuals();
2619 }
2620
2621 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2622 {
2623 string slotNameMounted = slot_name + "_Mounted";
2624 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2625
2626 if (attachment)
2627 {
2628 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2629 if (barbedWire && barbedWire.IsMounted())
2630 CreateAreaDamage(slotNameMounted);
2631 else
2632 DestroyAreaDamage(slotNameMounted);
2633
2634 if (is_locked)
2635 {
2636 SetAnimationPhase(slotNameMounted, 0);
2637 SetAnimationPhase(slot_name, 1);
2638 }
2639 else
2640 {
2641 SetAnimationPhase(slotNameMounted, 1);
2642 SetAnimationPhase(slot_name, 0);
2643 }
2644 }
2645 else
2646 {
2647 SetAnimationPhase(slotNameMounted, 1);
2648 SetAnimationPhase(slot_name, 1);
2649
2650 DestroyAreaDamage(slotNameMounted);
2651 }
2652 }
2653
2654 // avoid calling this function on frequent occasions, it's a massive performance hit
2655 void UpdatePhysics()
2656 {
2658 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2659
2660 array<string> attachmentSlots = new array<string>;
2661 GetAttachmentSlots(this, attachmentSlots);
2662
2664 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2665
2666 foreach (string slotName : attachmentSlots)
2667 {
2669 }
2670
2671 //check base
2672 if (!HasBase())
2673 {
2675 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2676
2677 AddProxyPhysics(ANIMATION_DEPLOYED);
2678 }
2679 else
2680 {
2682 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2683
2684 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2685 }
2686
2687 GetConstruction().UpdatePhysics();
2688 UpdateNavmesh();
2689 }
2690
2691 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2692 {
2693 //checks for invalid appends; hotfix
2694 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2695 return;
2696 //----------------------------------
2697 string slot_name_mounted = slot_name + "_Mounted";
2698 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2699
2700 //remove proxy physics
2701 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2702 RemoveProxyPhysics( slot_name_mounted );
2703 RemoveProxyPhysics( slot_name );
2704
2705 if ( attachment )
2706 {
2707 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2708 if ( is_locked )
2709 {
2710 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2711 AddProxyPhysics( slot_name_mounted );
2712 }
2713 else
2714 {
2715 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2716 AddProxyPhysics( slot_name );
2717 }
2718 }
2719 }
2720
2721 protected void UpdateNavmesh()
2722 {
2723 SetAffectPathgraph( true, false );
2724 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2725 }
2726
2727 override bool CanUseConstruction()
2728 {
2729 return true;
2730 }
2731
2732 override bool CanUseConstructionBuild()
2733 {
2734 return true;
2735 }
2736
2737 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2738 {
2739 if ( attachment )
2740 {
2741 InventoryLocation inventory_location = new InventoryLocation;
2742 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2743
2744 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2745 }
2746
2747 return false;
2748 }
2749
2750 protected bool IsAttachmentSlotLocked( string slot_name )
2751 {
2752 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2753 }
2754
2755 //--- ATTACHMENT SLOTS
2756 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2757 {
2758 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2759 if ( g_Game.ConfigIsExisting( config_path ) )
2760 {
2761 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2762 }
2763 }
2764
2765 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2766 {
2767 return true;
2768 }
2769
2770 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2771 {
2772 return true;
2773 }
2774
2775 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2776 {
2777 return true;
2778 }
2779
2780 // --- INIT
2782 {
2783 m_Construction = new Construction(this);
2784 return m_Construction;
2785 }
2786
2788 {
2789 return m_Construction;
2790 }
2791
2793 {
2794 return Construction.Cast(m_Construction);
2795 }
2796
2798 {
2799 int attachment_count = GetInventory().AttachmentCount();
2800 if ( attachment_count > 0 )
2801 {
2802 if ( HasBase() && attachment_count == 1 )
2803 {
2804 return false;
2805 }
2806
2807 return true;
2808 }
2809
2810 return false;
2811 }
2812
2813 override bool ShowZonesHealth()
2814 {
2815 return true;
2816 }
2817
2818 override bool IsTakeable()
2819 {
2820 return false;
2821 }
2822
2823 //this into/outo parent.Cargo
2824 override bool CanPutInCargo( EntityAI parent )
2825 {
2826 return false;
2827 }
2828
2829 override bool CanRemoveFromCargo( EntityAI parent )
2830 {
2831 return false;
2832 }
2833
2834 //hands
2835 override bool CanPutIntoHands( EntityAI parent )
2836 {
2837 return false;
2838 }
2839
2840 //--- ACTION CONDITIONS
2841 //direction
2842 override bool IsFacingPlayer( PlayerBase player, string selection )
2843 {
2844 return true;
2845 }
2846
2847 override bool IsPlayerInside( PlayerBase player, string selection )
2848 {
2849 return true;
2850 }
2851
2854 {
2855 return false;
2856 }
2857
2858 //roof check
2859 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2860 {
2861 return false;
2862 }
2863
2864 //selection->player distance check
2865 bool HasProperDistance( string selection, PlayerBase player )
2866 {
2867 return true;
2868 }
2869
2870 //folding
2872 {
2873 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2874 {
2875 return false;
2876 }
2877
2878 return true;
2879 }
2880
2882 {
2885
2886 return item;
2887 }
2888
2889 //Damage triggers (barbed wire)
2890 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2891 {
2892 if ( g_Game && g_Game.IsServer() )
2893 {
2894 //destroy area damage if some already exists
2895 DestroyAreaDamage( slot_name );
2896
2897 //create new area damage
2899 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2900
2901 vector min_max[2];
2902 if ( MemoryPointExists( slot_name + "_min" ) )
2903 {
2904 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2905 }
2906 if ( MemoryPointExists( slot_name + "_max" ) )
2907 {
2908 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2909 }
2910
2911 //get proper trigger extents (min<max)
2912 vector extents[2];
2913 GetConstruction().GetTriggerExtents( min_max, extents );
2914
2915 //get box center
2916 vector center;
2917 center = GetConstruction().GetBoxCenter( min_max );
2918 center = ModelToWorld( center );
2919
2920 //rotate center if needed
2922 CalcDamageAreaRotation( rotation_angle, center, orientation );
2923
2924 areaDamage.SetExtents( extents[0], extents[1] );
2925 areaDamage.SetAreaPosition( center );
2926 areaDamage.SetAreaOrientation( orientation );
2927 areaDamage.SetLoopInterval( 1.0 );
2928 areaDamage.SetDeferDuration( 0.2 );
2929 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2930 areaDamage.SetAmmoName( "BarbedWireHit" );
2931 areaDamage.Spawn();
2932
2933 m_DamageTriggers.Insert( slot_name, areaDamage );
2934 }
2935 }
2936
2937 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2938 {
2939 if ( angle_deg != 0 )
2940 {
2941 //orientation
2942 orientation[0] = orientation[0] - angle_deg;
2943
2944 //center
2945 vector rotate_axis;
2946 if ( MemoryPointExists( "rotate_axis" ) )
2947 {
2948 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2949 }
2950 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];
2951 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];
2952 center[0] = r_center_x;
2953 center[2] = r_center_z;
2954 }
2955 }
2956
2957 void DestroyAreaDamage( string slot_name )
2958 {
2959 if (g_Game && g_Game.IsServer())
2960 {
2962 if (m_DamageTriggers.Find(slot_name, areaDamage))
2963 {
2964 if (areaDamage)
2965 {
2966 areaDamage.Destroy();
2967 }
2968
2969 m_DamageTriggers.Remove( slot_name );
2970 }
2971 }
2972 }
2973
2974 override bool IsIgnoredByConstruction()
2975 {
2976 return true;
2977 }
2978
2979 //================================================================
2980 // SOUNDS
2981 //================================================================
2982 protected void SoundBuildStart( string part_name )
2983 {
2984 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2985 }
2986
2987 protected void SoundDismantleStart( string part_name )
2988 {
2989 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2990 }
2991
2992 protected void SoundDestroyStart( string part_name )
2993 {
2994 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2995 }
2996
2997 protected string GetBuildSoundByMaterial( string part_name )
2998 {
2999 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3000
3001 switch ( material_type )
3002 {
3003 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3004 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3005 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3006 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3007 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3008 }
3009
3010 return "";
3011 }
3012
3013 protected string GetDismantleSoundByMaterial( string part_name )
3014 {
3015 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3016
3017 switch ( material_type )
3018 {
3019 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3020 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3021 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3022 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3023 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3024 }
3025
3026 return "";
3027 }
3028
3029 //misc
3030 void CheckForHybridAttachments( EntityAI item, string slot_name )
3031 {
3032 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3033 {
3034 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3035 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3036 {
3037 SetHealth(slot_name,"Health",item.GetHealth());
3038 }
3039 }
3040 }
3041
3042 override int GetDamageSystemVersionChange()
3043 {
3044 return 111;
3045 }
3046
3047 override void SetActions()
3048 {
3049 super.SetActions();
3050
3054 }
3055
3056 protected void DestroyConstructedParts()
3057 {
3058 Construction construction = GetConstruction();
3059 if (!construction)
3060 return;
3061
3062 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3063 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3064 {
3065 ConstructionPart part = constructionParts.GetElement(i);
3066 if (part && part.IsBuilt() && !part.IsUtilityPart())
3067 {
3068 construction.DestroyPartServer(null, part.GetPartName(), -1);
3069 }
3070 }
3071 }
3072
3073 protected void HandleFallingForConstructedParts()
3074 {
3075 Construction construction = GetConstruction();
3076 if (!construction)
3077 return;
3078
3079 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3080 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3081 {
3082 ConstructionPart part = constructionParts.GetElement(i);
3083 if (part && part.IsBuilt() && !part.IsUtilityPart())
3084 {
3085 construction.HandleEntityFalling(part.GetPartName());
3086 }
3087 }
3088 }
3089
3091 override void OnItemFallRebuilding()
3092 {
3093 if (!g_Game.IsServer())
3094 return;
3095
3098
3099 if (DestroyOnFall())
3100 {
3102 {
3104 }
3105 else
3106 {
3108 {
3110 }
3111 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3112 }
3113 }
3114 }
3115
3117 {
3118 if (HasAnyAttachmentsOrCargo())
3119 {
3121 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3122 }
3123 }
3124
3125 //================================================================
3126 // DEBUG
3127 //================================================================
3128
3131 {
3132 return null;
3133 }
3134
3135 override void OnDebugSpawn()
3136 {
3137 FullyBuild();
3138 }
3139
3140 void FullyBuild()
3141 {
3143 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3144
3145 Man p;
3146
3147 #ifdef SERVER
3148 array<Man> players = new array<Man>;
3149 g_Game.GetWorld().GetPlayerList(players);
3150 if (players.Count())
3151 p = players[0];
3152 #else
3153 p = g_Game.GetPlayer();
3154 #endif
3155
3156 foreach (ConstructionPart part : parts)
3157 {
3158 bool excluded = false;
3159 string partName = part.GetPartName();
3160 if (excludes)
3161 {
3162 foreach (string exclude : excludes)
3163 {
3164 if (partName.Contains(exclude))
3165 {
3166 excluded = true;
3167 break;
3168 }
3169 }
3170 }
3171
3172 if (!excluded)
3173 {
3174 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3175 }
3176 }
3177
3178 GetConstruction().UpdateVisuals();
3179 }
3180
3182 //Deprecated code playpen//
3184 [Obsolete("handled in the Construction component directly")]
3185 protected void HandleItemFalling(ConstructionPart part)
3186 {
3187 }
3188
3189 [Obsolete("handled in the Construction component directly")]
3190 protected void ItemFall(vector min, vector max)
3191 {
3192 }
3193
3194 [Obsolete("obsolete debug method")]
3195 protected void DebugCustomState()
3196 {
3197 }
3198}
3199
3200void bsbDebugPrint (string s)
3201{
3202#ifdef BSB_DEBUG
3203 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3204#else
3205 //Print("" + s); // comment/uncomment to hide/see debug logs
3206#endif
3207}
3208void bsbDebugSpam (string s)
3209{
3210#ifdef BSB_DEBUG_SPAM
3211 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3212#else
3213 //Print("" + s); // comment/uncomment to hide/see debug logs
3214#endif
3215}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
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:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
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
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
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
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
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
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в ItemBase::SetActionFromSyncData().