DayZ 1.30
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◆ GetHideIconMask()

override int bsbDebugPrint::GetHideIconMask ( )
protected

См. определение в файле BaseBuildingBase.c строка 1366

1368{
1369 const string ANIMATION_DEPLOYED = "Deployed";
1370
1371 float m_ConstructionKitHealth; //stored health value for used construction kit
1372
1373 bool m_HasBase;
1374 //variables for synchronization of base building parts (2x31 is the current limit)
1375 int m_SyncParts01; //synchronization for already built parts (31 parts)
1376 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1377 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1378 int m_InteractedPartId; //construction part id that an action was performed on
1379 int m_PerformedActionId; //action id that was performed on a construction part
1380 protected ref ConstructionBasic m_Construction;
1381
1382 //Sounds
1383 //build
1384 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1385 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1386 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1387 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1388 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1389 //dismantle
1390 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1391 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1392 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1393 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1394 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1395
1396 protected EffectSound m_Sound;
1397
1401
1402 // Constructor
1403 void BaseBuildingBase()
1404 {
1406
1407 //synchronized variables
1408 RegisterNetSyncVariableInt( "m_SyncParts01" );
1409 RegisterNetSyncVariableInt( "m_SyncParts02" );
1410 RegisterNetSyncVariableInt( "m_SyncParts03" );
1411 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1412 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1413 RegisterNetSyncVariableBool( "m_HasBase" );
1414
1415 //Construction init
1416 ConstructionInit();
1417
1418 if (ConfigIsExisting("hybridAttachments"))
1419 {
1421 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1422 }
1423 if (ConfigIsExisting("mountables"))
1424 {
1426 ConfigGetTextArray("mountables", m_Mountables);
1427 }
1428
1429 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1430 SetAllowDamage(true);
1431 }
1432
1433 override string GetInvulnerabilityTypeString()
1434 {
1435 return "disableBaseDamage";
1436 }
1437
1438 override bool CanObstruct()
1439 {
1440 return true;
1441 }
1442
1443 override int GetHideIconMask()
1444 {
1445 return EInventoryIconVisibility.HIDE_VICINITY;
1446 }
1447
1448 override void InitItemSounds()
1449 {
1450 super.InitItemSounds();
1451
1453 SoundParameters params = new SoundParameters();
1454 params.m_Loop = true;
1455
1456 if (GetFoldSoundset() != string.Empty)
1457 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1458 if (GetLoopFoldSoundset() != string.Empty)
1459 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1460 }
1461
1462 override string GetFoldSoundset()
1463 {
1464 return "putDown_FenceKit_SoundSet";
1465 }
1466
1467 override string GetLoopFoldSoundset()
1468 {
1469 return "Shelter_Site_Build_Loop_SoundSet";
1470 }
1471
1472 // --- SYNCHRONIZATION
1474 {
1475 if ( g_Game.IsServer() )
1476 {
1477 SetSynchDirty();
1478 }
1479 }
1480
1481 override void OnVariablesSynchronized()
1482 {
1483 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1484 super.OnVariablesSynchronized();
1485
1486 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1487 }
1488
1489 protected void OnSynchronizedClient()
1490 {
1491 //update parts
1493
1494 //update action on part
1496
1497 //update visuals (client)
1498 UpdateVisuals();
1499 }
1500
1501 //parts synchronization
1502 void RegisterPartForSync( int part_id )
1503 {
1504 //part_id must starts from index = 1
1505 int offset;
1506 int mask;
1507
1508 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1509 {
1510 offset = part_id - 1;
1511 mask = 1 << offset;
1512
1513 m_SyncParts01 = m_SyncParts01 | mask;
1514 }
1515 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1516 {
1517 offset = ( part_id % 32 );
1518 mask = 1 << offset;
1519
1520 m_SyncParts02 = m_SyncParts02 | mask;
1521 }
1522 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1523 {
1524 offset = ( part_id % 63 );
1525 mask = 1 << offset;
1526
1527 m_SyncParts03 = m_SyncParts03 | mask;
1528 }
1529 }
1530
1531 void UnregisterPartForSync( int part_id )
1532 {
1533 //part_id must starts from index = 1
1534 int offset;
1535 int mask;
1536
1537 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1538 {
1539 offset = part_id - 1;
1540 mask = 1 << offset;
1541
1542 m_SyncParts01 = m_SyncParts01 & ~mask;
1543 }
1544 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1545 {
1546 offset = ( part_id % 32 );
1547 mask = 1 << offset;
1548
1549 m_SyncParts02 = m_SyncParts02 & ~mask;
1550 }
1551 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1552 {
1553 offset = ( part_id % 63 );
1554 mask = 1 << offset;
1555
1556 m_SyncParts03 = m_SyncParts03 & ~mask;
1557 }
1558 }
1559
1560 bool IsPartBuildInSyncData( int part_id )
1561 {
1562 //part_id must starts from index = 1
1563 int offset;
1564 int mask;
1565
1566 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1567 {
1568 offset = part_id - 1;
1569 mask = 1 << offset;
1570
1571 if ( ( m_SyncParts01 & mask ) > 0 )
1572 {
1573 return true;
1574 }
1575 }
1576 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1577 {
1578 offset = ( part_id % 32 );
1579 mask = 1 << offset;
1580
1581 if ( ( m_SyncParts02 & mask ) > 0 )
1582 {
1583 return true;
1584 }
1585 }
1586 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1587 {
1588 offset = ( part_id % 63 );
1589 mask = 1 << offset;
1590
1591 if ( ( m_SyncParts03 & mask ) > 0 )
1592 {
1593 return true;
1594 }
1595 }
1596
1597 return false;
1598 }
1599
1600 protected void RegisterActionForSync( int part_id, int action_id )
1601 {
1602 m_InteractedPartId = part_id;
1603 m_PerformedActionId = action_id;
1604 }
1605
1606 protected void ResetActionSyncData()
1607 {
1608 //reset data
1609 m_InteractedPartId = -1;
1611 }
1612
1613 protected void SetActionFromSyncData()
1614 {
1615 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1616 {
1618 int build_action_id = m_PerformedActionId;
1619
1620 switch( build_action_id )
1621 {
1622 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1623 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1624 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1625 }
1626 }
1627 }
1628 //------
1629
1631 {
1632 string key = part.GetPartName();
1633 bool is_base = part.IsBase();
1634 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1635 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1636 if ( is_part_built_sync )
1637 {
1638 if ( !part.IsBuilt() )
1639 {
1640 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1641 GetConstruction().AddToConstructedParts( key );
1642 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1643
1644 if (is_base)
1645 {
1647 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1648 }
1649 }
1650 }
1651 else
1652 {
1653 if ( part.IsBuilt() )
1654 {
1655 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1656 GetConstruction().RemoveFromConstructedParts( key );
1657 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1658
1659 if (is_base)
1660 {
1662 AddProxyPhysics( ANIMATION_DEPLOYED );
1663 }
1664 }
1665 }
1666
1667 //check slot lock for material attachments
1668 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1669 }
1670
1671 //set construction parts based on synchronized data
1673 {
1674 Construction construction = GetConstruction();
1675 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1676
1677 for ( int i = 0; i < construction_parts.Count(); ++i )
1678 {
1679 string key = construction_parts.GetKey( i );
1680 ConstructionPart value = construction_parts.Get( key );
1681 SetPartFromSyncData(value);
1682 }
1683
1684 //regenerate navmesh
1685 UpdateNavmesh();
1686 }
1687
1688 protected ConstructionPart GetConstructionPartById( int id )
1689 {
1690 Construction construction = GetConstruction();
1691 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1692
1693 for ( int i = 0; i < construction_parts.Count(); ++i )
1694 {
1695 string key = construction_parts.GetKey( i );
1696 ConstructionPart value = construction_parts.Get( key );
1697
1698 if ( value.GetId() == id )
1699 {
1700 return value;
1701 }
1702 }
1703
1704 return NULL;
1705 }
1706 //
1707
1708 //Base
1709 bool HasBase()
1710 {
1711 return m_HasBase;
1712 }
1713
1714 void SetBaseState( bool has_base )
1715 {
1716 m_HasBase = has_base;
1717 }
1718
1719 override bool IsDeployable()
1720 {
1721 return true;
1722 }
1723
1724 bool IsOpened()
1725 {
1726 return false;
1727 }
1728
1729 //--- CONSTRUCTION KIT
1731 {
1732 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1733 if ( m_ConstructionKitHealth > 0 )
1734 {
1735 construction_kit.SetHealth( m_ConstructionKitHealth );
1736 }
1737
1738 return construction_kit;
1739 }
1740
1741 void CreateConstructionKitInHands(notnull PlayerBase player)
1742 {
1743 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1744 if ( m_ConstructionKitHealth > 0 )
1745 {
1746 construction_kit.SetHealth( m_ConstructionKitHealth );
1747 }
1748 }
1749
1750 protected vector GetKitSpawnPosition()
1751 {
1752 return GetPosition();
1753 }
1754
1755 protected string GetConstructionKitType()
1756 {
1757 return "";
1758 }
1759
1760 void DestroyConstructionKit( ItemBase construction_kit )
1761 {
1762 m_ConstructionKitHealth = construction_kit.GetHealth();
1763 g_Game.ObjectDelete( construction_kit );
1764 }
1765
1766 //--- CONSTRUCTION
1767 void DestroyConstruction()
1768 {
1769 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1770 g_Game.ObjectDelete( this );
1771 }
1772
1773 // --- EVENTS
1774 override void EEDelete(EntityAI parent)
1775 {
1776 super.EEDelete(parent);
1777
1778 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1779 {
1780 areaDamage.Destroy();
1781 }
1782
1783 }
1784
1785 override void OnStoreSave( ParamsWriteContext ctx )
1786 {
1787 super.OnStoreSave( ctx );
1788
1789 //sync parts 01
1790 ctx.Write( m_SyncParts01 );
1791 ctx.Write( m_SyncParts02 );
1792 ctx.Write( m_SyncParts03 );
1793
1794 ctx.Write( m_HasBase );
1795 }
1796
1797 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1798 {
1799 if ( !super.OnStoreLoad( ctx, version ) )
1800 return false;
1801
1802 //--- Base building data ---
1803 //Restore synced parts data
1804 if ( !ctx.Read( m_SyncParts01 ) )
1805 {
1806 m_SyncParts01 = 0; //set default
1807 return false;
1808 }
1809 if ( !ctx.Read( m_SyncParts02 ) )
1810 {
1811 m_SyncParts02 = 0; //set default
1812 return false;
1813 }
1814 if ( !ctx.Read( m_SyncParts03 ) )
1815 {
1816 m_SyncParts03 = 0; //set default
1817 return false;
1818 }
1819
1820 //has base
1821 if ( !ctx.Read( m_HasBase ) )
1822 {
1823 m_HasBase = false;
1824 return false;
1825 }
1826 //---
1827
1828 return true;
1829 }
1830
1831 override void AfterStoreLoad()
1832 {
1833 super.AfterStoreLoad();
1834
1836 {
1838 }
1839 }
1840
1842 {
1843 //update server data
1845
1846 //set base state
1847 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1848 SetBaseState( part.IsBuilt() ) ;
1849
1850 //synchronize after load
1852 }
1853
1854 override void OnCreatePhysics()
1855 {
1856 super.OnCreatePhysics();
1857
1858 ConstructionInit();
1860 }
1861
1862 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1863 {
1865 return;
1866
1867 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1868 }
1869
1870 override void EEOnAfterLoad()
1871 {
1873 {
1874 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1875 }
1876
1877 super.EEOnAfterLoad();
1878 }
1879
1880 override void EEItemAttached( EntityAI item, string slot_name )
1881 {
1882 super.EEItemAttached( item, slot_name );
1883
1884 CheckForHybridAttachments( item, slot_name );
1885 UpdateVisuals();
1886 UpdateAttachmentPhysics( slot_name, false );
1887 }
1888
1889 override void EEItemDetached( EntityAI item, string slot_name )
1890 {
1891 super.EEItemDetached( item, slot_name );
1892
1893 UpdateVisuals();
1894 UpdateAttachmentPhysics( slot_name, false );
1895 }
1896
1897 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1898 {
1899 string slot_name = InventorySlots.GetSlotName( slotId );
1900 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1901
1902 UpdateAttachmentVisuals( slot_name, locked );
1903 UpdateAttachmentPhysics( slot_name, locked );
1904 }
1905
1906 //ignore out of reach condition
1907 override bool IgnoreOutOfReachCondition()
1908 {
1909 return true;
1910 }
1911
1912 //CONSTRUCTION EVENTS
1913 //Build
1914 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1915 {
1916 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1917
1918 //check base state
1919 if (construtionPart.IsBase())
1920 {
1921 SetBaseState(true);
1922
1923 //spawn kit
1925 }
1926
1927 //register constructed parts for synchronization
1928 RegisterPartForSync(construtionPart.GetId());
1929
1930 //register action that was performed on part
1931 RegisterActionForSync(construtionPart.GetId(), action_id);
1932
1933 //synchronize
1935
1936 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1937
1938 UpdateNavmesh();
1939
1940 //update visuals
1941 UpdateVisuals();
1942
1943 //reset action sync data
1944 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1945 }
1946
1947 void OnPartBuiltClient(string part_name, int action_id)
1948 {
1949 //play sound
1950 SoundBuildStart( part_name );
1951 }
1952
1953 //Dismantle
1954 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1955 {
1956 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1957 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1958
1959 //register constructed parts for synchronization
1960 UnregisterPartForSync(construtionPart.GetId());
1961
1962 //register action that was performed on part
1963 RegisterActionForSync(construtionPart.GetId(), action_id);
1964
1965 //synchronize
1967
1968 // server part of sync, client will be synced from SetPartsFromSyncData
1969 SetPartFromSyncData(construtionPart);
1970
1971 UpdateNavmesh();
1972
1973 //update visuals
1974 UpdateVisuals();
1975
1976 //reset action sync data
1977 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1978
1979 //check base state
1980 if (construtionPart.IsBase())
1981 {
1982 //Destroy construction
1983 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
1984 }
1985 }
1986
1987 void OnPartDismantledClient( string part_name, int action_id )
1988 {
1989 //play sound
1990 SoundDismantleStart( part_name );
1991 }
1992
1993 //Destroy
1994 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
1995 {
1996 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
1997 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1998
1999 //register constructed parts for synchronization
2000 UnregisterPartForSync(construtionPart.GetId());
2001
2002 //register action that was performed on part
2003 RegisterActionForSync(construtionPart.GetId(), action_id);
2004
2005 //synchronize
2007
2008 // server part of sync, client will be synced from SetPartsFromSyncData
2009 SetPartFromSyncData(construtionPart);
2010
2011 UpdateNavmesh();
2012
2013 //update visuals
2014 UpdateVisuals();
2015
2016 //reset action sync data
2017 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2018
2019 //check base state
2020 if (construtionPart.IsBase())
2021 {
2022 //Destroy construction
2023 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2024 }
2025 }
2026
2027 void OnPartDestroyedClient( string part_name, int action_id )
2028 {
2029 //play sound
2030 SoundDestroyStart( part_name );
2031 }
2032
2033 // --- UPDATE
2034 void InitBaseState()
2035 {
2036 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2037
2038 InitVisuals();
2039 UpdateNavmesh(); //regenerate navmesh
2040 }
2041
2042 void InitVisuals()
2043 {
2044 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2045 //check base
2046 if ( !HasBase() )
2047 {
2048 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2049 }
2050 else
2051 {
2052 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2053 }
2054
2055 GetConstruction().InitVisuals();
2056 }
2057
2058 void UpdateVisuals()
2059 {
2060 array<string> attachmentSlots = new array<string>;
2061
2062 GetAttachmentSlots(this, attachmentSlots);
2063 foreach (string slotName : attachmentSlots)
2064 {
2066 }
2067
2068 //check base
2069 if (!HasBase())
2070 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2071 else
2072 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2073
2074 GetConstruction().UpdateVisuals();
2075 }
2076
2077 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2078 {
2079 string slotNameMounted = slot_name + "_Mounted";
2080 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2081
2082 if (attachment)
2083 {
2084 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2085 if (barbedWire && barbedWire.IsMounted())
2086 CreateAreaDamage(slotNameMounted);
2087 else
2088 DestroyAreaDamage(slotNameMounted);
2089
2090 if (is_locked)
2091 {
2092 SetAnimationPhase(slotNameMounted, 0);
2093 SetAnimationPhase(slot_name, 1);
2094 }
2095 else
2096 {
2097 SetAnimationPhase(slotNameMounted, 1);
2098 SetAnimationPhase(slot_name, 0);
2099 }
2100 }
2101 else
2102 {
2103 SetAnimationPhase(slotNameMounted, 1);
2104 SetAnimationPhase(slot_name, 1);
2105
2106 DestroyAreaDamage(slotNameMounted);
2107 }
2108 }
2109
2110 // avoid calling this function on frequent occasions, it's a massive performance hit
2111 void UpdatePhysics()
2112 {
2114 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2115
2116 array<string> attachmentSlots = new array<string>;
2117 GetAttachmentSlots(this, attachmentSlots);
2118
2120 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2121
2122 foreach (string slotName : attachmentSlots)
2123 {
2125 }
2126
2127 //check base
2128 if (!HasBase())
2129 {
2131 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2132
2133 AddProxyPhysics(ANIMATION_DEPLOYED);
2134 }
2135 else
2136 {
2138 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2139
2140 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2141 }
2142
2143 GetConstruction().UpdatePhysics();
2144 UpdateNavmesh();
2145 }
2146
2147 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2148 {
2149 //checks for invalid appends; hotfix
2150 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2151 return;
2152 //----------------------------------
2153 string slot_name_mounted = slot_name + "_Mounted";
2154 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2155
2156 //remove proxy physics
2157 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2158 RemoveProxyPhysics( slot_name_mounted );
2159 RemoveProxyPhysics( slot_name );
2160
2161 if ( attachment )
2162 {
2163 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2164 if ( is_locked )
2165 {
2166 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2167 AddProxyPhysics( slot_name_mounted );
2168 }
2169 else
2170 {
2171 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2172 AddProxyPhysics( slot_name );
2173 }
2174 }
2175 }
2176
2177 protected void UpdateNavmesh()
2178 {
2179 SetAffectPathgraph( true, false );
2180 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2181 }
2182
2183 override bool CanUseConstruction()
2184 {
2185 return true;
2186 }
2187
2188 override bool CanUseConstructionBuild()
2189 {
2190 return true;
2191 }
2192
2193 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2194 {
2195 if ( attachment )
2196 {
2197 InventoryLocation inventory_location = new InventoryLocation;
2198 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2199
2200 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2201 }
2202
2203 return false;
2204 }
2205
2206 protected bool IsAttachmentSlotLocked( string slot_name )
2207 {
2208 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2209 }
2210
2211 //--- ATTACHMENT SLOTS
2212 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2213 {
2214 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2215 if ( g_Game.ConfigIsExisting( config_path ) )
2216 {
2217 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2218 }
2219 }
2220
2221 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2222 {
2223 return true;
2224 }
2225
2226 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2227 {
2228 return true;
2229 }
2230
2231 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2232 {
2233 return true;
2234 }
2235
2236 // --- INIT
2238 {
2239 m_Construction = new Construction(this);
2240 return m_Construction;
2241 }
2242
2244 {
2245 return m_Construction;
2246 }
2247
2249 {
2250 return Construction.Cast(m_Construction);
2251 }
2252
2254 {
2255 int attachment_count = GetInventory().AttachmentCount();
2256 if ( attachment_count > 0 )
2257 {
2258 if ( HasBase() && attachment_count == 1 )
2259 {
2260 return false;
2261 }
2262
2263 return true;
2264 }
2265
2266 return false;
2267 }
2268
2269 override bool ShowZonesHealth()
2270 {
2271 return true;
2272 }
2273
2274 override bool IsTakeable()
2275 {
2276 return false;
2277 }
2278
2279 //this into/outo parent.Cargo
2280 override bool CanPutInCargo( EntityAI parent )
2281 {
2282 return false;
2283 }
2284
2285 override bool CanRemoveFromCargo( EntityAI parent )
2286 {
2287 return false;
2288 }
2289
2290 //hands
2291 override bool CanPutIntoHands( EntityAI parent )
2292 {
2293 return false;
2294 }
2295
2296 //--- ACTION CONDITIONS
2297 //direction
2298 override bool IsFacingPlayer( PlayerBase player, string selection )
2299 {
2300 return true;
2301 }
2302
2303 override bool IsPlayerInside( PlayerBase player, string selection )
2304 {
2305 return true;
2306 }
2307
2310 {
2311 return false;
2312 }
2313
2314 //roof check
2315 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2316 {
2317 return false;
2318 }
2319
2320 //selection->player distance check
2321 bool HasProperDistance( string selection, PlayerBase player )
2322 {
2323 return true;
2324 }
2325
2326 //folding
2328 {
2329 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2330 {
2331 return false;
2332 }
2333
2334 return true;
2335 }
2336
2338 {
2341
2342 return item;
2343 }
2344
2345 //Damage triggers (barbed wire)
2346 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2347 {
2348 if ( g_Game && g_Game.IsServer() )
2349 {
2350 //destroy area damage if some already exists
2351 DestroyAreaDamage( slot_name );
2352
2353 //create new area damage
2355 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2356
2357 vector min_max[2];
2358 if ( MemoryPointExists( slot_name + "_min" ) )
2359 {
2360 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2361 }
2362 if ( MemoryPointExists( slot_name + "_max" ) )
2363 {
2364 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2365 }
2366
2367 //get proper trigger extents (min<max)
2368 vector extents[2];
2369 GetConstruction().GetTriggerExtents( min_max, extents );
2370
2371 //get box center
2372 vector center;
2373 center = GetConstruction().GetBoxCenter( min_max );
2374 center = ModelToWorld( center );
2375
2376 //rotate center if needed
2378 CalcDamageAreaRotation( rotation_angle, center, orientation );
2379
2380 areaDamage.SetExtents( extents[0], extents[1] );
2381 areaDamage.SetAreaPosition( center );
2382 areaDamage.SetAreaOrientation( orientation );
2383 areaDamage.SetLoopInterval( 1.0 );
2384 areaDamage.SetDeferDuration( 0.2 );
2385 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2386 areaDamage.SetAmmoName( "BarbedWireHit" );
2387 areaDamage.Spawn();
2388
2389 m_DamageTriggers.Insert( slot_name, areaDamage );
2390 }
2391 }
2392
2393 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2394 {
2395 if ( angle_deg != 0 )
2396 {
2397 //orientation
2398 orientation[0] = orientation[0] - angle_deg;
2399
2400 //center
2401 vector rotate_axis;
2402 if ( MemoryPointExists( "rotate_axis" ) )
2403 {
2404 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2405 }
2406 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];
2407 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];
2408 center[0] = r_center_x;
2409 center[2] = r_center_z;
2410 }
2411 }
2412
2413 void DestroyAreaDamage( string slot_name )
2414 {
2415 if (g_Game && g_Game.IsServer())
2416 {
2418 if (m_DamageTriggers.Find(slot_name, areaDamage))
2419 {
2420 if (areaDamage)
2421 {
2422 areaDamage.Destroy();
2423 }
2424
2425 m_DamageTriggers.Remove( slot_name );
2426 }
2427 }
2428 }
2429
2430 override bool IsIgnoredByConstruction()
2431 {
2432 return true;
2433 }
2434
2435 //================================================================
2436 // SOUNDS
2437 //================================================================
2438 protected void SoundBuildStart( string part_name )
2439 {
2440 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2441 }
2442
2443 protected void SoundDismantleStart( string part_name )
2444 {
2445 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2446 }
2447
2448 protected void SoundDestroyStart( string part_name )
2449 {
2450 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2451 }
2452
2453 protected string GetBuildSoundByMaterial( string part_name )
2454 {
2455 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2456
2457 switch ( material_type )
2458 {
2459 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2460 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2461 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2462 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2463 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2464 }
2465
2466 return "";
2467 }
2468
2469 protected string GetDismantleSoundByMaterial( string part_name )
2470 {
2471 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2472
2473 switch ( material_type )
2474 {
2475 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2476 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2477 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2478 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2479 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2480 }
2481
2482 return "";
2483 }
2484
2485 //misc
2486 void CheckForHybridAttachments( EntityAI item, string slot_name )
2487 {
2488 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2489 {
2490 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2491 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2492 {
2493 SetHealth(slot_name,"Health",item.GetHealth());
2494 }
2495 }
2496 }
2497
2498 override int GetDamageSystemVersionChange()
2499 {
2500 return 111;
2501 }
2502
2503 override void SetActions()
2504 {
2505 super.SetActions();
2506
2510 }
2511
2512 protected void DestroyConstructedParts()
2513 {
2514 Construction construction = GetConstruction();
2515 if (!construction)
2516 return;
2517
2518 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2519 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2520 {
2521 ConstructionPart part = constructionParts.GetElement(i);
2522 if (part && part.IsBuilt() && !part.IsUtilityPart())
2523 {
2524 construction.DestroyPartServer(null, part.GetPartName(), -1);
2525 }
2526 }
2527 }
2528
2529 protected void HandleFallingForConstructedParts()
2530 {
2531 Construction construction = GetConstruction();
2532 if (!construction)
2533 return;
2534
2535 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2536 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2537 {
2538 ConstructionPart part = constructionParts.GetElement(i);
2539 if (part && part.IsBuilt() && !part.IsUtilityPart())
2540 {
2541 construction.HandleEntityFalling(part.GetPartName());
2542 }
2543 }
2544 }
2545
2547 override void OnItemFallRebuilding()
2548 {
2549 if (!g_Game.IsServer())
2550 return;
2551
2554
2555 if (DestroyOnFall())
2556 {
2558 {
2560 }
2561 else
2562 {
2564 {
2566 }
2567 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2568 }
2569 }
2570 }
2571
2573 {
2574 if (HasAnyAttachmentsOrCargo())
2575 {
2577 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2578 }
2579 }
2580
2581 //================================================================
2582 // DEBUG
2583 //================================================================
2584
2587 {
2588 return null;
2589 }
2590
2591 override void OnDebugSpawn()
2592 {
2593 FullyBuild();
2594 }
2595
2596 void FullyBuild()
2597 {
2599 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2600
2601 Man p;
2602
2603 #ifdef SERVER
2604 array<Man> players = new array<Man>;
2605 g_Game.GetWorld().GetPlayerList(players);
2606 if (players.Count())
2607 p = players[0];
2608 #else
2609 p = g_Game.GetPlayer();
2610 #endif
2611
2612 foreach (ConstructionPart part : parts)
2613 {
2614 bool excluded = false;
2615 string partName = part.GetPartName();
2616 if (excludes)
2617 {
2618 foreach (string exclude : excludes)
2619 {
2620 if (partName.Contains(exclude))
2621 {
2622 excluded = true;
2623 break;
2624 }
2625 }
2626 }
2627
2628 if (!excluded)
2629 {
2630 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2631 }
2632 }
2633
2634 GetConstruction().UpdateVisuals();
2635 }
2636
2638 //Deprecated code playpen//
2640 [Obsolete("handled in the Construction component directly")]
2641 protected void HandleItemFalling(ConstructionPart part)
2642 {
2643 }
2644
2645 [Obsolete("handled in the Construction component directly")]
2646 protected void ItemFall(vector min, vector max)
2647 {
2648 }
2649
2650 [Obsolete("obsolete debug method")]
2651 protected void DebugCustomState()
2652 {
2653 }
2654}
2655
2656void bsbDebugPrint (string s)
2657{
2658#ifdef BSB_DEBUG
2659 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2660#else
2661 //Print("" + s); // comment/uncomment to hide/see debug logs
2662#endif
2663}
2664void bsbDebugSpam (string s)
2665{
2666#ifdef BSB_DEBUG_SPAM
2667 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2668#else
2669 //Print("" + s); // comment/uncomment to hide/see debug logs
2670#endif
2671}
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