DayZ 1.30
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◆ OnStoreSave()

override void bsbDebugPrint::OnStoreSave ( ParamsWriteContext ctx)
protected

См. определение в файле BaseBuildingBase.c строка 1708

1710{
1711 const string ANIMATION_DEPLOYED = "Deployed";
1712
1713 float m_ConstructionKitHealth; //stored health value for used construction kit
1714
1715 bool m_HasBase;
1716 //variables for synchronization of base building parts (2x31 is the current limit)
1717 int m_SyncParts01; //synchronization for already built parts (31 parts)
1718 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1719 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1720 int m_InteractedPartId; //construction part id that an action was performed on
1721 int m_PerformedActionId; //action id that was performed on a construction part
1722 protected ref ConstructionBasic m_Construction;
1723
1724 //Sounds
1725 //build
1726 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1727 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1728 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1729 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1730 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1731 //dismantle
1732 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1733 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1734 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1735 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1736 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1737
1738 protected EffectSound m_Sound;
1739
1743
1744 // Constructor
1745 void BaseBuildingBase()
1746 {
1748
1749 //synchronized variables
1750 RegisterNetSyncVariableInt( "m_SyncParts01" );
1751 RegisterNetSyncVariableInt( "m_SyncParts02" );
1752 RegisterNetSyncVariableInt( "m_SyncParts03" );
1753 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1754 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1755 RegisterNetSyncVariableBool( "m_HasBase" );
1756
1757 //Construction init
1758 ConstructionInit();
1759
1760 if (ConfigIsExisting("hybridAttachments"))
1761 {
1763 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1764 }
1765 if (ConfigIsExisting("mountables"))
1766 {
1768 ConfigGetTextArray("mountables", m_Mountables);
1769 }
1770
1771 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1772 SetAllowDamage(true);
1773 }
1774
1775 override string GetInvulnerabilityTypeString()
1776 {
1777 return "disableBaseDamage";
1778 }
1779
1780 override bool CanObstruct()
1781 {
1782 return true;
1783 }
1784
1785 override int GetHideIconMask()
1786 {
1787 return EInventoryIconVisibility.HIDE_VICINITY;
1788 }
1789
1790 override void InitItemSounds()
1791 {
1792 super.InitItemSounds();
1793
1795 SoundParameters params = new SoundParameters();
1796 params.m_Loop = true;
1797
1798 if (GetFoldSoundset() != string.Empty)
1799 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1800 if (GetLoopFoldSoundset() != string.Empty)
1801 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1802 }
1803
1804 override string GetFoldSoundset()
1805 {
1806 return "putDown_FenceKit_SoundSet";
1807 }
1808
1809 override string GetLoopFoldSoundset()
1810 {
1811 return "Shelter_Site_Build_Loop_SoundSet";
1812 }
1813
1814 // --- SYNCHRONIZATION
1816 {
1817 if ( g_Game.IsServer() )
1818 {
1819 SetSynchDirty();
1820 }
1821 }
1822
1823 override void OnVariablesSynchronized()
1824 {
1825 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1826 super.OnVariablesSynchronized();
1827
1828 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1829 }
1830
1831 protected void OnSynchronizedClient()
1832 {
1833 //update parts
1835
1836 //update action on part
1838
1839 //update visuals (client)
1840 UpdateVisuals();
1841 }
1842
1843 //parts synchronization
1844 void RegisterPartForSync( int part_id )
1845 {
1846 //part_id must starts from index = 1
1847 int offset;
1848 int mask;
1849
1850 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1851 {
1852 offset = part_id - 1;
1853 mask = 1 << offset;
1854
1855 m_SyncParts01 = m_SyncParts01 | mask;
1856 }
1857 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1858 {
1859 offset = ( part_id % 32 );
1860 mask = 1 << offset;
1861
1862 m_SyncParts02 = m_SyncParts02 | mask;
1863 }
1864 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1865 {
1866 offset = ( part_id % 63 );
1867 mask = 1 << offset;
1868
1869 m_SyncParts03 = m_SyncParts03 | mask;
1870 }
1871 }
1872
1873 void UnregisterPartForSync( int part_id )
1874 {
1875 //part_id must starts from index = 1
1876 int offset;
1877 int mask;
1878
1879 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1880 {
1881 offset = part_id - 1;
1882 mask = 1 << offset;
1883
1884 m_SyncParts01 = m_SyncParts01 & ~mask;
1885 }
1886 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1887 {
1888 offset = ( part_id % 32 );
1889 mask = 1 << offset;
1890
1891 m_SyncParts02 = m_SyncParts02 & ~mask;
1892 }
1893 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1894 {
1895 offset = ( part_id % 63 );
1896 mask = 1 << offset;
1897
1898 m_SyncParts03 = m_SyncParts03 & ~mask;
1899 }
1900 }
1901
1902 bool IsPartBuildInSyncData( int part_id )
1903 {
1904 //part_id must starts from index = 1
1905 int offset;
1906 int mask;
1907
1908 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1909 {
1910 offset = part_id - 1;
1911 mask = 1 << offset;
1912
1913 if ( ( m_SyncParts01 & mask ) > 0 )
1914 {
1915 return true;
1916 }
1917 }
1918 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1919 {
1920 offset = ( part_id % 32 );
1921 mask = 1 << offset;
1922
1923 if ( ( m_SyncParts02 & mask ) > 0 )
1924 {
1925 return true;
1926 }
1927 }
1928 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1929 {
1930 offset = ( part_id % 63 );
1931 mask = 1 << offset;
1932
1933 if ( ( m_SyncParts03 & mask ) > 0 )
1934 {
1935 return true;
1936 }
1937 }
1938
1939 return false;
1940 }
1941
1942 protected void RegisterActionForSync( int part_id, int action_id )
1943 {
1944 m_InteractedPartId = part_id;
1945 m_PerformedActionId = action_id;
1946 }
1947
1948 protected void ResetActionSyncData()
1949 {
1950 //reset data
1951 m_InteractedPartId = -1;
1953 }
1954
1955 protected void SetActionFromSyncData()
1956 {
1957 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1958 {
1960 int build_action_id = m_PerformedActionId;
1961
1962 switch( build_action_id )
1963 {
1964 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1965 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1966 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1967 }
1968 }
1969 }
1970 //------
1971
1973 {
1974 string key = part.GetPartName();
1975 bool is_base = part.IsBase();
1976 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1977 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1978 if ( is_part_built_sync )
1979 {
1980 if ( !part.IsBuilt() )
1981 {
1982 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1983 GetConstruction().AddToConstructedParts( key );
1984 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1985
1986 if (is_base)
1987 {
1989 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1990 }
1991 }
1992 }
1993 else
1994 {
1995 if ( part.IsBuilt() )
1996 {
1997 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1998 GetConstruction().RemoveFromConstructedParts( key );
1999 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2000
2001 if (is_base)
2002 {
2004 AddProxyPhysics( ANIMATION_DEPLOYED );
2005 }
2006 }
2007 }
2008
2009 //check slot lock for material attachments
2010 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2011 }
2012
2013 //set construction parts based on synchronized data
2015 {
2016 Construction construction = GetConstruction();
2017 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2018
2019 for ( int i = 0; i < construction_parts.Count(); ++i )
2020 {
2021 string key = construction_parts.GetKey( i );
2022 ConstructionPart value = construction_parts.Get( key );
2023 SetPartFromSyncData(value);
2024 }
2025
2026 //regenerate navmesh
2027 UpdateNavmesh();
2028 }
2029
2030 protected ConstructionPart GetConstructionPartById( int id )
2031 {
2032 Construction construction = GetConstruction();
2033 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2034
2035 for ( int i = 0; i < construction_parts.Count(); ++i )
2036 {
2037 string key = construction_parts.GetKey( i );
2038 ConstructionPart value = construction_parts.Get( key );
2039
2040 if ( value.GetId() == id )
2041 {
2042 return value;
2043 }
2044 }
2045
2046 return NULL;
2047 }
2048 //
2049
2050 //Base
2051 bool HasBase()
2052 {
2053 return m_HasBase;
2054 }
2055
2056 void SetBaseState( bool has_base )
2057 {
2058 m_HasBase = has_base;
2059 }
2060
2061 override bool IsDeployable()
2062 {
2063 return true;
2064 }
2065
2066 bool IsOpened()
2067 {
2068 return false;
2069 }
2070
2071 //--- CONSTRUCTION KIT
2073 {
2074 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2075 if ( m_ConstructionKitHealth > 0 )
2076 {
2077 construction_kit.SetHealth( m_ConstructionKitHealth );
2078 }
2079
2080 return construction_kit;
2081 }
2082
2083 void CreateConstructionKitInHands(notnull PlayerBase player)
2084 {
2085 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2086 if ( m_ConstructionKitHealth > 0 )
2087 {
2088 construction_kit.SetHealth( m_ConstructionKitHealth );
2089 }
2090 }
2091
2092 protected vector GetKitSpawnPosition()
2093 {
2094 return GetPosition();
2095 }
2096
2097 protected string GetConstructionKitType()
2098 {
2099 return "";
2100 }
2101
2102 void DestroyConstructionKit( ItemBase construction_kit )
2103 {
2104 m_ConstructionKitHealth = construction_kit.GetHealth();
2105 g_Game.ObjectDelete( construction_kit );
2106 }
2107
2108 //--- CONSTRUCTION
2109 void DestroyConstruction()
2110 {
2111 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2112 g_Game.ObjectDelete( this );
2113 }
2114
2115 // --- EVENTS
2116 override void EEDelete(EntityAI parent)
2117 {
2118 super.EEDelete(parent);
2119
2120 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2121 {
2122 areaDamage.Destroy();
2123 }
2124
2125 }
2126
2127 override void OnStoreSave( ParamsWriteContext ctx )
2128 {
2129 super.OnStoreSave( ctx );
2130
2131 //sync parts 01
2132 ctx.Write( m_SyncParts01 );
2133 ctx.Write( m_SyncParts02 );
2134 ctx.Write( m_SyncParts03 );
2135
2136 ctx.Write( m_HasBase );
2137 }
2138
2139 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2140 {
2141 if ( !super.OnStoreLoad( ctx, version ) )
2142 return false;
2143
2144 //--- Base building data ---
2145 //Restore synced parts data
2146 if ( !ctx.Read( m_SyncParts01 ) )
2147 {
2148 m_SyncParts01 = 0; //set default
2149 return false;
2150 }
2151 if ( !ctx.Read( m_SyncParts02 ) )
2152 {
2153 m_SyncParts02 = 0; //set default
2154 return false;
2155 }
2156 if ( !ctx.Read( m_SyncParts03 ) )
2157 {
2158 m_SyncParts03 = 0; //set default
2159 return false;
2160 }
2161
2162 //has base
2163 if ( !ctx.Read( m_HasBase ) )
2164 {
2165 m_HasBase = false;
2166 return false;
2167 }
2168 //---
2169
2170 return true;
2171 }
2172
2173 override void AfterStoreLoad()
2174 {
2175 super.AfterStoreLoad();
2176
2178 {
2180 }
2181 }
2182
2184 {
2185 //update server data
2187
2188 //set base state
2189 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2190 SetBaseState( part.IsBuilt() ) ;
2191
2192 //synchronize after load
2194 }
2195
2196 override void OnCreatePhysics()
2197 {
2198 super.OnCreatePhysics();
2199
2200 ConstructionInit();
2202 }
2203
2204 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2205 {
2207 return;
2208
2209 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2210 }
2211
2212 override void EEOnAfterLoad()
2213 {
2215 {
2216 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2217 }
2218
2219 super.EEOnAfterLoad();
2220 }
2221
2222 override void EEItemAttached( EntityAI item, string slot_name )
2223 {
2224 super.EEItemAttached( item, slot_name );
2225
2226 CheckForHybridAttachments( item, slot_name );
2227 UpdateVisuals();
2228 UpdateAttachmentPhysics( slot_name, false );
2229 }
2230
2231 override void EEItemDetached( EntityAI item, string slot_name )
2232 {
2233 super.EEItemDetached( item, slot_name );
2234
2235 UpdateVisuals();
2236 UpdateAttachmentPhysics( slot_name, false );
2237 }
2238
2239 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2240 {
2241 string slot_name = InventorySlots.GetSlotName( slotId );
2242 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2243
2244 UpdateAttachmentVisuals( slot_name, locked );
2245 UpdateAttachmentPhysics( slot_name, locked );
2246 }
2247
2248 //ignore out of reach condition
2249 override bool IgnoreOutOfReachCondition()
2250 {
2251 return true;
2252 }
2253
2254 //CONSTRUCTION EVENTS
2255 //Build
2256 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2257 {
2258 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2259
2260 //check base state
2261 if (construtionPart.IsBase())
2262 {
2263 SetBaseState(true);
2264
2265 //spawn kit
2267 }
2268
2269 //register constructed parts for synchronization
2270 RegisterPartForSync(construtionPart.GetId());
2271
2272 //register action that was performed on part
2273 RegisterActionForSync(construtionPart.GetId(), action_id);
2274
2275 //synchronize
2277
2278 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2279
2280 UpdateNavmesh();
2281
2282 //update visuals
2283 UpdateVisuals();
2284
2285 //reset action sync data
2286 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2287 }
2288
2289 void OnPartBuiltClient(string part_name, int action_id)
2290 {
2291 //play sound
2292 SoundBuildStart( part_name );
2293 }
2294
2295 //Dismantle
2296 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2297 {
2298 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2299 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2300
2301 //register constructed parts for synchronization
2302 UnregisterPartForSync(construtionPart.GetId());
2303
2304 //register action that was performed on part
2305 RegisterActionForSync(construtionPart.GetId(), action_id);
2306
2307 //synchronize
2309
2310 // server part of sync, client will be synced from SetPartsFromSyncData
2311 SetPartFromSyncData(construtionPart);
2312
2313 UpdateNavmesh();
2314
2315 //update visuals
2316 UpdateVisuals();
2317
2318 //reset action sync data
2319 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2320
2321 //check base state
2322 if (construtionPart.IsBase())
2323 {
2324 //Destroy construction
2325 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2326 }
2327 }
2328
2329 void OnPartDismantledClient( string part_name, int action_id )
2330 {
2331 //play sound
2332 SoundDismantleStart( part_name );
2333 }
2334
2335 //Destroy
2336 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2337 {
2338 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2339 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2340
2341 //register constructed parts for synchronization
2342 UnregisterPartForSync(construtionPart.GetId());
2343
2344 //register action that was performed on part
2345 RegisterActionForSync(construtionPart.GetId(), action_id);
2346
2347 //synchronize
2349
2350 // server part of sync, client will be synced from SetPartsFromSyncData
2351 SetPartFromSyncData(construtionPart);
2352
2353 UpdateNavmesh();
2354
2355 //update visuals
2356 UpdateVisuals();
2357
2358 //reset action sync data
2359 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2360
2361 //check base state
2362 if (construtionPart.IsBase())
2363 {
2364 //Destroy construction
2365 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2366 }
2367 }
2368
2369 void OnPartDestroyedClient( string part_name, int action_id )
2370 {
2371 //play sound
2372 SoundDestroyStart( part_name );
2373 }
2374
2375 // --- UPDATE
2376 void InitBaseState()
2377 {
2378 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2379
2380 InitVisuals();
2381 UpdateNavmesh(); //regenerate navmesh
2382 }
2383
2384 void InitVisuals()
2385 {
2386 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2387 //check base
2388 if ( !HasBase() )
2389 {
2390 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2391 }
2392 else
2393 {
2394 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2395 }
2396
2397 GetConstruction().InitVisuals();
2398 }
2399
2400 void UpdateVisuals()
2401 {
2402 array<string> attachmentSlots = new array<string>;
2403
2404 GetAttachmentSlots(this, attachmentSlots);
2405 foreach (string slotName : attachmentSlots)
2406 {
2408 }
2409
2410 //check base
2411 if (!HasBase())
2412 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2413 else
2414 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2415
2416 GetConstruction().UpdateVisuals();
2417 }
2418
2419 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2420 {
2421 string slotNameMounted = slot_name + "_Mounted";
2422 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2423
2424 if (attachment)
2425 {
2426 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2427 if (barbedWire && barbedWire.IsMounted())
2428 CreateAreaDamage(slotNameMounted);
2429 else
2430 DestroyAreaDamage(slotNameMounted);
2431
2432 if (is_locked)
2433 {
2434 SetAnimationPhase(slotNameMounted, 0);
2435 SetAnimationPhase(slot_name, 1);
2436 }
2437 else
2438 {
2439 SetAnimationPhase(slotNameMounted, 1);
2440 SetAnimationPhase(slot_name, 0);
2441 }
2442 }
2443 else
2444 {
2445 SetAnimationPhase(slotNameMounted, 1);
2446 SetAnimationPhase(slot_name, 1);
2447
2448 DestroyAreaDamage(slotNameMounted);
2449 }
2450 }
2451
2452 // avoid calling this function on frequent occasions, it's a massive performance hit
2453 void UpdatePhysics()
2454 {
2456 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2457
2458 array<string> attachmentSlots = new array<string>;
2459 GetAttachmentSlots(this, attachmentSlots);
2460
2462 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2463
2464 foreach (string slotName : attachmentSlots)
2465 {
2467 }
2468
2469 //check base
2470 if (!HasBase())
2471 {
2473 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2474
2475 AddProxyPhysics(ANIMATION_DEPLOYED);
2476 }
2477 else
2478 {
2480 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2481
2482 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2483 }
2484
2485 GetConstruction().UpdatePhysics();
2486 UpdateNavmesh();
2487 }
2488
2489 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2490 {
2491 //checks for invalid appends; hotfix
2492 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2493 return;
2494 //----------------------------------
2495 string slot_name_mounted = slot_name + "_Mounted";
2496 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2497
2498 //remove proxy physics
2499 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2500 RemoveProxyPhysics( slot_name_mounted );
2501 RemoveProxyPhysics( slot_name );
2502
2503 if ( attachment )
2504 {
2505 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2506 if ( is_locked )
2507 {
2508 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2509 AddProxyPhysics( slot_name_mounted );
2510 }
2511 else
2512 {
2513 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2514 AddProxyPhysics( slot_name );
2515 }
2516 }
2517 }
2518
2519 protected void UpdateNavmesh()
2520 {
2521 SetAffectPathgraph( true, false );
2522 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2523 }
2524
2525 override bool CanUseConstruction()
2526 {
2527 return true;
2528 }
2529
2530 override bool CanUseConstructionBuild()
2531 {
2532 return true;
2533 }
2534
2535 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2536 {
2537 if ( attachment )
2538 {
2539 InventoryLocation inventory_location = new InventoryLocation;
2540 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2541
2542 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2543 }
2544
2545 return false;
2546 }
2547
2548 protected bool IsAttachmentSlotLocked( string slot_name )
2549 {
2550 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2551 }
2552
2553 //--- ATTACHMENT SLOTS
2554 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2555 {
2556 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2557 if ( g_Game.ConfigIsExisting( config_path ) )
2558 {
2559 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2560 }
2561 }
2562
2563 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2564 {
2565 return true;
2566 }
2567
2568 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2569 {
2570 return true;
2571 }
2572
2573 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2574 {
2575 return true;
2576 }
2577
2578 // --- INIT
2580 {
2581 m_Construction = new Construction(this);
2582 return m_Construction;
2583 }
2584
2586 {
2587 return m_Construction;
2588 }
2589
2591 {
2592 return Construction.Cast(m_Construction);
2593 }
2594
2596 {
2597 int attachment_count = GetInventory().AttachmentCount();
2598 if ( attachment_count > 0 )
2599 {
2600 if ( HasBase() && attachment_count == 1 )
2601 {
2602 return false;
2603 }
2604
2605 return true;
2606 }
2607
2608 return false;
2609 }
2610
2611 override bool ShowZonesHealth()
2612 {
2613 return true;
2614 }
2615
2616 override bool IsTakeable()
2617 {
2618 return false;
2619 }
2620
2621 //this into/outo parent.Cargo
2622 override bool CanPutInCargo( EntityAI parent )
2623 {
2624 return false;
2625 }
2626
2627 override bool CanRemoveFromCargo( EntityAI parent )
2628 {
2629 return false;
2630 }
2631
2632 //hands
2633 override bool CanPutIntoHands( EntityAI parent )
2634 {
2635 return false;
2636 }
2637
2638 //--- ACTION CONDITIONS
2639 //direction
2640 override bool IsFacingPlayer( PlayerBase player, string selection )
2641 {
2642 return true;
2643 }
2644
2645 override bool IsPlayerInside( PlayerBase player, string selection )
2646 {
2647 return true;
2648 }
2649
2652 {
2653 return false;
2654 }
2655
2656 //roof check
2657 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2658 {
2659 return false;
2660 }
2661
2662 //selection->player distance check
2663 bool HasProperDistance( string selection, PlayerBase player )
2664 {
2665 return true;
2666 }
2667
2668 //folding
2670 {
2671 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2672 {
2673 return false;
2674 }
2675
2676 return true;
2677 }
2678
2680 {
2683
2684 return item;
2685 }
2686
2687 //Damage triggers (barbed wire)
2688 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2689 {
2690 if ( g_Game && g_Game.IsServer() )
2691 {
2692 //destroy area damage if some already exists
2693 DestroyAreaDamage( slot_name );
2694
2695 //create new area damage
2697 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2698
2699 vector min_max[2];
2700 if ( MemoryPointExists( slot_name + "_min" ) )
2701 {
2702 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2703 }
2704 if ( MemoryPointExists( slot_name + "_max" ) )
2705 {
2706 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2707 }
2708
2709 //get proper trigger extents (min<max)
2710 vector extents[2];
2711 GetConstruction().GetTriggerExtents( min_max, extents );
2712
2713 //get box center
2714 vector center;
2715 center = GetConstruction().GetBoxCenter( min_max );
2716 center = ModelToWorld( center );
2717
2718 //rotate center if needed
2720 CalcDamageAreaRotation( rotation_angle, center, orientation );
2721
2722 areaDamage.SetExtents( extents[0], extents[1] );
2723 areaDamage.SetAreaPosition( center );
2724 areaDamage.SetAreaOrientation( orientation );
2725 areaDamage.SetLoopInterval( 1.0 );
2726 areaDamage.SetDeferDuration( 0.2 );
2727 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2728 areaDamage.SetAmmoName( "BarbedWireHit" );
2729 areaDamage.Spawn();
2730
2731 m_DamageTriggers.Insert( slot_name, areaDamage );
2732 }
2733 }
2734
2735 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2736 {
2737 if ( angle_deg != 0 )
2738 {
2739 //orientation
2740 orientation[0] = orientation[0] - angle_deg;
2741
2742 //center
2743 vector rotate_axis;
2744 if ( MemoryPointExists( "rotate_axis" ) )
2745 {
2746 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2747 }
2748 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];
2749 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];
2750 center[0] = r_center_x;
2751 center[2] = r_center_z;
2752 }
2753 }
2754
2755 void DestroyAreaDamage( string slot_name )
2756 {
2757 if (g_Game && g_Game.IsServer())
2758 {
2760 if (m_DamageTriggers.Find(slot_name, areaDamage))
2761 {
2762 if (areaDamage)
2763 {
2764 areaDamage.Destroy();
2765 }
2766
2767 m_DamageTriggers.Remove( slot_name );
2768 }
2769 }
2770 }
2771
2772 override bool IsIgnoredByConstruction()
2773 {
2774 return true;
2775 }
2776
2777 //================================================================
2778 // SOUNDS
2779 //================================================================
2780 protected void SoundBuildStart( string part_name )
2781 {
2782 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2783 }
2784
2785 protected void SoundDismantleStart( string part_name )
2786 {
2787 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2788 }
2789
2790 protected void SoundDestroyStart( string part_name )
2791 {
2792 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2793 }
2794
2795 protected string GetBuildSoundByMaterial( string part_name )
2796 {
2797 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2798
2799 switch ( material_type )
2800 {
2801 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2802 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2803 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2804 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2805 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2806 }
2807
2808 return "";
2809 }
2810
2811 protected string GetDismantleSoundByMaterial( string part_name )
2812 {
2813 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2814
2815 switch ( material_type )
2816 {
2817 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2818 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2819 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2820 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2821 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2822 }
2823
2824 return "";
2825 }
2826
2827 //misc
2828 void CheckForHybridAttachments( EntityAI item, string slot_name )
2829 {
2830 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2831 {
2832 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2833 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2834 {
2835 SetHealth(slot_name,"Health",item.GetHealth());
2836 }
2837 }
2838 }
2839
2840 override int GetDamageSystemVersionChange()
2841 {
2842 return 111;
2843 }
2844
2845 override void SetActions()
2846 {
2847 super.SetActions();
2848
2852 }
2853
2854 protected void DestroyConstructedParts()
2855 {
2856 Construction construction = GetConstruction();
2857 if (!construction)
2858 return;
2859
2860 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2861 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2862 {
2863 ConstructionPart part = constructionParts.GetElement(i);
2864 if (part && part.IsBuilt() && !part.IsUtilityPart())
2865 {
2866 construction.DestroyPartServer(null, part.GetPartName(), -1);
2867 }
2868 }
2869 }
2870
2871 protected void HandleFallingForConstructedParts()
2872 {
2873 Construction construction = GetConstruction();
2874 if (!construction)
2875 return;
2876
2877 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2878 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2879 {
2880 ConstructionPart part = constructionParts.GetElement(i);
2881 if (part && part.IsBuilt() && !part.IsUtilityPart())
2882 {
2883 construction.HandleEntityFalling(part.GetPartName());
2884 }
2885 }
2886 }
2887
2889 override void OnItemFallRebuilding()
2890 {
2891 if (!g_Game.IsServer())
2892 return;
2893
2896
2897 if (DestroyOnFall())
2898 {
2900 {
2902 }
2903 else
2904 {
2906 {
2908 }
2909 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2910 }
2911 }
2912 }
2913
2915 {
2916 if (HasAnyAttachmentsOrCargo())
2917 {
2919 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2920 }
2921 }
2922
2923 //================================================================
2924 // DEBUG
2925 //================================================================
2926
2929 {
2930 return null;
2931 }
2932
2933 override void OnDebugSpawn()
2934 {
2935 FullyBuild();
2936 }
2937
2938 void FullyBuild()
2939 {
2941 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2942
2943 Man p;
2944
2945 #ifdef SERVER
2946 array<Man> players = new array<Man>;
2947 g_Game.GetWorld().GetPlayerList(players);
2948 if (players.Count())
2949 p = players[0];
2950 #else
2951 p = g_Game.GetPlayer();
2952 #endif
2953
2954 foreach (ConstructionPart part : parts)
2955 {
2956 bool excluded = false;
2957 string partName = part.GetPartName();
2958 if (excludes)
2959 {
2960 foreach (string exclude : excludes)
2961 {
2962 if (partName.Contains(exclude))
2963 {
2964 excluded = true;
2965 break;
2966 }
2967 }
2968 }
2969
2970 if (!excluded)
2971 {
2972 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2973 }
2974 }
2975
2976 GetConstruction().UpdateVisuals();
2977 }
2978
2980 //Deprecated code playpen//
2982 [Obsolete("handled in the Construction component directly")]
2983 protected void HandleItemFalling(ConstructionPart part)
2984 {
2985 }
2986
2987 [Obsolete("handled in the Construction component directly")]
2988 protected void ItemFall(vector min, vector max)
2989 {
2990 }
2991
2992 [Obsolete("obsolete debug method")]
2993 protected void DebugCustomState()
2994 {
2995 }
2996}
2997
2998void bsbDebugPrint (string s)
2999{
3000#ifdef BSB_DEBUG
3001 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3002#else
3003 //Print("" + s); // comment/uncomment to hide/see debug logs
3004#endif
3005}
3006void bsbDebugSpam (string s)
3007{
3008#ifdef BSB_DEBUG_SPAM
3009 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3010#else
3011 //Print("" + s); // comment/uncomment to hide/see debug logs
3012#endif
3013}
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