DayZ 1.30
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◆ FullyBuild()

void bsbDebugPrint::FullyBuild ( )
protected

См. определение в файле BaseBuildingBase.c строка 2519

2521{
2522 const string ANIMATION_DEPLOYED = "Deployed";
2523
2524 float m_ConstructionKitHealth; //stored health value for used construction kit
2525
2526 bool m_HasBase;
2527 //variables for synchronization of base building parts (2x31 is the current limit)
2528 int m_SyncParts01; //synchronization for already built parts (31 parts)
2529 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2530 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2531 int m_InteractedPartId; //construction part id that an action was performed on
2532 int m_PerformedActionId; //action id that was performed on a construction part
2533 protected ref ConstructionBasic m_Construction;
2534
2535 //Sounds
2536 //build
2537 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2538 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2539 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2540 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2541 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2542 //dismantle
2543 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2544 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2545 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2546 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2547 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2548
2549 protected EffectSound m_Sound;
2550
2554
2555 // Constructor
2556 void BaseBuildingBase()
2557 {
2559
2560 //synchronized variables
2561 RegisterNetSyncVariableInt( "m_SyncParts01" );
2562 RegisterNetSyncVariableInt( "m_SyncParts02" );
2563 RegisterNetSyncVariableInt( "m_SyncParts03" );
2564 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2565 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2566 RegisterNetSyncVariableBool( "m_HasBase" );
2567
2568 //Construction init
2569 ConstructionInit();
2570
2571 if (ConfigIsExisting("hybridAttachments"))
2572 {
2574 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2575 }
2576 if (ConfigIsExisting("mountables"))
2577 {
2579 ConfigGetTextArray("mountables", m_Mountables);
2580 }
2581
2582 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2583 SetAllowDamage(true);
2584 }
2585
2586 override string GetInvulnerabilityTypeString()
2587 {
2588 return "disableBaseDamage";
2589 }
2590
2591 override bool CanObstruct()
2592 {
2593 return true;
2594 }
2595
2596 override int GetHideIconMask()
2597 {
2598 return EInventoryIconVisibility.HIDE_VICINITY;
2599 }
2600
2601 override void InitItemSounds()
2602 {
2603 super.InitItemSounds();
2604
2606 SoundParameters params = new SoundParameters();
2607 params.m_Loop = true;
2608
2609 if (GetFoldSoundset() != string.Empty)
2610 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2611 if (GetLoopFoldSoundset() != string.Empty)
2612 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2613 }
2614
2615 override string GetFoldSoundset()
2616 {
2617 return "putDown_FenceKit_SoundSet";
2618 }
2619
2620 override string GetLoopFoldSoundset()
2621 {
2622 return "Shelter_Site_Build_Loop_SoundSet";
2623 }
2624
2625 // --- SYNCHRONIZATION
2627 {
2628 if ( g_Game.IsServer() )
2629 {
2630 SetSynchDirty();
2631 }
2632 }
2633
2634 override void OnVariablesSynchronized()
2635 {
2636 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2637 super.OnVariablesSynchronized();
2638
2639 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2640 }
2641
2642 protected void OnSynchronizedClient()
2643 {
2644 //update parts
2646
2647 //update action on part
2649
2650 //update visuals (client)
2651 UpdateVisuals();
2652 }
2653
2654 //parts synchronization
2655 void RegisterPartForSync( int part_id )
2656 {
2657 //part_id must starts from index = 1
2658 int offset;
2659 int mask;
2660
2661 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2662 {
2663 offset = part_id - 1;
2664 mask = 1 << offset;
2665
2666 m_SyncParts01 = m_SyncParts01 | mask;
2667 }
2668 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2669 {
2670 offset = ( part_id % 32 );
2671 mask = 1 << offset;
2672
2673 m_SyncParts02 = m_SyncParts02 | mask;
2674 }
2675 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2676 {
2677 offset = ( part_id % 63 );
2678 mask = 1 << offset;
2679
2680 m_SyncParts03 = m_SyncParts03 | mask;
2681 }
2682 }
2683
2684 void UnregisterPartForSync( int part_id )
2685 {
2686 //part_id must starts from index = 1
2687 int offset;
2688 int mask;
2689
2690 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2691 {
2692 offset = part_id - 1;
2693 mask = 1 << offset;
2694
2695 m_SyncParts01 = m_SyncParts01 & ~mask;
2696 }
2697 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2698 {
2699 offset = ( part_id % 32 );
2700 mask = 1 << offset;
2701
2702 m_SyncParts02 = m_SyncParts02 & ~mask;
2703 }
2704 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2705 {
2706 offset = ( part_id % 63 );
2707 mask = 1 << offset;
2708
2709 m_SyncParts03 = m_SyncParts03 & ~mask;
2710 }
2711 }
2712
2713 bool IsPartBuildInSyncData( int part_id )
2714 {
2715 //part_id must starts from index = 1
2716 int offset;
2717 int mask;
2718
2719 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2720 {
2721 offset = part_id - 1;
2722 mask = 1 << offset;
2723
2724 if ( ( m_SyncParts01 & mask ) > 0 )
2725 {
2726 return true;
2727 }
2728 }
2729 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2730 {
2731 offset = ( part_id % 32 );
2732 mask = 1 << offset;
2733
2734 if ( ( m_SyncParts02 & mask ) > 0 )
2735 {
2736 return true;
2737 }
2738 }
2739 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2740 {
2741 offset = ( part_id % 63 );
2742 mask = 1 << offset;
2743
2744 if ( ( m_SyncParts03 & mask ) > 0 )
2745 {
2746 return true;
2747 }
2748 }
2749
2750 return false;
2751 }
2752
2753 protected void RegisterActionForSync( int part_id, int action_id )
2754 {
2755 m_InteractedPartId = part_id;
2756 m_PerformedActionId = action_id;
2757 }
2758
2759 protected void ResetActionSyncData()
2760 {
2761 //reset data
2762 m_InteractedPartId = -1;
2764 }
2765
2766 protected void SetActionFromSyncData()
2767 {
2768 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2769 {
2771 int build_action_id = m_PerformedActionId;
2772
2773 switch( build_action_id )
2774 {
2775 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2776 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2777 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2778 }
2779 }
2780 }
2781 //------
2782
2784 {
2785 string key = part.GetPartName();
2786 bool is_base = part.IsBase();
2787 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2788 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2789 if ( is_part_built_sync )
2790 {
2791 if ( !part.IsBuilt() )
2792 {
2793 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2794 GetConstruction().AddToConstructedParts( key );
2795 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2796
2797 if (is_base)
2798 {
2800 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2801 }
2802 }
2803 }
2804 else
2805 {
2806 if ( part.IsBuilt() )
2807 {
2808 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2809 GetConstruction().RemoveFromConstructedParts( key );
2810 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2811
2812 if (is_base)
2813 {
2815 AddProxyPhysics( ANIMATION_DEPLOYED );
2816 }
2817 }
2818 }
2819
2820 //check slot lock for material attachments
2821 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2822 }
2823
2824 //set construction parts based on synchronized data
2826 {
2827 Construction construction = GetConstruction();
2828 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2829
2830 for ( int i = 0; i < construction_parts.Count(); ++i )
2831 {
2832 string key = construction_parts.GetKey( i );
2833 ConstructionPart value = construction_parts.Get( key );
2834 SetPartFromSyncData(value);
2835 }
2836
2837 //regenerate navmesh
2838 UpdateNavmesh();
2839 }
2840
2841 protected ConstructionPart GetConstructionPartById( int id )
2842 {
2843 Construction construction = GetConstruction();
2844 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2845
2846 for ( int i = 0; i < construction_parts.Count(); ++i )
2847 {
2848 string key = construction_parts.GetKey( i );
2849 ConstructionPart value = construction_parts.Get( key );
2850
2851 if ( value.GetId() == id )
2852 {
2853 return value;
2854 }
2855 }
2856
2857 return NULL;
2858 }
2859 //
2860
2861 //Base
2862 bool HasBase()
2863 {
2864 return m_HasBase;
2865 }
2866
2867 void SetBaseState( bool has_base )
2868 {
2869 m_HasBase = has_base;
2870 }
2871
2872 override bool IsDeployable()
2873 {
2874 return true;
2875 }
2876
2877 bool IsOpened()
2878 {
2879 return false;
2880 }
2881
2882 //--- CONSTRUCTION KIT
2884 {
2885 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2886 if ( m_ConstructionKitHealth > 0 )
2887 {
2888 construction_kit.SetHealth( m_ConstructionKitHealth );
2889 }
2890
2891 return construction_kit;
2892 }
2893
2894 void CreateConstructionKitInHands(notnull PlayerBase player)
2895 {
2896 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2897 if ( m_ConstructionKitHealth > 0 )
2898 {
2899 construction_kit.SetHealth( m_ConstructionKitHealth );
2900 }
2901 }
2902
2903 protected vector GetKitSpawnPosition()
2904 {
2905 return GetPosition();
2906 }
2907
2908 protected string GetConstructionKitType()
2909 {
2910 return "";
2911 }
2912
2913 void DestroyConstructionKit( ItemBase construction_kit )
2914 {
2915 m_ConstructionKitHealth = construction_kit.GetHealth();
2916 g_Game.ObjectDelete( construction_kit );
2917 }
2918
2919 //--- CONSTRUCTION
2920 void DestroyConstruction()
2921 {
2922 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2923 g_Game.ObjectDelete( this );
2924 }
2925
2926 // --- EVENTS
2927 override void EEDelete(EntityAI parent)
2928 {
2929 super.EEDelete(parent);
2930
2931 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2932 {
2933 areaDamage.Destroy();
2934 }
2935
2936 }
2937
2938 override void OnStoreSave( ParamsWriteContext ctx )
2939 {
2940 super.OnStoreSave( ctx );
2941
2942 //sync parts 01
2943 ctx.Write( m_SyncParts01 );
2944 ctx.Write( m_SyncParts02 );
2945 ctx.Write( m_SyncParts03 );
2946
2947 ctx.Write( m_HasBase );
2948 }
2949
2950 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2951 {
2952 if ( !super.OnStoreLoad( ctx, version ) )
2953 return false;
2954
2955 //--- Base building data ---
2956 //Restore synced parts data
2957 if ( !ctx.Read( m_SyncParts01 ) )
2958 {
2959 m_SyncParts01 = 0; //set default
2960 return false;
2961 }
2962 if ( !ctx.Read( m_SyncParts02 ) )
2963 {
2964 m_SyncParts02 = 0; //set default
2965 return false;
2966 }
2967 if ( !ctx.Read( m_SyncParts03 ) )
2968 {
2969 m_SyncParts03 = 0; //set default
2970 return false;
2971 }
2972
2973 //has base
2974 if ( !ctx.Read( m_HasBase ) )
2975 {
2976 m_HasBase = false;
2977 return false;
2978 }
2979 //---
2980
2981 return true;
2982 }
2983
2984 override void AfterStoreLoad()
2985 {
2986 super.AfterStoreLoad();
2987
2989 {
2991 }
2992 }
2993
2995 {
2996 //update server data
2998
2999 //set base state
3000 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
3001 SetBaseState( part.IsBuilt() ) ;
3002
3003 //synchronize after load
3005 }
3006
3007 override void OnCreatePhysics()
3008 {
3009 super.OnCreatePhysics();
3010
3011 ConstructionInit();
3013 }
3014
3015 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
3016 {
3018 return;
3019
3020 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
3021 }
3022
3023 override void EEOnAfterLoad()
3024 {
3026 {
3027 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
3028 }
3029
3030 super.EEOnAfterLoad();
3031 }
3032
3033 override void EEItemAttached( EntityAI item, string slot_name )
3034 {
3035 super.EEItemAttached( item, slot_name );
3036
3037 CheckForHybridAttachments( item, slot_name );
3038 UpdateVisuals();
3039 UpdateAttachmentPhysics( slot_name, false );
3040 }
3041
3042 override void EEItemDetached( EntityAI item, string slot_name )
3043 {
3044 super.EEItemDetached( item, slot_name );
3045
3046 UpdateVisuals();
3047 UpdateAttachmentPhysics( slot_name, false );
3048 }
3049
3050 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3051 {
3052 string slot_name = InventorySlots.GetSlotName( slotId );
3053 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3054
3055 UpdateAttachmentVisuals( slot_name, locked );
3056 UpdateAttachmentPhysics( slot_name, locked );
3057 }
3058
3059 //ignore out of reach condition
3060 override bool IgnoreOutOfReachCondition()
3061 {
3062 return true;
3063 }
3064
3065 //CONSTRUCTION EVENTS
3066 //Build
3067 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3068 {
3069 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3070
3071 //check base state
3072 if (construtionPart.IsBase())
3073 {
3074 SetBaseState(true);
3075
3076 //spawn kit
3078 }
3079
3080 //register constructed parts for synchronization
3081 RegisterPartForSync(construtionPart.GetId());
3082
3083 //register action that was performed on part
3084 RegisterActionForSync(construtionPart.GetId(), action_id);
3085
3086 //synchronize
3088
3089 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3090
3091 UpdateNavmesh();
3092
3093 //update visuals
3094 UpdateVisuals();
3095
3096 //reset action sync data
3097 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3098 }
3099
3100 void OnPartBuiltClient(string part_name, int action_id)
3101 {
3102 //play sound
3103 SoundBuildStart( part_name );
3104 }
3105
3106 //Dismantle
3107 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3108 {
3109 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3110 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3111
3112 //register constructed parts for synchronization
3113 UnregisterPartForSync(construtionPart.GetId());
3114
3115 //register action that was performed on part
3116 RegisterActionForSync(construtionPart.GetId(), action_id);
3117
3118 //synchronize
3120
3121 // server part of sync, client will be synced from SetPartsFromSyncData
3122 SetPartFromSyncData(construtionPart);
3123
3124 UpdateNavmesh();
3125
3126 //update visuals
3127 UpdateVisuals();
3128
3129 //reset action sync data
3130 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3131
3132 //check base state
3133 if (construtionPart.IsBase())
3134 {
3135 //Destroy construction
3136 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3137 }
3138 }
3139
3140 void OnPartDismantledClient( string part_name, int action_id )
3141 {
3142 //play sound
3143 SoundDismantleStart( part_name );
3144 }
3145
3146 //Destroy
3147 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3148 {
3149 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3150 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3151
3152 //register constructed parts for synchronization
3153 UnregisterPartForSync(construtionPart.GetId());
3154
3155 //register action that was performed on part
3156 RegisterActionForSync(construtionPart.GetId(), action_id);
3157
3158 //synchronize
3160
3161 // server part of sync, client will be synced from SetPartsFromSyncData
3162 SetPartFromSyncData(construtionPart);
3163
3164 UpdateNavmesh();
3165
3166 //update visuals
3167 UpdateVisuals();
3168
3169 //reset action sync data
3170 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3171
3172 //check base state
3173 if (construtionPart.IsBase())
3174 {
3175 //Destroy construction
3176 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3177 }
3178 }
3179
3180 void OnPartDestroyedClient( string part_name, int action_id )
3181 {
3182 //play sound
3183 SoundDestroyStart( part_name );
3184 }
3185
3186 // --- UPDATE
3187 void InitBaseState()
3188 {
3189 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3190
3191 InitVisuals();
3192 UpdateNavmesh(); //regenerate navmesh
3193 }
3194
3195 void InitVisuals()
3196 {
3197 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3198 //check base
3199 if ( !HasBase() )
3200 {
3201 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3202 }
3203 else
3204 {
3205 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3206 }
3207
3208 GetConstruction().InitVisuals();
3209 }
3210
3211 void UpdateVisuals()
3212 {
3213 array<string> attachmentSlots = new array<string>;
3214
3215 GetAttachmentSlots(this, attachmentSlots);
3216 foreach (string slotName : attachmentSlots)
3217 {
3219 }
3220
3221 //check base
3222 if (!HasBase())
3223 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3224 else
3225 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3226
3227 GetConstruction().UpdateVisuals();
3228 }
3229
3230 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3231 {
3232 string slotNameMounted = slot_name + "_Mounted";
3233 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3234
3235 if (attachment)
3236 {
3237 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3238 if (barbedWire && barbedWire.IsMounted())
3239 CreateAreaDamage(slotNameMounted);
3240 else
3241 DestroyAreaDamage(slotNameMounted);
3242
3243 if (is_locked)
3244 {
3245 SetAnimationPhase(slotNameMounted, 0);
3246 SetAnimationPhase(slot_name, 1);
3247 }
3248 else
3249 {
3250 SetAnimationPhase(slotNameMounted, 1);
3251 SetAnimationPhase(slot_name, 0);
3252 }
3253 }
3254 else
3255 {
3256 SetAnimationPhase(slotNameMounted, 1);
3257 SetAnimationPhase(slot_name, 1);
3258
3259 DestroyAreaDamage(slotNameMounted);
3260 }
3261 }
3262
3263 // avoid calling this function on frequent occasions, it's a massive performance hit
3264 void UpdatePhysics()
3265 {
3267 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3268
3269 array<string> attachmentSlots = new array<string>;
3270 GetAttachmentSlots(this, attachmentSlots);
3271
3273 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3274
3275 foreach (string slotName : attachmentSlots)
3276 {
3278 }
3279
3280 //check base
3281 if (!HasBase())
3282 {
3284 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3285
3286 AddProxyPhysics(ANIMATION_DEPLOYED);
3287 }
3288 else
3289 {
3291 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3292
3293 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3294 }
3295
3296 GetConstruction().UpdatePhysics();
3297 UpdateNavmesh();
3298 }
3299
3300 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3301 {
3302 //checks for invalid appends; hotfix
3303 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3304 return;
3305 //----------------------------------
3306 string slot_name_mounted = slot_name + "_Mounted";
3307 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3308
3309 //remove proxy physics
3310 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3311 RemoveProxyPhysics( slot_name_mounted );
3312 RemoveProxyPhysics( slot_name );
3313
3314 if ( attachment )
3315 {
3316 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3317 if ( is_locked )
3318 {
3319 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3320 AddProxyPhysics( slot_name_mounted );
3321 }
3322 else
3323 {
3324 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3325 AddProxyPhysics( slot_name );
3326 }
3327 }
3328 }
3329
3330 protected void UpdateNavmesh()
3331 {
3332 SetAffectPathgraph( true, false );
3333 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3334 }
3335
3336 override bool CanUseConstruction()
3337 {
3338 return true;
3339 }
3340
3341 override bool CanUseConstructionBuild()
3342 {
3343 return true;
3344 }
3345
3346 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3347 {
3348 if ( attachment )
3349 {
3350 InventoryLocation inventory_location = new InventoryLocation;
3351 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3352
3353 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3354 }
3355
3356 return false;
3357 }
3358
3359 protected bool IsAttachmentSlotLocked( string slot_name )
3360 {
3361 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3362 }
3363
3364 //--- ATTACHMENT SLOTS
3365 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3366 {
3367 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3368 if ( g_Game.ConfigIsExisting( config_path ) )
3369 {
3370 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3371 }
3372 }
3373
3374 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3375 {
3376 return true;
3377 }
3378
3379 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3380 {
3381 return true;
3382 }
3383
3384 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3385 {
3386 return true;
3387 }
3388
3389 // --- INIT
3391 {
3392 m_Construction = new Construction(this);
3393 return m_Construction;
3394 }
3395
3397 {
3398 return m_Construction;
3399 }
3400
3402 {
3403 return Construction.Cast(m_Construction);
3404 }
3405
3407 {
3408 int attachment_count = GetInventory().AttachmentCount();
3409 if ( attachment_count > 0 )
3410 {
3411 if ( HasBase() && attachment_count == 1 )
3412 {
3413 return false;
3414 }
3415
3416 return true;
3417 }
3418
3419 return false;
3420 }
3421
3422 override bool ShowZonesHealth()
3423 {
3424 return true;
3425 }
3426
3427 override bool IsTakeable()
3428 {
3429 return false;
3430 }
3431
3432 //this into/outo parent.Cargo
3433 override bool CanPutInCargo( EntityAI parent )
3434 {
3435 return false;
3436 }
3437
3438 override bool CanRemoveFromCargo( EntityAI parent )
3439 {
3440 return false;
3441 }
3442
3443 //hands
3444 override bool CanPutIntoHands( EntityAI parent )
3445 {
3446 return false;
3447 }
3448
3449 //--- ACTION CONDITIONS
3450 //direction
3451 override bool IsFacingPlayer( PlayerBase player, string selection )
3452 {
3453 return true;
3454 }
3455
3456 override bool IsPlayerInside( PlayerBase player, string selection )
3457 {
3458 return true;
3459 }
3460
3463 {
3464 return false;
3465 }
3466
3467 //roof check
3468 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3469 {
3470 return false;
3471 }
3472
3473 //selection->player distance check
3474 bool HasProperDistance( string selection, PlayerBase player )
3475 {
3476 return true;
3477 }
3478
3479 //folding
3481 {
3482 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3483 {
3484 return false;
3485 }
3486
3487 return true;
3488 }
3489
3491 {
3494
3495 return item;
3496 }
3497
3498 //Damage triggers (barbed wire)
3499 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3500 {
3501 if ( g_Game && g_Game.IsServer() )
3502 {
3503 //destroy area damage if some already exists
3504 DestroyAreaDamage( slot_name );
3505
3506 //create new area damage
3508 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3509
3510 vector min_max[2];
3511 if ( MemoryPointExists( slot_name + "_min" ) )
3512 {
3513 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3514 }
3515 if ( MemoryPointExists( slot_name + "_max" ) )
3516 {
3517 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3518 }
3519
3520 //get proper trigger extents (min<max)
3521 vector extents[2];
3522 GetConstruction().GetTriggerExtents( min_max, extents );
3523
3524 //get box center
3525 vector center;
3526 center = GetConstruction().GetBoxCenter( min_max );
3527 center = ModelToWorld( center );
3528
3529 //rotate center if needed
3531 CalcDamageAreaRotation( rotation_angle, center, orientation );
3532
3533 areaDamage.SetExtents( extents[0], extents[1] );
3534 areaDamage.SetAreaPosition( center );
3535 areaDamage.SetAreaOrientation( orientation );
3536 areaDamage.SetLoopInterval( 1.0 );
3537 areaDamage.SetDeferDuration( 0.2 );
3538 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3539 areaDamage.SetAmmoName( "BarbedWireHit" );
3540 areaDamage.Spawn();
3541
3542 m_DamageTriggers.Insert( slot_name, areaDamage );
3543 }
3544 }
3545
3546 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3547 {
3548 if ( angle_deg != 0 )
3549 {
3550 //orientation
3551 orientation[0] = orientation[0] - angle_deg;
3552
3553 //center
3554 vector rotate_axis;
3555 if ( MemoryPointExists( "rotate_axis" ) )
3556 {
3557 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3558 }
3559 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];
3560 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];
3561 center[0] = r_center_x;
3562 center[2] = r_center_z;
3563 }
3564 }
3565
3566 void DestroyAreaDamage( string slot_name )
3567 {
3568 if (g_Game && g_Game.IsServer())
3569 {
3571 if (m_DamageTriggers.Find(slot_name, areaDamage))
3572 {
3573 if (areaDamage)
3574 {
3575 areaDamage.Destroy();
3576 }
3577
3578 m_DamageTriggers.Remove( slot_name );
3579 }
3580 }
3581 }
3582
3583 override bool IsIgnoredByConstruction()
3584 {
3585 return true;
3586 }
3587
3588 //================================================================
3589 // SOUNDS
3590 //================================================================
3591 protected void SoundBuildStart( string part_name )
3592 {
3593 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3594 }
3595
3596 protected void SoundDismantleStart( string part_name )
3597 {
3598 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3599 }
3600
3601 protected void SoundDestroyStart( string part_name )
3602 {
3603 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3604 }
3605
3606 protected string GetBuildSoundByMaterial( string part_name )
3607 {
3608 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3609
3610 switch ( material_type )
3611 {
3612 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3613 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3614 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3615 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3616 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3617 }
3618
3619 return "";
3620 }
3621
3622 protected string GetDismantleSoundByMaterial( string part_name )
3623 {
3624 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3625
3626 switch ( material_type )
3627 {
3628 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3629 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3630 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3631 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3632 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3633 }
3634
3635 return "";
3636 }
3637
3638 //misc
3639 void CheckForHybridAttachments( EntityAI item, string slot_name )
3640 {
3641 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3642 {
3643 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3644 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3645 {
3646 SetHealth(slot_name,"Health",item.GetHealth());
3647 }
3648 }
3649 }
3650
3651 override int GetDamageSystemVersionChange()
3652 {
3653 return 111;
3654 }
3655
3656 override void SetActions()
3657 {
3658 super.SetActions();
3659
3663 }
3664
3665 protected void DestroyConstructedParts()
3666 {
3667 Construction construction = GetConstruction();
3668 if (!construction)
3669 return;
3670
3671 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3672 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3673 {
3674 ConstructionPart part = constructionParts.GetElement(i);
3675 if (part && part.IsBuilt() && !part.IsUtilityPart())
3676 {
3677 construction.DestroyPartServer(null, part.GetPartName(), -1);
3678 }
3679 }
3680 }
3681
3682 protected void HandleFallingForConstructedParts()
3683 {
3684 Construction construction = GetConstruction();
3685 if (!construction)
3686 return;
3687
3688 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3689 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3690 {
3691 ConstructionPart part = constructionParts.GetElement(i);
3692 if (part && part.IsBuilt() && !part.IsUtilityPart())
3693 {
3694 construction.HandleEntityFalling(part.GetPartName());
3695 }
3696 }
3697 }
3698
3700 override void OnItemFallRebuilding()
3701 {
3702 if (!g_Game.IsServer())
3703 return;
3704
3707
3708 if (DestroyOnFall())
3709 {
3711 {
3713 }
3714 else
3715 {
3717 {
3719 }
3720 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3721 }
3722 }
3723 }
3724
3726 {
3727 if (HasAnyAttachmentsOrCargo())
3728 {
3730 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3731 }
3732 }
3733
3734 //================================================================
3735 // DEBUG
3736 //================================================================
3737
3740 {
3741 return null;
3742 }
3743
3744 override void OnDebugSpawn()
3745 {
3746 FullyBuild();
3747 }
3748
3749 void FullyBuild()
3750 {
3752 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3753
3754 Man p;
3755
3756 #ifdef SERVER
3757 array<Man> players = new array<Man>;
3758 g_Game.GetWorld().GetPlayerList(players);
3759 if (players.Count())
3760 p = players[0];
3761 #else
3762 p = g_Game.GetPlayer();
3763 #endif
3764
3765 foreach (ConstructionPart part : parts)
3766 {
3767 bool excluded = false;
3768 string partName = part.GetPartName();
3769 if (excludes)
3770 {
3771 foreach (string exclude : excludes)
3772 {
3773 if (partName.Contains(exclude))
3774 {
3775 excluded = true;
3776 break;
3777 }
3778 }
3779 }
3780
3781 if (!excluded)
3782 {
3783 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3784 }
3785 }
3786
3787 GetConstruction().UpdateVisuals();
3788 }
3789
3791 //Deprecated code playpen//
3793 [Obsolete("handled in the Construction component directly")]
3794 protected void HandleItemFalling(ConstructionPart part)
3795 {
3796 }
3797
3798 [Obsolete("handled in the Construction component directly")]
3799 protected void ItemFall(vector min, vector max)
3800 {
3801 }
3802
3803 [Obsolete("obsolete debug method")]
3804 protected void DebugCustomState()
3805 {
3806 }
3807}
3808
3809void bsbDebugPrint (string s)
3810{
3811#ifdef BSB_DEBUG
3812 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3813#else
3814 //Print("" + s); // comment/uncomment to hide/see debug logs
3815#endif
3816}
3817void bsbDebugSpam (string s)
3818{
3819#ifdef BSB_DEBUG_SPAM
3820 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3821#else
3822 //Print("" + s); // comment/uncomment to hide/see debug logs
3823#endif
3824}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в ItemBase::OnDebugSpawn().