DayZ 1.30
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◆ UpdateVisuals()

void bsbDebugPrint::UpdateVisuals ( )
protected

См. определение в файле BaseBuildingBase.c строка 1981

1983{
1984 const string ANIMATION_DEPLOYED = "Deployed";
1985
1986 float m_ConstructionKitHealth; //stored health value for used construction kit
1987
1988 bool m_HasBase;
1989 //variables for synchronization of base building parts (2x31 is the current limit)
1990 int m_SyncParts01; //synchronization for already built parts (31 parts)
1991 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1992 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1993 int m_InteractedPartId; //construction part id that an action was performed on
1994 int m_PerformedActionId; //action id that was performed on a construction part
1995 protected ref ConstructionBasic m_Construction;
1996
1997 //Sounds
1998 //build
1999 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2000 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2001 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2002 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2003 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2004 //dismantle
2005 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2006 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2007 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2008 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2009 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2010
2011 protected EffectSound m_Sound;
2012
2016
2017 // Constructor
2018 void BaseBuildingBase()
2019 {
2021
2022 //synchronized variables
2023 RegisterNetSyncVariableInt( "m_SyncParts01" );
2024 RegisterNetSyncVariableInt( "m_SyncParts02" );
2025 RegisterNetSyncVariableInt( "m_SyncParts03" );
2026 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2027 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2028 RegisterNetSyncVariableBool( "m_HasBase" );
2029
2030 //Construction init
2031 ConstructionInit();
2032
2033 if (ConfigIsExisting("hybridAttachments"))
2034 {
2036 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2037 }
2038 if (ConfigIsExisting("mountables"))
2039 {
2041 ConfigGetTextArray("mountables", m_Mountables);
2042 }
2043
2044 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2045 SetAllowDamage(true);
2046 }
2047
2048 override string GetInvulnerabilityTypeString()
2049 {
2050 return "disableBaseDamage";
2051 }
2052
2053 override bool CanObstruct()
2054 {
2055 return true;
2056 }
2057
2058 override int GetHideIconMask()
2059 {
2060 return EInventoryIconVisibility.HIDE_VICINITY;
2061 }
2062
2063 override void InitItemSounds()
2064 {
2065 super.InitItemSounds();
2066
2068 SoundParameters params = new SoundParameters();
2069 params.m_Loop = true;
2070
2071 if (GetFoldSoundset() != string.Empty)
2072 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2073 if (GetLoopFoldSoundset() != string.Empty)
2074 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2075 }
2076
2077 override string GetFoldSoundset()
2078 {
2079 return "putDown_FenceKit_SoundSet";
2080 }
2081
2082 override string GetLoopFoldSoundset()
2083 {
2084 return "Shelter_Site_Build_Loop_SoundSet";
2085 }
2086
2087 // --- SYNCHRONIZATION
2089 {
2090 if ( g_Game.IsServer() )
2091 {
2092 SetSynchDirty();
2093 }
2094 }
2095
2096 override void OnVariablesSynchronized()
2097 {
2098 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2099 super.OnVariablesSynchronized();
2100
2101 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2102 }
2103
2104 protected void OnSynchronizedClient()
2105 {
2106 //update parts
2108
2109 //update action on part
2111
2112 //update visuals (client)
2113 UpdateVisuals();
2114 }
2115
2116 //parts synchronization
2117 void RegisterPartForSync( int part_id )
2118 {
2119 //part_id must starts from index = 1
2120 int offset;
2121 int mask;
2122
2123 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2124 {
2125 offset = part_id - 1;
2126 mask = 1 << offset;
2127
2128 m_SyncParts01 = m_SyncParts01 | mask;
2129 }
2130 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2131 {
2132 offset = ( part_id % 32 );
2133 mask = 1 << offset;
2134
2135 m_SyncParts02 = m_SyncParts02 | mask;
2136 }
2137 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2138 {
2139 offset = ( part_id % 63 );
2140 mask = 1 << offset;
2141
2142 m_SyncParts03 = m_SyncParts03 | mask;
2143 }
2144 }
2145
2146 void UnregisterPartForSync( int part_id )
2147 {
2148 //part_id must starts from index = 1
2149 int offset;
2150 int mask;
2151
2152 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2153 {
2154 offset = part_id - 1;
2155 mask = 1 << offset;
2156
2157 m_SyncParts01 = m_SyncParts01 & ~mask;
2158 }
2159 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2160 {
2161 offset = ( part_id % 32 );
2162 mask = 1 << offset;
2163
2164 m_SyncParts02 = m_SyncParts02 & ~mask;
2165 }
2166 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2167 {
2168 offset = ( part_id % 63 );
2169 mask = 1 << offset;
2170
2171 m_SyncParts03 = m_SyncParts03 & ~mask;
2172 }
2173 }
2174
2175 bool IsPartBuildInSyncData( int part_id )
2176 {
2177 //part_id must starts from index = 1
2178 int offset;
2179 int mask;
2180
2181 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2182 {
2183 offset = part_id - 1;
2184 mask = 1 << offset;
2185
2186 if ( ( m_SyncParts01 & mask ) > 0 )
2187 {
2188 return true;
2189 }
2190 }
2191 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2192 {
2193 offset = ( part_id % 32 );
2194 mask = 1 << offset;
2195
2196 if ( ( m_SyncParts02 & mask ) > 0 )
2197 {
2198 return true;
2199 }
2200 }
2201 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2202 {
2203 offset = ( part_id % 63 );
2204 mask = 1 << offset;
2205
2206 if ( ( m_SyncParts03 & mask ) > 0 )
2207 {
2208 return true;
2209 }
2210 }
2211
2212 return false;
2213 }
2214
2215 protected void RegisterActionForSync( int part_id, int action_id )
2216 {
2217 m_InteractedPartId = part_id;
2218 m_PerformedActionId = action_id;
2219 }
2220
2221 protected void ResetActionSyncData()
2222 {
2223 //reset data
2224 m_InteractedPartId = -1;
2226 }
2227
2228 protected void SetActionFromSyncData()
2229 {
2230 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2231 {
2233 int build_action_id = m_PerformedActionId;
2234
2235 switch( build_action_id )
2236 {
2237 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2238 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2239 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2240 }
2241 }
2242 }
2243 //------
2244
2246 {
2247 string key = part.GetPartName();
2248 bool is_base = part.IsBase();
2249 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2250 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2251 if ( is_part_built_sync )
2252 {
2253 if ( !part.IsBuilt() )
2254 {
2255 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2256 GetConstruction().AddToConstructedParts( key );
2257 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2258
2259 if (is_base)
2260 {
2262 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2263 }
2264 }
2265 }
2266 else
2267 {
2268 if ( part.IsBuilt() )
2269 {
2270 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2271 GetConstruction().RemoveFromConstructedParts( key );
2272 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2273
2274 if (is_base)
2275 {
2277 AddProxyPhysics( ANIMATION_DEPLOYED );
2278 }
2279 }
2280 }
2281
2282 //check slot lock for material attachments
2283 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2284 }
2285
2286 //set construction parts based on synchronized data
2288 {
2289 Construction construction = GetConstruction();
2290 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2291
2292 for ( int i = 0; i < construction_parts.Count(); ++i )
2293 {
2294 string key = construction_parts.GetKey( i );
2295 ConstructionPart value = construction_parts.Get( key );
2296 SetPartFromSyncData(value);
2297 }
2298
2299 //regenerate navmesh
2300 UpdateNavmesh();
2301 }
2302
2303 protected ConstructionPart GetConstructionPartById( int id )
2304 {
2305 Construction construction = GetConstruction();
2306 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2307
2308 for ( int i = 0; i < construction_parts.Count(); ++i )
2309 {
2310 string key = construction_parts.GetKey( i );
2311 ConstructionPart value = construction_parts.Get( key );
2312
2313 if ( value.GetId() == id )
2314 {
2315 return value;
2316 }
2317 }
2318
2319 return NULL;
2320 }
2321 //
2322
2323 //Base
2324 bool HasBase()
2325 {
2326 return m_HasBase;
2327 }
2328
2329 void SetBaseState( bool has_base )
2330 {
2331 m_HasBase = has_base;
2332 }
2333
2334 override bool IsDeployable()
2335 {
2336 return true;
2337 }
2338
2339 bool IsOpened()
2340 {
2341 return false;
2342 }
2343
2344 //--- CONSTRUCTION KIT
2346 {
2347 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2348 if ( m_ConstructionKitHealth > 0 )
2349 {
2350 construction_kit.SetHealth( m_ConstructionKitHealth );
2351 }
2352
2353 return construction_kit;
2354 }
2355
2356 void CreateConstructionKitInHands(notnull PlayerBase player)
2357 {
2358 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2359 if ( m_ConstructionKitHealth > 0 )
2360 {
2361 construction_kit.SetHealth( m_ConstructionKitHealth );
2362 }
2363 }
2364
2365 protected vector GetKitSpawnPosition()
2366 {
2367 return GetPosition();
2368 }
2369
2370 protected string GetConstructionKitType()
2371 {
2372 return "";
2373 }
2374
2375 void DestroyConstructionKit( ItemBase construction_kit )
2376 {
2377 m_ConstructionKitHealth = construction_kit.GetHealth();
2378 g_Game.ObjectDelete( construction_kit );
2379 }
2380
2381 //--- CONSTRUCTION
2382 void DestroyConstruction()
2383 {
2384 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2385 g_Game.ObjectDelete( this );
2386 }
2387
2388 // --- EVENTS
2389 override void EEDelete(EntityAI parent)
2390 {
2391 super.EEDelete(parent);
2392
2393 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2394 {
2395 areaDamage.Destroy();
2396 }
2397
2398 }
2399
2400 override void OnStoreSave( ParamsWriteContext ctx )
2401 {
2402 super.OnStoreSave( ctx );
2403
2404 //sync parts 01
2405 ctx.Write( m_SyncParts01 );
2406 ctx.Write( m_SyncParts02 );
2407 ctx.Write( m_SyncParts03 );
2408
2409 ctx.Write( m_HasBase );
2410 }
2411
2412 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2413 {
2414 if ( !super.OnStoreLoad( ctx, version ) )
2415 return false;
2416
2417 //--- Base building data ---
2418 //Restore synced parts data
2419 if ( !ctx.Read( m_SyncParts01 ) )
2420 {
2421 m_SyncParts01 = 0; //set default
2422 return false;
2423 }
2424 if ( !ctx.Read( m_SyncParts02 ) )
2425 {
2426 m_SyncParts02 = 0; //set default
2427 return false;
2428 }
2429 if ( !ctx.Read( m_SyncParts03 ) )
2430 {
2431 m_SyncParts03 = 0; //set default
2432 return false;
2433 }
2434
2435 //has base
2436 if ( !ctx.Read( m_HasBase ) )
2437 {
2438 m_HasBase = false;
2439 return false;
2440 }
2441 //---
2442
2443 return true;
2444 }
2445
2446 override void AfterStoreLoad()
2447 {
2448 super.AfterStoreLoad();
2449
2451 {
2453 }
2454 }
2455
2457 {
2458 //update server data
2460
2461 //set base state
2462 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2463 SetBaseState( part.IsBuilt() ) ;
2464
2465 //synchronize after load
2467 }
2468
2469 override void OnCreatePhysics()
2470 {
2471 super.OnCreatePhysics();
2472
2473 ConstructionInit();
2475 }
2476
2477 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2478 {
2480 return;
2481
2482 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2483 }
2484
2485 override void EEOnAfterLoad()
2486 {
2488 {
2489 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2490 }
2491
2492 super.EEOnAfterLoad();
2493 }
2494
2495 override void EEItemAttached( EntityAI item, string slot_name )
2496 {
2497 super.EEItemAttached( item, slot_name );
2498
2499 CheckForHybridAttachments( item, slot_name );
2500 UpdateVisuals();
2501 UpdateAttachmentPhysics( slot_name, false );
2502 }
2503
2504 override void EEItemDetached( EntityAI item, string slot_name )
2505 {
2506 super.EEItemDetached( item, slot_name );
2507
2508 UpdateVisuals();
2509 UpdateAttachmentPhysics( slot_name, false );
2510 }
2511
2512 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2513 {
2514 string slot_name = InventorySlots.GetSlotName( slotId );
2515 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2516
2517 UpdateAttachmentVisuals( slot_name, locked );
2518 UpdateAttachmentPhysics( slot_name, locked );
2519 }
2520
2521 //ignore out of reach condition
2522 override bool IgnoreOutOfReachCondition()
2523 {
2524 return true;
2525 }
2526
2527 //CONSTRUCTION EVENTS
2528 //Build
2529 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2530 {
2531 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2532
2533 //check base state
2534 if (construtionPart.IsBase())
2535 {
2536 SetBaseState(true);
2537
2538 //spawn kit
2540 }
2541
2542 //register constructed parts for synchronization
2543 RegisterPartForSync(construtionPart.GetId());
2544
2545 //register action that was performed on part
2546 RegisterActionForSync(construtionPart.GetId(), action_id);
2547
2548 //synchronize
2550
2551 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2552
2553 UpdateNavmesh();
2554
2555 //update visuals
2556 UpdateVisuals();
2557
2558 //reset action sync data
2559 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2560 }
2561
2562 void OnPartBuiltClient(string part_name, int action_id)
2563 {
2564 //play sound
2565 SoundBuildStart( part_name );
2566 }
2567
2568 //Dismantle
2569 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2570 {
2571 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2572 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2573
2574 //register constructed parts for synchronization
2575 UnregisterPartForSync(construtionPart.GetId());
2576
2577 //register action that was performed on part
2578 RegisterActionForSync(construtionPart.GetId(), action_id);
2579
2580 //synchronize
2582
2583 // server part of sync, client will be synced from SetPartsFromSyncData
2584 SetPartFromSyncData(construtionPart);
2585
2586 UpdateNavmesh();
2587
2588 //update visuals
2589 UpdateVisuals();
2590
2591 //reset action sync data
2592 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2593
2594 //check base state
2595 if (construtionPart.IsBase())
2596 {
2597 //Destroy construction
2598 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2599 }
2600 }
2601
2602 void OnPartDismantledClient( string part_name, int action_id )
2603 {
2604 //play sound
2605 SoundDismantleStart( part_name );
2606 }
2607
2608 //Destroy
2609 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2610 {
2611 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2612 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2613
2614 //register constructed parts for synchronization
2615 UnregisterPartForSync(construtionPart.GetId());
2616
2617 //register action that was performed on part
2618 RegisterActionForSync(construtionPart.GetId(), action_id);
2619
2620 //synchronize
2622
2623 // server part of sync, client will be synced from SetPartsFromSyncData
2624 SetPartFromSyncData(construtionPart);
2625
2626 UpdateNavmesh();
2627
2628 //update visuals
2629 UpdateVisuals();
2630
2631 //reset action sync data
2632 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2633
2634 //check base state
2635 if (construtionPart.IsBase())
2636 {
2637 //Destroy construction
2638 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2639 }
2640 }
2641
2642 void OnPartDestroyedClient( string part_name, int action_id )
2643 {
2644 //play sound
2645 SoundDestroyStart( part_name );
2646 }
2647
2648 // --- UPDATE
2649 void InitBaseState()
2650 {
2651 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2652
2653 InitVisuals();
2654 UpdateNavmesh(); //regenerate navmesh
2655 }
2656
2657 void InitVisuals()
2658 {
2659 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2660 //check base
2661 if ( !HasBase() )
2662 {
2663 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2664 }
2665 else
2666 {
2667 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2668 }
2669
2670 GetConstruction().InitVisuals();
2671 }
2672
2673 void UpdateVisuals()
2674 {
2675 array<string> attachmentSlots = new array<string>;
2676
2677 GetAttachmentSlots(this, attachmentSlots);
2678 foreach (string slotName : attachmentSlots)
2679 {
2681 }
2682
2683 //check base
2684 if (!HasBase())
2685 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2686 else
2687 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2688
2689 GetConstruction().UpdateVisuals();
2690 }
2691
2692 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2693 {
2694 string slotNameMounted = slot_name + "_Mounted";
2695 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2696
2697 if (attachment)
2698 {
2699 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2700 if (barbedWire && barbedWire.IsMounted())
2701 CreateAreaDamage(slotNameMounted);
2702 else
2703 DestroyAreaDamage(slotNameMounted);
2704
2705 if (is_locked)
2706 {
2707 SetAnimationPhase(slotNameMounted, 0);
2708 SetAnimationPhase(slot_name, 1);
2709 }
2710 else
2711 {
2712 SetAnimationPhase(slotNameMounted, 1);
2713 SetAnimationPhase(slot_name, 0);
2714 }
2715 }
2716 else
2717 {
2718 SetAnimationPhase(slotNameMounted, 1);
2719 SetAnimationPhase(slot_name, 1);
2720
2721 DestroyAreaDamage(slotNameMounted);
2722 }
2723 }
2724
2725 // avoid calling this function on frequent occasions, it's a massive performance hit
2726 void UpdatePhysics()
2727 {
2729 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2730
2731 array<string> attachmentSlots = new array<string>;
2732 GetAttachmentSlots(this, attachmentSlots);
2733
2735 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2736
2737 foreach (string slotName : attachmentSlots)
2738 {
2740 }
2741
2742 //check base
2743 if (!HasBase())
2744 {
2746 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2747
2748 AddProxyPhysics(ANIMATION_DEPLOYED);
2749 }
2750 else
2751 {
2753 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2754
2755 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2756 }
2757
2758 GetConstruction().UpdatePhysics();
2759 UpdateNavmesh();
2760 }
2761
2762 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2763 {
2764 //checks for invalid appends; hotfix
2765 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2766 return;
2767 //----------------------------------
2768 string slot_name_mounted = slot_name + "_Mounted";
2769 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2770
2771 //remove proxy physics
2772 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2773 RemoveProxyPhysics( slot_name_mounted );
2774 RemoveProxyPhysics( slot_name );
2775
2776 if ( attachment )
2777 {
2778 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2779 if ( is_locked )
2780 {
2781 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2782 AddProxyPhysics( slot_name_mounted );
2783 }
2784 else
2785 {
2786 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2787 AddProxyPhysics( slot_name );
2788 }
2789 }
2790 }
2791
2792 protected void UpdateNavmesh()
2793 {
2794 SetAffectPathgraph( true, false );
2795 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2796 }
2797
2798 override bool CanUseConstruction()
2799 {
2800 return true;
2801 }
2802
2803 override bool CanUseConstructionBuild()
2804 {
2805 return true;
2806 }
2807
2808 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2809 {
2810 if ( attachment )
2811 {
2812 InventoryLocation inventory_location = new InventoryLocation;
2813 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2814
2815 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2816 }
2817
2818 return false;
2819 }
2820
2821 protected bool IsAttachmentSlotLocked( string slot_name )
2822 {
2823 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2824 }
2825
2826 //--- ATTACHMENT SLOTS
2827 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2828 {
2829 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2830 if ( g_Game.ConfigIsExisting( config_path ) )
2831 {
2832 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2833 }
2834 }
2835
2836 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2837 {
2838 return true;
2839 }
2840
2841 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2842 {
2843 return true;
2844 }
2845
2846 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2847 {
2848 return true;
2849 }
2850
2851 // --- INIT
2853 {
2854 m_Construction = new Construction(this);
2855 return m_Construction;
2856 }
2857
2859 {
2860 return m_Construction;
2861 }
2862
2864 {
2865 return Construction.Cast(m_Construction);
2866 }
2867
2869 {
2870 int attachment_count = GetInventory().AttachmentCount();
2871 if ( attachment_count > 0 )
2872 {
2873 if ( HasBase() && attachment_count == 1 )
2874 {
2875 return false;
2876 }
2877
2878 return true;
2879 }
2880
2881 return false;
2882 }
2883
2884 override bool ShowZonesHealth()
2885 {
2886 return true;
2887 }
2888
2889 override bool IsTakeable()
2890 {
2891 return false;
2892 }
2893
2894 //this into/outo parent.Cargo
2895 override bool CanPutInCargo( EntityAI parent )
2896 {
2897 return false;
2898 }
2899
2900 override bool CanRemoveFromCargo( EntityAI parent )
2901 {
2902 return false;
2903 }
2904
2905 //hands
2906 override bool CanPutIntoHands( EntityAI parent )
2907 {
2908 return false;
2909 }
2910
2911 //--- ACTION CONDITIONS
2912 //direction
2913 override bool IsFacingPlayer( PlayerBase player, string selection )
2914 {
2915 return true;
2916 }
2917
2918 override bool IsPlayerInside( PlayerBase player, string selection )
2919 {
2920 return true;
2921 }
2922
2925 {
2926 return false;
2927 }
2928
2929 //roof check
2930 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2931 {
2932 return false;
2933 }
2934
2935 //selection->player distance check
2936 bool HasProperDistance( string selection, PlayerBase player )
2937 {
2938 return true;
2939 }
2940
2941 //folding
2943 {
2944 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2945 {
2946 return false;
2947 }
2948
2949 return true;
2950 }
2951
2953 {
2956
2957 return item;
2958 }
2959
2960 //Damage triggers (barbed wire)
2961 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2962 {
2963 if ( g_Game && g_Game.IsServer() )
2964 {
2965 //destroy area damage if some already exists
2966 DestroyAreaDamage( slot_name );
2967
2968 //create new area damage
2970 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2971
2972 vector min_max[2];
2973 if ( MemoryPointExists( slot_name + "_min" ) )
2974 {
2975 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2976 }
2977 if ( MemoryPointExists( slot_name + "_max" ) )
2978 {
2979 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2980 }
2981
2982 //get proper trigger extents (min<max)
2983 vector extents[2];
2984 GetConstruction().GetTriggerExtents( min_max, extents );
2985
2986 //get box center
2987 vector center;
2988 center = GetConstruction().GetBoxCenter( min_max );
2989 center = ModelToWorld( center );
2990
2991 //rotate center if needed
2993 CalcDamageAreaRotation( rotation_angle, center, orientation );
2994
2995 areaDamage.SetExtents( extents[0], extents[1] );
2996 areaDamage.SetAreaPosition( center );
2997 areaDamage.SetAreaOrientation( orientation );
2998 areaDamage.SetLoopInterval( 1.0 );
2999 areaDamage.SetDeferDuration( 0.2 );
3000 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3001 areaDamage.SetAmmoName( "BarbedWireHit" );
3002 areaDamage.Spawn();
3003
3004 m_DamageTriggers.Insert( slot_name, areaDamage );
3005 }
3006 }
3007
3008 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3009 {
3010 if ( angle_deg != 0 )
3011 {
3012 //orientation
3013 orientation[0] = orientation[0] - angle_deg;
3014
3015 //center
3016 vector rotate_axis;
3017 if ( MemoryPointExists( "rotate_axis" ) )
3018 {
3019 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3020 }
3021 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];
3022 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];
3023 center[0] = r_center_x;
3024 center[2] = r_center_z;
3025 }
3026 }
3027
3028 void DestroyAreaDamage( string slot_name )
3029 {
3030 if (g_Game && g_Game.IsServer())
3031 {
3033 if (m_DamageTriggers.Find(slot_name, areaDamage))
3034 {
3035 if (areaDamage)
3036 {
3037 areaDamage.Destroy();
3038 }
3039
3040 m_DamageTriggers.Remove( slot_name );
3041 }
3042 }
3043 }
3044
3045 override bool IsIgnoredByConstruction()
3046 {
3047 return true;
3048 }
3049
3050 //================================================================
3051 // SOUNDS
3052 //================================================================
3053 protected void SoundBuildStart( string part_name )
3054 {
3055 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3056 }
3057
3058 protected void SoundDismantleStart( string part_name )
3059 {
3060 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3061 }
3062
3063 protected void SoundDestroyStart( string part_name )
3064 {
3065 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3066 }
3067
3068 protected string GetBuildSoundByMaterial( string part_name )
3069 {
3070 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3071
3072 switch ( material_type )
3073 {
3074 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3075 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3076 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3077 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3078 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3079 }
3080
3081 return "";
3082 }
3083
3084 protected string GetDismantleSoundByMaterial( string part_name )
3085 {
3086 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3087
3088 switch ( material_type )
3089 {
3090 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3091 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3092 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3093 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3094 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3095 }
3096
3097 return "";
3098 }
3099
3100 //misc
3101 void CheckForHybridAttachments( EntityAI item, string slot_name )
3102 {
3103 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3104 {
3105 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3106 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3107 {
3108 SetHealth(slot_name,"Health",item.GetHealth());
3109 }
3110 }
3111 }
3112
3113 override int GetDamageSystemVersionChange()
3114 {
3115 return 111;
3116 }
3117
3118 override void SetActions()
3119 {
3120 super.SetActions();
3121
3125 }
3126
3127 protected void DestroyConstructedParts()
3128 {
3129 Construction construction = GetConstruction();
3130 if (!construction)
3131 return;
3132
3133 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3134 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3135 {
3136 ConstructionPart part = constructionParts.GetElement(i);
3137 if (part && part.IsBuilt() && !part.IsUtilityPart())
3138 {
3139 construction.DestroyPartServer(null, part.GetPartName(), -1);
3140 }
3141 }
3142 }
3143
3144 protected void HandleFallingForConstructedParts()
3145 {
3146 Construction construction = GetConstruction();
3147 if (!construction)
3148 return;
3149
3150 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3151 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3152 {
3153 ConstructionPart part = constructionParts.GetElement(i);
3154 if (part && part.IsBuilt() && !part.IsUtilityPart())
3155 {
3156 construction.HandleEntityFalling(part.GetPartName());
3157 }
3158 }
3159 }
3160
3162 override void OnItemFallRebuilding()
3163 {
3164 if (!g_Game.IsServer())
3165 return;
3166
3169
3170 if (DestroyOnFall())
3171 {
3173 {
3175 }
3176 else
3177 {
3179 {
3181 }
3182 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3183 }
3184 }
3185 }
3186
3188 {
3189 if (HasAnyAttachmentsOrCargo())
3190 {
3192 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3193 }
3194 }
3195
3196 //================================================================
3197 // DEBUG
3198 //================================================================
3199
3202 {
3203 return null;
3204 }
3205
3206 override void OnDebugSpawn()
3207 {
3208 FullyBuild();
3209 }
3210
3211 void FullyBuild()
3212 {
3214 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3215
3216 Man p;
3217
3218 #ifdef SERVER
3219 array<Man> players = new array<Man>;
3220 g_Game.GetWorld().GetPlayerList(players);
3221 if (players.Count())
3222 p = players[0];
3223 #else
3224 p = g_Game.GetPlayer();
3225 #endif
3226
3227 foreach (ConstructionPart part : parts)
3228 {
3229 bool excluded = false;
3230 string partName = part.GetPartName();
3231 if (excludes)
3232 {
3233 foreach (string exclude : excludes)
3234 {
3235 if (partName.Contains(exclude))
3236 {
3237 excluded = true;
3238 break;
3239 }
3240 }
3241 }
3242
3243 if (!excluded)
3244 {
3245 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3246 }
3247 }
3248
3249 GetConstruction().UpdateVisuals();
3250 }
3251
3253 //Deprecated code playpen//
3255 [Obsolete("handled in the Construction component directly")]
3256 protected void HandleItemFalling(ConstructionPart part)
3257 {
3258 }
3259
3260 [Obsolete("handled in the Construction component directly")]
3261 protected void ItemFall(vector min, vector max)
3262 {
3263 }
3264
3265 [Obsolete("obsolete debug method")]
3266 protected void DebugCustomState()
3267 {
3268 }
3269}
3270
3271void bsbDebugPrint (string s)
3272{
3273#ifdef BSB_DEBUG
3274 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3275#else
3276 //Print("" + s); // comment/uncomment to hide/see debug logs
3277#endif
3278}
3279void bsbDebugSpam (string s)
3280{
3281#ifdef BSB_DEBUG_SPAM
3282 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3283#else
3284 //Print("" + s); // comment/uncomment to hide/see debug logs
3285#endif
3286}
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