DayZ 1.30
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◆ SetActionFromSyncData()

void bsbDebugPrint::SetActionFromSyncData ( )
protected

См. определение в файле BaseBuildingBase.c строка 1536

1538{
1539 const string ANIMATION_DEPLOYED = "Deployed";
1540
1541 float m_ConstructionKitHealth; //stored health value for used construction kit
1542
1543 bool m_HasBase;
1544 //variables for synchronization of base building parts (2x31 is the current limit)
1545 int m_SyncParts01; //synchronization for already built parts (31 parts)
1546 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1547 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1548 int m_InteractedPartId; //construction part id that an action was performed on
1549 int m_PerformedActionId; //action id that was performed on a construction part
1550 protected ref ConstructionBasic m_Construction;
1551
1552 //Sounds
1553 //build
1554 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1555 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1556 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1557 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1558 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1559 //dismantle
1560 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1561 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1562 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1563 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1564 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1565
1566 protected EffectSound m_Sound;
1567
1571
1572 // Constructor
1573 void BaseBuildingBase()
1574 {
1576
1577 //synchronized variables
1578 RegisterNetSyncVariableInt( "m_SyncParts01" );
1579 RegisterNetSyncVariableInt( "m_SyncParts02" );
1580 RegisterNetSyncVariableInt( "m_SyncParts03" );
1581 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1582 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1583 RegisterNetSyncVariableBool( "m_HasBase" );
1584
1585 //Construction init
1586 ConstructionInit();
1587
1588 if (ConfigIsExisting("hybridAttachments"))
1589 {
1591 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1592 }
1593 if (ConfigIsExisting("mountables"))
1594 {
1596 ConfigGetTextArray("mountables", m_Mountables);
1597 }
1598
1599 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1600 SetAllowDamage(true);
1601 }
1602
1603 override string GetInvulnerabilityTypeString()
1604 {
1605 return "disableBaseDamage";
1606 }
1607
1608 override bool CanObstruct()
1609 {
1610 return true;
1611 }
1612
1613 override int GetHideIconMask()
1614 {
1615 return EInventoryIconVisibility.HIDE_VICINITY;
1616 }
1617
1618 override void InitItemSounds()
1619 {
1620 super.InitItemSounds();
1621
1623 SoundParameters params = new SoundParameters();
1624 params.m_Loop = true;
1625
1626 if (GetFoldSoundset() != string.Empty)
1627 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1628 if (GetLoopFoldSoundset() != string.Empty)
1629 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1630 }
1631
1632 override string GetFoldSoundset()
1633 {
1634 return "putDown_FenceKit_SoundSet";
1635 }
1636
1637 override string GetLoopFoldSoundset()
1638 {
1639 return "Shelter_Site_Build_Loop_SoundSet";
1640 }
1641
1642 // --- SYNCHRONIZATION
1644 {
1645 if ( g_Game.IsServer() )
1646 {
1647 SetSynchDirty();
1648 }
1649 }
1650
1651 override void OnVariablesSynchronized()
1652 {
1653 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1654 super.OnVariablesSynchronized();
1655
1656 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1657 }
1658
1659 protected void OnSynchronizedClient()
1660 {
1661 //update parts
1663
1664 //update action on part
1666
1667 //update visuals (client)
1668 UpdateVisuals();
1669 }
1670
1671 //parts synchronization
1672 void RegisterPartForSync( int part_id )
1673 {
1674 //part_id must starts from index = 1
1675 int offset;
1676 int mask;
1677
1678 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1679 {
1680 offset = part_id - 1;
1681 mask = 1 << offset;
1682
1683 m_SyncParts01 = m_SyncParts01 | mask;
1684 }
1685 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1686 {
1687 offset = ( part_id % 32 );
1688 mask = 1 << offset;
1689
1690 m_SyncParts02 = m_SyncParts02 | mask;
1691 }
1692 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1693 {
1694 offset = ( part_id % 63 );
1695 mask = 1 << offset;
1696
1697 m_SyncParts03 = m_SyncParts03 | mask;
1698 }
1699 }
1700
1701 void UnregisterPartForSync( int part_id )
1702 {
1703 //part_id must starts from index = 1
1704 int offset;
1705 int mask;
1706
1707 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1708 {
1709 offset = part_id - 1;
1710 mask = 1 << offset;
1711
1712 m_SyncParts01 = m_SyncParts01 & ~mask;
1713 }
1714 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1715 {
1716 offset = ( part_id % 32 );
1717 mask = 1 << offset;
1718
1719 m_SyncParts02 = m_SyncParts02 & ~mask;
1720 }
1721 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1722 {
1723 offset = ( part_id % 63 );
1724 mask = 1 << offset;
1725
1726 m_SyncParts03 = m_SyncParts03 & ~mask;
1727 }
1728 }
1729
1730 bool IsPartBuildInSyncData( int part_id )
1731 {
1732 //part_id must starts from index = 1
1733 int offset;
1734 int mask;
1735
1736 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1737 {
1738 offset = part_id - 1;
1739 mask = 1 << offset;
1740
1741 if ( ( m_SyncParts01 & mask ) > 0 )
1742 {
1743 return true;
1744 }
1745 }
1746 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1747 {
1748 offset = ( part_id % 32 );
1749 mask = 1 << offset;
1750
1751 if ( ( m_SyncParts02 & mask ) > 0 )
1752 {
1753 return true;
1754 }
1755 }
1756 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1757 {
1758 offset = ( part_id % 63 );
1759 mask = 1 << offset;
1760
1761 if ( ( m_SyncParts03 & mask ) > 0 )
1762 {
1763 return true;
1764 }
1765 }
1766
1767 return false;
1768 }
1769
1770 protected void RegisterActionForSync( int part_id, int action_id )
1771 {
1772 m_InteractedPartId = part_id;
1773 m_PerformedActionId = action_id;
1774 }
1775
1776 protected void ResetActionSyncData()
1777 {
1778 //reset data
1779 m_InteractedPartId = -1;
1781 }
1782
1783 protected void SetActionFromSyncData()
1784 {
1785 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1786 {
1788 int build_action_id = m_PerformedActionId;
1789
1790 switch( build_action_id )
1791 {
1792 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1793 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1794 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1795 }
1796 }
1797 }
1798 //------
1799
1801 {
1802 string key = part.GetPartName();
1803 bool is_base = part.IsBase();
1804 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1805 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1806 if ( is_part_built_sync )
1807 {
1808 if ( !part.IsBuilt() )
1809 {
1810 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1811 GetConstruction().AddToConstructedParts( key );
1812 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1813
1814 if (is_base)
1815 {
1817 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1818 }
1819 }
1820 }
1821 else
1822 {
1823 if ( part.IsBuilt() )
1824 {
1825 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1826 GetConstruction().RemoveFromConstructedParts( key );
1827 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1828
1829 if (is_base)
1830 {
1832 AddProxyPhysics( ANIMATION_DEPLOYED );
1833 }
1834 }
1835 }
1836
1837 //check slot lock for material attachments
1838 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1839 }
1840
1841 //set construction parts based on synchronized data
1843 {
1844 Construction construction = GetConstruction();
1845 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1846
1847 for ( int i = 0; i < construction_parts.Count(); ++i )
1848 {
1849 string key = construction_parts.GetKey( i );
1850 ConstructionPart value = construction_parts.Get( key );
1851 SetPartFromSyncData(value);
1852 }
1853
1854 //regenerate navmesh
1855 UpdateNavmesh();
1856 }
1857
1858 protected ConstructionPart GetConstructionPartById( int id )
1859 {
1860 Construction construction = GetConstruction();
1861 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1862
1863 for ( int i = 0; i < construction_parts.Count(); ++i )
1864 {
1865 string key = construction_parts.GetKey( i );
1866 ConstructionPart value = construction_parts.Get( key );
1867
1868 if ( value.GetId() == id )
1869 {
1870 return value;
1871 }
1872 }
1873
1874 return NULL;
1875 }
1876 //
1877
1878 //Base
1879 bool HasBase()
1880 {
1881 return m_HasBase;
1882 }
1883
1884 void SetBaseState( bool has_base )
1885 {
1886 m_HasBase = has_base;
1887 }
1888
1889 override bool IsDeployable()
1890 {
1891 return true;
1892 }
1893
1894 bool IsOpened()
1895 {
1896 return false;
1897 }
1898
1899 //--- CONSTRUCTION KIT
1901 {
1902 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1903 if ( m_ConstructionKitHealth > 0 )
1904 {
1905 construction_kit.SetHealth( m_ConstructionKitHealth );
1906 }
1907
1908 return construction_kit;
1909 }
1910
1911 void CreateConstructionKitInHands(notnull PlayerBase player)
1912 {
1913 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1914 if ( m_ConstructionKitHealth > 0 )
1915 {
1916 construction_kit.SetHealth( m_ConstructionKitHealth );
1917 }
1918 }
1919
1920 protected vector GetKitSpawnPosition()
1921 {
1922 return GetPosition();
1923 }
1924
1925 protected string GetConstructionKitType()
1926 {
1927 return "";
1928 }
1929
1930 void DestroyConstructionKit( ItemBase construction_kit )
1931 {
1932 m_ConstructionKitHealth = construction_kit.GetHealth();
1933 g_Game.ObjectDelete( construction_kit );
1934 }
1935
1936 //--- CONSTRUCTION
1937 void DestroyConstruction()
1938 {
1939 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1940 g_Game.ObjectDelete( this );
1941 }
1942
1943 // --- EVENTS
1944 override void EEDelete(EntityAI parent)
1945 {
1946 super.EEDelete(parent);
1947
1948 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1949 {
1950 areaDamage.Destroy();
1951 }
1952
1953 }
1954
1955 override void OnStoreSave( ParamsWriteContext ctx )
1956 {
1957 super.OnStoreSave( ctx );
1958
1959 //sync parts 01
1960 ctx.Write( m_SyncParts01 );
1961 ctx.Write( m_SyncParts02 );
1962 ctx.Write( m_SyncParts03 );
1963
1964 ctx.Write( m_HasBase );
1965 }
1966
1967 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1968 {
1969 if ( !super.OnStoreLoad( ctx, version ) )
1970 return false;
1971
1972 //--- Base building data ---
1973 //Restore synced parts data
1974 if ( !ctx.Read( m_SyncParts01 ) )
1975 {
1976 m_SyncParts01 = 0; //set default
1977 return false;
1978 }
1979 if ( !ctx.Read( m_SyncParts02 ) )
1980 {
1981 m_SyncParts02 = 0; //set default
1982 return false;
1983 }
1984 if ( !ctx.Read( m_SyncParts03 ) )
1985 {
1986 m_SyncParts03 = 0; //set default
1987 return false;
1988 }
1989
1990 //has base
1991 if ( !ctx.Read( m_HasBase ) )
1992 {
1993 m_HasBase = false;
1994 return false;
1995 }
1996 //---
1997
1998 return true;
1999 }
2000
2001 override void AfterStoreLoad()
2002 {
2003 super.AfterStoreLoad();
2004
2006 {
2008 }
2009 }
2010
2012 {
2013 //update server data
2015
2016 //set base state
2017 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2018 SetBaseState( part.IsBuilt() ) ;
2019
2020 //synchronize after load
2022 }
2023
2024 override void OnCreatePhysics()
2025 {
2026 super.OnCreatePhysics();
2027
2028 ConstructionInit();
2030 }
2031
2032 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2033 {
2035 return;
2036
2037 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2038 }
2039
2040 override void EEOnAfterLoad()
2041 {
2043 {
2044 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2045 }
2046
2047 super.EEOnAfterLoad();
2048 }
2049
2050 override void EEItemAttached( EntityAI item, string slot_name )
2051 {
2052 super.EEItemAttached( item, slot_name );
2053
2054 CheckForHybridAttachments( item, slot_name );
2055 UpdateVisuals();
2056 UpdateAttachmentPhysics( slot_name, false );
2057 }
2058
2059 override void EEItemDetached( EntityAI item, string slot_name )
2060 {
2061 super.EEItemDetached( item, slot_name );
2062
2063 UpdateVisuals();
2064 UpdateAttachmentPhysics( slot_name, false );
2065 }
2066
2067 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2068 {
2069 string slot_name = InventorySlots.GetSlotName( slotId );
2070 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2071
2072 UpdateAttachmentVisuals( slot_name, locked );
2073 UpdateAttachmentPhysics( slot_name, locked );
2074 }
2075
2076 //ignore out of reach condition
2077 override bool IgnoreOutOfReachCondition()
2078 {
2079 return true;
2080 }
2081
2082 //CONSTRUCTION EVENTS
2083 //Build
2084 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2085 {
2086 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2087
2088 //check base state
2089 if (construtionPart.IsBase())
2090 {
2091 SetBaseState(true);
2092
2093 //spawn kit
2095 }
2096
2097 //register constructed parts for synchronization
2098 RegisterPartForSync(construtionPart.GetId());
2099
2100 //register action that was performed on part
2101 RegisterActionForSync(construtionPart.GetId(), action_id);
2102
2103 //synchronize
2105
2106 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2107
2108 UpdateNavmesh();
2109
2110 //update visuals
2111 UpdateVisuals();
2112
2113 //reset action sync data
2114 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2115 }
2116
2117 void OnPartBuiltClient(string part_name, int action_id)
2118 {
2119 //play sound
2120 SoundBuildStart( part_name );
2121 }
2122
2123 //Dismantle
2124 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2125 {
2126 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2127 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2128
2129 //register constructed parts for synchronization
2130 UnregisterPartForSync(construtionPart.GetId());
2131
2132 //register action that was performed on part
2133 RegisterActionForSync(construtionPart.GetId(), action_id);
2134
2135 //synchronize
2137
2138 // server part of sync, client will be synced from SetPartsFromSyncData
2139 SetPartFromSyncData(construtionPart);
2140
2141 UpdateNavmesh();
2142
2143 //update visuals
2144 UpdateVisuals();
2145
2146 //reset action sync data
2147 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2148
2149 //check base state
2150 if (construtionPart.IsBase())
2151 {
2152 //Destroy construction
2153 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2154 }
2155 }
2156
2157 void OnPartDismantledClient( string part_name, int action_id )
2158 {
2159 //play sound
2160 SoundDismantleStart( part_name );
2161 }
2162
2163 //Destroy
2164 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2165 {
2166 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2167 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2168
2169 //register constructed parts for synchronization
2170 UnregisterPartForSync(construtionPart.GetId());
2171
2172 //register action that was performed on part
2173 RegisterActionForSync(construtionPart.GetId(), action_id);
2174
2175 //synchronize
2177
2178 // server part of sync, client will be synced from SetPartsFromSyncData
2179 SetPartFromSyncData(construtionPart);
2180
2181 UpdateNavmesh();
2182
2183 //update visuals
2184 UpdateVisuals();
2185
2186 //reset action sync data
2187 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2188
2189 //check base state
2190 if (construtionPart.IsBase())
2191 {
2192 //Destroy construction
2193 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2194 }
2195 }
2196
2197 void OnPartDestroyedClient( string part_name, int action_id )
2198 {
2199 //play sound
2200 SoundDestroyStart( part_name );
2201 }
2202
2203 // --- UPDATE
2204 void InitBaseState()
2205 {
2206 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2207
2208 InitVisuals();
2209 UpdateNavmesh(); //regenerate navmesh
2210 }
2211
2212 void InitVisuals()
2213 {
2214 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2215 //check base
2216 if ( !HasBase() )
2217 {
2218 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2219 }
2220 else
2221 {
2222 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2223 }
2224
2225 GetConstruction().InitVisuals();
2226 }
2227
2228 void UpdateVisuals()
2229 {
2230 array<string> attachmentSlots = new array<string>;
2231
2232 GetAttachmentSlots(this, attachmentSlots);
2233 foreach (string slotName : attachmentSlots)
2234 {
2236 }
2237
2238 //check base
2239 if (!HasBase())
2240 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2241 else
2242 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2243
2244 GetConstruction().UpdateVisuals();
2245 }
2246
2247 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2248 {
2249 string slotNameMounted = slot_name + "_Mounted";
2250 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2251
2252 if (attachment)
2253 {
2254 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2255 if (barbedWire && barbedWire.IsMounted())
2256 CreateAreaDamage(slotNameMounted);
2257 else
2258 DestroyAreaDamage(slotNameMounted);
2259
2260 if (is_locked)
2261 {
2262 SetAnimationPhase(slotNameMounted, 0);
2263 SetAnimationPhase(slot_name, 1);
2264 }
2265 else
2266 {
2267 SetAnimationPhase(slotNameMounted, 1);
2268 SetAnimationPhase(slot_name, 0);
2269 }
2270 }
2271 else
2272 {
2273 SetAnimationPhase(slotNameMounted, 1);
2274 SetAnimationPhase(slot_name, 1);
2275
2276 DestroyAreaDamage(slotNameMounted);
2277 }
2278 }
2279
2280 // avoid calling this function on frequent occasions, it's a massive performance hit
2281 void UpdatePhysics()
2282 {
2284 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2285
2286 array<string> attachmentSlots = new array<string>;
2287 GetAttachmentSlots(this, attachmentSlots);
2288
2290 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2291
2292 foreach (string slotName : attachmentSlots)
2293 {
2295 }
2296
2297 //check base
2298 if (!HasBase())
2299 {
2301 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2302
2303 AddProxyPhysics(ANIMATION_DEPLOYED);
2304 }
2305 else
2306 {
2308 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2309
2310 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2311 }
2312
2313 GetConstruction().UpdatePhysics();
2314 UpdateNavmesh();
2315 }
2316
2317 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2318 {
2319 //checks for invalid appends; hotfix
2320 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2321 return;
2322 //----------------------------------
2323 string slot_name_mounted = slot_name + "_Mounted";
2324 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2325
2326 //remove proxy physics
2327 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2328 RemoveProxyPhysics( slot_name_mounted );
2329 RemoveProxyPhysics( slot_name );
2330
2331 if ( attachment )
2332 {
2333 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2334 if ( is_locked )
2335 {
2336 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2337 AddProxyPhysics( slot_name_mounted );
2338 }
2339 else
2340 {
2341 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2342 AddProxyPhysics( slot_name );
2343 }
2344 }
2345 }
2346
2347 protected void UpdateNavmesh()
2348 {
2349 SetAffectPathgraph( true, false );
2350 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2351 }
2352
2353 override bool CanUseConstruction()
2354 {
2355 return true;
2356 }
2357
2358 override bool CanUseConstructionBuild()
2359 {
2360 return true;
2361 }
2362
2363 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2364 {
2365 if ( attachment )
2366 {
2367 InventoryLocation inventory_location = new InventoryLocation;
2368 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2369
2370 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2371 }
2372
2373 return false;
2374 }
2375
2376 protected bool IsAttachmentSlotLocked( string slot_name )
2377 {
2378 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2379 }
2380
2381 //--- ATTACHMENT SLOTS
2382 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2383 {
2384 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2385 if ( g_Game.ConfigIsExisting( config_path ) )
2386 {
2387 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2388 }
2389 }
2390
2391 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2392 {
2393 return true;
2394 }
2395
2396 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2397 {
2398 return true;
2399 }
2400
2401 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2402 {
2403 return true;
2404 }
2405
2406 // --- INIT
2408 {
2409 m_Construction = new Construction(this);
2410 return m_Construction;
2411 }
2412
2414 {
2415 return m_Construction;
2416 }
2417
2419 {
2420 return Construction.Cast(m_Construction);
2421 }
2422
2424 {
2425 int attachment_count = GetInventory().AttachmentCount();
2426 if ( attachment_count > 0 )
2427 {
2428 if ( HasBase() && attachment_count == 1 )
2429 {
2430 return false;
2431 }
2432
2433 return true;
2434 }
2435
2436 return false;
2437 }
2438
2439 override bool ShowZonesHealth()
2440 {
2441 return true;
2442 }
2443
2444 override bool IsTakeable()
2445 {
2446 return false;
2447 }
2448
2449 //this into/outo parent.Cargo
2450 override bool CanPutInCargo( EntityAI parent )
2451 {
2452 return false;
2453 }
2454
2455 override bool CanRemoveFromCargo( EntityAI parent )
2456 {
2457 return false;
2458 }
2459
2460 //hands
2461 override bool CanPutIntoHands( EntityAI parent )
2462 {
2463 return false;
2464 }
2465
2466 //--- ACTION CONDITIONS
2467 //direction
2468 override bool IsFacingPlayer( PlayerBase player, string selection )
2469 {
2470 return true;
2471 }
2472
2473 override bool IsPlayerInside( PlayerBase player, string selection )
2474 {
2475 return true;
2476 }
2477
2480 {
2481 return false;
2482 }
2483
2484 //roof check
2485 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2486 {
2487 return false;
2488 }
2489
2490 //selection->player distance check
2491 bool HasProperDistance( string selection, PlayerBase player )
2492 {
2493 return true;
2494 }
2495
2496 //folding
2498 {
2499 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2500 {
2501 return false;
2502 }
2503
2504 return true;
2505 }
2506
2508 {
2511
2512 return item;
2513 }
2514
2515 //Damage triggers (barbed wire)
2516 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2517 {
2518 if ( g_Game && g_Game.IsServer() )
2519 {
2520 //destroy area damage if some already exists
2521 DestroyAreaDamage( slot_name );
2522
2523 //create new area damage
2525 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2526
2527 vector min_max[2];
2528 if ( MemoryPointExists( slot_name + "_min" ) )
2529 {
2530 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2531 }
2532 if ( MemoryPointExists( slot_name + "_max" ) )
2533 {
2534 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2535 }
2536
2537 //get proper trigger extents (min<max)
2538 vector extents[2];
2539 GetConstruction().GetTriggerExtents( min_max, extents );
2540
2541 //get box center
2542 vector center;
2543 center = GetConstruction().GetBoxCenter( min_max );
2544 center = ModelToWorld( center );
2545
2546 //rotate center if needed
2548 CalcDamageAreaRotation( rotation_angle, center, orientation );
2549
2550 areaDamage.SetExtents( extents[0], extents[1] );
2551 areaDamage.SetAreaPosition( center );
2552 areaDamage.SetAreaOrientation( orientation );
2553 areaDamage.SetLoopInterval( 1.0 );
2554 areaDamage.SetDeferDuration( 0.2 );
2555 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2556 areaDamage.SetAmmoName( "BarbedWireHit" );
2557 areaDamage.Spawn();
2558
2559 m_DamageTriggers.Insert( slot_name, areaDamage );
2560 }
2561 }
2562
2563 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2564 {
2565 if ( angle_deg != 0 )
2566 {
2567 //orientation
2568 orientation[0] = orientation[0] - angle_deg;
2569
2570 //center
2571 vector rotate_axis;
2572 if ( MemoryPointExists( "rotate_axis" ) )
2573 {
2574 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2575 }
2576 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];
2577 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];
2578 center[0] = r_center_x;
2579 center[2] = r_center_z;
2580 }
2581 }
2582
2583 void DestroyAreaDamage( string slot_name )
2584 {
2585 if (g_Game && g_Game.IsServer())
2586 {
2588 if (m_DamageTriggers.Find(slot_name, areaDamage))
2589 {
2590 if (areaDamage)
2591 {
2592 areaDamage.Destroy();
2593 }
2594
2595 m_DamageTriggers.Remove( slot_name );
2596 }
2597 }
2598 }
2599
2600 override bool IsIgnoredByConstruction()
2601 {
2602 return true;
2603 }
2604
2605 //================================================================
2606 // SOUNDS
2607 //================================================================
2608 protected void SoundBuildStart( string part_name )
2609 {
2610 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2611 }
2612
2613 protected void SoundDismantleStart( string part_name )
2614 {
2615 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2616 }
2617
2618 protected void SoundDestroyStart( string part_name )
2619 {
2620 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2621 }
2622
2623 protected string GetBuildSoundByMaterial( string part_name )
2624 {
2625 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2626
2627 switch ( material_type )
2628 {
2629 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2630 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2631 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2632 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2633 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2634 }
2635
2636 return "";
2637 }
2638
2639 protected string GetDismantleSoundByMaterial( string part_name )
2640 {
2641 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2642
2643 switch ( material_type )
2644 {
2645 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2646 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2647 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2648 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2649 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2650 }
2651
2652 return "";
2653 }
2654
2655 //misc
2656 void CheckForHybridAttachments( EntityAI item, string slot_name )
2657 {
2658 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2659 {
2660 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2661 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2662 {
2663 SetHealth(slot_name,"Health",item.GetHealth());
2664 }
2665 }
2666 }
2667
2668 override int GetDamageSystemVersionChange()
2669 {
2670 return 111;
2671 }
2672
2673 override void SetActions()
2674 {
2675 super.SetActions();
2676
2680 }
2681
2682 protected void DestroyConstructedParts()
2683 {
2684 Construction construction = GetConstruction();
2685 if (!construction)
2686 return;
2687
2688 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2689 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2690 {
2691 ConstructionPart part = constructionParts.GetElement(i);
2692 if (part && part.IsBuilt() && !part.IsUtilityPart())
2693 {
2694 construction.DestroyPartServer(null, part.GetPartName(), -1);
2695 }
2696 }
2697 }
2698
2699 protected void HandleFallingForConstructedParts()
2700 {
2701 Construction construction = GetConstruction();
2702 if (!construction)
2703 return;
2704
2705 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2706 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2707 {
2708 ConstructionPart part = constructionParts.GetElement(i);
2709 if (part && part.IsBuilt() && !part.IsUtilityPart())
2710 {
2711 construction.HandleEntityFalling(part.GetPartName());
2712 }
2713 }
2714 }
2715
2717 override void OnItemFallRebuilding()
2718 {
2719 if (!g_Game.IsServer())
2720 return;
2721
2724
2725 if (DestroyOnFall())
2726 {
2728 {
2730 }
2731 else
2732 {
2734 {
2736 }
2737 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2738 }
2739 }
2740 }
2741
2743 {
2744 if (HasAnyAttachmentsOrCargo())
2745 {
2747 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2748 }
2749 }
2750
2751 //================================================================
2752 // DEBUG
2753 //================================================================
2754
2757 {
2758 return null;
2759 }
2760
2761 override void OnDebugSpawn()
2762 {
2763 FullyBuild();
2764 }
2765
2766 void FullyBuild()
2767 {
2769 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2770
2771 Man p;
2772
2773 #ifdef SERVER
2774 array<Man> players = new array<Man>;
2775 g_Game.GetWorld().GetPlayerList(players);
2776 if (players.Count())
2777 p = players[0];
2778 #else
2779 p = g_Game.GetPlayer();
2780 #endif
2781
2782 foreach (ConstructionPart part : parts)
2783 {
2784 bool excluded = false;
2785 string partName = part.GetPartName();
2786 if (excludes)
2787 {
2788 foreach (string exclude : excludes)
2789 {
2790 if (partName.Contains(exclude))
2791 {
2792 excluded = true;
2793 break;
2794 }
2795 }
2796 }
2797
2798 if (!excluded)
2799 {
2800 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2801 }
2802 }
2803
2804 GetConstruction().UpdateVisuals();
2805 }
2806
2808 //Deprecated code playpen//
2810 [Obsolete("handled in the Construction component directly")]
2811 protected void HandleItemFalling(ConstructionPart part)
2812 {
2813 }
2814
2815 [Obsolete("handled in the Construction component directly")]
2816 protected void ItemFall(vector min, vector max)
2817 {
2818 }
2819
2820 [Obsolete("obsolete debug method")]
2821 protected void DebugCustomState()
2822 {
2823 }
2824}
2825
2826void bsbDebugPrint (string s)
2827{
2828#ifdef BSB_DEBUG
2829 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2830#else
2831 //Print("" + s); // comment/uncomment to hide/see debug logs
2832#endif
2833}
2834void bsbDebugSpam (string s)
2835{
2836#ifdef BSB_DEBUG_SPAM
2837 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2838#else
2839 //Print("" + s); // comment/uncomment to hide/see debug logs
2840#endif
2841}
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::OnSynchronizedClient().