DayZ 1.30
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ CheckMemoryPointVerticalDistance()

bool bsbDebugPrint::CheckMemoryPointVerticalDistance ( float max_dist,
string selection,
PlayerBase player )
protected

См. определение в файле BaseBuildingBase.c строка 2149

2151{
2152 const string ANIMATION_DEPLOYED = "Deployed";
2153
2154 float m_ConstructionKitHealth; //stored health value for used construction kit
2155
2156 bool m_HasBase;
2157 //variables for synchronization of base building parts (2x31 is the current limit)
2158 int m_SyncParts01; //synchronization for already built parts (31 parts)
2159 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2160 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2161 int m_InteractedPartId; //construction part id that an action was performed on
2162 int m_PerformedActionId; //action id that was performed on a construction part
2163 protected ref ConstructionBasic m_Construction;
2164
2165 //Sounds
2166 //build
2167 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2168 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2169 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2170 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2171 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2172 //dismantle
2173 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2174 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2175 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2176 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2177 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2178
2179 protected EffectSound m_Sound;
2180
2184
2185 // Constructor
2186 void BaseBuildingBase()
2187 {
2189
2190 //synchronized variables
2191 RegisterNetSyncVariableInt( "m_SyncParts01" );
2192 RegisterNetSyncVariableInt( "m_SyncParts02" );
2193 RegisterNetSyncVariableInt( "m_SyncParts03" );
2194 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2195 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2196 RegisterNetSyncVariableBool( "m_HasBase" );
2197
2198 //Construction init
2199 ConstructionInit();
2200
2201 if (ConfigIsExisting("hybridAttachments"))
2202 {
2204 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2205 }
2206 if (ConfigIsExisting("mountables"))
2207 {
2209 ConfigGetTextArray("mountables", m_Mountables);
2210 }
2211
2212 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2213 SetAllowDamage(true);
2214 }
2215
2216 override string GetInvulnerabilityTypeString()
2217 {
2218 return "disableBaseDamage";
2219 }
2220
2221 override bool CanObstruct()
2222 {
2223 return true;
2224 }
2225
2226 override int GetHideIconMask()
2227 {
2228 return EInventoryIconVisibility.HIDE_VICINITY;
2229 }
2230
2231 override void InitItemSounds()
2232 {
2233 super.InitItemSounds();
2234
2236 SoundParameters params = new SoundParameters();
2237 params.m_Loop = true;
2238
2239 if (GetFoldSoundset() != string.Empty)
2240 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2241 if (GetLoopFoldSoundset() != string.Empty)
2242 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2243 }
2244
2245 override string GetFoldSoundset()
2246 {
2247 return "putDown_FenceKit_SoundSet";
2248 }
2249
2250 override string GetLoopFoldSoundset()
2251 {
2252 return "Shelter_Site_Build_Loop_SoundSet";
2253 }
2254
2255 // --- SYNCHRONIZATION
2257 {
2258 if ( g_Game.IsServer() )
2259 {
2260 SetSynchDirty();
2261 }
2262 }
2263
2264 override void OnVariablesSynchronized()
2265 {
2266 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2267 super.OnVariablesSynchronized();
2268
2269 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2270 }
2271
2272 protected void OnSynchronizedClient()
2273 {
2274 //update parts
2276
2277 //update action on part
2279
2280 //update visuals (client)
2281 UpdateVisuals();
2282 }
2283
2284 //parts synchronization
2285 void RegisterPartForSync( int part_id )
2286 {
2287 //part_id must starts from index = 1
2288 int offset;
2289 int mask;
2290
2291 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2292 {
2293 offset = part_id - 1;
2294 mask = 1 << offset;
2295
2296 m_SyncParts01 = m_SyncParts01 | mask;
2297 }
2298 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2299 {
2300 offset = ( part_id % 32 );
2301 mask = 1 << offset;
2302
2303 m_SyncParts02 = m_SyncParts02 | mask;
2304 }
2305 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2306 {
2307 offset = ( part_id % 63 );
2308 mask = 1 << offset;
2309
2310 m_SyncParts03 = m_SyncParts03 | mask;
2311 }
2312 }
2313
2314 void UnregisterPartForSync( int part_id )
2315 {
2316 //part_id must starts from index = 1
2317 int offset;
2318 int mask;
2319
2320 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2321 {
2322 offset = part_id - 1;
2323 mask = 1 << offset;
2324
2325 m_SyncParts01 = m_SyncParts01 & ~mask;
2326 }
2327 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2328 {
2329 offset = ( part_id % 32 );
2330 mask = 1 << offset;
2331
2332 m_SyncParts02 = m_SyncParts02 & ~mask;
2333 }
2334 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2335 {
2336 offset = ( part_id % 63 );
2337 mask = 1 << offset;
2338
2339 m_SyncParts03 = m_SyncParts03 & ~mask;
2340 }
2341 }
2342
2343 bool IsPartBuildInSyncData( int part_id )
2344 {
2345 //part_id must starts from index = 1
2346 int offset;
2347 int mask;
2348
2349 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2350 {
2351 offset = part_id - 1;
2352 mask = 1 << offset;
2353
2354 if ( ( m_SyncParts01 & mask ) > 0 )
2355 {
2356 return true;
2357 }
2358 }
2359 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2360 {
2361 offset = ( part_id % 32 );
2362 mask = 1 << offset;
2363
2364 if ( ( m_SyncParts02 & mask ) > 0 )
2365 {
2366 return true;
2367 }
2368 }
2369 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2370 {
2371 offset = ( part_id % 63 );
2372 mask = 1 << offset;
2373
2374 if ( ( m_SyncParts03 & mask ) > 0 )
2375 {
2376 return true;
2377 }
2378 }
2379
2380 return false;
2381 }
2382
2383 protected void RegisterActionForSync( int part_id, int action_id )
2384 {
2385 m_InteractedPartId = part_id;
2386 m_PerformedActionId = action_id;
2387 }
2388
2389 protected void ResetActionSyncData()
2390 {
2391 //reset data
2392 m_InteractedPartId = -1;
2394 }
2395
2396 protected void SetActionFromSyncData()
2397 {
2398 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2399 {
2401 int build_action_id = m_PerformedActionId;
2402
2403 switch( build_action_id )
2404 {
2405 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2406 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2407 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2408 }
2409 }
2410 }
2411 //------
2412
2414 {
2415 string key = part.GetPartName();
2416 bool is_base = part.IsBase();
2417 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2418 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2419 if ( is_part_built_sync )
2420 {
2421 if ( !part.IsBuilt() )
2422 {
2423 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2424 GetConstruction().AddToConstructedParts( key );
2425 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2426
2427 if (is_base)
2428 {
2430 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2431 }
2432 }
2433 }
2434 else
2435 {
2436 if ( part.IsBuilt() )
2437 {
2438 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2439 GetConstruction().RemoveFromConstructedParts( key );
2440 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2441
2442 if (is_base)
2443 {
2445 AddProxyPhysics( ANIMATION_DEPLOYED );
2446 }
2447 }
2448 }
2449
2450 //check slot lock for material attachments
2451 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2452 }
2453
2454 //set construction parts based on synchronized data
2456 {
2457 Construction construction = GetConstruction();
2458 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2459
2460 for ( int i = 0; i < construction_parts.Count(); ++i )
2461 {
2462 string key = construction_parts.GetKey( i );
2463 ConstructionPart value = construction_parts.Get( key );
2464 SetPartFromSyncData(value);
2465 }
2466
2467 //regenerate navmesh
2468 UpdateNavmesh();
2469 }
2470
2471 protected ConstructionPart GetConstructionPartById( int id )
2472 {
2473 Construction construction = GetConstruction();
2474 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2475
2476 for ( int i = 0; i < construction_parts.Count(); ++i )
2477 {
2478 string key = construction_parts.GetKey( i );
2479 ConstructionPart value = construction_parts.Get( key );
2480
2481 if ( value.GetId() == id )
2482 {
2483 return value;
2484 }
2485 }
2486
2487 return NULL;
2488 }
2489 //
2490
2491 //Base
2492 bool HasBase()
2493 {
2494 return m_HasBase;
2495 }
2496
2497 void SetBaseState( bool has_base )
2498 {
2499 m_HasBase = has_base;
2500 }
2501
2502 override bool IsDeployable()
2503 {
2504 return true;
2505 }
2506
2507 bool IsOpened()
2508 {
2509 return false;
2510 }
2511
2512 //--- CONSTRUCTION KIT
2514 {
2515 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2516 if ( m_ConstructionKitHealth > 0 )
2517 {
2518 construction_kit.SetHealth( m_ConstructionKitHealth );
2519 }
2520
2521 return construction_kit;
2522 }
2523
2524 void CreateConstructionKitInHands(notnull PlayerBase player)
2525 {
2526 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2527 if ( m_ConstructionKitHealth > 0 )
2528 {
2529 construction_kit.SetHealth( m_ConstructionKitHealth );
2530 }
2531 }
2532
2533 protected vector GetKitSpawnPosition()
2534 {
2535 return GetPosition();
2536 }
2537
2538 protected string GetConstructionKitType()
2539 {
2540 return "";
2541 }
2542
2543 void DestroyConstructionKit( ItemBase construction_kit )
2544 {
2545 m_ConstructionKitHealth = construction_kit.GetHealth();
2546 g_Game.ObjectDelete( construction_kit );
2547 }
2548
2549 //--- CONSTRUCTION
2550 void DestroyConstruction()
2551 {
2552 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2553 g_Game.ObjectDelete( this );
2554 }
2555
2556 // --- EVENTS
2557 override void EEDelete(EntityAI parent)
2558 {
2559 super.EEDelete(parent);
2560
2561 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2562 {
2563 areaDamage.Destroy();
2564 }
2565
2566 }
2567
2568 override void OnStoreSave( ParamsWriteContext ctx )
2569 {
2570 super.OnStoreSave( ctx );
2571
2572 //sync parts 01
2573 ctx.Write( m_SyncParts01 );
2574 ctx.Write( m_SyncParts02 );
2575 ctx.Write( m_SyncParts03 );
2576
2577 ctx.Write( m_HasBase );
2578 }
2579
2580 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2581 {
2582 if ( !super.OnStoreLoad( ctx, version ) )
2583 return false;
2584
2585 //--- Base building data ---
2586 //Restore synced parts data
2587 if ( !ctx.Read( m_SyncParts01 ) )
2588 {
2589 m_SyncParts01 = 0; //set default
2590 return false;
2591 }
2592 if ( !ctx.Read( m_SyncParts02 ) )
2593 {
2594 m_SyncParts02 = 0; //set default
2595 return false;
2596 }
2597 if ( !ctx.Read( m_SyncParts03 ) )
2598 {
2599 m_SyncParts03 = 0; //set default
2600 return false;
2601 }
2602
2603 //has base
2604 if ( !ctx.Read( m_HasBase ) )
2605 {
2606 m_HasBase = false;
2607 return false;
2608 }
2609 //---
2610
2611 return true;
2612 }
2613
2614 override void AfterStoreLoad()
2615 {
2616 super.AfterStoreLoad();
2617
2619 {
2621 }
2622 }
2623
2625 {
2626 //update server data
2628
2629 //set base state
2630 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2631 SetBaseState( part.IsBuilt() ) ;
2632
2633 //synchronize after load
2635 }
2636
2637 override void OnCreatePhysics()
2638 {
2639 super.OnCreatePhysics();
2640
2641 ConstructionInit();
2643 }
2644
2645 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2646 {
2648 return;
2649
2650 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2651 }
2652
2653 override void EEOnAfterLoad()
2654 {
2656 {
2657 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2658 }
2659
2660 super.EEOnAfterLoad();
2661 }
2662
2663 override void EEItemAttached( EntityAI item, string slot_name )
2664 {
2665 super.EEItemAttached( item, slot_name );
2666
2667 CheckForHybridAttachments( item, slot_name );
2668 UpdateVisuals();
2669 UpdateAttachmentPhysics( slot_name, false );
2670 }
2671
2672 override void EEItemDetached( EntityAI item, string slot_name )
2673 {
2674 super.EEItemDetached( item, slot_name );
2675
2676 UpdateVisuals();
2677 UpdateAttachmentPhysics( slot_name, false );
2678 }
2679
2680 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2681 {
2682 string slot_name = InventorySlots.GetSlotName( slotId );
2683 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2684
2685 UpdateAttachmentVisuals( slot_name, locked );
2686 UpdateAttachmentPhysics( slot_name, locked );
2687 }
2688
2689 //ignore out of reach condition
2690 override bool IgnoreOutOfReachCondition()
2691 {
2692 return true;
2693 }
2694
2695 //CONSTRUCTION EVENTS
2696 //Build
2697 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2698 {
2699 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2700
2701 //check base state
2702 if (construtionPart.IsBase())
2703 {
2704 SetBaseState(true);
2705
2706 //spawn kit
2708 }
2709
2710 //register constructed parts for synchronization
2711 RegisterPartForSync(construtionPart.GetId());
2712
2713 //register action that was performed on part
2714 RegisterActionForSync(construtionPart.GetId(), action_id);
2715
2716 //synchronize
2718
2719 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2720
2721 UpdateNavmesh();
2722
2723 //update visuals
2724 UpdateVisuals();
2725
2726 //reset action sync data
2727 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2728 }
2729
2730 void OnPartBuiltClient(string part_name, int action_id)
2731 {
2732 //play sound
2733 SoundBuildStart( part_name );
2734 }
2735
2736 //Dismantle
2737 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2738 {
2739 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2740 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2741
2742 //register constructed parts for synchronization
2743 UnregisterPartForSync(construtionPart.GetId());
2744
2745 //register action that was performed on part
2746 RegisterActionForSync(construtionPart.GetId(), action_id);
2747
2748 //synchronize
2750
2751 // server part of sync, client will be synced from SetPartsFromSyncData
2752 SetPartFromSyncData(construtionPart);
2753
2754 UpdateNavmesh();
2755
2756 //update visuals
2757 UpdateVisuals();
2758
2759 //reset action sync data
2760 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2761
2762 //check base state
2763 if (construtionPart.IsBase())
2764 {
2765 //Destroy construction
2766 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2767 }
2768 }
2769
2770 void OnPartDismantledClient( string part_name, int action_id )
2771 {
2772 //play sound
2773 SoundDismantleStart( part_name );
2774 }
2775
2776 //Destroy
2777 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2778 {
2779 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2780 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2781
2782 //register constructed parts for synchronization
2783 UnregisterPartForSync(construtionPart.GetId());
2784
2785 //register action that was performed on part
2786 RegisterActionForSync(construtionPart.GetId(), action_id);
2787
2788 //synchronize
2790
2791 // server part of sync, client will be synced from SetPartsFromSyncData
2792 SetPartFromSyncData(construtionPart);
2793
2794 UpdateNavmesh();
2795
2796 //update visuals
2797 UpdateVisuals();
2798
2799 //reset action sync data
2800 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2801
2802 //check base state
2803 if (construtionPart.IsBase())
2804 {
2805 //Destroy construction
2806 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2807 }
2808 }
2809
2810 void OnPartDestroyedClient( string part_name, int action_id )
2811 {
2812 //play sound
2813 SoundDestroyStart( part_name );
2814 }
2815
2816 // --- UPDATE
2817 void InitBaseState()
2818 {
2819 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2820
2821 InitVisuals();
2822 UpdateNavmesh(); //regenerate navmesh
2823 }
2824
2825 void InitVisuals()
2826 {
2827 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2828 //check base
2829 if ( !HasBase() )
2830 {
2831 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2832 }
2833 else
2834 {
2835 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2836 }
2837
2838 GetConstruction().InitVisuals();
2839 }
2840
2841 void UpdateVisuals()
2842 {
2843 array<string> attachmentSlots = new array<string>;
2844
2845 GetAttachmentSlots(this, attachmentSlots);
2846 foreach (string slotName : attachmentSlots)
2847 {
2849 }
2850
2851 //check base
2852 if (!HasBase())
2853 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2854 else
2855 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2856
2857 GetConstruction().UpdateVisuals();
2858 }
2859
2860 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2861 {
2862 string slotNameMounted = slot_name + "_Mounted";
2863 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2864
2865 if (attachment)
2866 {
2867 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2868 if (barbedWire && barbedWire.IsMounted())
2869 CreateAreaDamage(slotNameMounted);
2870 else
2871 DestroyAreaDamage(slotNameMounted);
2872
2873 if (is_locked)
2874 {
2875 SetAnimationPhase(slotNameMounted, 0);
2876 SetAnimationPhase(slot_name, 1);
2877 }
2878 else
2879 {
2880 SetAnimationPhase(slotNameMounted, 1);
2881 SetAnimationPhase(slot_name, 0);
2882 }
2883 }
2884 else
2885 {
2886 SetAnimationPhase(slotNameMounted, 1);
2887 SetAnimationPhase(slot_name, 1);
2888
2889 DestroyAreaDamage(slotNameMounted);
2890 }
2891 }
2892
2893 // avoid calling this function on frequent occasions, it's a massive performance hit
2894 void UpdatePhysics()
2895 {
2897 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2898
2899 array<string> attachmentSlots = new array<string>;
2900 GetAttachmentSlots(this, attachmentSlots);
2901
2903 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2904
2905 foreach (string slotName : attachmentSlots)
2906 {
2908 }
2909
2910 //check base
2911 if (!HasBase())
2912 {
2914 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2915
2916 AddProxyPhysics(ANIMATION_DEPLOYED);
2917 }
2918 else
2919 {
2921 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2922
2923 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2924 }
2925
2926 GetConstruction().UpdatePhysics();
2927 UpdateNavmesh();
2928 }
2929
2930 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2931 {
2932 //checks for invalid appends; hotfix
2933 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2934 return;
2935 //----------------------------------
2936 string slot_name_mounted = slot_name + "_Mounted";
2937 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2938
2939 //remove proxy physics
2940 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2941 RemoveProxyPhysics( slot_name_mounted );
2942 RemoveProxyPhysics( slot_name );
2943
2944 if ( attachment )
2945 {
2946 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2947 if ( is_locked )
2948 {
2949 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2950 AddProxyPhysics( slot_name_mounted );
2951 }
2952 else
2953 {
2954 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2955 AddProxyPhysics( slot_name );
2956 }
2957 }
2958 }
2959
2960 protected void UpdateNavmesh()
2961 {
2962 SetAffectPathgraph( true, false );
2963 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2964 }
2965
2966 override bool CanUseConstruction()
2967 {
2968 return true;
2969 }
2970
2971 override bool CanUseConstructionBuild()
2972 {
2973 return true;
2974 }
2975
2976 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2977 {
2978 if ( attachment )
2979 {
2980 InventoryLocation inventory_location = new InventoryLocation;
2981 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2982
2983 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2984 }
2985
2986 return false;
2987 }
2988
2989 protected bool IsAttachmentSlotLocked( string slot_name )
2990 {
2991 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2992 }
2993
2994 //--- ATTACHMENT SLOTS
2995 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2996 {
2997 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2998 if ( g_Game.ConfigIsExisting( config_path ) )
2999 {
3000 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3001 }
3002 }
3003
3004 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3005 {
3006 return true;
3007 }
3008
3009 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3010 {
3011 return true;
3012 }
3013
3014 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3015 {
3016 return true;
3017 }
3018
3019 // --- INIT
3021 {
3022 m_Construction = new Construction(this);
3023 return m_Construction;
3024 }
3025
3027 {
3028 return m_Construction;
3029 }
3030
3032 {
3033 return Construction.Cast(m_Construction);
3034 }
3035
3037 {
3038 int attachment_count = GetInventory().AttachmentCount();
3039 if ( attachment_count > 0 )
3040 {
3041 if ( HasBase() && attachment_count == 1 )
3042 {
3043 return false;
3044 }
3045
3046 return true;
3047 }
3048
3049 return false;
3050 }
3051
3052 override bool ShowZonesHealth()
3053 {
3054 return true;
3055 }
3056
3057 override bool IsTakeable()
3058 {
3059 return false;
3060 }
3061
3062 //this into/outo parent.Cargo
3063 override bool CanPutInCargo( EntityAI parent )
3064 {
3065 return false;
3066 }
3067
3068 override bool CanRemoveFromCargo( EntityAI parent )
3069 {
3070 return false;
3071 }
3072
3073 //hands
3074 override bool CanPutIntoHands( EntityAI parent )
3075 {
3076 return false;
3077 }
3078
3079 //--- ACTION CONDITIONS
3080 //direction
3081 override bool IsFacingPlayer( PlayerBase player, string selection )
3082 {
3083 return true;
3084 }
3085
3086 override bool IsPlayerInside( PlayerBase player, string selection )
3087 {
3088 return true;
3089 }
3090
3093 {
3094 return false;
3095 }
3096
3097 //roof check
3098 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3099 {
3100 return false;
3101 }
3102
3103 //selection->player distance check
3104 bool HasProperDistance( string selection, PlayerBase player )
3105 {
3106 return true;
3107 }
3108
3109 //folding
3111 {
3112 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3113 {
3114 return false;
3115 }
3116
3117 return true;
3118 }
3119
3121 {
3124
3125 return item;
3126 }
3127
3128 //Damage triggers (barbed wire)
3129 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3130 {
3131 if ( g_Game && g_Game.IsServer() )
3132 {
3133 //destroy area damage if some already exists
3134 DestroyAreaDamage( slot_name );
3135
3136 //create new area damage
3138 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3139
3140 vector min_max[2];
3141 if ( MemoryPointExists( slot_name + "_min" ) )
3142 {
3143 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3144 }
3145 if ( MemoryPointExists( slot_name + "_max" ) )
3146 {
3147 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3148 }
3149
3150 //get proper trigger extents (min<max)
3151 vector extents[2];
3152 GetConstruction().GetTriggerExtents( min_max, extents );
3153
3154 //get box center
3155 vector center;
3156 center = GetConstruction().GetBoxCenter( min_max );
3157 center = ModelToWorld( center );
3158
3159 //rotate center if needed
3161 CalcDamageAreaRotation( rotation_angle, center, orientation );
3162
3163 areaDamage.SetExtents( extents[0], extents[1] );
3164 areaDamage.SetAreaPosition( center );
3165 areaDamage.SetAreaOrientation( orientation );
3166 areaDamage.SetLoopInterval( 1.0 );
3167 areaDamage.SetDeferDuration( 0.2 );
3168 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3169 areaDamage.SetAmmoName( "BarbedWireHit" );
3170 areaDamage.Spawn();
3171
3172 m_DamageTriggers.Insert( slot_name, areaDamage );
3173 }
3174 }
3175
3176 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3177 {
3178 if ( angle_deg != 0 )
3179 {
3180 //orientation
3181 orientation[0] = orientation[0] - angle_deg;
3182
3183 //center
3184 vector rotate_axis;
3185 if ( MemoryPointExists( "rotate_axis" ) )
3186 {
3187 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3188 }
3189 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];
3190 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];
3191 center[0] = r_center_x;
3192 center[2] = r_center_z;
3193 }
3194 }
3195
3196 void DestroyAreaDamage( string slot_name )
3197 {
3198 if (g_Game && g_Game.IsServer())
3199 {
3201 if (m_DamageTriggers.Find(slot_name, areaDamage))
3202 {
3203 if (areaDamage)
3204 {
3205 areaDamage.Destroy();
3206 }
3207
3208 m_DamageTriggers.Remove( slot_name );
3209 }
3210 }
3211 }
3212
3213 override bool IsIgnoredByConstruction()
3214 {
3215 return true;
3216 }
3217
3218 //================================================================
3219 // SOUNDS
3220 //================================================================
3221 protected void SoundBuildStart( string part_name )
3222 {
3223 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3224 }
3225
3226 protected void SoundDismantleStart( string part_name )
3227 {
3228 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3229 }
3230
3231 protected void SoundDestroyStart( string part_name )
3232 {
3233 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3234 }
3235
3236 protected string GetBuildSoundByMaterial( string part_name )
3237 {
3238 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3239
3240 switch ( material_type )
3241 {
3242 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3243 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3244 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3245 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3246 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3247 }
3248
3249 return "";
3250 }
3251
3252 protected string GetDismantleSoundByMaterial( string part_name )
3253 {
3254 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3255
3256 switch ( material_type )
3257 {
3258 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3259 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3260 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3261 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3262 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3263 }
3264
3265 return "";
3266 }
3267
3268 //misc
3269 void CheckForHybridAttachments( EntityAI item, string slot_name )
3270 {
3271 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3272 {
3273 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3274 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3275 {
3276 SetHealth(slot_name,"Health",item.GetHealth());
3277 }
3278 }
3279 }
3280
3281 override int GetDamageSystemVersionChange()
3282 {
3283 return 111;
3284 }
3285
3286 override void SetActions()
3287 {
3288 super.SetActions();
3289
3293 }
3294
3295 protected void DestroyConstructedParts()
3296 {
3297 Construction construction = GetConstruction();
3298 if (!construction)
3299 return;
3300
3301 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3302 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3303 {
3304 ConstructionPart part = constructionParts.GetElement(i);
3305 if (part && part.IsBuilt() && !part.IsUtilityPart())
3306 {
3307 construction.DestroyPartServer(null, part.GetPartName(), -1);
3308 }
3309 }
3310 }
3311
3312 protected void HandleFallingForConstructedParts()
3313 {
3314 Construction construction = GetConstruction();
3315 if (!construction)
3316 return;
3317
3318 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3319 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3320 {
3321 ConstructionPart part = constructionParts.GetElement(i);
3322 if (part && part.IsBuilt() && !part.IsUtilityPart())
3323 {
3324 construction.HandleEntityFalling(part.GetPartName());
3325 }
3326 }
3327 }
3328
3330 override void OnItemFallRebuilding()
3331 {
3332 if (!g_Game.IsServer())
3333 return;
3334
3337
3338 if (DestroyOnFall())
3339 {
3341 {
3343 }
3344 else
3345 {
3347 {
3349 }
3350 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3351 }
3352 }
3353 }
3354
3356 {
3357 if (HasAnyAttachmentsOrCargo())
3358 {
3360 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3361 }
3362 }
3363
3364 //================================================================
3365 // DEBUG
3366 //================================================================
3367
3370 {
3371 return null;
3372 }
3373
3374 override void OnDebugSpawn()
3375 {
3376 FullyBuild();
3377 }
3378
3379 void FullyBuild()
3380 {
3382 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3383
3384 Man p;
3385
3386 #ifdef SERVER
3387 array<Man> players = new array<Man>;
3388 g_Game.GetWorld().GetPlayerList(players);
3389 if (players.Count())
3390 p = players[0];
3391 #else
3392 p = g_Game.GetPlayer();
3393 #endif
3394
3395 foreach (ConstructionPart part : parts)
3396 {
3397 bool excluded = false;
3398 string partName = part.GetPartName();
3399 if (excludes)
3400 {
3401 foreach (string exclude : excludes)
3402 {
3403 if (partName.Contains(exclude))
3404 {
3405 excluded = true;
3406 break;
3407 }
3408 }
3409 }
3410
3411 if (!excluded)
3412 {
3413 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3414 }
3415 }
3416
3417 GetConstruction().UpdateVisuals();
3418 }
3419
3421 //Deprecated code playpen//
3423 [Obsolete("handled in the Construction component directly")]
3424 protected void HandleItemFalling(ConstructionPart part)
3425 {
3426 }
3427
3428 [Obsolete("handled in the Construction component directly")]
3429 protected void ItemFall(vector min, vector max)
3430 {
3431 }
3432
3433 [Obsolete("obsolete debug method")]
3434 protected void DebugCustomState()
3435 {
3436 }
3437}
3438
3439void bsbDebugPrint (string s)
3440{
3441#ifdef BSB_DEBUG
3442 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3443#else
3444 //Print("" + s); // comment/uncomment to hide/see debug logs
3445#endif
3446}
3447void bsbDebugSpam (string s)
3448{
3449#ifdef BSB_DEBUG_SPAM
3450 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3451#else
3452 //Print("" + s); // comment/uncomment to hide/see debug logs
3453#endif
3454}
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