DayZ 1.30
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◆ OnDebugSpawn()

override void bsbDebugPrint::OnDebugSpawn ( )
protected

См. определение в файле BaseBuildingBase.c строка 2514

2516{
2517 const string ANIMATION_DEPLOYED = "Deployed";
2518
2519 float m_ConstructionKitHealth; //stored health value for used construction kit
2520
2521 bool m_HasBase;
2522 //variables for synchronization of base building parts (2x31 is the current limit)
2523 int m_SyncParts01; //synchronization for already built parts (31 parts)
2524 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2525 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2526 int m_InteractedPartId; //construction part id that an action was performed on
2527 int m_PerformedActionId; //action id that was performed on a construction part
2528 protected ref ConstructionBasic m_Construction;
2529
2530 //Sounds
2531 //build
2532 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2533 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2534 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2535 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2536 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2537 //dismantle
2538 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2539 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2540 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2541 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2542 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2543
2544 protected EffectSound m_Sound;
2545
2549
2550 // Constructor
2551 void BaseBuildingBase()
2552 {
2554
2555 //synchronized variables
2556 RegisterNetSyncVariableInt( "m_SyncParts01" );
2557 RegisterNetSyncVariableInt( "m_SyncParts02" );
2558 RegisterNetSyncVariableInt( "m_SyncParts03" );
2559 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2560 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2561 RegisterNetSyncVariableBool( "m_HasBase" );
2562
2563 //Construction init
2564 ConstructionInit();
2565
2566 if (ConfigIsExisting("hybridAttachments"))
2567 {
2569 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2570 }
2571 if (ConfigIsExisting("mountables"))
2572 {
2574 ConfigGetTextArray("mountables", m_Mountables);
2575 }
2576
2577 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2578 SetAllowDamage(true);
2579 }
2580
2581 override string GetInvulnerabilityTypeString()
2582 {
2583 return "disableBaseDamage";
2584 }
2585
2586 override bool CanObstruct()
2587 {
2588 return true;
2589 }
2590
2591 override int GetHideIconMask()
2592 {
2593 return EInventoryIconVisibility.HIDE_VICINITY;
2594 }
2595
2596 override void InitItemSounds()
2597 {
2598 super.InitItemSounds();
2599
2601 SoundParameters params = new SoundParameters();
2602 params.m_Loop = true;
2603
2604 if (GetFoldSoundset() != string.Empty)
2605 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2606 if (GetLoopFoldSoundset() != string.Empty)
2607 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2608 }
2609
2610 override string GetFoldSoundset()
2611 {
2612 return "putDown_FenceKit_SoundSet";
2613 }
2614
2615 override string GetLoopFoldSoundset()
2616 {
2617 return "Shelter_Site_Build_Loop_SoundSet";
2618 }
2619
2620 // --- SYNCHRONIZATION
2622 {
2623 if ( g_Game.IsServer() )
2624 {
2625 SetSynchDirty();
2626 }
2627 }
2628
2629 override void OnVariablesSynchronized()
2630 {
2631 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2632 super.OnVariablesSynchronized();
2633
2634 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2635 }
2636
2637 protected void OnSynchronizedClient()
2638 {
2639 //update parts
2641
2642 //update action on part
2644
2645 //update visuals (client)
2646 UpdateVisuals();
2647 }
2648
2649 //parts synchronization
2650 void RegisterPartForSync( int part_id )
2651 {
2652 //part_id must starts from index = 1
2653 int offset;
2654 int mask;
2655
2656 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2657 {
2658 offset = part_id - 1;
2659 mask = 1 << offset;
2660
2661 m_SyncParts01 = m_SyncParts01 | mask;
2662 }
2663 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2664 {
2665 offset = ( part_id % 32 );
2666 mask = 1 << offset;
2667
2668 m_SyncParts02 = m_SyncParts02 | mask;
2669 }
2670 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2671 {
2672 offset = ( part_id % 63 );
2673 mask = 1 << offset;
2674
2675 m_SyncParts03 = m_SyncParts03 | mask;
2676 }
2677 }
2678
2679 void UnregisterPartForSync( int part_id )
2680 {
2681 //part_id must starts from index = 1
2682 int offset;
2683 int mask;
2684
2685 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2686 {
2687 offset = part_id - 1;
2688 mask = 1 << offset;
2689
2690 m_SyncParts01 = m_SyncParts01 & ~mask;
2691 }
2692 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2693 {
2694 offset = ( part_id % 32 );
2695 mask = 1 << offset;
2696
2697 m_SyncParts02 = m_SyncParts02 & ~mask;
2698 }
2699 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2700 {
2701 offset = ( part_id % 63 );
2702 mask = 1 << offset;
2703
2704 m_SyncParts03 = m_SyncParts03 & ~mask;
2705 }
2706 }
2707
2708 bool IsPartBuildInSyncData( int part_id )
2709 {
2710 //part_id must starts from index = 1
2711 int offset;
2712 int mask;
2713
2714 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2715 {
2716 offset = part_id - 1;
2717 mask = 1 << offset;
2718
2719 if ( ( m_SyncParts01 & mask ) > 0 )
2720 {
2721 return true;
2722 }
2723 }
2724 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2725 {
2726 offset = ( part_id % 32 );
2727 mask = 1 << offset;
2728
2729 if ( ( m_SyncParts02 & mask ) > 0 )
2730 {
2731 return true;
2732 }
2733 }
2734 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2735 {
2736 offset = ( part_id % 63 );
2737 mask = 1 << offset;
2738
2739 if ( ( m_SyncParts03 & mask ) > 0 )
2740 {
2741 return true;
2742 }
2743 }
2744
2745 return false;
2746 }
2747
2748 protected void RegisterActionForSync( int part_id, int action_id )
2749 {
2750 m_InteractedPartId = part_id;
2751 m_PerformedActionId = action_id;
2752 }
2753
2754 protected void ResetActionSyncData()
2755 {
2756 //reset data
2757 m_InteractedPartId = -1;
2759 }
2760
2761 protected void SetActionFromSyncData()
2762 {
2763 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2764 {
2766 int build_action_id = m_PerformedActionId;
2767
2768 switch( build_action_id )
2769 {
2770 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2771 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2772 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2773 }
2774 }
2775 }
2776 //------
2777
2779 {
2780 string key = part.GetPartName();
2781 bool is_base = part.IsBase();
2782 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2783 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2784 if ( is_part_built_sync )
2785 {
2786 if ( !part.IsBuilt() )
2787 {
2788 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2789 GetConstruction().AddToConstructedParts( key );
2790 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2791
2792 if (is_base)
2793 {
2795 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2796 }
2797 }
2798 }
2799 else
2800 {
2801 if ( part.IsBuilt() )
2802 {
2803 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2804 GetConstruction().RemoveFromConstructedParts( key );
2805 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2806
2807 if (is_base)
2808 {
2810 AddProxyPhysics( ANIMATION_DEPLOYED );
2811 }
2812 }
2813 }
2814
2815 //check slot lock for material attachments
2816 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2817 }
2818
2819 //set construction parts based on synchronized data
2821 {
2822 Construction construction = GetConstruction();
2823 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2824
2825 for ( int i = 0; i < construction_parts.Count(); ++i )
2826 {
2827 string key = construction_parts.GetKey( i );
2828 ConstructionPart value = construction_parts.Get( key );
2829 SetPartFromSyncData(value);
2830 }
2831
2832 //regenerate navmesh
2833 UpdateNavmesh();
2834 }
2835
2836 protected ConstructionPart GetConstructionPartById( int id )
2837 {
2838 Construction construction = GetConstruction();
2839 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2840
2841 for ( int i = 0; i < construction_parts.Count(); ++i )
2842 {
2843 string key = construction_parts.GetKey( i );
2844 ConstructionPart value = construction_parts.Get( key );
2845
2846 if ( value.GetId() == id )
2847 {
2848 return value;
2849 }
2850 }
2851
2852 return NULL;
2853 }
2854 //
2855
2856 //Base
2857 bool HasBase()
2858 {
2859 return m_HasBase;
2860 }
2861
2862 void SetBaseState( bool has_base )
2863 {
2864 m_HasBase = has_base;
2865 }
2866
2867 override bool IsDeployable()
2868 {
2869 return true;
2870 }
2871
2872 bool IsOpened()
2873 {
2874 return false;
2875 }
2876
2877 //--- CONSTRUCTION KIT
2879 {
2880 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2881 if ( m_ConstructionKitHealth > 0 )
2882 {
2883 construction_kit.SetHealth( m_ConstructionKitHealth );
2884 }
2885
2886 return construction_kit;
2887 }
2888
2889 void CreateConstructionKitInHands(notnull PlayerBase player)
2890 {
2891 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2892 if ( m_ConstructionKitHealth > 0 )
2893 {
2894 construction_kit.SetHealth( m_ConstructionKitHealth );
2895 }
2896 }
2897
2898 protected vector GetKitSpawnPosition()
2899 {
2900 return GetPosition();
2901 }
2902
2903 protected string GetConstructionKitType()
2904 {
2905 return "";
2906 }
2907
2908 void DestroyConstructionKit( ItemBase construction_kit )
2909 {
2910 m_ConstructionKitHealth = construction_kit.GetHealth();
2911 g_Game.ObjectDelete( construction_kit );
2912 }
2913
2914 //--- CONSTRUCTION
2915 void DestroyConstruction()
2916 {
2917 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2918 g_Game.ObjectDelete( this );
2919 }
2920
2921 // --- EVENTS
2922 override void EEDelete(EntityAI parent)
2923 {
2924 super.EEDelete(parent);
2925
2926 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2927 {
2928 areaDamage.Destroy();
2929 }
2930
2931 }
2932
2933 override void OnStoreSave( ParamsWriteContext ctx )
2934 {
2935 super.OnStoreSave( ctx );
2936
2937 //sync parts 01
2938 ctx.Write( m_SyncParts01 );
2939 ctx.Write( m_SyncParts02 );
2940 ctx.Write( m_SyncParts03 );
2941
2942 ctx.Write( m_HasBase );
2943 }
2944
2945 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2946 {
2947 if ( !super.OnStoreLoad( ctx, version ) )
2948 return false;
2949
2950 //--- Base building data ---
2951 //Restore synced parts data
2952 if ( !ctx.Read( m_SyncParts01 ) )
2953 {
2954 m_SyncParts01 = 0; //set default
2955 return false;
2956 }
2957 if ( !ctx.Read( m_SyncParts02 ) )
2958 {
2959 m_SyncParts02 = 0; //set default
2960 return false;
2961 }
2962 if ( !ctx.Read( m_SyncParts03 ) )
2963 {
2964 m_SyncParts03 = 0; //set default
2965 return false;
2966 }
2967
2968 //has base
2969 if ( !ctx.Read( m_HasBase ) )
2970 {
2971 m_HasBase = false;
2972 return false;
2973 }
2974 //---
2975
2976 return true;
2977 }
2978
2979 override void AfterStoreLoad()
2980 {
2981 super.AfterStoreLoad();
2982
2984 {
2986 }
2987 }
2988
2990 {
2991 //update server data
2993
2994 //set base state
2995 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2996 SetBaseState( part.IsBuilt() ) ;
2997
2998 //synchronize after load
3000 }
3001
3002 override void OnCreatePhysics()
3003 {
3004 super.OnCreatePhysics();
3005
3006 ConstructionInit();
3008 }
3009
3010 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
3011 {
3013 return;
3014
3015 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
3016 }
3017
3018 override void EEOnAfterLoad()
3019 {
3021 {
3022 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
3023 }
3024
3025 super.EEOnAfterLoad();
3026 }
3027
3028 override void EEItemAttached( EntityAI item, string slot_name )
3029 {
3030 super.EEItemAttached( item, slot_name );
3031
3032 CheckForHybridAttachments( item, slot_name );
3033 UpdateVisuals();
3034 UpdateAttachmentPhysics( slot_name, false );
3035 }
3036
3037 override void EEItemDetached( EntityAI item, string slot_name )
3038 {
3039 super.EEItemDetached( item, slot_name );
3040
3041 UpdateVisuals();
3042 UpdateAttachmentPhysics( slot_name, false );
3043 }
3044
3045 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3046 {
3047 string slot_name = InventorySlots.GetSlotName( slotId );
3048 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3049
3050 UpdateAttachmentVisuals( slot_name, locked );
3051 UpdateAttachmentPhysics( slot_name, locked );
3052 }
3053
3054 //ignore out of reach condition
3055 override bool IgnoreOutOfReachCondition()
3056 {
3057 return true;
3058 }
3059
3060 //CONSTRUCTION EVENTS
3061 //Build
3062 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3063 {
3064 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3065
3066 //check base state
3067 if (construtionPart.IsBase())
3068 {
3069 SetBaseState(true);
3070
3071 //spawn kit
3073 }
3074
3075 //register constructed parts for synchronization
3076 RegisterPartForSync(construtionPart.GetId());
3077
3078 //register action that was performed on part
3079 RegisterActionForSync(construtionPart.GetId(), action_id);
3080
3081 //synchronize
3083
3084 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3085
3086 UpdateNavmesh();
3087
3088 //update visuals
3089 UpdateVisuals();
3090
3091 //reset action sync data
3092 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3093 }
3094
3095 void OnPartBuiltClient(string part_name, int action_id)
3096 {
3097 //play sound
3098 SoundBuildStart( part_name );
3099 }
3100
3101 //Dismantle
3102 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3103 {
3104 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3105 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3106
3107 //register constructed parts for synchronization
3108 UnregisterPartForSync(construtionPart.GetId());
3109
3110 //register action that was performed on part
3111 RegisterActionForSync(construtionPart.GetId(), action_id);
3112
3113 //synchronize
3115
3116 // server part of sync, client will be synced from SetPartsFromSyncData
3117 SetPartFromSyncData(construtionPart);
3118
3119 UpdateNavmesh();
3120
3121 //update visuals
3122 UpdateVisuals();
3123
3124 //reset action sync data
3125 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3126
3127 //check base state
3128 if (construtionPart.IsBase())
3129 {
3130 //Destroy construction
3131 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3132 }
3133 }
3134
3135 void OnPartDismantledClient( string part_name, int action_id )
3136 {
3137 //play sound
3138 SoundDismantleStart( part_name );
3139 }
3140
3141 //Destroy
3142 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3143 {
3144 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3145 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3146
3147 //register constructed parts for synchronization
3148 UnregisterPartForSync(construtionPart.GetId());
3149
3150 //register action that was performed on part
3151 RegisterActionForSync(construtionPart.GetId(), action_id);
3152
3153 //synchronize
3155
3156 // server part of sync, client will be synced from SetPartsFromSyncData
3157 SetPartFromSyncData(construtionPart);
3158
3159 UpdateNavmesh();
3160
3161 //update visuals
3162 UpdateVisuals();
3163
3164 //reset action sync data
3165 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3166
3167 //check base state
3168 if (construtionPart.IsBase())
3169 {
3170 //Destroy construction
3171 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3172 }
3173 }
3174
3175 void OnPartDestroyedClient( string part_name, int action_id )
3176 {
3177 //play sound
3178 SoundDestroyStart( part_name );
3179 }
3180
3181 // --- UPDATE
3182 void InitBaseState()
3183 {
3184 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3185
3186 InitVisuals();
3187 UpdateNavmesh(); //regenerate navmesh
3188 }
3189
3190 void InitVisuals()
3191 {
3192 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3193 //check base
3194 if ( !HasBase() )
3195 {
3196 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3197 }
3198 else
3199 {
3200 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3201 }
3202
3203 GetConstruction().InitVisuals();
3204 }
3205
3206 void UpdateVisuals()
3207 {
3208 array<string> attachmentSlots = new array<string>;
3209
3210 GetAttachmentSlots(this, attachmentSlots);
3211 foreach (string slotName : attachmentSlots)
3212 {
3214 }
3215
3216 //check base
3217 if (!HasBase())
3218 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3219 else
3220 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3221
3222 GetConstruction().UpdateVisuals();
3223 }
3224
3225 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3226 {
3227 string slotNameMounted = slot_name + "_Mounted";
3228 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3229
3230 if (attachment)
3231 {
3232 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3233 if (barbedWire && barbedWire.IsMounted())
3234 CreateAreaDamage(slotNameMounted);
3235 else
3236 DestroyAreaDamage(slotNameMounted);
3237
3238 if (is_locked)
3239 {
3240 SetAnimationPhase(slotNameMounted, 0);
3241 SetAnimationPhase(slot_name, 1);
3242 }
3243 else
3244 {
3245 SetAnimationPhase(slotNameMounted, 1);
3246 SetAnimationPhase(slot_name, 0);
3247 }
3248 }
3249 else
3250 {
3251 SetAnimationPhase(slotNameMounted, 1);
3252 SetAnimationPhase(slot_name, 1);
3253
3254 DestroyAreaDamage(slotNameMounted);
3255 }
3256 }
3257
3258 // avoid calling this function on frequent occasions, it's a massive performance hit
3259 void UpdatePhysics()
3260 {
3262 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3263
3264 array<string> attachmentSlots = new array<string>;
3265 GetAttachmentSlots(this, attachmentSlots);
3266
3268 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3269
3270 foreach (string slotName : attachmentSlots)
3271 {
3273 }
3274
3275 //check base
3276 if (!HasBase())
3277 {
3279 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3280
3281 AddProxyPhysics(ANIMATION_DEPLOYED);
3282 }
3283 else
3284 {
3286 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3287
3288 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3289 }
3290
3291 GetConstruction().UpdatePhysics();
3292 UpdateNavmesh();
3293 }
3294
3295 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3296 {
3297 //checks for invalid appends; hotfix
3298 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3299 return;
3300 //----------------------------------
3301 string slot_name_mounted = slot_name + "_Mounted";
3302 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3303
3304 //remove proxy physics
3305 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3306 RemoveProxyPhysics( slot_name_mounted );
3307 RemoveProxyPhysics( slot_name );
3308
3309 if ( attachment )
3310 {
3311 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3312 if ( is_locked )
3313 {
3314 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3315 AddProxyPhysics( slot_name_mounted );
3316 }
3317 else
3318 {
3319 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3320 AddProxyPhysics( slot_name );
3321 }
3322 }
3323 }
3324
3325 protected void UpdateNavmesh()
3326 {
3327 SetAffectPathgraph( true, false );
3328 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3329 }
3330
3331 override bool CanUseConstruction()
3332 {
3333 return true;
3334 }
3335
3336 override bool CanUseConstructionBuild()
3337 {
3338 return true;
3339 }
3340
3341 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3342 {
3343 if ( attachment )
3344 {
3345 InventoryLocation inventory_location = new InventoryLocation;
3346 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3347
3348 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3349 }
3350
3351 return false;
3352 }
3353
3354 protected bool IsAttachmentSlotLocked( string slot_name )
3355 {
3356 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3357 }
3358
3359 //--- ATTACHMENT SLOTS
3360 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3361 {
3362 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3363 if ( g_Game.ConfigIsExisting( config_path ) )
3364 {
3365 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3366 }
3367 }
3368
3369 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3370 {
3371 return true;
3372 }
3373
3374 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3375 {
3376 return true;
3377 }
3378
3379 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3380 {
3381 return true;
3382 }
3383
3384 // --- INIT
3386 {
3387 m_Construction = new Construction(this);
3388 return m_Construction;
3389 }
3390
3392 {
3393 return m_Construction;
3394 }
3395
3397 {
3398 return Construction.Cast(m_Construction);
3399 }
3400
3402 {
3403 int attachment_count = GetInventory().AttachmentCount();
3404 if ( attachment_count > 0 )
3405 {
3406 if ( HasBase() && attachment_count == 1 )
3407 {
3408 return false;
3409 }
3410
3411 return true;
3412 }
3413
3414 return false;
3415 }
3416
3417 override bool ShowZonesHealth()
3418 {
3419 return true;
3420 }
3421
3422 override bool IsTakeable()
3423 {
3424 return false;
3425 }
3426
3427 //this into/outo parent.Cargo
3428 override bool CanPutInCargo( EntityAI parent )
3429 {
3430 return false;
3431 }
3432
3433 override bool CanRemoveFromCargo( EntityAI parent )
3434 {
3435 return false;
3436 }
3437
3438 //hands
3439 override bool CanPutIntoHands( EntityAI parent )
3440 {
3441 return false;
3442 }
3443
3444 //--- ACTION CONDITIONS
3445 //direction
3446 override bool IsFacingPlayer( PlayerBase player, string selection )
3447 {
3448 return true;
3449 }
3450
3451 override bool IsPlayerInside( PlayerBase player, string selection )
3452 {
3453 return true;
3454 }
3455
3458 {
3459 return false;
3460 }
3461
3462 //roof check
3463 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3464 {
3465 return false;
3466 }
3467
3468 //selection->player distance check
3469 bool HasProperDistance( string selection, PlayerBase player )
3470 {
3471 return true;
3472 }
3473
3474 //folding
3476 {
3477 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3478 {
3479 return false;
3480 }
3481
3482 return true;
3483 }
3484
3486 {
3489
3490 return item;
3491 }
3492
3493 //Damage triggers (barbed wire)
3494 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3495 {
3496 if ( g_Game && g_Game.IsServer() )
3497 {
3498 //destroy area damage if some already exists
3499 DestroyAreaDamage( slot_name );
3500
3501 //create new area damage
3503 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3504
3505 vector min_max[2];
3506 if ( MemoryPointExists( slot_name + "_min" ) )
3507 {
3508 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3509 }
3510 if ( MemoryPointExists( slot_name + "_max" ) )
3511 {
3512 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3513 }
3514
3515 //get proper trigger extents (min<max)
3516 vector extents[2];
3517 GetConstruction().GetTriggerExtents( min_max, extents );
3518
3519 //get box center
3520 vector center;
3521 center = GetConstruction().GetBoxCenter( min_max );
3522 center = ModelToWorld( center );
3523
3524 //rotate center if needed
3526 CalcDamageAreaRotation( rotation_angle, center, orientation );
3527
3528 areaDamage.SetExtents( extents[0], extents[1] );
3529 areaDamage.SetAreaPosition( center );
3530 areaDamage.SetAreaOrientation( orientation );
3531 areaDamage.SetLoopInterval( 1.0 );
3532 areaDamage.SetDeferDuration( 0.2 );
3533 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3534 areaDamage.SetAmmoName( "BarbedWireHit" );
3535 areaDamage.Spawn();
3536
3537 m_DamageTriggers.Insert( slot_name, areaDamage );
3538 }
3539 }
3540
3541 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3542 {
3543 if ( angle_deg != 0 )
3544 {
3545 //orientation
3546 orientation[0] = orientation[0] - angle_deg;
3547
3548 //center
3549 vector rotate_axis;
3550 if ( MemoryPointExists( "rotate_axis" ) )
3551 {
3552 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3553 }
3554 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];
3555 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];
3556 center[0] = r_center_x;
3557 center[2] = r_center_z;
3558 }
3559 }
3560
3561 void DestroyAreaDamage( string slot_name )
3562 {
3563 if (g_Game && g_Game.IsServer())
3564 {
3566 if (m_DamageTriggers.Find(slot_name, areaDamage))
3567 {
3568 if (areaDamage)
3569 {
3570 areaDamage.Destroy();
3571 }
3572
3573 m_DamageTriggers.Remove( slot_name );
3574 }
3575 }
3576 }
3577
3578 override bool IsIgnoredByConstruction()
3579 {
3580 return true;
3581 }
3582
3583 //================================================================
3584 // SOUNDS
3585 //================================================================
3586 protected void SoundBuildStart( string part_name )
3587 {
3588 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3589 }
3590
3591 protected void SoundDismantleStart( string part_name )
3592 {
3593 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3594 }
3595
3596 protected void SoundDestroyStart( string part_name )
3597 {
3598 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3599 }
3600
3601 protected string GetBuildSoundByMaterial( string part_name )
3602 {
3603 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3604
3605 switch ( material_type )
3606 {
3607 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3608 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3609 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3610 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3611 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3612 }
3613
3614 return "";
3615 }
3616
3617 protected string GetDismantleSoundByMaterial( string part_name )
3618 {
3619 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3620
3621 switch ( material_type )
3622 {
3623 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3624 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3625 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3626 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3627 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3628 }
3629
3630 return "";
3631 }
3632
3633 //misc
3634 void CheckForHybridAttachments( EntityAI item, string slot_name )
3635 {
3636 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3637 {
3638 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3639 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3640 {
3641 SetHealth(slot_name,"Health",item.GetHealth());
3642 }
3643 }
3644 }
3645
3646 override int GetDamageSystemVersionChange()
3647 {
3648 return 111;
3649 }
3650
3651 override void SetActions()
3652 {
3653 super.SetActions();
3654
3658 }
3659
3660 protected void DestroyConstructedParts()
3661 {
3662 Construction construction = GetConstruction();
3663 if (!construction)
3664 return;
3665
3666 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3667 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3668 {
3669 ConstructionPart part = constructionParts.GetElement(i);
3670 if (part && part.IsBuilt() && !part.IsUtilityPart())
3671 {
3672 construction.DestroyPartServer(null, part.GetPartName(), -1);
3673 }
3674 }
3675 }
3676
3677 protected void HandleFallingForConstructedParts()
3678 {
3679 Construction construction = GetConstruction();
3680 if (!construction)
3681 return;
3682
3683 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3684 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3685 {
3686 ConstructionPart part = constructionParts.GetElement(i);
3687 if (part && part.IsBuilt() && !part.IsUtilityPart())
3688 {
3689 construction.HandleEntityFalling(part.GetPartName());
3690 }
3691 }
3692 }
3693
3695 override void OnItemFallRebuilding()
3696 {
3697 if (!g_Game.IsServer())
3698 return;
3699
3702
3703 if (DestroyOnFall())
3704 {
3706 {
3708 }
3709 else
3710 {
3712 {
3714 }
3715 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3716 }
3717 }
3718 }
3719
3721 {
3722 if (HasAnyAttachmentsOrCargo())
3723 {
3725 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3726 }
3727 }
3728
3729 //================================================================
3730 // DEBUG
3731 //================================================================
3732
3735 {
3736 return null;
3737 }
3738
3739 override void OnDebugSpawn()
3740 {
3741 FullyBuild();
3742 }
3743
3744 void FullyBuild()
3745 {
3747 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3748
3749 Man p;
3750
3751 #ifdef SERVER
3752 array<Man> players = new array<Man>;
3753 g_Game.GetWorld().GetPlayerList(players);
3754 if (players.Count())
3755 p = players[0];
3756 #else
3757 p = g_Game.GetPlayer();
3758 #endif
3759
3760 foreach (ConstructionPart part : parts)
3761 {
3762 bool excluded = false;
3763 string partName = part.GetPartName();
3764 if (excludes)
3765 {
3766 foreach (string exclude : excludes)
3767 {
3768 if (partName.Contains(exclude))
3769 {
3770 excluded = true;
3771 break;
3772 }
3773 }
3774 }
3775
3776 if (!excluded)
3777 {
3778 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3779 }
3780 }
3781
3782 GetConstruction().UpdateVisuals();
3783 }
3784
3786 //Deprecated code playpen//
3788 [Obsolete("handled in the Construction component directly")]
3789 protected void HandleItemFalling(ConstructionPart part)
3790 {
3791 }
3792
3793 [Obsolete("handled in the Construction component directly")]
3794 protected void ItemFall(vector min, vector max)
3795 {
3796 }
3797
3798 [Obsolete("obsolete debug method")]
3799 protected void DebugCustomState()
3800 {
3801 }
3802}
3803
3804void bsbDebugPrint (string s)
3805{
3806#ifdef BSB_DEBUG
3807 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3808#else
3809 //Print("" + s); // comment/uncomment to hide/see debug logs
3810#endif
3811}
3812void bsbDebugSpam (string s)
3813{
3814#ifdef BSB_DEBUG_SPAM
3815 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3816#else
3817 //Print("" + s); // comment/uncomment to hide/see debug logs
3818#endif
3819}
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