DayZ 1.30
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◆ OnDebugSpawnBuildExcludes()

array< string > bsbDebugPrint::OnDebugSpawnBuildExcludes ( )
protected

Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.

См. определение в файле BaseBuildingBase.c строка 2509

2511{
2512 const string ANIMATION_DEPLOYED = "Deployed";
2513
2514 float m_ConstructionKitHealth; //stored health value for used construction kit
2515
2516 bool m_HasBase;
2517 //variables for synchronization of base building parts (2x31 is the current limit)
2518 int m_SyncParts01; //synchronization for already built parts (31 parts)
2519 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2520 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2521 int m_InteractedPartId; //construction part id that an action was performed on
2522 int m_PerformedActionId; //action id that was performed on a construction part
2523 protected ref ConstructionBasic m_Construction;
2524
2525 //Sounds
2526 //build
2527 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2528 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2529 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2530 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2531 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2532 //dismantle
2533 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2534 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2535 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2536 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2537 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2538
2539 protected EffectSound m_Sound;
2540
2544
2545 // Constructor
2546 void BaseBuildingBase()
2547 {
2549
2550 //synchronized variables
2551 RegisterNetSyncVariableInt( "m_SyncParts01" );
2552 RegisterNetSyncVariableInt( "m_SyncParts02" );
2553 RegisterNetSyncVariableInt( "m_SyncParts03" );
2554 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2555 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2556 RegisterNetSyncVariableBool( "m_HasBase" );
2557
2558 //Construction init
2559 ConstructionInit();
2560
2561 if (ConfigIsExisting("hybridAttachments"))
2562 {
2564 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2565 }
2566 if (ConfigIsExisting("mountables"))
2567 {
2569 ConfigGetTextArray("mountables", m_Mountables);
2570 }
2571
2572 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2573 SetAllowDamage(true);
2574 }
2575
2576 override string GetInvulnerabilityTypeString()
2577 {
2578 return "disableBaseDamage";
2579 }
2580
2581 override bool CanObstruct()
2582 {
2583 return true;
2584 }
2585
2586 override int GetHideIconMask()
2587 {
2588 return EInventoryIconVisibility.HIDE_VICINITY;
2589 }
2590
2591 override void InitItemSounds()
2592 {
2593 super.InitItemSounds();
2594
2596 SoundParameters params = new SoundParameters();
2597 params.m_Loop = true;
2598
2599 if (GetFoldSoundset() != string.Empty)
2600 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2601 if (GetLoopFoldSoundset() != string.Empty)
2602 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2603 }
2604
2605 override string GetFoldSoundset()
2606 {
2607 return "putDown_FenceKit_SoundSet";
2608 }
2609
2610 override string GetLoopFoldSoundset()
2611 {
2612 return "Shelter_Site_Build_Loop_SoundSet";
2613 }
2614
2615 // --- SYNCHRONIZATION
2617 {
2618 if ( g_Game.IsServer() )
2619 {
2620 SetSynchDirty();
2621 }
2622 }
2623
2624 override void OnVariablesSynchronized()
2625 {
2626 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2627 super.OnVariablesSynchronized();
2628
2629 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2630 }
2631
2632 protected void OnSynchronizedClient()
2633 {
2634 //update parts
2636
2637 //update action on part
2639
2640 //update visuals (client)
2641 UpdateVisuals();
2642 }
2643
2644 //parts synchronization
2645 void RegisterPartForSync( int part_id )
2646 {
2647 //part_id must starts from index = 1
2648 int offset;
2649 int mask;
2650
2651 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2652 {
2653 offset = part_id - 1;
2654 mask = 1 << offset;
2655
2656 m_SyncParts01 = m_SyncParts01 | mask;
2657 }
2658 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2659 {
2660 offset = ( part_id % 32 );
2661 mask = 1 << offset;
2662
2663 m_SyncParts02 = m_SyncParts02 | mask;
2664 }
2665 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2666 {
2667 offset = ( part_id % 63 );
2668 mask = 1 << offset;
2669
2670 m_SyncParts03 = m_SyncParts03 | mask;
2671 }
2672 }
2673
2674 void UnregisterPartForSync( int part_id )
2675 {
2676 //part_id must starts from index = 1
2677 int offset;
2678 int mask;
2679
2680 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2681 {
2682 offset = part_id - 1;
2683 mask = 1 << offset;
2684
2685 m_SyncParts01 = m_SyncParts01 & ~mask;
2686 }
2687 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2688 {
2689 offset = ( part_id % 32 );
2690 mask = 1 << offset;
2691
2692 m_SyncParts02 = m_SyncParts02 & ~mask;
2693 }
2694 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2695 {
2696 offset = ( part_id % 63 );
2697 mask = 1 << offset;
2698
2699 m_SyncParts03 = m_SyncParts03 & ~mask;
2700 }
2701 }
2702
2703 bool IsPartBuildInSyncData( int part_id )
2704 {
2705 //part_id must starts from index = 1
2706 int offset;
2707 int mask;
2708
2709 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2710 {
2711 offset = part_id - 1;
2712 mask = 1 << offset;
2713
2714 if ( ( m_SyncParts01 & mask ) > 0 )
2715 {
2716 return true;
2717 }
2718 }
2719 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2720 {
2721 offset = ( part_id % 32 );
2722 mask = 1 << offset;
2723
2724 if ( ( m_SyncParts02 & mask ) > 0 )
2725 {
2726 return true;
2727 }
2728 }
2729 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2730 {
2731 offset = ( part_id % 63 );
2732 mask = 1 << offset;
2733
2734 if ( ( m_SyncParts03 & mask ) > 0 )
2735 {
2736 return true;
2737 }
2738 }
2739
2740 return false;
2741 }
2742
2743 protected void RegisterActionForSync( int part_id, int action_id )
2744 {
2745 m_InteractedPartId = part_id;
2746 m_PerformedActionId = action_id;
2747 }
2748
2749 protected void ResetActionSyncData()
2750 {
2751 //reset data
2752 m_InteractedPartId = -1;
2754 }
2755
2756 protected void SetActionFromSyncData()
2757 {
2758 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2759 {
2761 int build_action_id = m_PerformedActionId;
2762
2763 switch( build_action_id )
2764 {
2765 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2766 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2767 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2768 }
2769 }
2770 }
2771 //------
2772
2774 {
2775 string key = part.GetPartName();
2776 bool is_base = part.IsBase();
2777 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2778 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2779 if ( is_part_built_sync )
2780 {
2781 if ( !part.IsBuilt() )
2782 {
2783 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2784 GetConstruction().AddToConstructedParts( key );
2785 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2786
2787 if (is_base)
2788 {
2790 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2791 }
2792 }
2793 }
2794 else
2795 {
2796 if ( part.IsBuilt() )
2797 {
2798 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2799 GetConstruction().RemoveFromConstructedParts( key );
2800 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2801
2802 if (is_base)
2803 {
2805 AddProxyPhysics( ANIMATION_DEPLOYED );
2806 }
2807 }
2808 }
2809
2810 //check slot lock for material attachments
2811 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2812 }
2813
2814 //set construction parts based on synchronized data
2816 {
2817 Construction construction = GetConstruction();
2818 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2819
2820 for ( int i = 0; i < construction_parts.Count(); ++i )
2821 {
2822 string key = construction_parts.GetKey( i );
2823 ConstructionPart value = construction_parts.Get( key );
2824 SetPartFromSyncData(value);
2825 }
2826
2827 //regenerate navmesh
2828 UpdateNavmesh();
2829 }
2830
2831 protected ConstructionPart GetConstructionPartById( int id )
2832 {
2833 Construction construction = GetConstruction();
2834 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2835
2836 for ( int i = 0; i < construction_parts.Count(); ++i )
2837 {
2838 string key = construction_parts.GetKey( i );
2839 ConstructionPart value = construction_parts.Get( key );
2840
2841 if ( value.GetId() == id )
2842 {
2843 return value;
2844 }
2845 }
2846
2847 return NULL;
2848 }
2849 //
2850
2851 //Base
2852 bool HasBase()
2853 {
2854 return m_HasBase;
2855 }
2856
2857 void SetBaseState( bool has_base )
2858 {
2859 m_HasBase = has_base;
2860 }
2861
2862 override bool IsDeployable()
2863 {
2864 return true;
2865 }
2866
2867 bool IsOpened()
2868 {
2869 return false;
2870 }
2871
2872 //--- CONSTRUCTION KIT
2874 {
2875 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2876 if ( m_ConstructionKitHealth > 0 )
2877 {
2878 construction_kit.SetHealth( m_ConstructionKitHealth );
2879 }
2880
2881 return construction_kit;
2882 }
2883
2884 void CreateConstructionKitInHands(notnull PlayerBase player)
2885 {
2886 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2887 if ( m_ConstructionKitHealth > 0 )
2888 {
2889 construction_kit.SetHealth( m_ConstructionKitHealth );
2890 }
2891 }
2892
2893 protected vector GetKitSpawnPosition()
2894 {
2895 return GetPosition();
2896 }
2897
2898 protected string GetConstructionKitType()
2899 {
2900 return "";
2901 }
2902
2903 void DestroyConstructionKit( ItemBase construction_kit )
2904 {
2905 m_ConstructionKitHealth = construction_kit.GetHealth();
2906 g_Game.ObjectDelete( construction_kit );
2907 }
2908
2909 //--- CONSTRUCTION
2910 void DestroyConstruction()
2911 {
2912 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2913 g_Game.ObjectDelete( this );
2914 }
2915
2916 // --- EVENTS
2917 override void EEDelete(EntityAI parent)
2918 {
2919 super.EEDelete(parent);
2920
2921 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2922 {
2923 areaDamage.Destroy();
2924 }
2925
2926 }
2927
2928 override void OnStoreSave( ParamsWriteContext ctx )
2929 {
2930 super.OnStoreSave( ctx );
2931
2932 //sync parts 01
2933 ctx.Write( m_SyncParts01 );
2934 ctx.Write( m_SyncParts02 );
2935 ctx.Write( m_SyncParts03 );
2936
2937 ctx.Write( m_HasBase );
2938 }
2939
2940 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2941 {
2942 if ( !super.OnStoreLoad( ctx, version ) )
2943 return false;
2944
2945 //--- Base building data ---
2946 //Restore synced parts data
2947 if ( !ctx.Read( m_SyncParts01 ) )
2948 {
2949 m_SyncParts01 = 0; //set default
2950 return false;
2951 }
2952 if ( !ctx.Read( m_SyncParts02 ) )
2953 {
2954 m_SyncParts02 = 0; //set default
2955 return false;
2956 }
2957 if ( !ctx.Read( m_SyncParts03 ) )
2958 {
2959 m_SyncParts03 = 0; //set default
2960 return false;
2961 }
2962
2963 //has base
2964 if ( !ctx.Read( m_HasBase ) )
2965 {
2966 m_HasBase = false;
2967 return false;
2968 }
2969 //---
2970
2971 return true;
2972 }
2973
2974 override void AfterStoreLoad()
2975 {
2976 super.AfterStoreLoad();
2977
2979 {
2981 }
2982 }
2983
2985 {
2986 //update server data
2988
2989 //set base state
2990 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2991 SetBaseState( part.IsBuilt() ) ;
2992
2993 //synchronize after load
2995 }
2996
2997 override void OnCreatePhysics()
2998 {
2999 super.OnCreatePhysics();
3000
3001 ConstructionInit();
3003 }
3004
3005 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
3006 {
3008 return;
3009
3010 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
3011 }
3012
3013 override void EEOnAfterLoad()
3014 {
3016 {
3017 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
3018 }
3019
3020 super.EEOnAfterLoad();
3021 }
3022
3023 override void EEItemAttached( EntityAI item, string slot_name )
3024 {
3025 super.EEItemAttached( item, slot_name );
3026
3027 CheckForHybridAttachments( item, slot_name );
3028 UpdateVisuals();
3029 UpdateAttachmentPhysics( slot_name, false );
3030 }
3031
3032 override void EEItemDetached( EntityAI item, string slot_name )
3033 {
3034 super.EEItemDetached( item, slot_name );
3035
3036 UpdateVisuals();
3037 UpdateAttachmentPhysics( slot_name, false );
3038 }
3039
3040 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3041 {
3042 string slot_name = InventorySlots.GetSlotName( slotId );
3043 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3044
3045 UpdateAttachmentVisuals( slot_name, locked );
3046 UpdateAttachmentPhysics( slot_name, locked );
3047 }
3048
3049 //ignore out of reach condition
3050 override bool IgnoreOutOfReachCondition()
3051 {
3052 return true;
3053 }
3054
3055 //CONSTRUCTION EVENTS
3056 //Build
3057 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3058 {
3059 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3060
3061 //check base state
3062 if (construtionPart.IsBase())
3063 {
3064 SetBaseState(true);
3065
3066 //spawn kit
3068 }
3069
3070 //register constructed parts for synchronization
3071 RegisterPartForSync(construtionPart.GetId());
3072
3073 //register action that was performed on part
3074 RegisterActionForSync(construtionPart.GetId(), action_id);
3075
3076 //synchronize
3078
3079 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3080
3081 UpdateNavmesh();
3082
3083 //update visuals
3084 UpdateVisuals();
3085
3086 //reset action sync data
3087 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3088 }
3089
3090 void OnPartBuiltClient(string part_name, int action_id)
3091 {
3092 //play sound
3093 SoundBuildStart( part_name );
3094 }
3095
3096 //Dismantle
3097 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3098 {
3099 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3100 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3101
3102 //register constructed parts for synchronization
3103 UnregisterPartForSync(construtionPart.GetId());
3104
3105 //register action that was performed on part
3106 RegisterActionForSync(construtionPart.GetId(), action_id);
3107
3108 //synchronize
3110
3111 // server part of sync, client will be synced from SetPartsFromSyncData
3112 SetPartFromSyncData(construtionPart);
3113
3114 UpdateNavmesh();
3115
3116 //update visuals
3117 UpdateVisuals();
3118
3119 //reset action sync data
3120 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3121
3122 //check base state
3123 if (construtionPart.IsBase())
3124 {
3125 //Destroy construction
3126 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3127 }
3128 }
3129
3130 void OnPartDismantledClient( string part_name, int action_id )
3131 {
3132 //play sound
3133 SoundDismantleStart( part_name );
3134 }
3135
3136 //Destroy
3137 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3138 {
3139 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3140 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3141
3142 //register constructed parts for synchronization
3143 UnregisterPartForSync(construtionPart.GetId());
3144
3145 //register action that was performed on part
3146 RegisterActionForSync(construtionPart.GetId(), action_id);
3147
3148 //synchronize
3150
3151 // server part of sync, client will be synced from SetPartsFromSyncData
3152 SetPartFromSyncData(construtionPart);
3153
3154 UpdateNavmesh();
3155
3156 //update visuals
3157 UpdateVisuals();
3158
3159 //reset action sync data
3160 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3161
3162 //check base state
3163 if (construtionPart.IsBase())
3164 {
3165 //Destroy construction
3166 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3167 }
3168 }
3169
3170 void OnPartDestroyedClient( string part_name, int action_id )
3171 {
3172 //play sound
3173 SoundDestroyStart( part_name );
3174 }
3175
3176 // --- UPDATE
3177 void InitBaseState()
3178 {
3179 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3180
3181 InitVisuals();
3182 UpdateNavmesh(); //regenerate navmesh
3183 }
3184
3185 void InitVisuals()
3186 {
3187 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3188 //check base
3189 if ( !HasBase() )
3190 {
3191 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3192 }
3193 else
3194 {
3195 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3196 }
3197
3198 GetConstruction().InitVisuals();
3199 }
3200
3201 void UpdateVisuals()
3202 {
3203 array<string> attachmentSlots = new array<string>;
3204
3205 GetAttachmentSlots(this, attachmentSlots);
3206 foreach (string slotName : attachmentSlots)
3207 {
3209 }
3210
3211 //check base
3212 if (!HasBase())
3213 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3214 else
3215 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3216
3217 GetConstruction().UpdateVisuals();
3218 }
3219
3220 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3221 {
3222 string slotNameMounted = slot_name + "_Mounted";
3223 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3224
3225 if (attachment)
3226 {
3227 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3228 if (barbedWire && barbedWire.IsMounted())
3229 CreateAreaDamage(slotNameMounted);
3230 else
3231 DestroyAreaDamage(slotNameMounted);
3232
3233 if (is_locked)
3234 {
3235 SetAnimationPhase(slotNameMounted, 0);
3236 SetAnimationPhase(slot_name, 1);
3237 }
3238 else
3239 {
3240 SetAnimationPhase(slotNameMounted, 1);
3241 SetAnimationPhase(slot_name, 0);
3242 }
3243 }
3244 else
3245 {
3246 SetAnimationPhase(slotNameMounted, 1);
3247 SetAnimationPhase(slot_name, 1);
3248
3249 DestroyAreaDamage(slotNameMounted);
3250 }
3251 }
3252
3253 // avoid calling this function on frequent occasions, it's a massive performance hit
3254 void UpdatePhysics()
3255 {
3257 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3258
3259 array<string> attachmentSlots = new array<string>;
3260 GetAttachmentSlots(this, attachmentSlots);
3261
3263 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3264
3265 foreach (string slotName : attachmentSlots)
3266 {
3268 }
3269
3270 //check base
3271 if (!HasBase())
3272 {
3274 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3275
3276 AddProxyPhysics(ANIMATION_DEPLOYED);
3277 }
3278 else
3279 {
3281 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3282
3283 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3284 }
3285
3286 GetConstruction().UpdatePhysics();
3287 UpdateNavmesh();
3288 }
3289
3290 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3291 {
3292 //checks for invalid appends; hotfix
3293 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3294 return;
3295 //----------------------------------
3296 string slot_name_mounted = slot_name + "_Mounted";
3297 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3298
3299 //remove proxy physics
3300 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3301 RemoveProxyPhysics( slot_name_mounted );
3302 RemoveProxyPhysics( slot_name );
3303
3304 if ( attachment )
3305 {
3306 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3307 if ( is_locked )
3308 {
3309 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3310 AddProxyPhysics( slot_name_mounted );
3311 }
3312 else
3313 {
3314 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3315 AddProxyPhysics( slot_name );
3316 }
3317 }
3318 }
3319
3320 protected void UpdateNavmesh()
3321 {
3322 SetAffectPathgraph( true, false );
3323 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3324 }
3325
3326 override bool CanUseConstruction()
3327 {
3328 return true;
3329 }
3330
3331 override bool CanUseConstructionBuild()
3332 {
3333 return true;
3334 }
3335
3336 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3337 {
3338 if ( attachment )
3339 {
3340 InventoryLocation inventory_location = new InventoryLocation;
3341 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3342
3343 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3344 }
3345
3346 return false;
3347 }
3348
3349 protected bool IsAttachmentSlotLocked( string slot_name )
3350 {
3351 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3352 }
3353
3354 //--- ATTACHMENT SLOTS
3355 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3356 {
3357 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3358 if ( g_Game.ConfigIsExisting( config_path ) )
3359 {
3360 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3361 }
3362 }
3363
3364 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3365 {
3366 return true;
3367 }
3368
3369 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3370 {
3371 return true;
3372 }
3373
3374 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3375 {
3376 return true;
3377 }
3378
3379 // --- INIT
3381 {
3382 m_Construction = new Construction(this);
3383 return m_Construction;
3384 }
3385
3387 {
3388 return m_Construction;
3389 }
3390
3392 {
3393 return Construction.Cast(m_Construction);
3394 }
3395
3397 {
3398 int attachment_count = GetInventory().AttachmentCount();
3399 if ( attachment_count > 0 )
3400 {
3401 if ( HasBase() && attachment_count == 1 )
3402 {
3403 return false;
3404 }
3405
3406 return true;
3407 }
3408
3409 return false;
3410 }
3411
3412 override bool ShowZonesHealth()
3413 {
3414 return true;
3415 }
3416
3417 override bool IsTakeable()
3418 {
3419 return false;
3420 }
3421
3422 //this into/outo parent.Cargo
3423 override bool CanPutInCargo( EntityAI parent )
3424 {
3425 return false;
3426 }
3427
3428 override bool CanRemoveFromCargo( EntityAI parent )
3429 {
3430 return false;
3431 }
3432
3433 //hands
3434 override bool CanPutIntoHands( EntityAI parent )
3435 {
3436 return false;
3437 }
3438
3439 //--- ACTION CONDITIONS
3440 //direction
3441 override bool IsFacingPlayer( PlayerBase player, string selection )
3442 {
3443 return true;
3444 }
3445
3446 override bool IsPlayerInside( PlayerBase player, string selection )
3447 {
3448 return true;
3449 }
3450
3453 {
3454 return false;
3455 }
3456
3457 //roof check
3458 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3459 {
3460 return false;
3461 }
3462
3463 //selection->player distance check
3464 bool HasProperDistance( string selection, PlayerBase player )
3465 {
3466 return true;
3467 }
3468
3469 //folding
3471 {
3472 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3473 {
3474 return false;
3475 }
3476
3477 return true;
3478 }
3479
3481 {
3484
3485 return item;
3486 }
3487
3488 //Damage triggers (barbed wire)
3489 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3490 {
3491 if ( g_Game && g_Game.IsServer() )
3492 {
3493 //destroy area damage if some already exists
3494 DestroyAreaDamage( slot_name );
3495
3496 //create new area damage
3498 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3499
3500 vector min_max[2];
3501 if ( MemoryPointExists( slot_name + "_min" ) )
3502 {
3503 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3504 }
3505 if ( MemoryPointExists( slot_name + "_max" ) )
3506 {
3507 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3508 }
3509
3510 //get proper trigger extents (min<max)
3511 vector extents[2];
3512 GetConstruction().GetTriggerExtents( min_max, extents );
3513
3514 //get box center
3515 vector center;
3516 center = GetConstruction().GetBoxCenter( min_max );
3517 center = ModelToWorld( center );
3518
3519 //rotate center if needed
3521 CalcDamageAreaRotation( rotation_angle, center, orientation );
3522
3523 areaDamage.SetExtents( extents[0], extents[1] );
3524 areaDamage.SetAreaPosition( center );
3525 areaDamage.SetAreaOrientation( orientation );
3526 areaDamage.SetLoopInterval( 1.0 );
3527 areaDamage.SetDeferDuration( 0.2 );
3528 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3529 areaDamage.SetAmmoName( "BarbedWireHit" );
3530 areaDamage.Spawn();
3531
3532 m_DamageTriggers.Insert( slot_name, areaDamage );
3533 }
3534 }
3535
3536 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3537 {
3538 if ( angle_deg != 0 )
3539 {
3540 //orientation
3541 orientation[0] = orientation[0] - angle_deg;
3542
3543 //center
3544 vector rotate_axis;
3545 if ( MemoryPointExists( "rotate_axis" ) )
3546 {
3547 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3548 }
3549 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];
3550 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];
3551 center[0] = r_center_x;
3552 center[2] = r_center_z;
3553 }
3554 }
3555
3556 void DestroyAreaDamage( string slot_name )
3557 {
3558 if (g_Game && g_Game.IsServer())
3559 {
3561 if (m_DamageTriggers.Find(slot_name, areaDamage))
3562 {
3563 if (areaDamage)
3564 {
3565 areaDamage.Destroy();
3566 }
3567
3568 m_DamageTriggers.Remove( slot_name );
3569 }
3570 }
3571 }
3572
3573 override bool IsIgnoredByConstruction()
3574 {
3575 return true;
3576 }
3577
3578 //================================================================
3579 // SOUNDS
3580 //================================================================
3581 protected void SoundBuildStart( string part_name )
3582 {
3583 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3584 }
3585
3586 protected void SoundDismantleStart( string part_name )
3587 {
3588 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3589 }
3590
3591 protected void SoundDestroyStart( string part_name )
3592 {
3593 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3594 }
3595
3596 protected string GetBuildSoundByMaterial( string part_name )
3597 {
3598 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3599
3600 switch ( material_type )
3601 {
3602 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3603 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3604 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3605 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3606 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3607 }
3608
3609 return "";
3610 }
3611
3612 protected string GetDismantleSoundByMaterial( string part_name )
3613 {
3614 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3615
3616 switch ( material_type )
3617 {
3618 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3619 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3620 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3621 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3622 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3623 }
3624
3625 return "";
3626 }
3627
3628 //misc
3629 void CheckForHybridAttachments( EntityAI item, string slot_name )
3630 {
3631 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3632 {
3633 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3634 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3635 {
3636 SetHealth(slot_name,"Health",item.GetHealth());
3637 }
3638 }
3639 }
3640
3641 override int GetDamageSystemVersionChange()
3642 {
3643 return 111;
3644 }
3645
3646 override void SetActions()
3647 {
3648 super.SetActions();
3649
3653 }
3654
3655 protected void DestroyConstructedParts()
3656 {
3657 Construction construction = GetConstruction();
3658 if (!construction)
3659 return;
3660
3661 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3662 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3663 {
3664 ConstructionPart part = constructionParts.GetElement(i);
3665 if (part && part.IsBuilt() && !part.IsUtilityPart())
3666 {
3667 construction.DestroyPartServer(null, part.GetPartName(), -1);
3668 }
3669 }
3670 }
3671
3672 protected void HandleFallingForConstructedParts()
3673 {
3674 Construction construction = GetConstruction();
3675 if (!construction)
3676 return;
3677
3678 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3679 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3680 {
3681 ConstructionPart part = constructionParts.GetElement(i);
3682 if (part && part.IsBuilt() && !part.IsUtilityPart())
3683 {
3684 construction.HandleEntityFalling(part.GetPartName());
3685 }
3686 }
3687 }
3688
3690 override void OnItemFallRebuilding()
3691 {
3692 if (!g_Game.IsServer())
3693 return;
3694
3697
3698 if (DestroyOnFall())
3699 {
3701 {
3703 }
3704 else
3705 {
3707 {
3709 }
3710 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3711 }
3712 }
3713 }
3714
3716 {
3717 if (HasAnyAttachmentsOrCargo())
3718 {
3720 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3721 }
3722 }
3723
3724 //================================================================
3725 // DEBUG
3726 //================================================================
3727
3730 {
3731 return null;
3732 }
3733
3734 override void OnDebugSpawn()
3735 {
3736 FullyBuild();
3737 }
3738
3739 void FullyBuild()
3740 {
3742 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3743
3744 Man p;
3745
3746 #ifdef SERVER
3747 array<Man> players = new array<Man>;
3748 g_Game.GetWorld().GetPlayerList(players);
3749 if (players.Count())
3750 p = players[0];
3751 #else
3752 p = g_Game.GetPlayer();
3753 #endif
3754
3755 foreach (ConstructionPart part : parts)
3756 {
3757 bool excluded = false;
3758 string partName = part.GetPartName();
3759 if (excludes)
3760 {
3761 foreach (string exclude : excludes)
3762 {
3763 if (partName.Contains(exclude))
3764 {
3765 excluded = true;
3766 break;
3767 }
3768 }
3769 }
3770
3771 if (!excluded)
3772 {
3773 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3774 }
3775 }
3776
3777 GetConstruction().UpdateVisuals();
3778 }
3779
3781 //Deprecated code playpen//
3783 [Obsolete("handled in the Construction component directly")]
3784 protected void HandleItemFalling(ConstructionPart part)
3785 {
3786 }
3787
3788 [Obsolete("handled in the Construction component directly")]
3789 protected void ItemFall(vector min, vector max)
3790 {
3791 }
3792
3793 [Obsolete("obsolete debug method")]
3794 protected void DebugCustomState()
3795 {
3796 }
3797}
3798
3799void bsbDebugPrint (string s)
3800{
3801#ifdef BSB_DEBUG
3802 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3803#else
3804 //Print("" + s); // comment/uncomment to hide/see debug logs
3805#endif
3806}
3807void bsbDebugSpam (string s)
3808{
3809#ifdef BSB_DEBUG_SPAM
3810 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3811#else
3812 //Print("" + s); // comment/uncomment to hide/see debug logs
3813#endif
3814}
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