DayZ 1.30
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◆ DropAttachmentAndCargoItems()

void bsbDebugPrint::DropAttachmentAndCargoItems ( )
protected
Заметки
: Only call this if the entity has rly any cargo/attachment

См. определение в файле BaseBuildingBase.c строка 2495

2497{
2498 const string ANIMATION_DEPLOYED = "Deployed";
2499
2500 float m_ConstructionKitHealth; //stored health value for used construction kit
2501
2502 bool m_HasBase;
2503 //variables for synchronization of base building parts (2x31 is the current limit)
2504 int m_SyncParts01; //synchronization for already built parts (31 parts)
2505 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2506 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2507 int m_InteractedPartId; //construction part id that an action was performed on
2508 int m_PerformedActionId; //action id that was performed on a construction part
2509 protected ref ConstructionBasic m_Construction;
2510
2511 //Sounds
2512 //build
2513 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2514 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2515 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2516 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2517 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2518 //dismantle
2519 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2520 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2521 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2522 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2523 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2524
2525 protected EffectSound m_Sound;
2526
2530
2531 // Constructor
2532 void BaseBuildingBase()
2533 {
2535
2536 //synchronized variables
2537 RegisterNetSyncVariableInt( "m_SyncParts01" );
2538 RegisterNetSyncVariableInt( "m_SyncParts02" );
2539 RegisterNetSyncVariableInt( "m_SyncParts03" );
2540 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2541 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2542 RegisterNetSyncVariableBool( "m_HasBase" );
2543
2544 //Construction init
2545 ConstructionInit();
2546
2547 if (ConfigIsExisting("hybridAttachments"))
2548 {
2550 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2551 }
2552 if (ConfigIsExisting("mountables"))
2553 {
2555 ConfigGetTextArray("mountables", m_Mountables);
2556 }
2557
2558 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2559 SetAllowDamage(true);
2560 }
2561
2562 override string GetInvulnerabilityTypeString()
2563 {
2564 return "disableBaseDamage";
2565 }
2566
2567 override bool CanObstruct()
2568 {
2569 return true;
2570 }
2571
2572 override int GetHideIconMask()
2573 {
2574 return EInventoryIconVisibility.HIDE_VICINITY;
2575 }
2576
2577 override void InitItemSounds()
2578 {
2579 super.InitItemSounds();
2580
2582 SoundParameters params = new SoundParameters();
2583 params.m_Loop = true;
2584
2585 if (GetFoldSoundset() != string.Empty)
2586 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2587 if (GetLoopFoldSoundset() != string.Empty)
2588 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2589 }
2590
2591 override string GetFoldSoundset()
2592 {
2593 return "putDown_FenceKit_SoundSet";
2594 }
2595
2596 override string GetLoopFoldSoundset()
2597 {
2598 return "Shelter_Site_Build_Loop_SoundSet";
2599 }
2600
2601 // --- SYNCHRONIZATION
2603 {
2604 if ( g_Game.IsServer() )
2605 {
2606 SetSynchDirty();
2607 }
2608 }
2609
2610 override void OnVariablesSynchronized()
2611 {
2612 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2613 super.OnVariablesSynchronized();
2614
2615 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2616 }
2617
2618 protected void OnSynchronizedClient()
2619 {
2620 //update parts
2622
2623 //update action on part
2625
2626 //update visuals (client)
2627 UpdateVisuals();
2628 }
2629
2630 //parts synchronization
2631 void RegisterPartForSync( int part_id )
2632 {
2633 //part_id must starts from index = 1
2634 int offset;
2635 int mask;
2636
2637 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2638 {
2639 offset = part_id - 1;
2640 mask = 1 << offset;
2641
2642 m_SyncParts01 = m_SyncParts01 | mask;
2643 }
2644 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2645 {
2646 offset = ( part_id % 32 );
2647 mask = 1 << offset;
2648
2649 m_SyncParts02 = m_SyncParts02 | mask;
2650 }
2651 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2652 {
2653 offset = ( part_id % 63 );
2654 mask = 1 << offset;
2655
2656 m_SyncParts03 = m_SyncParts03 | mask;
2657 }
2658 }
2659
2660 void UnregisterPartForSync( int part_id )
2661 {
2662 //part_id must starts from index = 1
2663 int offset;
2664 int mask;
2665
2666 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2667 {
2668 offset = part_id - 1;
2669 mask = 1 << offset;
2670
2671 m_SyncParts01 = m_SyncParts01 & ~mask;
2672 }
2673 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2674 {
2675 offset = ( part_id % 32 );
2676 mask = 1 << offset;
2677
2678 m_SyncParts02 = m_SyncParts02 & ~mask;
2679 }
2680 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2681 {
2682 offset = ( part_id % 63 );
2683 mask = 1 << offset;
2684
2685 m_SyncParts03 = m_SyncParts03 & ~mask;
2686 }
2687 }
2688
2689 bool IsPartBuildInSyncData( int part_id )
2690 {
2691 //part_id must starts from index = 1
2692 int offset;
2693 int mask;
2694
2695 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2696 {
2697 offset = part_id - 1;
2698 mask = 1 << offset;
2699
2700 if ( ( m_SyncParts01 & mask ) > 0 )
2701 {
2702 return true;
2703 }
2704 }
2705 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2706 {
2707 offset = ( part_id % 32 );
2708 mask = 1 << offset;
2709
2710 if ( ( m_SyncParts02 & mask ) > 0 )
2711 {
2712 return true;
2713 }
2714 }
2715 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2716 {
2717 offset = ( part_id % 63 );
2718 mask = 1 << offset;
2719
2720 if ( ( m_SyncParts03 & mask ) > 0 )
2721 {
2722 return true;
2723 }
2724 }
2725
2726 return false;
2727 }
2728
2729 protected void RegisterActionForSync( int part_id, int action_id )
2730 {
2731 m_InteractedPartId = part_id;
2732 m_PerformedActionId = action_id;
2733 }
2734
2735 protected void ResetActionSyncData()
2736 {
2737 //reset data
2738 m_InteractedPartId = -1;
2740 }
2741
2742 protected void SetActionFromSyncData()
2743 {
2744 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2745 {
2747 int build_action_id = m_PerformedActionId;
2748
2749 switch( build_action_id )
2750 {
2751 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2752 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2753 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2754 }
2755 }
2756 }
2757 //------
2758
2760 {
2761 string key = part.GetPartName();
2762 bool is_base = part.IsBase();
2763 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2764 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2765 if ( is_part_built_sync )
2766 {
2767 if ( !part.IsBuilt() )
2768 {
2769 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2770 GetConstruction().AddToConstructedParts( key );
2771 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2772
2773 if (is_base)
2774 {
2776 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2777 }
2778 }
2779 }
2780 else
2781 {
2782 if ( part.IsBuilt() )
2783 {
2784 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2785 GetConstruction().RemoveFromConstructedParts( key );
2786 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2787
2788 if (is_base)
2789 {
2791 AddProxyPhysics( ANIMATION_DEPLOYED );
2792 }
2793 }
2794 }
2795
2796 //check slot lock for material attachments
2797 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2798 }
2799
2800 //set construction parts based on synchronized data
2802 {
2803 Construction construction = GetConstruction();
2804 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2805
2806 for ( int i = 0; i < construction_parts.Count(); ++i )
2807 {
2808 string key = construction_parts.GetKey( i );
2809 ConstructionPart value = construction_parts.Get( key );
2810 SetPartFromSyncData(value);
2811 }
2812
2813 //regenerate navmesh
2814 UpdateNavmesh();
2815 }
2816
2817 protected ConstructionPart GetConstructionPartById( int id )
2818 {
2819 Construction construction = GetConstruction();
2820 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2821
2822 for ( int i = 0; i < construction_parts.Count(); ++i )
2823 {
2824 string key = construction_parts.GetKey( i );
2825 ConstructionPart value = construction_parts.Get( key );
2826
2827 if ( value.GetId() == id )
2828 {
2829 return value;
2830 }
2831 }
2832
2833 return NULL;
2834 }
2835 //
2836
2837 //Base
2838 bool HasBase()
2839 {
2840 return m_HasBase;
2841 }
2842
2843 void SetBaseState( bool has_base )
2844 {
2845 m_HasBase = has_base;
2846 }
2847
2848 override bool IsDeployable()
2849 {
2850 return true;
2851 }
2852
2853 bool IsOpened()
2854 {
2855 return false;
2856 }
2857
2858 //--- CONSTRUCTION KIT
2860 {
2861 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2862 if ( m_ConstructionKitHealth > 0 )
2863 {
2864 construction_kit.SetHealth( m_ConstructionKitHealth );
2865 }
2866
2867 return construction_kit;
2868 }
2869
2870 void CreateConstructionKitInHands(notnull PlayerBase player)
2871 {
2872 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2873 if ( m_ConstructionKitHealth > 0 )
2874 {
2875 construction_kit.SetHealth( m_ConstructionKitHealth );
2876 }
2877 }
2878
2879 protected vector GetKitSpawnPosition()
2880 {
2881 return GetPosition();
2882 }
2883
2884 protected string GetConstructionKitType()
2885 {
2886 return "";
2887 }
2888
2889 void DestroyConstructionKit( ItemBase construction_kit )
2890 {
2891 m_ConstructionKitHealth = construction_kit.GetHealth();
2892 g_Game.ObjectDelete( construction_kit );
2893 }
2894
2895 //--- CONSTRUCTION
2896 void DestroyConstruction()
2897 {
2898 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2899 g_Game.ObjectDelete( this );
2900 }
2901
2902 // --- EVENTS
2903 override void EEDelete(EntityAI parent)
2904 {
2905 super.EEDelete(parent);
2906
2907 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2908 {
2909 areaDamage.Destroy();
2910 }
2911
2912 }
2913
2914 override void OnStoreSave( ParamsWriteContext ctx )
2915 {
2916 super.OnStoreSave( ctx );
2917
2918 //sync parts 01
2919 ctx.Write( m_SyncParts01 );
2920 ctx.Write( m_SyncParts02 );
2921 ctx.Write( m_SyncParts03 );
2922
2923 ctx.Write( m_HasBase );
2924 }
2925
2926 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2927 {
2928 if ( !super.OnStoreLoad( ctx, version ) )
2929 return false;
2930
2931 //--- Base building data ---
2932 //Restore synced parts data
2933 if ( !ctx.Read( m_SyncParts01 ) )
2934 {
2935 m_SyncParts01 = 0; //set default
2936 return false;
2937 }
2938 if ( !ctx.Read( m_SyncParts02 ) )
2939 {
2940 m_SyncParts02 = 0; //set default
2941 return false;
2942 }
2943 if ( !ctx.Read( m_SyncParts03 ) )
2944 {
2945 m_SyncParts03 = 0; //set default
2946 return false;
2947 }
2948
2949 //has base
2950 if ( !ctx.Read( m_HasBase ) )
2951 {
2952 m_HasBase = false;
2953 return false;
2954 }
2955 //---
2956
2957 return true;
2958 }
2959
2960 override void AfterStoreLoad()
2961 {
2962 super.AfterStoreLoad();
2963
2965 {
2967 }
2968 }
2969
2971 {
2972 //update server data
2974
2975 //set base state
2976 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2977 SetBaseState( part.IsBuilt() ) ;
2978
2979 //synchronize after load
2981 }
2982
2983 override void OnCreatePhysics()
2984 {
2985 super.OnCreatePhysics();
2986
2987 ConstructionInit();
2989 }
2990
2991 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2992 {
2994 return;
2995
2996 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2997 }
2998
2999 override void EEOnAfterLoad()
3000 {
3002 {
3003 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
3004 }
3005
3006 super.EEOnAfterLoad();
3007 }
3008
3009 override void EEItemAttached( EntityAI item, string slot_name )
3010 {
3011 super.EEItemAttached( item, slot_name );
3012
3013 CheckForHybridAttachments( item, slot_name );
3014 UpdateVisuals();
3015 UpdateAttachmentPhysics( slot_name, false );
3016 }
3017
3018 override void EEItemDetached( EntityAI item, string slot_name )
3019 {
3020 super.EEItemDetached( item, slot_name );
3021
3022 UpdateVisuals();
3023 UpdateAttachmentPhysics( slot_name, false );
3024 }
3025
3026 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3027 {
3028 string slot_name = InventorySlots.GetSlotName( slotId );
3029 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3030
3031 UpdateAttachmentVisuals( slot_name, locked );
3032 UpdateAttachmentPhysics( slot_name, locked );
3033 }
3034
3035 //ignore out of reach condition
3036 override bool IgnoreOutOfReachCondition()
3037 {
3038 return true;
3039 }
3040
3041 //CONSTRUCTION EVENTS
3042 //Build
3043 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3044 {
3045 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3046
3047 //check base state
3048 if (construtionPart.IsBase())
3049 {
3050 SetBaseState(true);
3051
3052 //spawn kit
3054 }
3055
3056 //register constructed parts for synchronization
3057 RegisterPartForSync(construtionPart.GetId());
3058
3059 //register action that was performed on part
3060 RegisterActionForSync(construtionPart.GetId(), action_id);
3061
3062 //synchronize
3064
3065 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3066
3067 UpdateNavmesh();
3068
3069 //update visuals
3070 UpdateVisuals();
3071
3072 //reset action sync data
3073 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3074 }
3075
3076 void OnPartBuiltClient(string part_name, int action_id)
3077 {
3078 //play sound
3079 SoundBuildStart( part_name );
3080 }
3081
3082 //Dismantle
3083 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3084 {
3085 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3086 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3087
3088 //register constructed parts for synchronization
3089 UnregisterPartForSync(construtionPart.GetId());
3090
3091 //register action that was performed on part
3092 RegisterActionForSync(construtionPart.GetId(), action_id);
3093
3094 //synchronize
3096
3097 // server part of sync, client will be synced from SetPartsFromSyncData
3098 SetPartFromSyncData(construtionPart);
3099
3100 UpdateNavmesh();
3101
3102 //update visuals
3103 UpdateVisuals();
3104
3105 //reset action sync data
3106 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3107
3108 //check base state
3109 if (construtionPart.IsBase())
3110 {
3111 //Destroy construction
3112 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3113 }
3114 }
3115
3116 void OnPartDismantledClient( string part_name, int action_id )
3117 {
3118 //play sound
3119 SoundDismantleStart( part_name );
3120 }
3121
3122 //Destroy
3123 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3124 {
3125 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3126 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3127
3128 //register constructed parts for synchronization
3129 UnregisterPartForSync(construtionPart.GetId());
3130
3131 //register action that was performed on part
3132 RegisterActionForSync(construtionPart.GetId(), action_id);
3133
3134 //synchronize
3136
3137 // server part of sync, client will be synced from SetPartsFromSyncData
3138 SetPartFromSyncData(construtionPart);
3139
3140 UpdateNavmesh();
3141
3142 //update visuals
3143 UpdateVisuals();
3144
3145 //reset action sync data
3146 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3147
3148 //check base state
3149 if (construtionPart.IsBase())
3150 {
3151 //Destroy construction
3152 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3153 }
3154 }
3155
3156 void OnPartDestroyedClient( string part_name, int action_id )
3157 {
3158 //play sound
3159 SoundDestroyStart( part_name );
3160 }
3161
3162 // --- UPDATE
3163 void InitBaseState()
3164 {
3165 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3166
3167 InitVisuals();
3168 UpdateNavmesh(); //regenerate navmesh
3169 }
3170
3171 void InitVisuals()
3172 {
3173 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3174 //check base
3175 if ( !HasBase() )
3176 {
3177 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3178 }
3179 else
3180 {
3181 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3182 }
3183
3184 GetConstruction().InitVisuals();
3185 }
3186
3187 void UpdateVisuals()
3188 {
3189 array<string> attachmentSlots = new array<string>;
3190
3191 GetAttachmentSlots(this, attachmentSlots);
3192 foreach (string slotName : attachmentSlots)
3193 {
3195 }
3196
3197 //check base
3198 if (!HasBase())
3199 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3200 else
3201 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3202
3203 GetConstruction().UpdateVisuals();
3204 }
3205
3206 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3207 {
3208 string slotNameMounted = slot_name + "_Mounted";
3209 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3210
3211 if (attachment)
3212 {
3213 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3214 if (barbedWire && barbedWire.IsMounted())
3215 CreateAreaDamage(slotNameMounted);
3216 else
3217 DestroyAreaDamage(slotNameMounted);
3218
3219 if (is_locked)
3220 {
3221 SetAnimationPhase(slotNameMounted, 0);
3222 SetAnimationPhase(slot_name, 1);
3223 }
3224 else
3225 {
3226 SetAnimationPhase(slotNameMounted, 1);
3227 SetAnimationPhase(slot_name, 0);
3228 }
3229 }
3230 else
3231 {
3232 SetAnimationPhase(slotNameMounted, 1);
3233 SetAnimationPhase(slot_name, 1);
3234
3235 DestroyAreaDamage(slotNameMounted);
3236 }
3237 }
3238
3239 // avoid calling this function on frequent occasions, it's a massive performance hit
3240 void UpdatePhysics()
3241 {
3243 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3244
3245 array<string> attachmentSlots = new array<string>;
3246 GetAttachmentSlots(this, attachmentSlots);
3247
3249 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3250
3251 foreach (string slotName : attachmentSlots)
3252 {
3254 }
3255
3256 //check base
3257 if (!HasBase())
3258 {
3260 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3261
3262 AddProxyPhysics(ANIMATION_DEPLOYED);
3263 }
3264 else
3265 {
3267 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3268
3269 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3270 }
3271
3272 GetConstruction().UpdatePhysics();
3273 UpdateNavmesh();
3274 }
3275
3276 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3277 {
3278 //checks for invalid appends; hotfix
3279 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3280 return;
3281 //----------------------------------
3282 string slot_name_mounted = slot_name + "_Mounted";
3283 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3284
3285 //remove proxy physics
3286 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3287 RemoveProxyPhysics( slot_name_mounted );
3288 RemoveProxyPhysics( slot_name );
3289
3290 if ( attachment )
3291 {
3292 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3293 if ( is_locked )
3294 {
3295 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3296 AddProxyPhysics( slot_name_mounted );
3297 }
3298 else
3299 {
3300 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3301 AddProxyPhysics( slot_name );
3302 }
3303 }
3304 }
3305
3306 protected void UpdateNavmesh()
3307 {
3308 SetAffectPathgraph( true, false );
3309 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3310 }
3311
3312 override bool CanUseConstruction()
3313 {
3314 return true;
3315 }
3316
3317 override bool CanUseConstructionBuild()
3318 {
3319 return true;
3320 }
3321
3322 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3323 {
3324 if ( attachment )
3325 {
3326 InventoryLocation inventory_location = new InventoryLocation;
3327 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3328
3329 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3330 }
3331
3332 return false;
3333 }
3334
3335 protected bool IsAttachmentSlotLocked( string slot_name )
3336 {
3337 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3338 }
3339
3340 //--- ATTACHMENT SLOTS
3341 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3342 {
3343 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3344 if ( g_Game.ConfigIsExisting( config_path ) )
3345 {
3346 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3347 }
3348 }
3349
3350 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3351 {
3352 return true;
3353 }
3354
3355 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3356 {
3357 return true;
3358 }
3359
3360 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3361 {
3362 return true;
3363 }
3364
3365 // --- INIT
3367 {
3368 m_Construction = new Construction(this);
3369 return m_Construction;
3370 }
3371
3373 {
3374 return m_Construction;
3375 }
3376
3378 {
3379 return Construction.Cast(m_Construction);
3380 }
3381
3383 {
3384 int attachment_count = GetInventory().AttachmentCount();
3385 if ( attachment_count > 0 )
3386 {
3387 if ( HasBase() && attachment_count == 1 )
3388 {
3389 return false;
3390 }
3391
3392 return true;
3393 }
3394
3395 return false;
3396 }
3397
3398 override bool ShowZonesHealth()
3399 {
3400 return true;
3401 }
3402
3403 override bool IsTakeable()
3404 {
3405 return false;
3406 }
3407
3408 //this into/outo parent.Cargo
3409 override bool CanPutInCargo( EntityAI parent )
3410 {
3411 return false;
3412 }
3413
3414 override bool CanRemoveFromCargo( EntityAI parent )
3415 {
3416 return false;
3417 }
3418
3419 //hands
3420 override bool CanPutIntoHands( EntityAI parent )
3421 {
3422 return false;
3423 }
3424
3425 //--- ACTION CONDITIONS
3426 //direction
3427 override bool IsFacingPlayer( PlayerBase player, string selection )
3428 {
3429 return true;
3430 }
3431
3432 override bool IsPlayerInside( PlayerBase player, string selection )
3433 {
3434 return true;
3435 }
3436
3439 {
3440 return false;
3441 }
3442
3443 //roof check
3444 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3445 {
3446 return false;
3447 }
3448
3449 //selection->player distance check
3450 bool HasProperDistance( string selection, PlayerBase player )
3451 {
3452 return true;
3453 }
3454
3455 //folding
3457 {
3458 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3459 {
3460 return false;
3461 }
3462
3463 return true;
3464 }
3465
3467 {
3470
3471 return item;
3472 }
3473
3474 //Damage triggers (barbed wire)
3475 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3476 {
3477 if ( g_Game && g_Game.IsServer() )
3478 {
3479 //destroy area damage if some already exists
3480 DestroyAreaDamage( slot_name );
3481
3482 //create new area damage
3484 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3485
3486 vector min_max[2];
3487 if ( MemoryPointExists( slot_name + "_min" ) )
3488 {
3489 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3490 }
3491 if ( MemoryPointExists( slot_name + "_max" ) )
3492 {
3493 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3494 }
3495
3496 //get proper trigger extents (min<max)
3497 vector extents[2];
3498 GetConstruction().GetTriggerExtents( min_max, extents );
3499
3500 //get box center
3501 vector center;
3502 center = GetConstruction().GetBoxCenter( min_max );
3503 center = ModelToWorld( center );
3504
3505 //rotate center if needed
3507 CalcDamageAreaRotation( rotation_angle, center, orientation );
3508
3509 areaDamage.SetExtents( extents[0], extents[1] );
3510 areaDamage.SetAreaPosition( center );
3511 areaDamage.SetAreaOrientation( orientation );
3512 areaDamage.SetLoopInterval( 1.0 );
3513 areaDamage.SetDeferDuration( 0.2 );
3514 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3515 areaDamage.SetAmmoName( "BarbedWireHit" );
3516 areaDamage.Spawn();
3517
3518 m_DamageTriggers.Insert( slot_name, areaDamage );
3519 }
3520 }
3521
3522 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3523 {
3524 if ( angle_deg != 0 )
3525 {
3526 //orientation
3527 orientation[0] = orientation[0] - angle_deg;
3528
3529 //center
3530 vector rotate_axis;
3531 if ( MemoryPointExists( "rotate_axis" ) )
3532 {
3533 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3534 }
3535 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];
3536 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];
3537 center[0] = r_center_x;
3538 center[2] = r_center_z;
3539 }
3540 }
3541
3542 void DestroyAreaDamage( string slot_name )
3543 {
3544 if (g_Game && g_Game.IsServer())
3545 {
3547 if (m_DamageTriggers.Find(slot_name, areaDamage))
3548 {
3549 if (areaDamage)
3550 {
3551 areaDamage.Destroy();
3552 }
3553
3554 m_DamageTriggers.Remove( slot_name );
3555 }
3556 }
3557 }
3558
3559 override bool IsIgnoredByConstruction()
3560 {
3561 return true;
3562 }
3563
3564 //================================================================
3565 // SOUNDS
3566 //================================================================
3567 protected void SoundBuildStart( string part_name )
3568 {
3569 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3570 }
3571
3572 protected void SoundDismantleStart( string part_name )
3573 {
3574 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3575 }
3576
3577 protected void SoundDestroyStart( string part_name )
3578 {
3579 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3580 }
3581
3582 protected string GetBuildSoundByMaterial( string part_name )
3583 {
3584 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3585
3586 switch ( material_type )
3587 {
3588 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3589 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3590 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3591 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3592 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3593 }
3594
3595 return "";
3596 }
3597
3598 protected string GetDismantleSoundByMaterial( string part_name )
3599 {
3600 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3601
3602 switch ( material_type )
3603 {
3604 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3605 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3606 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3607 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3608 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3609 }
3610
3611 return "";
3612 }
3613
3614 //misc
3615 void CheckForHybridAttachments( EntityAI item, string slot_name )
3616 {
3617 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3618 {
3619 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3620 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3621 {
3622 SetHealth(slot_name,"Health",item.GetHealth());
3623 }
3624 }
3625 }
3626
3627 override int GetDamageSystemVersionChange()
3628 {
3629 return 111;
3630 }
3631
3632 override void SetActions()
3633 {
3634 super.SetActions();
3635
3639 }
3640
3641 protected void DestroyConstructedParts()
3642 {
3643 Construction construction = GetConstruction();
3644 if (!construction)
3645 return;
3646
3647 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3648 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3649 {
3650 ConstructionPart part = constructionParts.GetElement(i);
3651 if (part && part.IsBuilt() && !part.IsUtilityPart())
3652 {
3653 construction.DestroyPartServer(null, part.GetPartName(), -1);
3654 }
3655 }
3656 }
3657
3658 protected void HandleFallingForConstructedParts()
3659 {
3660 Construction construction = GetConstruction();
3661 if (!construction)
3662 return;
3663
3664 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3665 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3666 {
3667 ConstructionPart part = constructionParts.GetElement(i);
3668 if (part && part.IsBuilt() && !part.IsUtilityPart())
3669 {
3670 construction.HandleEntityFalling(part.GetPartName());
3671 }
3672 }
3673 }
3674
3676 override void OnItemFallRebuilding()
3677 {
3678 if (!g_Game.IsServer())
3679 return;
3680
3683
3684 if (DestroyOnFall())
3685 {
3687 {
3689 }
3690 else
3691 {
3693 {
3695 }
3696 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3697 }
3698 }
3699 }
3700
3702 {
3703 if (HasAnyAttachmentsOrCargo())
3704 {
3706 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3707 }
3708 }
3709
3710 //================================================================
3711 // DEBUG
3712 //================================================================
3713
3716 {
3717 return null;
3718 }
3719
3720 override void OnDebugSpawn()
3721 {
3722 FullyBuild();
3723 }
3724
3725 void FullyBuild()
3726 {
3728 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3729
3730 Man p;
3731
3732 #ifdef SERVER
3733 array<Man> players = new array<Man>;
3734 g_Game.GetWorld().GetPlayerList(players);
3735 if (players.Count())
3736 p = players[0];
3737 #else
3738 p = g_Game.GetPlayer();
3739 #endif
3740
3741 foreach (ConstructionPart part : parts)
3742 {
3743 bool excluded = false;
3744 string partName = part.GetPartName();
3745 if (excludes)
3746 {
3747 foreach (string exclude : excludes)
3748 {
3749 if (partName.Contains(exclude))
3750 {
3751 excluded = true;
3752 break;
3753 }
3754 }
3755 }
3756
3757 if (!excluded)
3758 {
3759 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3760 }
3761 }
3762
3763 GetConstruction().UpdateVisuals();
3764 }
3765
3767 //Deprecated code playpen//
3769 [Obsolete("handled in the Construction component directly")]
3770 protected void HandleItemFalling(ConstructionPart part)
3771 {
3772 }
3773
3774 [Obsolete("handled in the Construction component directly")]
3775 protected void ItemFall(vector min, vector max)
3776 {
3777 }
3778
3779 [Obsolete("obsolete debug method")]
3780 protected void DebugCustomState()
3781 {
3782 }
3783}
3784
3785void bsbDebugPrint (string s)
3786{
3787#ifdef BSB_DEBUG
3788 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3789#else
3790 //Print("" + s); // comment/uncomment to hide/see debug logs
3791#endif
3792}
3793void bsbDebugSpam (string s)
3794{
3795#ifdef BSB_DEBUG_SPAM
3796 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3797#else
3798 //Print("" + s); // comment/uncomment to hide/see debug logs
3799#endif
3800}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в BaseBuildingBase::OnItemFallRebuilding() и ItemBase::OnItemFallRebuilding().