DayZ 1.30
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◆ SoundDestroyStart()

void bsbDebugPrint::SoundDestroyStart ( string part_name)
protected

См. определение в файле BaseBuildingBase.c строка 2371

2373{
2374 const string ANIMATION_DEPLOYED = "Deployed";
2375
2376 float m_ConstructionKitHealth; //stored health value for used construction kit
2377
2378 bool m_HasBase;
2379 //variables for synchronization of base building parts (2x31 is the current limit)
2380 int m_SyncParts01; //synchronization for already built parts (31 parts)
2381 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2382 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2383 int m_InteractedPartId; //construction part id that an action was performed on
2384 int m_PerformedActionId; //action id that was performed on a construction part
2385 protected ref ConstructionBasic m_Construction;
2386
2387 //Sounds
2388 //build
2389 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2390 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2391 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2392 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2393 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2394 //dismantle
2395 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2396 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2397 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2398 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2399 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2400
2401 protected EffectSound m_Sound;
2402
2406
2407 // Constructor
2408 void BaseBuildingBase()
2409 {
2411
2412 //synchronized variables
2413 RegisterNetSyncVariableInt( "m_SyncParts01" );
2414 RegisterNetSyncVariableInt( "m_SyncParts02" );
2415 RegisterNetSyncVariableInt( "m_SyncParts03" );
2416 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2417 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2418 RegisterNetSyncVariableBool( "m_HasBase" );
2419
2420 //Construction init
2421 ConstructionInit();
2422
2423 if (ConfigIsExisting("hybridAttachments"))
2424 {
2426 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2427 }
2428 if (ConfigIsExisting("mountables"))
2429 {
2431 ConfigGetTextArray("mountables", m_Mountables);
2432 }
2433
2434 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2435 SetAllowDamage(true);
2436 }
2437
2438 override string GetInvulnerabilityTypeString()
2439 {
2440 return "disableBaseDamage";
2441 }
2442
2443 override bool CanObstruct()
2444 {
2445 return true;
2446 }
2447
2448 override int GetHideIconMask()
2449 {
2450 return EInventoryIconVisibility.HIDE_VICINITY;
2451 }
2452
2453 override void InitItemSounds()
2454 {
2455 super.InitItemSounds();
2456
2458 SoundParameters params = new SoundParameters();
2459 params.m_Loop = true;
2460
2461 if (GetFoldSoundset() != string.Empty)
2462 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2463 if (GetLoopFoldSoundset() != string.Empty)
2464 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2465 }
2466
2467 override string GetFoldSoundset()
2468 {
2469 return "putDown_FenceKit_SoundSet";
2470 }
2471
2472 override string GetLoopFoldSoundset()
2473 {
2474 return "Shelter_Site_Build_Loop_SoundSet";
2475 }
2476
2477 // --- SYNCHRONIZATION
2479 {
2480 if ( g_Game.IsServer() )
2481 {
2482 SetSynchDirty();
2483 }
2484 }
2485
2486 override void OnVariablesSynchronized()
2487 {
2488 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2489 super.OnVariablesSynchronized();
2490
2491 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2492 }
2493
2494 protected void OnSynchronizedClient()
2495 {
2496 //update parts
2498
2499 //update action on part
2501
2502 //update visuals (client)
2503 UpdateVisuals();
2504 }
2505
2506 //parts synchronization
2507 void RegisterPartForSync( int part_id )
2508 {
2509 //part_id must starts from index = 1
2510 int offset;
2511 int mask;
2512
2513 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2514 {
2515 offset = part_id - 1;
2516 mask = 1 << offset;
2517
2518 m_SyncParts01 = m_SyncParts01 | mask;
2519 }
2520 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2521 {
2522 offset = ( part_id % 32 );
2523 mask = 1 << offset;
2524
2525 m_SyncParts02 = m_SyncParts02 | mask;
2526 }
2527 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2528 {
2529 offset = ( part_id % 63 );
2530 mask = 1 << offset;
2531
2532 m_SyncParts03 = m_SyncParts03 | mask;
2533 }
2534 }
2535
2536 void UnregisterPartForSync( int part_id )
2537 {
2538 //part_id must starts from index = 1
2539 int offset;
2540 int mask;
2541
2542 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2543 {
2544 offset = part_id - 1;
2545 mask = 1 << offset;
2546
2547 m_SyncParts01 = m_SyncParts01 & ~mask;
2548 }
2549 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2550 {
2551 offset = ( part_id % 32 );
2552 mask = 1 << offset;
2553
2554 m_SyncParts02 = m_SyncParts02 & ~mask;
2555 }
2556 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2557 {
2558 offset = ( part_id % 63 );
2559 mask = 1 << offset;
2560
2561 m_SyncParts03 = m_SyncParts03 & ~mask;
2562 }
2563 }
2564
2565 bool IsPartBuildInSyncData( int part_id )
2566 {
2567 //part_id must starts from index = 1
2568 int offset;
2569 int mask;
2570
2571 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2572 {
2573 offset = part_id - 1;
2574 mask = 1 << offset;
2575
2576 if ( ( m_SyncParts01 & mask ) > 0 )
2577 {
2578 return true;
2579 }
2580 }
2581 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2582 {
2583 offset = ( part_id % 32 );
2584 mask = 1 << offset;
2585
2586 if ( ( m_SyncParts02 & mask ) > 0 )
2587 {
2588 return true;
2589 }
2590 }
2591 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2592 {
2593 offset = ( part_id % 63 );
2594 mask = 1 << offset;
2595
2596 if ( ( m_SyncParts03 & mask ) > 0 )
2597 {
2598 return true;
2599 }
2600 }
2601
2602 return false;
2603 }
2604
2605 protected void RegisterActionForSync( int part_id, int action_id )
2606 {
2607 m_InteractedPartId = part_id;
2608 m_PerformedActionId = action_id;
2609 }
2610
2611 protected void ResetActionSyncData()
2612 {
2613 //reset data
2614 m_InteractedPartId = -1;
2616 }
2617
2618 protected void SetActionFromSyncData()
2619 {
2620 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2621 {
2623 int build_action_id = m_PerformedActionId;
2624
2625 switch( build_action_id )
2626 {
2627 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2628 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2629 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2630 }
2631 }
2632 }
2633 //------
2634
2636 {
2637 string key = part.GetPartName();
2638 bool is_base = part.IsBase();
2639 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2640 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2641 if ( is_part_built_sync )
2642 {
2643 if ( !part.IsBuilt() )
2644 {
2645 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2646 GetConstruction().AddToConstructedParts( key );
2647 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2648
2649 if (is_base)
2650 {
2652 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2653 }
2654 }
2655 }
2656 else
2657 {
2658 if ( part.IsBuilt() )
2659 {
2660 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2661 GetConstruction().RemoveFromConstructedParts( key );
2662 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2663
2664 if (is_base)
2665 {
2667 AddProxyPhysics( ANIMATION_DEPLOYED );
2668 }
2669 }
2670 }
2671
2672 //check slot lock for material attachments
2673 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2674 }
2675
2676 //set construction parts based on synchronized data
2678 {
2679 Construction construction = GetConstruction();
2680 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2681
2682 for ( int i = 0; i < construction_parts.Count(); ++i )
2683 {
2684 string key = construction_parts.GetKey( i );
2685 ConstructionPart value = construction_parts.Get( key );
2686 SetPartFromSyncData(value);
2687 }
2688
2689 //regenerate navmesh
2690 UpdateNavmesh();
2691 }
2692
2693 protected ConstructionPart GetConstructionPartById( int id )
2694 {
2695 Construction construction = GetConstruction();
2696 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2697
2698 for ( int i = 0; i < construction_parts.Count(); ++i )
2699 {
2700 string key = construction_parts.GetKey( i );
2701 ConstructionPart value = construction_parts.Get( key );
2702
2703 if ( value.GetId() == id )
2704 {
2705 return value;
2706 }
2707 }
2708
2709 return NULL;
2710 }
2711 //
2712
2713 //Base
2714 bool HasBase()
2715 {
2716 return m_HasBase;
2717 }
2718
2719 void SetBaseState( bool has_base )
2720 {
2721 m_HasBase = has_base;
2722 }
2723
2724 override bool IsDeployable()
2725 {
2726 return true;
2727 }
2728
2729 bool IsOpened()
2730 {
2731 return false;
2732 }
2733
2734 //--- CONSTRUCTION KIT
2736 {
2737 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2738 if ( m_ConstructionKitHealth > 0 )
2739 {
2740 construction_kit.SetHealth( m_ConstructionKitHealth );
2741 }
2742
2743 return construction_kit;
2744 }
2745
2746 void CreateConstructionKitInHands(notnull PlayerBase player)
2747 {
2748 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2749 if ( m_ConstructionKitHealth > 0 )
2750 {
2751 construction_kit.SetHealth( m_ConstructionKitHealth );
2752 }
2753 }
2754
2755 protected vector GetKitSpawnPosition()
2756 {
2757 return GetPosition();
2758 }
2759
2760 protected string GetConstructionKitType()
2761 {
2762 return "";
2763 }
2764
2765 void DestroyConstructionKit( ItemBase construction_kit )
2766 {
2767 m_ConstructionKitHealth = construction_kit.GetHealth();
2768 g_Game.ObjectDelete( construction_kit );
2769 }
2770
2771 //--- CONSTRUCTION
2772 void DestroyConstruction()
2773 {
2774 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2775 g_Game.ObjectDelete( this );
2776 }
2777
2778 // --- EVENTS
2779 override void EEDelete(EntityAI parent)
2780 {
2781 super.EEDelete(parent);
2782
2783 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2784 {
2785 areaDamage.Destroy();
2786 }
2787
2788 }
2789
2790 override void OnStoreSave( ParamsWriteContext ctx )
2791 {
2792 super.OnStoreSave( ctx );
2793
2794 //sync parts 01
2795 ctx.Write( m_SyncParts01 );
2796 ctx.Write( m_SyncParts02 );
2797 ctx.Write( m_SyncParts03 );
2798
2799 ctx.Write( m_HasBase );
2800 }
2801
2802 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2803 {
2804 if ( !super.OnStoreLoad( ctx, version ) )
2805 return false;
2806
2807 //--- Base building data ---
2808 //Restore synced parts data
2809 if ( !ctx.Read( m_SyncParts01 ) )
2810 {
2811 m_SyncParts01 = 0; //set default
2812 return false;
2813 }
2814 if ( !ctx.Read( m_SyncParts02 ) )
2815 {
2816 m_SyncParts02 = 0; //set default
2817 return false;
2818 }
2819 if ( !ctx.Read( m_SyncParts03 ) )
2820 {
2821 m_SyncParts03 = 0; //set default
2822 return false;
2823 }
2824
2825 //has base
2826 if ( !ctx.Read( m_HasBase ) )
2827 {
2828 m_HasBase = false;
2829 return false;
2830 }
2831 //---
2832
2833 return true;
2834 }
2835
2836 override void AfterStoreLoad()
2837 {
2838 super.AfterStoreLoad();
2839
2841 {
2843 }
2844 }
2845
2847 {
2848 //update server data
2850
2851 //set base state
2852 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2853 SetBaseState( part.IsBuilt() ) ;
2854
2855 //synchronize after load
2857 }
2858
2859 override void OnCreatePhysics()
2860 {
2861 super.OnCreatePhysics();
2862
2863 ConstructionInit();
2865 }
2866
2867 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2868 {
2870 return;
2871
2872 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2873 }
2874
2875 override void EEOnAfterLoad()
2876 {
2878 {
2879 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2880 }
2881
2882 super.EEOnAfterLoad();
2883 }
2884
2885 override void EEItemAttached( EntityAI item, string slot_name )
2886 {
2887 super.EEItemAttached( item, slot_name );
2888
2889 CheckForHybridAttachments( item, slot_name );
2890 UpdateVisuals();
2891 UpdateAttachmentPhysics( slot_name, false );
2892 }
2893
2894 override void EEItemDetached( EntityAI item, string slot_name )
2895 {
2896 super.EEItemDetached( item, slot_name );
2897
2898 UpdateVisuals();
2899 UpdateAttachmentPhysics( slot_name, false );
2900 }
2901
2902 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2903 {
2904 string slot_name = InventorySlots.GetSlotName( slotId );
2905 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2906
2907 UpdateAttachmentVisuals( slot_name, locked );
2908 UpdateAttachmentPhysics( slot_name, locked );
2909 }
2910
2911 //ignore out of reach condition
2912 override bool IgnoreOutOfReachCondition()
2913 {
2914 return true;
2915 }
2916
2917 //CONSTRUCTION EVENTS
2918 //Build
2919 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2920 {
2921 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2922
2923 //check base state
2924 if (construtionPart.IsBase())
2925 {
2926 SetBaseState(true);
2927
2928 //spawn kit
2930 }
2931
2932 //register constructed parts for synchronization
2933 RegisterPartForSync(construtionPart.GetId());
2934
2935 //register action that was performed on part
2936 RegisterActionForSync(construtionPart.GetId(), action_id);
2937
2938 //synchronize
2940
2941 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2942
2943 UpdateNavmesh();
2944
2945 //update visuals
2946 UpdateVisuals();
2947
2948 //reset action sync data
2949 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2950 }
2951
2952 void OnPartBuiltClient(string part_name, int action_id)
2953 {
2954 //play sound
2955 SoundBuildStart( part_name );
2956 }
2957
2958 //Dismantle
2959 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2960 {
2961 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2962 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2963
2964 //register constructed parts for synchronization
2965 UnregisterPartForSync(construtionPart.GetId());
2966
2967 //register action that was performed on part
2968 RegisterActionForSync(construtionPart.GetId(), action_id);
2969
2970 //synchronize
2972
2973 // server part of sync, client will be synced from SetPartsFromSyncData
2974 SetPartFromSyncData(construtionPart);
2975
2976 UpdateNavmesh();
2977
2978 //update visuals
2979 UpdateVisuals();
2980
2981 //reset action sync data
2982 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2983
2984 //check base state
2985 if (construtionPart.IsBase())
2986 {
2987 //Destroy construction
2988 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2989 }
2990 }
2991
2992 void OnPartDismantledClient( string part_name, int action_id )
2993 {
2994 //play sound
2995 SoundDismantleStart( part_name );
2996 }
2997
2998 //Destroy
2999 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3000 {
3001 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3002 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3003
3004 //register constructed parts for synchronization
3005 UnregisterPartForSync(construtionPart.GetId());
3006
3007 //register action that was performed on part
3008 RegisterActionForSync(construtionPart.GetId(), action_id);
3009
3010 //synchronize
3012
3013 // server part of sync, client will be synced from SetPartsFromSyncData
3014 SetPartFromSyncData(construtionPart);
3015
3016 UpdateNavmesh();
3017
3018 //update visuals
3019 UpdateVisuals();
3020
3021 //reset action sync data
3022 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3023
3024 //check base state
3025 if (construtionPart.IsBase())
3026 {
3027 //Destroy construction
3028 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3029 }
3030 }
3031
3032 void OnPartDestroyedClient( string part_name, int action_id )
3033 {
3034 //play sound
3035 SoundDestroyStart( part_name );
3036 }
3037
3038 // --- UPDATE
3039 void InitBaseState()
3040 {
3041 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3042
3043 InitVisuals();
3044 UpdateNavmesh(); //regenerate navmesh
3045 }
3046
3047 void InitVisuals()
3048 {
3049 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3050 //check base
3051 if ( !HasBase() )
3052 {
3053 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3054 }
3055 else
3056 {
3057 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3058 }
3059
3060 GetConstruction().InitVisuals();
3061 }
3062
3063 void UpdateVisuals()
3064 {
3065 array<string> attachmentSlots = new array<string>;
3066
3067 GetAttachmentSlots(this, attachmentSlots);
3068 foreach (string slotName : attachmentSlots)
3069 {
3071 }
3072
3073 //check base
3074 if (!HasBase())
3075 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3076 else
3077 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3078
3079 GetConstruction().UpdateVisuals();
3080 }
3081
3082 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3083 {
3084 string slotNameMounted = slot_name + "_Mounted";
3085 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3086
3087 if (attachment)
3088 {
3089 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3090 if (barbedWire && barbedWire.IsMounted())
3091 CreateAreaDamage(slotNameMounted);
3092 else
3093 DestroyAreaDamage(slotNameMounted);
3094
3095 if (is_locked)
3096 {
3097 SetAnimationPhase(slotNameMounted, 0);
3098 SetAnimationPhase(slot_name, 1);
3099 }
3100 else
3101 {
3102 SetAnimationPhase(slotNameMounted, 1);
3103 SetAnimationPhase(slot_name, 0);
3104 }
3105 }
3106 else
3107 {
3108 SetAnimationPhase(slotNameMounted, 1);
3109 SetAnimationPhase(slot_name, 1);
3110
3111 DestroyAreaDamage(slotNameMounted);
3112 }
3113 }
3114
3115 // avoid calling this function on frequent occasions, it's a massive performance hit
3116 void UpdatePhysics()
3117 {
3119 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3120
3121 array<string> attachmentSlots = new array<string>;
3122 GetAttachmentSlots(this, attachmentSlots);
3123
3125 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3126
3127 foreach (string slotName : attachmentSlots)
3128 {
3130 }
3131
3132 //check base
3133 if (!HasBase())
3134 {
3136 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3137
3138 AddProxyPhysics(ANIMATION_DEPLOYED);
3139 }
3140 else
3141 {
3143 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3144
3145 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3146 }
3147
3148 GetConstruction().UpdatePhysics();
3149 UpdateNavmesh();
3150 }
3151
3152 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3153 {
3154 //checks for invalid appends; hotfix
3155 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3156 return;
3157 //----------------------------------
3158 string slot_name_mounted = slot_name + "_Mounted";
3159 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3160
3161 //remove proxy physics
3162 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3163 RemoveProxyPhysics( slot_name_mounted );
3164 RemoveProxyPhysics( slot_name );
3165
3166 if ( attachment )
3167 {
3168 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3169 if ( is_locked )
3170 {
3171 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3172 AddProxyPhysics( slot_name_mounted );
3173 }
3174 else
3175 {
3176 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3177 AddProxyPhysics( slot_name );
3178 }
3179 }
3180 }
3181
3182 protected void UpdateNavmesh()
3183 {
3184 SetAffectPathgraph( true, false );
3185 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3186 }
3187
3188 override bool CanUseConstruction()
3189 {
3190 return true;
3191 }
3192
3193 override bool CanUseConstructionBuild()
3194 {
3195 return true;
3196 }
3197
3198 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3199 {
3200 if ( attachment )
3201 {
3202 InventoryLocation inventory_location = new InventoryLocation;
3203 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3204
3205 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3206 }
3207
3208 return false;
3209 }
3210
3211 protected bool IsAttachmentSlotLocked( string slot_name )
3212 {
3213 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3214 }
3215
3216 //--- ATTACHMENT SLOTS
3217 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3218 {
3219 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3220 if ( g_Game.ConfigIsExisting( config_path ) )
3221 {
3222 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3223 }
3224 }
3225
3226 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3227 {
3228 return true;
3229 }
3230
3231 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3232 {
3233 return true;
3234 }
3235
3236 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3237 {
3238 return true;
3239 }
3240
3241 // --- INIT
3243 {
3244 m_Construction = new Construction(this);
3245 return m_Construction;
3246 }
3247
3249 {
3250 return m_Construction;
3251 }
3252
3254 {
3255 return Construction.Cast(m_Construction);
3256 }
3257
3259 {
3260 int attachment_count = GetInventory().AttachmentCount();
3261 if ( attachment_count > 0 )
3262 {
3263 if ( HasBase() && attachment_count == 1 )
3264 {
3265 return false;
3266 }
3267
3268 return true;
3269 }
3270
3271 return false;
3272 }
3273
3274 override bool ShowZonesHealth()
3275 {
3276 return true;
3277 }
3278
3279 override bool IsTakeable()
3280 {
3281 return false;
3282 }
3283
3284 //this into/outo parent.Cargo
3285 override bool CanPutInCargo( EntityAI parent )
3286 {
3287 return false;
3288 }
3289
3290 override bool CanRemoveFromCargo( EntityAI parent )
3291 {
3292 return false;
3293 }
3294
3295 //hands
3296 override bool CanPutIntoHands( EntityAI parent )
3297 {
3298 return false;
3299 }
3300
3301 //--- ACTION CONDITIONS
3302 //direction
3303 override bool IsFacingPlayer( PlayerBase player, string selection )
3304 {
3305 return true;
3306 }
3307
3308 override bool IsPlayerInside( PlayerBase player, string selection )
3309 {
3310 return true;
3311 }
3312
3315 {
3316 return false;
3317 }
3318
3319 //roof check
3320 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3321 {
3322 return false;
3323 }
3324
3325 //selection->player distance check
3326 bool HasProperDistance( string selection, PlayerBase player )
3327 {
3328 return true;
3329 }
3330
3331 //folding
3333 {
3334 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3335 {
3336 return false;
3337 }
3338
3339 return true;
3340 }
3341
3343 {
3346
3347 return item;
3348 }
3349
3350 //Damage triggers (barbed wire)
3351 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3352 {
3353 if ( g_Game && g_Game.IsServer() )
3354 {
3355 //destroy area damage if some already exists
3356 DestroyAreaDamage( slot_name );
3357
3358 //create new area damage
3360 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3361
3362 vector min_max[2];
3363 if ( MemoryPointExists( slot_name + "_min" ) )
3364 {
3365 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3366 }
3367 if ( MemoryPointExists( slot_name + "_max" ) )
3368 {
3369 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3370 }
3371
3372 //get proper trigger extents (min<max)
3373 vector extents[2];
3374 GetConstruction().GetTriggerExtents( min_max, extents );
3375
3376 //get box center
3377 vector center;
3378 center = GetConstruction().GetBoxCenter( min_max );
3379 center = ModelToWorld( center );
3380
3381 //rotate center if needed
3383 CalcDamageAreaRotation( rotation_angle, center, orientation );
3384
3385 areaDamage.SetExtents( extents[0], extents[1] );
3386 areaDamage.SetAreaPosition( center );
3387 areaDamage.SetAreaOrientation( orientation );
3388 areaDamage.SetLoopInterval( 1.0 );
3389 areaDamage.SetDeferDuration( 0.2 );
3390 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3391 areaDamage.SetAmmoName( "BarbedWireHit" );
3392 areaDamage.Spawn();
3393
3394 m_DamageTriggers.Insert( slot_name, areaDamage );
3395 }
3396 }
3397
3398 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3399 {
3400 if ( angle_deg != 0 )
3401 {
3402 //orientation
3403 orientation[0] = orientation[0] - angle_deg;
3404
3405 //center
3406 vector rotate_axis;
3407 if ( MemoryPointExists( "rotate_axis" ) )
3408 {
3409 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3410 }
3411 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];
3412 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];
3413 center[0] = r_center_x;
3414 center[2] = r_center_z;
3415 }
3416 }
3417
3418 void DestroyAreaDamage( string slot_name )
3419 {
3420 if (g_Game && g_Game.IsServer())
3421 {
3423 if (m_DamageTriggers.Find(slot_name, areaDamage))
3424 {
3425 if (areaDamage)
3426 {
3427 areaDamage.Destroy();
3428 }
3429
3430 m_DamageTriggers.Remove( slot_name );
3431 }
3432 }
3433 }
3434
3435 override bool IsIgnoredByConstruction()
3436 {
3437 return true;
3438 }
3439
3440 //================================================================
3441 // SOUNDS
3442 //================================================================
3443 protected void SoundBuildStart( string part_name )
3444 {
3445 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3446 }
3447
3448 protected void SoundDismantleStart( string part_name )
3449 {
3450 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3451 }
3452
3453 protected void SoundDestroyStart( string part_name )
3454 {
3455 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3456 }
3457
3458 protected string GetBuildSoundByMaterial( string part_name )
3459 {
3460 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3461
3462 switch ( material_type )
3463 {
3464 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3465 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3466 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3467 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3468 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3469 }
3470
3471 return "";
3472 }
3473
3474 protected string GetDismantleSoundByMaterial( string part_name )
3475 {
3476 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3477
3478 switch ( material_type )
3479 {
3480 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3481 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3482 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3483 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3484 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3485 }
3486
3487 return "";
3488 }
3489
3490 //misc
3491 void CheckForHybridAttachments( EntityAI item, string slot_name )
3492 {
3493 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3494 {
3495 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3496 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3497 {
3498 SetHealth(slot_name,"Health",item.GetHealth());
3499 }
3500 }
3501 }
3502
3503 override int GetDamageSystemVersionChange()
3504 {
3505 return 111;
3506 }
3507
3508 override void SetActions()
3509 {
3510 super.SetActions();
3511
3515 }
3516
3517 protected void DestroyConstructedParts()
3518 {
3519 Construction construction = GetConstruction();
3520 if (!construction)
3521 return;
3522
3523 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3524 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3525 {
3526 ConstructionPart part = constructionParts.GetElement(i);
3527 if (part && part.IsBuilt() && !part.IsUtilityPart())
3528 {
3529 construction.DestroyPartServer(null, part.GetPartName(), -1);
3530 }
3531 }
3532 }
3533
3534 protected void HandleFallingForConstructedParts()
3535 {
3536 Construction construction = GetConstruction();
3537 if (!construction)
3538 return;
3539
3540 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3541 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3542 {
3543 ConstructionPart part = constructionParts.GetElement(i);
3544 if (part && part.IsBuilt() && !part.IsUtilityPart())
3545 {
3546 construction.HandleEntityFalling(part.GetPartName());
3547 }
3548 }
3549 }
3550
3552 override void OnItemFallRebuilding()
3553 {
3554 if (!g_Game.IsServer())
3555 return;
3556
3559
3560 if (DestroyOnFall())
3561 {
3563 {
3565 }
3566 else
3567 {
3569 {
3571 }
3572 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3573 }
3574 }
3575 }
3576
3578 {
3579 if (HasAnyAttachmentsOrCargo())
3580 {
3582 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3583 }
3584 }
3585
3586 //================================================================
3587 // DEBUG
3588 //================================================================
3589
3592 {
3593 return null;
3594 }
3595
3596 override void OnDebugSpawn()
3597 {
3598 FullyBuild();
3599 }
3600
3601 void FullyBuild()
3602 {
3604 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3605
3606 Man p;
3607
3608 #ifdef SERVER
3609 array<Man> players = new array<Man>;
3610 g_Game.GetWorld().GetPlayerList(players);
3611 if (players.Count())
3612 p = players[0];
3613 #else
3614 p = g_Game.GetPlayer();
3615 #endif
3616
3617 foreach (ConstructionPart part : parts)
3618 {
3619 bool excluded = false;
3620 string partName = part.GetPartName();
3621 if (excludes)
3622 {
3623 foreach (string exclude : excludes)
3624 {
3625 if (partName.Contains(exclude))
3626 {
3627 excluded = true;
3628 break;
3629 }
3630 }
3631 }
3632
3633 if (!excluded)
3634 {
3635 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3636 }
3637 }
3638
3639 GetConstruction().UpdateVisuals();
3640 }
3641
3643 //Deprecated code playpen//
3645 [Obsolete("handled in the Construction component directly")]
3646 protected void HandleItemFalling(ConstructionPart part)
3647 {
3648 }
3649
3650 [Obsolete("handled in the Construction component directly")]
3651 protected void ItemFall(vector min, vector max)
3652 {
3653 }
3654
3655 [Obsolete("obsolete debug method")]
3656 protected void DebugCustomState()
3657 {
3658 }
3659}
3660
3661void bsbDebugPrint (string s)
3662{
3663#ifdef BSB_DEBUG
3664 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3665#else
3666 //Print("" + s); // comment/uncomment to hide/see debug logs
3667#endif
3668}
3669void bsbDebugSpam (string s)
3670{
3671#ifdef BSB_DEBUG_SPAM
3672 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3673#else
3674 //Print("" + s); // comment/uncomment to hide/see debug logs
3675#endif
3676}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в ItemBase::OnPartDestroyedClient().