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

◆ SoundBuildStart()

void bsbDebugPrint::SoundBuildStart ( string part_name)
protected

См. определение в файле BaseBuildingBase.c строка 2361

2363{
2364 const string ANIMATION_DEPLOYED = "Deployed";
2365
2366 float m_ConstructionKitHealth; //stored health value for used construction kit
2367
2368 bool m_HasBase;
2369 //variables for synchronization of base building parts (2x31 is the current limit)
2370 int m_SyncParts01; //synchronization for already built parts (31 parts)
2371 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2372 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2373 int m_InteractedPartId; //construction part id that an action was performed on
2374 int m_PerformedActionId; //action id that was performed on a construction part
2375 protected ref ConstructionBasic m_Construction;
2376
2377 //Sounds
2378 //build
2379 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2380 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2381 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2382 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2383 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2384 //dismantle
2385 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2386 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2387 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2388 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2389 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2390
2391 protected EffectSound m_Sound;
2392
2396
2397 // Constructor
2398 void BaseBuildingBase()
2399 {
2401
2402 //synchronized variables
2403 RegisterNetSyncVariableInt( "m_SyncParts01" );
2404 RegisterNetSyncVariableInt( "m_SyncParts02" );
2405 RegisterNetSyncVariableInt( "m_SyncParts03" );
2406 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2407 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2408 RegisterNetSyncVariableBool( "m_HasBase" );
2409
2410 //Construction init
2411 ConstructionInit();
2412
2413 if (ConfigIsExisting("hybridAttachments"))
2414 {
2416 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2417 }
2418 if (ConfigIsExisting("mountables"))
2419 {
2421 ConfigGetTextArray("mountables", m_Mountables);
2422 }
2423
2424 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2425 SetAllowDamage(true);
2426 }
2427
2428 override string GetInvulnerabilityTypeString()
2429 {
2430 return "disableBaseDamage";
2431 }
2432
2433 override bool CanObstruct()
2434 {
2435 return true;
2436 }
2437
2438 override int GetHideIconMask()
2439 {
2440 return EInventoryIconVisibility.HIDE_VICINITY;
2441 }
2442
2443 override void InitItemSounds()
2444 {
2445 super.InitItemSounds();
2446
2448 SoundParameters params = new SoundParameters();
2449 params.m_Loop = true;
2450
2451 if (GetFoldSoundset() != string.Empty)
2452 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2453 if (GetLoopFoldSoundset() != string.Empty)
2454 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2455 }
2456
2457 override string GetFoldSoundset()
2458 {
2459 return "putDown_FenceKit_SoundSet";
2460 }
2461
2462 override string GetLoopFoldSoundset()
2463 {
2464 return "Shelter_Site_Build_Loop_SoundSet";
2465 }
2466
2467 // --- SYNCHRONIZATION
2469 {
2470 if ( g_Game.IsServer() )
2471 {
2472 SetSynchDirty();
2473 }
2474 }
2475
2476 override void OnVariablesSynchronized()
2477 {
2478 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2479 super.OnVariablesSynchronized();
2480
2481 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2482 }
2483
2484 protected void OnSynchronizedClient()
2485 {
2486 //update parts
2488
2489 //update action on part
2491
2492 //update visuals (client)
2493 UpdateVisuals();
2494 }
2495
2496 //parts synchronization
2497 void RegisterPartForSync( int part_id )
2498 {
2499 //part_id must starts from index = 1
2500 int offset;
2501 int mask;
2502
2503 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2504 {
2505 offset = part_id - 1;
2506 mask = 1 << offset;
2507
2508 m_SyncParts01 = m_SyncParts01 | mask;
2509 }
2510 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2511 {
2512 offset = ( part_id % 32 );
2513 mask = 1 << offset;
2514
2515 m_SyncParts02 = m_SyncParts02 | mask;
2516 }
2517 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2518 {
2519 offset = ( part_id % 63 );
2520 mask = 1 << offset;
2521
2522 m_SyncParts03 = m_SyncParts03 | mask;
2523 }
2524 }
2525
2526 void UnregisterPartForSync( int part_id )
2527 {
2528 //part_id must starts from index = 1
2529 int offset;
2530 int mask;
2531
2532 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2533 {
2534 offset = part_id - 1;
2535 mask = 1 << offset;
2536
2537 m_SyncParts01 = m_SyncParts01 & ~mask;
2538 }
2539 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2540 {
2541 offset = ( part_id % 32 );
2542 mask = 1 << offset;
2543
2544 m_SyncParts02 = m_SyncParts02 & ~mask;
2545 }
2546 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2547 {
2548 offset = ( part_id % 63 );
2549 mask = 1 << offset;
2550
2551 m_SyncParts03 = m_SyncParts03 & ~mask;
2552 }
2553 }
2554
2555 bool IsPartBuildInSyncData( int part_id )
2556 {
2557 //part_id must starts from index = 1
2558 int offset;
2559 int mask;
2560
2561 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2562 {
2563 offset = part_id - 1;
2564 mask = 1 << offset;
2565
2566 if ( ( m_SyncParts01 & mask ) > 0 )
2567 {
2568 return true;
2569 }
2570 }
2571 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2572 {
2573 offset = ( part_id % 32 );
2574 mask = 1 << offset;
2575
2576 if ( ( m_SyncParts02 & mask ) > 0 )
2577 {
2578 return true;
2579 }
2580 }
2581 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2582 {
2583 offset = ( part_id % 63 );
2584 mask = 1 << offset;
2585
2586 if ( ( m_SyncParts03 & mask ) > 0 )
2587 {
2588 return true;
2589 }
2590 }
2591
2592 return false;
2593 }
2594
2595 protected void RegisterActionForSync( int part_id, int action_id )
2596 {
2597 m_InteractedPartId = part_id;
2598 m_PerformedActionId = action_id;
2599 }
2600
2601 protected void ResetActionSyncData()
2602 {
2603 //reset data
2604 m_InteractedPartId = -1;
2606 }
2607
2608 protected void SetActionFromSyncData()
2609 {
2610 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2611 {
2613 int build_action_id = m_PerformedActionId;
2614
2615 switch( build_action_id )
2616 {
2617 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2618 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2619 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2620 }
2621 }
2622 }
2623 //------
2624
2626 {
2627 string key = part.GetPartName();
2628 bool is_base = part.IsBase();
2629 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2630 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2631 if ( is_part_built_sync )
2632 {
2633 if ( !part.IsBuilt() )
2634 {
2635 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2636 GetConstruction().AddToConstructedParts( key );
2637 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2638
2639 if (is_base)
2640 {
2642 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2643 }
2644 }
2645 }
2646 else
2647 {
2648 if ( part.IsBuilt() )
2649 {
2650 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2651 GetConstruction().RemoveFromConstructedParts( key );
2652 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2653
2654 if (is_base)
2655 {
2657 AddProxyPhysics( ANIMATION_DEPLOYED );
2658 }
2659 }
2660 }
2661
2662 //check slot lock for material attachments
2663 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2664 }
2665
2666 //set construction parts based on synchronized data
2668 {
2669 Construction construction = GetConstruction();
2670 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2671
2672 for ( int i = 0; i < construction_parts.Count(); ++i )
2673 {
2674 string key = construction_parts.GetKey( i );
2675 ConstructionPart value = construction_parts.Get( key );
2676 SetPartFromSyncData(value);
2677 }
2678
2679 //regenerate navmesh
2680 UpdateNavmesh();
2681 }
2682
2683 protected ConstructionPart GetConstructionPartById( int id )
2684 {
2685 Construction construction = GetConstruction();
2686 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2687
2688 for ( int i = 0; i < construction_parts.Count(); ++i )
2689 {
2690 string key = construction_parts.GetKey( i );
2691 ConstructionPart value = construction_parts.Get( key );
2692
2693 if ( value.GetId() == id )
2694 {
2695 return value;
2696 }
2697 }
2698
2699 return NULL;
2700 }
2701 //
2702
2703 //Base
2704 bool HasBase()
2705 {
2706 return m_HasBase;
2707 }
2708
2709 void SetBaseState( bool has_base )
2710 {
2711 m_HasBase = has_base;
2712 }
2713
2714 override bool IsDeployable()
2715 {
2716 return true;
2717 }
2718
2719 bool IsOpened()
2720 {
2721 return false;
2722 }
2723
2724 //--- CONSTRUCTION KIT
2726 {
2727 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2728 if ( m_ConstructionKitHealth > 0 )
2729 {
2730 construction_kit.SetHealth( m_ConstructionKitHealth );
2731 }
2732
2733 return construction_kit;
2734 }
2735
2736 void CreateConstructionKitInHands(notnull PlayerBase player)
2737 {
2738 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2739 if ( m_ConstructionKitHealth > 0 )
2740 {
2741 construction_kit.SetHealth( m_ConstructionKitHealth );
2742 }
2743 }
2744
2745 protected vector GetKitSpawnPosition()
2746 {
2747 return GetPosition();
2748 }
2749
2750 protected string GetConstructionKitType()
2751 {
2752 return "";
2753 }
2754
2755 void DestroyConstructionKit( ItemBase construction_kit )
2756 {
2757 m_ConstructionKitHealth = construction_kit.GetHealth();
2758 g_Game.ObjectDelete( construction_kit );
2759 }
2760
2761 //--- CONSTRUCTION
2762 void DestroyConstruction()
2763 {
2764 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2765 g_Game.ObjectDelete( this );
2766 }
2767
2768 // --- EVENTS
2769 override void EEDelete(EntityAI parent)
2770 {
2771 super.EEDelete(parent);
2772
2773 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2774 {
2775 areaDamage.Destroy();
2776 }
2777
2778 }
2779
2780 override void OnStoreSave( ParamsWriteContext ctx )
2781 {
2782 super.OnStoreSave( ctx );
2783
2784 //sync parts 01
2785 ctx.Write( m_SyncParts01 );
2786 ctx.Write( m_SyncParts02 );
2787 ctx.Write( m_SyncParts03 );
2788
2789 ctx.Write( m_HasBase );
2790 }
2791
2792 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2793 {
2794 if ( !super.OnStoreLoad( ctx, version ) )
2795 return false;
2796
2797 //--- Base building data ---
2798 //Restore synced parts data
2799 if ( !ctx.Read( m_SyncParts01 ) )
2800 {
2801 m_SyncParts01 = 0; //set default
2802 return false;
2803 }
2804 if ( !ctx.Read( m_SyncParts02 ) )
2805 {
2806 m_SyncParts02 = 0; //set default
2807 return false;
2808 }
2809 if ( !ctx.Read( m_SyncParts03 ) )
2810 {
2811 m_SyncParts03 = 0; //set default
2812 return false;
2813 }
2814
2815 //has base
2816 if ( !ctx.Read( m_HasBase ) )
2817 {
2818 m_HasBase = false;
2819 return false;
2820 }
2821 //---
2822
2823 return true;
2824 }
2825
2826 override void AfterStoreLoad()
2827 {
2828 super.AfterStoreLoad();
2829
2831 {
2833 }
2834 }
2835
2837 {
2838 //update server data
2840
2841 //set base state
2842 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2843 SetBaseState( part.IsBuilt() ) ;
2844
2845 //synchronize after load
2847 }
2848
2849 override void OnCreatePhysics()
2850 {
2851 super.OnCreatePhysics();
2852
2853 ConstructionInit();
2855 }
2856
2857 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2858 {
2860 return;
2861
2862 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2863 }
2864
2865 override void EEOnAfterLoad()
2866 {
2868 {
2869 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2870 }
2871
2872 super.EEOnAfterLoad();
2873 }
2874
2875 override void EEItemAttached( EntityAI item, string slot_name )
2876 {
2877 super.EEItemAttached( item, slot_name );
2878
2879 CheckForHybridAttachments( item, slot_name );
2880 UpdateVisuals();
2881 UpdateAttachmentPhysics( slot_name, false );
2882 }
2883
2884 override void EEItemDetached( EntityAI item, string slot_name )
2885 {
2886 super.EEItemDetached( item, slot_name );
2887
2888 UpdateVisuals();
2889 UpdateAttachmentPhysics( slot_name, false );
2890 }
2891
2892 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2893 {
2894 string slot_name = InventorySlots.GetSlotName( slotId );
2895 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2896
2897 UpdateAttachmentVisuals( slot_name, locked );
2898 UpdateAttachmentPhysics( slot_name, locked );
2899 }
2900
2901 //ignore out of reach condition
2902 override bool IgnoreOutOfReachCondition()
2903 {
2904 return true;
2905 }
2906
2907 //CONSTRUCTION EVENTS
2908 //Build
2909 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2910 {
2911 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2912
2913 //check base state
2914 if (construtionPart.IsBase())
2915 {
2916 SetBaseState(true);
2917
2918 //spawn kit
2920 }
2921
2922 //register constructed parts for synchronization
2923 RegisterPartForSync(construtionPart.GetId());
2924
2925 //register action that was performed on part
2926 RegisterActionForSync(construtionPart.GetId(), action_id);
2927
2928 //synchronize
2930
2931 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2932
2933 UpdateNavmesh();
2934
2935 //update visuals
2936 UpdateVisuals();
2937
2938 //reset action sync data
2939 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2940 }
2941
2942 void OnPartBuiltClient(string part_name, int action_id)
2943 {
2944 //play sound
2945 SoundBuildStart( part_name );
2946 }
2947
2948 //Dismantle
2949 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2950 {
2951 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2952 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2953
2954 //register constructed parts for synchronization
2955 UnregisterPartForSync(construtionPart.GetId());
2956
2957 //register action that was performed on part
2958 RegisterActionForSync(construtionPart.GetId(), action_id);
2959
2960 //synchronize
2962
2963 // server part of sync, client will be synced from SetPartsFromSyncData
2964 SetPartFromSyncData(construtionPart);
2965
2966 UpdateNavmesh();
2967
2968 //update visuals
2969 UpdateVisuals();
2970
2971 //reset action sync data
2972 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2973
2974 //check base state
2975 if (construtionPart.IsBase())
2976 {
2977 //Destroy construction
2978 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2979 }
2980 }
2981
2982 void OnPartDismantledClient( string part_name, int action_id )
2983 {
2984 //play sound
2985 SoundDismantleStart( part_name );
2986 }
2987
2988 //Destroy
2989 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2990 {
2991 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2992 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2993
2994 //register constructed parts for synchronization
2995 UnregisterPartForSync(construtionPart.GetId());
2996
2997 //register action that was performed on part
2998 RegisterActionForSync(construtionPart.GetId(), action_id);
2999
3000 //synchronize
3002
3003 // server part of sync, client will be synced from SetPartsFromSyncData
3004 SetPartFromSyncData(construtionPart);
3005
3006 UpdateNavmesh();
3007
3008 //update visuals
3009 UpdateVisuals();
3010
3011 //reset action sync data
3012 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3013
3014 //check base state
3015 if (construtionPart.IsBase())
3016 {
3017 //Destroy construction
3018 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3019 }
3020 }
3021
3022 void OnPartDestroyedClient( string part_name, int action_id )
3023 {
3024 //play sound
3025 SoundDestroyStart( part_name );
3026 }
3027
3028 // --- UPDATE
3029 void InitBaseState()
3030 {
3031 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3032
3033 InitVisuals();
3034 UpdateNavmesh(); //regenerate navmesh
3035 }
3036
3037 void InitVisuals()
3038 {
3039 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3040 //check base
3041 if ( !HasBase() )
3042 {
3043 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3044 }
3045 else
3046 {
3047 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3048 }
3049
3050 GetConstruction().InitVisuals();
3051 }
3052
3053 void UpdateVisuals()
3054 {
3055 array<string> attachmentSlots = new array<string>;
3056
3057 GetAttachmentSlots(this, attachmentSlots);
3058 foreach (string slotName : attachmentSlots)
3059 {
3061 }
3062
3063 //check base
3064 if (!HasBase())
3065 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3066 else
3067 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3068
3069 GetConstruction().UpdateVisuals();
3070 }
3071
3072 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3073 {
3074 string slotNameMounted = slot_name + "_Mounted";
3075 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3076
3077 if (attachment)
3078 {
3079 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3080 if (barbedWire && barbedWire.IsMounted())
3081 CreateAreaDamage(slotNameMounted);
3082 else
3083 DestroyAreaDamage(slotNameMounted);
3084
3085 if (is_locked)
3086 {
3087 SetAnimationPhase(slotNameMounted, 0);
3088 SetAnimationPhase(slot_name, 1);
3089 }
3090 else
3091 {
3092 SetAnimationPhase(slotNameMounted, 1);
3093 SetAnimationPhase(slot_name, 0);
3094 }
3095 }
3096 else
3097 {
3098 SetAnimationPhase(slotNameMounted, 1);
3099 SetAnimationPhase(slot_name, 1);
3100
3101 DestroyAreaDamage(slotNameMounted);
3102 }
3103 }
3104
3105 // avoid calling this function on frequent occasions, it's a massive performance hit
3106 void UpdatePhysics()
3107 {
3109 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3110
3111 array<string> attachmentSlots = new array<string>;
3112 GetAttachmentSlots(this, attachmentSlots);
3113
3115 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3116
3117 foreach (string slotName : attachmentSlots)
3118 {
3120 }
3121
3122 //check base
3123 if (!HasBase())
3124 {
3126 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3127
3128 AddProxyPhysics(ANIMATION_DEPLOYED);
3129 }
3130 else
3131 {
3133 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3134
3135 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3136 }
3137
3138 GetConstruction().UpdatePhysics();
3139 UpdateNavmesh();
3140 }
3141
3142 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3143 {
3144 //checks for invalid appends; hotfix
3145 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3146 return;
3147 //----------------------------------
3148 string slot_name_mounted = slot_name + "_Mounted";
3149 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3150
3151 //remove proxy physics
3152 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3153 RemoveProxyPhysics( slot_name_mounted );
3154 RemoveProxyPhysics( slot_name );
3155
3156 if ( attachment )
3157 {
3158 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3159 if ( is_locked )
3160 {
3161 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3162 AddProxyPhysics( slot_name_mounted );
3163 }
3164 else
3165 {
3166 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3167 AddProxyPhysics( slot_name );
3168 }
3169 }
3170 }
3171
3172 protected void UpdateNavmesh()
3173 {
3174 SetAffectPathgraph( true, false );
3175 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3176 }
3177
3178 override bool CanUseConstruction()
3179 {
3180 return true;
3181 }
3182
3183 override bool CanUseConstructionBuild()
3184 {
3185 return true;
3186 }
3187
3188 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3189 {
3190 if ( attachment )
3191 {
3192 InventoryLocation inventory_location = new InventoryLocation;
3193 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3194
3195 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3196 }
3197
3198 return false;
3199 }
3200
3201 protected bool IsAttachmentSlotLocked( string slot_name )
3202 {
3203 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3204 }
3205
3206 //--- ATTACHMENT SLOTS
3207 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3208 {
3209 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3210 if ( g_Game.ConfigIsExisting( config_path ) )
3211 {
3212 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3213 }
3214 }
3215
3216 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3217 {
3218 return true;
3219 }
3220
3221 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3222 {
3223 return true;
3224 }
3225
3226 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3227 {
3228 return true;
3229 }
3230
3231 // --- INIT
3233 {
3234 m_Construction = new Construction(this);
3235 return m_Construction;
3236 }
3237
3239 {
3240 return m_Construction;
3241 }
3242
3244 {
3245 return Construction.Cast(m_Construction);
3246 }
3247
3249 {
3250 int attachment_count = GetInventory().AttachmentCount();
3251 if ( attachment_count > 0 )
3252 {
3253 if ( HasBase() && attachment_count == 1 )
3254 {
3255 return false;
3256 }
3257
3258 return true;
3259 }
3260
3261 return false;
3262 }
3263
3264 override bool ShowZonesHealth()
3265 {
3266 return true;
3267 }
3268
3269 override bool IsTakeable()
3270 {
3271 return false;
3272 }
3273
3274 //this into/outo parent.Cargo
3275 override bool CanPutInCargo( EntityAI parent )
3276 {
3277 return false;
3278 }
3279
3280 override bool CanRemoveFromCargo( EntityAI parent )
3281 {
3282 return false;
3283 }
3284
3285 //hands
3286 override bool CanPutIntoHands( EntityAI parent )
3287 {
3288 return false;
3289 }
3290
3291 //--- ACTION CONDITIONS
3292 //direction
3293 override bool IsFacingPlayer( PlayerBase player, string selection )
3294 {
3295 return true;
3296 }
3297
3298 override bool IsPlayerInside( PlayerBase player, string selection )
3299 {
3300 return true;
3301 }
3302
3305 {
3306 return false;
3307 }
3308
3309 //roof check
3310 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3311 {
3312 return false;
3313 }
3314
3315 //selection->player distance check
3316 bool HasProperDistance( string selection, PlayerBase player )
3317 {
3318 return true;
3319 }
3320
3321 //folding
3323 {
3324 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3325 {
3326 return false;
3327 }
3328
3329 return true;
3330 }
3331
3333 {
3336
3337 return item;
3338 }
3339
3340 //Damage triggers (barbed wire)
3341 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3342 {
3343 if ( g_Game && g_Game.IsServer() )
3344 {
3345 //destroy area damage if some already exists
3346 DestroyAreaDamage( slot_name );
3347
3348 //create new area damage
3350 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3351
3352 vector min_max[2];
3353 if ( MemoryPointExists( slot_name + "_min" ) )
3354 {
3355 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3356 }
3357 if ( MemoryPointExists( slot_name + "_max" ) )
3358 {
3359 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3360 }
3361
3362 //get proper trigger extents (min<max)
3363 vector extents[2];
3364 GetConstruction().GetTriggerExtents( min_max, extents );
3365
3366 //get box center
3367 vector center;
3368 center = GetConstruction().GetBoxCenter( min_max );
3369 center = ModelToWorld( center );
3370
3371 //rotate center if needed
3373 CalcDamageAreaRotation( rotation_angle, center, orientation );
3374
3375 areaDamage.SetExtents( extents[0], extents[1] );
3376 areaDamage.SetAreaPosition( center );
3377 areaDamage.SetAreaOrientation( orientation );
3378 areaDamage.SetLoopInterval( 1.0 );
3379 areaDamage.SetDeferDuration( 0.2 );
3380 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3381 areaDamage.SetAmmoName( "BarbedWireHit" );
3382 areaDamage.Spawn();
3383
3384 m_DamageTriggers.Insert( slot_name, areaDamage );
3385 }
3386 }
3387
3388 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3389 {
3390 if ( angle_deg != 0 )
3391 {
3392 //orientation
3393 orientation[0] = orientation[0] - angle_deg;
3394
3395 //center
3396 vector rotate_axis;
3397 if ( MemoryPointExists( "rotate_axis" ) )
3398 {
3399 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3400 }
3401 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];
3402 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];
3403 center[0] = r_center_x;
3404 center[2] = r_center_z;
3405 }
3406 }
3407
3408 void DestroyAreaDamage( string slot_name )
3409 {
3410 if (g_Game && g_Game.IsServer())
3411 {
3413 if (m_DamageTriggers.Find(slot_name, areaDamage))
3414 {
3415 if (areaDamage)
3416 {
3417 areaDamage.Destroy();
3418 }
3419
3420 m_DamageTriggers.Remove( slot_name );
3421 }
3422 }
3423 }
3424
3425 override bool IsIgnoredByConstruction()
3426 {
3427 return true;
3428 }
3429
3430 //================================================================
3431 // SOUNDS
3432 //================================================================
3433 protected void SoundBuildStart( string part_name )
3434 {
3435 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3436 }
3437
3438 protected void SoundDismantleStart( string part_name )
3439 {
3440 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3441 }
3442
3443 protected void SoundDestroyStart( string part_name )
3444 {
3445 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3446 }
3447
3448 protected string GetBuildSoundByMaterial( string part_name )
3449 {
3450 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3451
3452 switch ( material_type )
3453 {
3454 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3455 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3456 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3457 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3458 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3459 }
3460
3461 return "";
3462 }
3463
3464 protected string GetDismantleSoundByMaterial( string part_name )
3465 {
3466 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3467
3468 switch ( material_type )
3469 {
3470 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3471 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3472 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3473 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3474 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3475 }
3476
3477 return "";
3478 }
3479
3480 //misc
3481 void CheckForHybridAttachments( EntityAI item, string slot_name )
3482 {
3483 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3484 {
3485 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3486 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3487 {
3488 SetHealth(slot_name,"Health",item.GetHealth());
3489 }
3490 }
3491 }
3492
3493 override int GetDamageSystemVersionChange()
3494 {
3495 return 111;
3496 }
3497
3498 override void SetActions()
3499 {
3500 super.SetActions();
3501
3505 }
3506
3507 protected void DestroyConstructedParts()
3508 {
3509 Construction construction = GetConstruction();
3510 if (!construction)
3511 return;
3512
3513 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3514 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3515 {
3516 ConstructionPart part = constructionParts.GetElement(i);
3517 if (part && part.IsBuilt() && !part.IsUtilityPart())
3518 {
3519 construction.DestroyPartServer(null, part.GetPartName(), -1);
3520 }
3521 }
3522 }
3523
3524 protected void HandleFallingForConstructedParts()
3525 {
3526 Construction construction = GetConstruction();
3527 if (!construction)
3528 return;
3529
3530 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3531 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3532 {
3533 ConstructionPart part = constructionParts.GetElement(i);
3534 if (part && part.IsBuilt() && !part.IsUtilityPart())
3535 {
3536 construction.HandleEntityFalling(part.GetPartName());
3537 }
3538 }
3539 }
3540
3542 override void OnItemFallRebuilding()
3543 {
3544 if (!g_Game.IsServer())
3545 return;
3546
3549
3550 if (DestroyOnFall())
3551 {
3553 {
3555 }
3556 else
3557 {
3559 {
3561 }
3562 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3563 }
3564 }
3565 }
3566
3568 {
3569 if (HasAnyAttachmentsOrCargo())
3570 {
3572 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3573 }
3574 }
3575
3576 //================================================================
3577 // DEBUG
3578 //================================================================
3579
3582 {
3583 return null;
3584 }
3585
3586 override void OnDebugSpawn()
3587 {
3588 FullyBuild();
3589 }
3590
3591 void FullyBuild()
3592 {
3594 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3595
3596 Man p;
3597
3598 #ifdef SERVER
3599 array<Man> players = new array<Man>;
3600 g_Game.GetWorld().GetPlayerList(players);
3601 if (players.Count())
3602 p = players[0];
3603 #else
3604 p = g_Game.GetPlayer();
3605 #endif
3606
3607 foreach (ConstructionPart part : parts)
3608 {
3609 bool excluded = false;
3610 string partName = part.GetPartName();
3611 if (excludes)
3612 {
3613 foreach (string exclude : excludes)
3614 {
3615 if (partName.Contains(exclude))
3616 {
3617 excluded = true;
3618 break;
3619 }
3620 }
3621 }
3622
3623 if (!excluded)
3624 {
3625 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3626 }
3627 }
3628
3629 GetConstruction().UpdateVisuals();
3630 }
3631
3633 //Deprecated code playpen//
3635 [Obsolete("handled in the Construction component directly")]
3636 protected void HandleItemFalling(ConstructionPart part)
3637 {
3638 }
3639
3640 [Obsolete("handled in the Construction component directly")]
3641 protected void ItemFall(vector min, vector max)
3642 {
3643 }
3644
3645 [Obsolete("obsolete debug method")]
3646 protected void DebugCustomState()
3647 {
3648 }
3649}
3650
3651void bsbDebugPrint (string s)
3652{
3653#ifdef BSB_DEBUG
3654 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3655#else
3656 //Print("" + s); // comment/uncomment to hide/see debug logs
3657#endif
3658}
3659void bsbDebugSpam (string s)
3660{
3661#ifdef BSB_DEBUG_SPAM
3662 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3663#else
3664 //Print("" + s); // comment/uncomment to hide/see debug logs
3665#endif
3666}
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::OnPartBuiltClient().