DayZ 1.30
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◆ UpdateAttachmentVisuals()

void bsbDebugPrint::UpdateAttachmentVisuals ( string slot_name,
bool is_locked )
protected

См. определение в файле BaseBuildingBase.c строка 2000

2002{
2003 const string ANIMATION_DEPLOYED = "Deployed";
2004
2005 float m_ConstructionKitHealth; //stored health value for used construction kit
2006
2007 bool m_HasBase;
2008 //variables for synchronization of base building parts (2x31 is the current limit)
2009 int m_SyncParts01; //synchronization for already built parts (31 parts)
2010 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2011 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2012 int m_InteractedPartId; //construction part id that an action was performed on
2013 int m_PerformedActionId; //action id that was performed on a construction part
2014 protected ref ConstructionBasic m_Construction;
2015
2016 //Sounds
2017 //build
2018 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2019 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2020 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2021 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2022 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2023 //dismantle
2024 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2025 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2026 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2027 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2028 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2029
2030 protected EffectSound m_Sound;
2031
2035
2036 // Constructor
2037 void BaseBuildingBase()
2038 {
2040
2041 //synchronized variables
2042 RegisterNetSyncVariableInt( "m_SyncParts01" );
2043 RegisterNetSyncVariableInt( "m_SyncParts02" );
2044 RegisterNetSyncVariableInt( "m_SyncParts03" );
2045 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2046 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2047 RegisterNetSyncVariableBool( "m_HasBase" );
2048
2049 //Construction init
2050 ConstructionInit();
2051
2052 if (ConfigIsExisting("hybridAttachments"))
2053 {
2055 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2056 }
2057 if (ConfigIsExisting("mountables"))
2058 {
2060 ConfigGetTextArray("mountables", m_Mountables);
2061 }
2062
2063 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2064 SetAllowDamage(true);
2065 }
2066
2067 override string GetInvulnerabilityTypeString()
2068 {
2069 return "disableBaseDamage";
2070 }
2071
2072 override bool CanObstruct()
2073 {
2074 return true;
2075 }
2076
2077 override int GetHideIconMask()
2078 {
2079 return EInventoryIconVisibility.HIDE_VICINITY;
2080 }
2081
2082 override void InitItemSounds()
2083 {
2084 super.InitItemSounds();
2085
2087 SoundParameters params = new SoundParameters();
2088 params.m_Loop = true;
2089
2090 if (GetFoldSoundset() != string.Empty)
2091 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2092 if (GetLoopFoldSoundset() != string.Empty)
2093 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2094 }
2095
2096 override string GetFoldSoundset()
2097 {
2098 return "putDown_FenceKit_SoundSet";
2099 }
2100
2101 override string GetLoopFoldSoundset()
2102 {
2103 return "Shelter_Site_Build_Loop_SoundSet";
2104 }
2105
2106 // --- SYNCHRONIZATION
2108 {
2109 if ( g_Game.IsServer() )
2110 {
2111 SetSynchDirty();
2112 }
2113 }
2114
2115 override void OnVariablesSynchronized()
2116 {
2117 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2118 super.OnVariablesSynchronized();
2119
2120 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2121 }
2122
2123 protected void OnSynchronizedClient()
2124 {
2125 //update parts
2127
2128 //update action on part
2130
2131 //update visuals (client)
2132 UpdateVisuals();
2133 }
2134
2135 //parts synchronization
2136 void RegisterPartForSync( int part_id )
2137 {
2138 //part_id must starts from index = 1
2139 int offset;
2140 int mask;
2141
2142 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2143 {
2144 offset = part_id - 1;
2145 mask = 1 << offset;
2146
2147 m_SyncParts01 = m_SyncParts01 | mask;
2148 }
2149 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2150 {
2151 offset = ( part_id % 32 );
2152 mask = 1 << offset;
2153
2154 m_SyncParts02 = m_SyncParts02 | mask;
2155 }
2156 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2157 {
2158 offset = ( part_id % 63 );
2159 mask = 1 << offset;
2160
2161 m_SyncParts03 = m_SyncParts03 | mask;
2162 }
2163 }
2164
2165 void UnregisterPartForSync( int part_id )
2166 {
2167 //part_id must starts from index = 1
2168 int offset;
2169 int mask;
2170
2171 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2172 {
2173 offset = part_id - 1;
2174 mask = 1 << offset;
2175
2176 m_SyncParts01 = m_SyncParts01 & ~mask;
2177 }
2178 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2179 {
2180 offset = ( part_id % 32 );
2181 mask = 1 << offset;
2182
2183 m_SyncParts02 = m_SyncParts02 & ~mask;
2184 }
2185 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2186 {
2187 offset = ( part_id % 63 );
2188 mask = 1 << offset;
2189
2190 m_SyncParts03 = m_SyncParts03 & ~mask;
2191 }
2192 }
2193
2194 bool IsPartBuildInSyncData( int part_id )
2195 {
2196 //part_id must starts from index = 1
2197 int offset;
2198 int mask;
2199
2200 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2201 {
2202 offset = part_id - 1;
2203 mask = 1 << offset;
2204
2205 if ( ( m_SyncParts01 & mask ) > 0 )
2206 {
2207 return true;
2208 }
2209 }
2210 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2211 {
2212 offset = ( part_id % 32 );
2213 mask = 1 << offset;
2214
2215 if ( ( m_SyncParts02 & mask ) > 0 )
2216 {
2217 return true;
2218 }
2219 }
2220 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2221 {
2222 offset = ( part_id % 63 );
2223 mask = 1 << offset;
2224
2225 if ( ( m_SyncParts03 & mask ) > 0 )
2226 {
2227 return true;
2228 }
2229 }
2230
2231 return false;
2232 }
2233
2234 protected void RegisterActionForSync( int part_id, int action_id )
2235 {
2236 m_InteractedPartId = part_id;
2237 m_PerformedActionId = action_id;
2238 }
2239
2240 protected void ResetActionSyncData()
2241 {
2242 //reset data
2243 m_InteractedPartId = -1;
2245 }
2246
2247 protected void SetActionFromSyncData()
2248 {
2249 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2250 {
2252 int build_action_id = m_PerformedActionId;
2253
2254 switch( build_action_id )
2255 {
2256 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2257 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2258 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2259 }
2260 }
2261 }
2262 //------
2263
2265 {
2266 string key = part.GetPartName();
2267 bool is_base = part.IsBase();
2268 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2269 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2270 if ( is_part_built_sync )
2271 {
2272 if ( !part.IsBuilt() )
2273 {
2274 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2275 GetConstruction().AddToConstructedParts( key );
2276 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2277
2278 if (is_base)
2279 {
2281 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2282 }
2283 }
2284 }
2285 else
2286 {
2287 if ( part.IsBuilt() )
2288 {
2289 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2290 GetConstruction().RemoveFromConstructedParts( key );
2291 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2292
2293 if (is_base)
2294 {
2296 AddProxyPhysics( ANIMATION_DEPLOYED );
2297 }
2298 }
2299 }
2300
2301 //check slot lock for material attachments
2302 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2303 }
2304
2305 //set construction parts based on synchronized data
2307 {
2308 Construction construction = GetConstruction();
2309 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2310
2311 for ( int i = 0; i < construction_parts.Count(); ++i )
2312 {
2313 string key = construction_parts.GetKey( i );
2314 ConstructionPart value = construction_parts.Get( key );
2315 SetPartFromSyncData(value);
2316 }
2317
2318 //regenerate navmesh
2319 UpdateNavmesh();
2320 }
2321
2322 protected ConstructionPart GetConstructionPartById( int id )
2323 {
2324 Construction construction = GetConstruction();
2325 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2326
2327 for ( int i = 0; i < construction_parts.Count(); ++i )
2328 {
2329 string key = construction_parts.GetKey( i );
2330 ConstructionPart value = construction_parts.Get( key );
2331
2332 if ( value.GetId() == id )
2333 {
2334 return value;
2335 }
2336 }
2337
2338 return NULL;
2339 }
2340 //
2341
2342 //Base
2343 bool HasBase()
2344 {
2345 return m_HasBase;
2346 }
2347
2348 void SetBaseState( bool has_base )
2349 {
2350 m_HasBase = has_base;
2351 }
2352
2353 override bool IsDeployable()
2354 {
2355 return true;
2356 }
2357
2358 bool IsOpened()
2359 {
2360 return false;
2361 }
2362
2363 //--- CONSTRUCTION KIT
2365 {
2366 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2367 if ( m_ConstructionKitHealth > 0 )
2368 {
2369 construction_kit.SetHealth( m_ConstructionKitHealth );
2370 }
2371
2372 return construction_kit;
2373 }
2374
2375 void CreateConstructionKitInHands(notnull PlayerBase player)
2376 {
2377 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2378 if ( m_ConstructionKitHealth > 0 )
2379 {
2380 construction_kit.SetHealth( m_ConstructionKitHealth );
2381 }
2382 }
2383
2384 protected vector GetKitSpawnPosition()
2385 {
2386 return GetPosition();
2387 }
2388
2389 protected string GetConstructionKitType()
2390 {
2391 return "";
2392 }
2393
2394 void DestroyConstructionKit( ItemBase construction_kit )
2395 {
2396 m_ConstructionKitHealth = construction_kit.GetHealth();
2397 g_Game.ObjectDelete( construction_kit );
2398 }
2399
2400 //--- CONSTRUCTION
2401 void DestroyConstruction()
2402 {
2403 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2404 g_Game.ObjectDelete( this );
2405 }
2406
2407 // --- EVENTS
2408 override void EEDelete(EntityAI parent)
2409 {
2410 super.EEDelete(parent);
2411
2412 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2413 {
2414 areaDamage.Destroy();
2415 }
2416
2417 }
2418
2419 override void OnStoreSave( ParamsWriteContext ctx )
2420 {
2421 super.OnStoreSave( ctx );
2422
2423 //sync parts 01
2424 ctx.Write( m_SyncParts01 );
2425 ctx.Write( m_SyncParts02 );
2426 ctx.Write( m_SyncParts03 );
2427
2428 ctx.Write( m_HasBase );
2429 }
2430
2431 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2432 {
2433 if ( !super.OnStoreLoad( ctx, version ) )
2434 return false;
2435
2436 //--- Base building data ---
2437 //Restore synced parts data
2438 if ( !ctx.Read( m_SyncParts01 ) )
2439 {
2440 m_SyncParts01 = 0; //set default
2441 return false;
2442 }
2443 if ( !ctx.Read( m_SyncParts02 ) )
2444 {
2445 m_SyncParts02 = 0; //set default
2446 return false;
2447 }
2448 if ( !ctx.Read( m_SyncParts03 ) )
2449 {
2450 m_SyncParts03 = 0; //set default
2451 return false;
2452 }
2453
2454 //has base
2455 if ( !ctx.Read( m_HasBase ) )
2456 {
2457 m_HasBase = false;
2458 return false;
2459 }
2460 //---
2461
2462 return true;
2463 }
2464
2465 override void AfterStoreLoad()
2466 {
2467 super.AfterStoreLoad();
2468
2470 {
2472 }
2473 }
2474
2476 {
2477 //update server data
2479
2480 //set base state
2481 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2482 SetBaseState( part.IsBuilt() ) ;
2483
2484 //synchronize after load
2486 }
2487
2488 override void OnCreatePhysics()
2489 {
2490 super.OnCreatePhysics();
2491
2492 ConstructionInit();
2494 }
2495
2496 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2497 {
2499 return;
2500
2501 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2502 }
2503
2504 override void EEOnAfterLoad()
2505 {
2507 {
2508 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2509 }
2510
2511 super.EEOnAfterLoad();
2512 }
2513
2514 override void EEItemAttached( EntityAI item, string slot_name )
2515 {
2516 super.EEItemAttached( item, slot_name );
2517
2518 CheckForHybridAttachments( item, slot_name );
2519 UpdateVisuals();
2520 UpdateAttachmentPhysics( slot_name, false );
2521 }
2522
2523 override void EEItemDetached( EntityAI item, string slot_name )
2524 {
2525 super.EEItemDetached( item, slot_name );
2526
2527 UpdateVisuals();
2528 UpdateAttachmentPhysics( slot_name, false );
2529 }
2530
2531 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2532 {
2533 string slot_name = InventorySlots.GetSlotName( slotId );
2534 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2535
2536 UpdateAttachmentVisuals( slot_name, locked );
2537 UpdateAttachmentPhysics( slot_name, locked );
2538 }
2539
2540 //ignore out of reach condition
2541 override bool IgnoreOutOfReachCondition()
2542 {
2543 return true;
2544 }
2545
2546 //CONSTRUCTION EVENTS
2547 //Build
2548 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2549 {
2550 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2551
2552 //check base state
2553 if (construtionPart.IsBase())
2554 {
2555 SetBaseState(true);
2556
2557 //spawn kit
2559 }
2560
2561 //register constructed parts for synchronization
2562 RegisterPartForSync(construtionPart.GetId());
2563
2564 //register action that was performed on part
2565 RegisterActionForSync(construtionPart.GetId(), action_id);
2566
2567 //synchronize
2569
2570 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2571
2572 UpdateNavmesh();
2573
2574 //update visuals
2575 UpdateVisuals();
2576
2577 //reset action sync data
2578 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2579 }
2580
2581 void OnPartBuiltClient(string part_name, int action_id)
2582 {
2583 //play sound
2584 SoundBuildStart( part_name );
2585 }
2586
2587 //Dismantle
2588 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2589 {
2590 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2591 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2592
2593 //register constructed parts for synchronization
2594 UnregisterPartForSync(construtionPart.GetId());
2595
2596 //register action that was performed on part
2597 RegisterActionForSync(construtionPart.GetId(), action_id);
2598
2599 //synchronize
2601
2602 // server part of sync, client will be synced from SetPartsFromSyncData
2603 SetPartFromSyncData(construtionPart);
2604
2605 UpdateNavmesh();
2606
2607 //update visuals
2608 UpdateVisuals();
2609
2610 //reset action sync data
2611 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2612
2613 //check base state
2614 if (construtionPart.IsBase())
2615 {
2616 //Destroy construction
2617 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2618 }
2619 }
2620
2621 void OnPartDismantledClient( string part_name, int action_id )
2622 {
2623 //play sound
2624 SoundDismantleStart( part_name );
2625 }
2626
2627 //Destroy
2628 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2629 {
2630 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2631 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2632
2633 //register constructed parts for synchronization
2634 UnregisterPartForSync(construtionPart.GetId());
2635
2636 //register action that was performed on part
2637 RegisterActionForSync(construtionPart.GetId(), action_id);
2638
2639 //synchronize
2641
2642 // server part of sync, client will be synced from SetPartsFromSyncData
2643 SetPartFromSyncData(construtionPart);
2644
2645 UpdateNavmesh();
2646
2647 //update visuals
2648 UpdateVisuals();
2649
2650 //reset action sync data
2651 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2652
2653 //check base state
2654 if (construtionPart.IsBase())
2655 {
2656 //Destroy construction
2657 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2658 }
2659 }
2660
2661 void OnPartDestroyedClient( string part_name, int action_id )
2662 {
2663 //play sound
2664 SoundDestroyStart( part_name );
2665 }
2666
2667 // --- UPDATE
2668 void InitBaseState()
2669 {
2670 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2671
2672 InitVisuals();
2673 UpdateNavmesh(); //regenerate navmesh
2674 }
2675
2676 void InitVisuals()
2677 {
2678 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2679 //check base
2680 if ( !HasBase() )
2681 {
2682 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2683 }
2684 else
2685 {
2686 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2687 }
2688
2689 GetConstruction().InitVisuals();
2690 }
2691
2692 void UpdateVisuals()
2693 {
2694 array<string> attachmentSlots = new array<string>;
2695
2696 GetAttachmentSlots(this, attachmentSlots);
2697 foreach (string slotName : attachmentSlots)
2698 {
2700 }
2701
2702 //check base
2703 if (!HasBase())
2704 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2705 else
2706 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2707
2708 GetConstruction().UpdateVisuals();
2709 }
2710
2711 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2712 {
2713 string slotNameMounted = slot_name + "_Mounted";
2714 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2715
2716 if (attachment)
2717 {
2718 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2719 if (barbedWire && barbedWire.IsMounted())
2720 CreateAreaDamage(slotNameMounted);
2721 else
2722 DestroyAreaDamage(slotNameMounted);
2723
2724 if (is_locked)
2725 {
2726 SetAnimationPhase(slotNameMounted, 0);
2727 SetAnimationPhase(slot_name, 1);
2728 }
2729 else
2730 {
2731 SetAnimationPhase(slotNameMounted, 1);
2732 SetAnimationPhase(slot_name, 0);
2733 }
2734 }
2735 else
2736 {
2737 SetAnimationPhase(slotNameMounted, 1);
2738 SetAnimationPhase(slot_name, 1);
2739
2740 DestroyAreaDamage(slotNameMounted);
2741 }
2742 }
2743
2744 // avoid calling this function on frequent occasions, it's a massive performance hit
2745 void UpdatePhysics()
2746 {
2748 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2749
2750 array<string> attachmentSlots = new array<string>;
2751 GetAttachmentSlots(this, attachmentSlots);
2752
2754 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2755
2756 foreach (string slotName : attachmentSlots)
2757 {
2759 }
2760
2761 //check base
2762 if (!HasBase())
2763 {
2765 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2766
2767 AddProxyPhysics(ANIMATION_DEPLOYED);
2768 }
2769 else
2770 {
2772 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2773
2774 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2775 }
2776
2777 GetConstruction().UpdatePhysics();
2778 UpdateNavmesh();
2779 }
2780
2781 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2782 {
2783 //checks for invalid appends; hotfix
2784 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2785 return;
2786 //----------------------------------
2787 string slot_name_mounted = slot_name + "_Mounted";
2788 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2789
2790 //remove proxy physics
2791 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2792 RemoveProxyPhysics( slot_name_mounted );
2793 RemoveProxyPhysics( slot_name );
2794
2795 if ( attachment )
2796 {
2797 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2798 if ( is_locked )
2799 {
2800 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2801 AddProxyPhysics( slot_name_mounted );
2802 }
2803 else
2804 {
2805 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2806 AddProxyPhysics( slot_name );
2807 }
2808 }
2809 }
2810
2811 protected void UpdateNavmesh()
2812 {
2813 SetAffectPathgraph( true, false );
2814 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2815 }
2816
2817 override bool CanUseConstruction()
2818 {
2819 return true;
2820 }
2821
2822 override bool CanUseConstructionBuild()
2823 {
2824 return true;
2825 }
2826
2827 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2828 {
2829 if ( attachment )
2830 {
2831 InventoryLocation inventory_location = new InventoryLocation;
2832 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2833
2834 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2835 }
2836
2837 return false;
2838 }
2839
2840 protected bool IsAttachmentSlotLocked( string slot_name )
2841 {
2842 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2843 }
2844
2845 //--- ATTACHMENT SLOTS
2846 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2847 {
2848 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2849 if ( g_Game.ConfigIsExisting( config_path ) )
2850 {
2851 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2852 }
2853 }
2854
2855 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2856 {
2857 return true;
2858 }
2859
2860 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2861 {
2862 return true;
2863 }
2864
2865 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2866 {
2867 return true;
2868 }
2869
2870 // --- INIT
2872 {
2873 m_Construction = new Construction(this);
2874 return m_Construction;
2875 }
2876
2878 {
2879 return m_Construction;
2880 }
2881
2883 {
2884 return Construction.Cast(m_Construction);
2885 }
2886
2888 {
2889 int attachment_count = GetInventory().AttachmentCount();
2890 if ( attachment_count > 0 )
2891 {
2892 if ( HasBase() && attachment_count == 1 )
2893 {
2894 return false;
2895 }
2896
2897 return true;
2898 }
2899
2900 return false;
2901 }
2902
2903 override bool ShowZonesHealth()
2904 {
2905 return true;
2906 }
2907
2908 override bool IsTakeable()
2909 {
2910 return false;
2911 }
2912
2913 //this into/outo parent.Cargo
2914 override bool CanPutInCargo( EntityAI parent )
2915 {
2916 return false;
2917 }
2918
2919 override bool CanRemoveFromCargo( EntityAI parent )
2920 {
2921 return false;
2922 }
2923
2924 //hands
2925 override bool CanPutIntoHands( EntityAI parent )
2926 {
2927 return false;
2928 }
2929
2930 //--- ACTION CONDITIONS
2931 //direction
2932 override bool IsFacingPlayer( PlayerBase player, string selection )
2933 {
2934 return true;
2935 }
2936
2937 override bool IsPlayerInside( PlayerBase player, string selection )
2938 {
2939 return true;
2940 }
2941
2944 {
2945 return false;
2946 }
2947
2948 //roof check
2949 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2950 {
2951 return false;
2952 }
2953
2954 //selection->player distance check
2955 bool HasProperDistance( string selection, PlayerBase player )
2956 {
2957 return true;
2958 }
2959
2960 //folding
2962 {
2963 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2964 {
2965 return false;
2966 }
2967
2968 return true;
2969 }
2970
2972 {
2975
2976 return item;
2977 }
2978
2979 //Damage triggers (barbed wire)
2980 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2981 {
2982 if ( g_Game && g_Game.IsServer() )
2983 {
2984 //destroy area damage if some already exists
2985 DestroyAreaDamage( slot_name );
2986
2987 //create new area damage
2989 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2990
2991 vector min_max[2];
2992 if ( MemoryPointExists( slot_name + "_min" ) )
2993 {
2994 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2995 }
2996 if ( MemoryPointExists( slot_name + "_max" ) )
2997 {
2998 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2999 }
3000
3001 //get proper trigger extents (min<max)
3002 vector extents[2];
3003 GetConstruction().GetTriggerExtents( min_max, extents );
3004
3005 //get box center
3006 vector center;
3007 center = GetConstruction().GetBoxCenter( min_max );
3008 center = ModelToWorld( center );
3009
3010 //rotate center if needed
3012 CalcDamageAreaRotation( rotation_angle, center, orientation );
3013
3014 areaDamage.SetExtents( extents[0], extents[1] );
3015 areaDamage.SetAreaPosition( center );
3016 areaDamage.SetAreaOrientation( orientation );
3017 areaDamage.SetLoopInterval( 1.0 );
3018 areaDamage.SetDeferDuration( 0.2 );
3019 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3020 areaDamage.SetAmmoName( "BarbedWireHit" );
3021 areaDamage.Spawn();
3022
3023 m_DamageTriggers.Insert( slot_name, areaDamage );
3024 }
3025 }
3026
3027 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3028 {
3029 if ( angle_deg != 0 )
3030 {
3031 //orientation
3032 orientation[0] = orientation[0] - angle_deg;
3033
3034 //center
3035 vector rotate_axis;
3036 if ( MemoryPointExists( "rotate_axis" ) )
3037 {
3038 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3039 }
3040 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];
3041 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];
3042 center[0] = r_center_x;
3043 center[2] = r_center_z;
3044 }
3045 }
3046
3047 void DestroyAreaDamage( string slot_name )
3048 {
3049 if (g_Game && g_Game.IsServer())
3050 {
3052 if (m_DamageTriggers.Find(slot_name, areaDamage))
3053 {
3054 if (areaDamage)
3055 {
3056 areaDamage.Destroy();
3057 }
3058
3059 m_DamageTriggers.Remove( slot_name );
3060 }
3061 }
3062 }
3063
3064 override bool IsIgnoredByConstruction()
3065 {
3066 return true;
3067 }
3068
3069 //================================================================
3070 // SOUNDS
3071 //================================================================
3072 protected void SoundBuildStart( string part_name )
3073 {
3074 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3075 }
3076
3077 protected void SoundDismantleStart( string part_name )
3078 {
3079 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3080 }
3081
3082 protected void SoundDestroyStart( string part_name )
3083 {
3084 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3085 }
3086
3087 protected string GetBuildSoundByMaterial( string part_name )
3088 {
3089 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3090
3091 switch ( material_type )
3092 {
3093 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3094 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3095 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3096 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3097 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3098 }
3099
3100 return "";
3101 }
3102
3103 protected string GetDismantleSoundByMaterial( string part_name )
3104 {
3105 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3106
3107 switch ( material_type )
3108 {
3109 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3110 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3111 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3112 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3113 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3114 }
3115
3116 return "";
3117 }
3118
3119 //misc
3120 void CheckForHybridAttachments( EntityAI item, string slot_name )
3121 {
3122 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3123 {
3124 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3125 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3126 {
3127 SetHealth(slot_name,"Health",item.GetHealth());
3128 }
3129 }
3130 }
3131
3132 override int GetDamageSystemVersionChange()
3133 {
3134 return 111;
3135 }
3136
3137 override void SetActions()
3138 {
3139 super.SetActions();
3140
3144 }
3145
3146 protected void DestroyConstructedParts()
3147 {
3148 Construction construction = GetConstruction();
3149 if (!construction)
3150 return;
3151
3152 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3153 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3154 {
3155 ConstructionPart part = constructionParts.GetElement(i);
3156 if (part && part.IsBuilt() && !part.IsUtilityPart())
3157 {
3158 construction.DestroyPartServer(null, part.GetPartName(), -1);
3159 }
3160 }
3161 }
3162
3163 protected void HandleFallingForConstructedParts()
3164 {
3165 Construction construction = GetConstruction();
3166 if (!construction)
3167 return;
3168
3169 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3170 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3171 {
3172 ConstructionPart part = constructionParts.GetElement(i);
3173 if (part && part.IsBuilt() && !part.IsUtilityPart())
3174 {
3175 construction.HandleEntityFalling(part.GetPartName());
3176 }
3177 }
3178 }
3179
3181 override void OnItemFallRebuilding()
3182 {
3183 if (!g_Game.IsServer())
3184 return;
3185
3188
3189 if (DestroyOnFall())
3190 {
3192 {
3194 }
3195 else
3196 {
3198 {
3200 }
3201 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3202 }
3203 }
3204 }
3205
3207 {
3208 if (HasAnyAttachmentsOrCargo())
3209 {
3211 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3212 }
3213 }
3214
3215 //================================================================
3216 // DEBUG
3217 //================================================================
3218
3221 {
3222 return null;
3223 }
3224
3225 override void OnDebugSpawn()
3226 {
3227 FullyBuild();
3228 }
3229
3230 void FullyBuild()
3231 {
3233 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3234
3235 Man p;
3236
3237 #ifdef SERVER
3238 array<Man> players = new array<Man>;
3239 g_Game.GetWorld().GetPlayerList(players);
3240 if (players.Count())
3241 p = players[0];
3242 #else
3243 p = g_Game.GetPlayer();
3244 #endif
3245
3246 foreach (ConstructionPart part : parts)
3247 {
3248 bool excluded = false;
3249 string partName = part.GetPartName();
3250 if (excludes)
3251 {
3252 foreach (string exclude : excludes)
3253 {
3254 if (partName.Contains(exclude))
3255 {
3256 excluded = true;
3257 break;
3258 }
3259 }
3260 }
3261
3262 if (!excluded)
3263 {
3264 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3265 }
3266 }
3267
3268 GetConstruction().UpdateVisuals();
3269 }
3270
3272 //Deprecated code playpen//
3274 [Obsolete("handled in the Construction component directly")]
3275 protected void HandleItemFalling(ConstructionPart part)
3276 {
3277 }
3278
3279 [Obsolete("handled in the Construction component directly")]
3280 protected void ItemFall(vector min, vector max)
3281 {
3282 }
3283
3284 [Obsolete("obsolete debug method")]
3285 protected void DebugCustomState()
3286 {
3287 }
3288}
3289
3290void bsbDebugPrint (string s)
3291{
3292#ifdef BSB_DEBUG
3293 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3294#else
3295 //Print("" + s); // comment/uncomment to hide/see debug logs
3296#endif
3297}
3298void bsbDebugSpam (string s)
3299{
3300#ifdef BSB_DEBUG_SPAM
3301 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3302#else
3303 //Print("" + s); // comment/uncomment to hide/see debug logs
3304#endif
3305}
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::OnSetSlotLock() и ItemBase::UpdateVisuals().