DayZ 1.30
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◆ CalcDamageAreaRotation()

void bsbDebugPrint::CalcDamageAreaRotation ( float angle_deg,
out vector center,
out vector orientation )
protected

См. определение в файле BaseBuildingBase.c строка 2316

2318{
2319 const string ANIMATION_DEPLOYED = "Deployed";
2320
2321 float m_ConstructionKitHealth; //stored health value for used construction kit
2322
2323 bool m_HasBase;
2324 //variables for synchronization of base building parts (2x31 is the current limit)
2325 int m_SyncParts01; //synchronization for already built parts (31 parts)
2326 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2327 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2328 int m_InteractedPartId; //construction part id that an action was performed on
2329 int m_PerformedActionId; //action id that was performed on a construction part
2330 protected ref ConstructionBasic m_Construction;
2331
2332 //Sounds
2333 //build
2334 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2335 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2336 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2337 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2338 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2339 //dismantle
2340 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2341 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2342 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2343 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2344 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2345
2346 protected EffectSound m_Sound;
2347
2351
2352 // Constructor
2353 void BaseBuildingBase()
2354 {
2356
2357 //synchronized variables
2358 RegisterNetSyncVariableInt( "m_SyncParts01" );
2359 RegisterNetSyncVariableInt( "m_SyncParts02" );
2360 RegisterNetSyncVariableInt( "m_SyncParts03" );
2361 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2362 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2363 RegisterNetSyncVariableBool( "m_HasBase" );
2364
2365 //Construction init
2366 ConstructionInit();
2367
2368 if (ConfigIsExisting("hybridAttachments"))
2369 {
2371 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2372 }
2373 if (ConfigIsExisting("mountables"))
2374 {
2376 ConfigGetTextArray("mountables", m_Mountables);
2377 }
2378
2379 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2380 SetAllowDamage(true);
2381 }
2382
2383 override string GetInvulnerabilityTypeString()
2384 {
2385 return "disableBaseDamage";
2386 }
2387
2388 override bool CanObstruct()
2389 {
2390 return true;
2391 }
2392
2393 override int GetHideIconMask()
2394 {
2395 return EInventoryIconVisibility.HIDE_VICINITY;
2396 }
2397
2398 override void InitItemSounds()
2399 {
2400 super.InitItemSounds();
2401
2403 SoundParameters params = new SoundParameters();
2404 params.m_Loop = true;
2405
2406 if (GetFoldSoundset() != string.Empty)
2407 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2408 if (GetLoopFoldSoundset() != string.Empty)
2409 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2410 }
2411
2412 override string GetFoldSoundset()
2413 {
2414 return "putDown_FenceKit_SoundSet";
2415 }
2416
2417 override string GetLoopFoldSoundset()
2418 {
2419 return "Shelter_Site_Build_Loop_SoundSet";
2420 }
2421
2422 // --- SYNCHRONIZATION
2424 {
2425 if ( g_Game.IsServer() )
2426 {
2427 SetSynchDirty();
2428 }
2429 }
2430
2431 override void OnVariablesSynchronized()
2432 {
2433 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2434 super.OnVariablesSynchronized();
2435
2436 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2437 }
2438
2439 protected void OnSynchronizedClient()
2440 {
2441 //update parts
2443
2444 //update action on part
2446
2447 //update visuals (client)
2448 UpdateVisuals();
2449 }
2450
2451 //parts synchronization
2452 void RegisterPartForSync( int part_id )
2453 {
2454 //part_id must starts from index = 1
2455 int offset;
2456 int mask;
2457
2458 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2459 {
2460 offset = part_id - 1;
2461 mask = 1 << offset;
2462
2463 m_SyncParts01 = m_SyncParts01 | mask;
2464 }
2465 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2466 {
2467 offset = ( part_id % 32 );
2468 mask = 1 << offset;
2469
2470 m_SyncParts02 = m_SyncParts02 | mask;
2471 }
2472 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2473 {
2474 offset = ( part_id % 63 );
2475 mask = 1 << offset;
2476
2477 m_SyncParts03 = m_SyncParts03 | mask;
2478 }
2479 }
2480
2481 void UnregisterPartForSync( int part_id )
2482 {
2483 //part_id must starts from index = 1
2484 int offset;
2485 int mask;
2486
2487 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2488 {
2489 offset = part_id - 1;
2490 mask = 1 << offset;
2491
2492 m_SyncParts01 = m_SyncParts01 & ~mask;
2493 }
2494 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2495 {
2496 offset = ( part_id % 32 );
2497 mask = 1 << offset;
2498
2499 m_SyncParts02 = m_SyncParts02 & ~mask;
2500 }
2501 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2502 {
2503 offset = ( part_id % 63 );
2504 mask = 1 << offset;
2505
2506 m_SyncParts03 = m_SyncParts03 & ~mask;
2507 }
2508 }
2509
2510 bool IsPartBuildInSyncData( int part_id )
2511 {
2512 //part_id must starts from index = 1
2513 int offset;
2514 int mask;
2515
2516 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2517 {
2518 offset = part_id - 1;
2519 mask = 1 << offset;
2520
2521 if ( ( m_SyncParts01 & mask ) > 0 )
2522 {
2523 return true;
2524 }
2525 }
2526 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2527 {
2528 offset = ( part_id % 32 );
2529 mask = 1 << offset;
2530
2531 if ( ( m_SyncParts02 & mask ) > 0 )
2532 {
2533 return true;
2534 }
2535 }
2536 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2537 {
2538 offset = ( part_id % 63 );
2539 mask = 1 << offset;
2540
2541 if ( ( m_SyncParts03 & mask ) > 0 )
2542 {
2543 return true;
2544 }
2545 }
2546
2547 return false;
2548 }
2549
2550 protected void RegisterActionForSync( int part_id, int action_id )
2551 {
2552 m_InteractedPartId = part_id;
2553 m_PerformedActionId = action_id;
2554 }
2555
2556 protected void ResetActionSyncData()
2557 {
2558 //reset data
2559 m_InteractedPartId = -1;
2561 }
2562
2563 protected void SetActionFromSyncData()
2564 {
2565 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2566 {
2568 int build_action_id = m_PerformedActionId;
2569
2570 switch( build_action_id )
2571 {
2572 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2573 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2574 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2575 }
2576 }
2577 }
2578 //------
2579
2581 {
2582 string key = part.GetPartName();
2583 bool is_base = part.IsBase();
2584 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2585 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2586 if ( is_part_built_sync )
2587 {
2588 if ( !part.IsBuilt() )
2589 {
2590 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2591 GetConstruction().AddToConstructedParts( key );
2592 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2593
2594 if (is_base)
2595 {
2597 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2598 }
2599 }
2600 }
2601 else
2602 {
2603 if ( part.IsBuilt() )
2604 {
2605 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2606 GetConstruction().RemoveFromConstructedParts( key );
2607 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2608
2609 if (is_base)
2610 {
2612 AddProxyPhysics( ANIMATION_DEPLOYED );
2613 }
2614 }
2615 }
2616
2617 //check slot lock for material attachments
2618 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2619 }
2620
2621 //set construction parts based on synchronized data
2623 {
2624 Construction construction = GetConstruction();
2625 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2626
2627 for ( int i = 0; i < construction_parts.Count(); ++i )
2628 {
2629 string key = construction_parts.GetKey( i );
2630 ConstructionPart value = construction_parts.Get( key );
2631 SetPartFromSyncData(value);
2632 }
2633
2634 //regenerate navmesh
2635 UpdateNavmesh();
2636 }
2637
2638 protected ConstructionPart GetConstructionPartById( int id )
2639 {
2640 Construction construction = GetConstruction();
2641 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2642
2643 for ( int i = 0; i < construction_parts.Count(); ++i )
2644 {
2645 string key = construction_parts.GetKey( i );
2646 ConstructionPart value = construction_parts.Get( key );
2647
2648 if ( value.GetId() == id )
2649 {
2650 return value;
2651 }
2652 }
2653
2654 return NULL;
2655 }
2656 //
2657
2658 //Base
2659 bool HasBase()
2660 {
2661 return m_HasBase;
2662 }
2663
2664 void SetBaseState( bool has_base )
2665 {
2666 m_HasBase = has_base;
2667 }
2668
2669 override bool IsDeployable()
2670 {
2671 return true;
2672 }
2673
2674 bool IsOpened()
2675 {
2676 return false;
2677 }
2678
2679 //--- CONSTRUCTION KIT
2681 {
2682 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2683 if ( m_ConstructionKitHealth > 0 )
2684 {
2685 construction_kit.SetHealth( m_ConstructionKitHealth );
2686 }
2687
2688 return construction_kit;
2689 }
2690
2691 void CreateConstructionKitInHands(notnull PlayerBase player)
2692 {
2693 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2694 if ( m_ConstructionKitHealth > 0 )
2695 {
2696 construction_kit.SetHealth( m_ConstructionKitHealth );
2697 }
2698 }
2699
2700 protected vector GetKitSpawnPosition()
2701 {
2702 return GetPosition();
2703 }
2704
2705 protected string GetConstructionKitType()
2706 {
2707 return "";
2708 }
2709
2710 void DestroyConstructionKit( ItemBase construction_kit )
2711 {
2712 m_ConstructionKitHealth = construction_kit.GetHealth();
2713 g_Game.ObjectDelete( construction_kit );
2714 }
2715
2716 //--- CONSTRUCTION
2717 void DestroyConstruction()
2718 {
2719 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2720 g_Game.ObjectDelete( this );
2721 }
2722
2723 // --- EVENTS
2724 override void EEDelete(EntityAI parent)
2725 {
2726 super.EEDelete(parent);
2727
2728 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2729 {
2730 areaDamage.Destroy();
2731 }
2732
2733 }
2734
2735 override void OnStoreSave( ParamsWriteContext ctx )
2736 {
2737 super.OnStoreSave( ctx );
2738
2739 //sync parts 01
2740 ctx.Write( m_SyncParts01 );
2741 ctx.Write( m_SyncParts02 );
2742 ctx.Write( m_SyncParts03 );
2743
2744 ctx.Write( m_HasBase );
2745 }
2746
2747 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2748 {
2749 if ( !super.OnStoreLoad( ctx, version ) )
2750 return false;
2751
2752 //--- Base building data ---
2753 //Restore synced parts data
2754 if ( !ctx.Read( m_SyncParts01 ) )
2755 {
2756 m_SyncParts01 = 0; //set default
2757 return false;
2758 }
2759 if ( !ctx.Read( m_SyncParts02 ) )
2760 {
2761 m_SyncParts02 = 0; //set default
2762 return false;
2763 }
2764 if ( !ctx.Read( m_SyncParts03 ) )
2765 {
2766 m_SyncParts03 = 0; //set default
2767 return false;
2768 }
2769
2770 //has base
2771 if ( !ctx.Read( m_HasBase ) )
2772 {
2773 m_HasBase = false;
2774 return false;
2775 }
2776 //---
2777
2778 return true;
2779 }
2780
2781 override void AfterStoreLoad()
2782 {
2783 super.AfterStoreLoad();
2784
2786 {
2788 }
2789 }
2790
2792 {
2793 //update server data
2795
2796 //set base state
2797 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2798 SetBaseState( part.IsBuilt() ) ;
2799
2800 //synchronize after load
2802 }
2803
2804 override void OnCreatePhysics()
2805 {
2806 super.OnCreatePhysics();
2807
2808 ConstructionInit();
2810 }
2811
2812 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2813 {
2815 return;
2816
2817 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2818 }
2819
2820 override void EEOnAfterLoad()
2821 {
2823 {
2824 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2825 }
2826
2827 super.EEOnAfterLoad();
2828 }
2829
2830 override void EEItemAttached( EntityAI item, string slot_name )
2831 {
2832 super.EEItemAttached( item, slot_name );
2833
2834 CheckForHybridAttachments( item, slot_name );
2835 UpdateVisuals();
2836 UpdateAttachmentPhysics( slot_name, false );
2837 }
2838
2839 override void EEItemDetached( EntityAI item, string slot_name )
2840 {
2841 super.EEItemDetached( item, slot_name );
2842
2843 UpdateVisuals();
2844 UpdateAttachmentPhysics( slot_name, false );
2845 }
2846
2847 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2848 {
2849 string slot_name = InventorySlots.GetSlotName( slotId );
2850 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2851
2852 UpdateAttachmentVisuals( slot_name, locked );
2853 UpdateAttachmentPhysics( slot_name, locked );
2854 }
2855
2856 //ignore out of reach condition
2857 override bool IgnoreOutOfReachCondition()
2858 {
2859 return true;
2860 }
2861
2862 //CONSTRUCTION EVENTS
2863 //Build
2864 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2865 {
2866 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2867
2868 //check base state
2869 if (construtionPart.IsBase())
2870 {
2871 SetBaseState(true);
2872
2873 //spawn kit
2875 }
2876
2877 //register constructed parts for synchronization
2878 RegisterPartForSync(construtionPart.GetId());
2879
2880 //register action that was performed on part
2881 RegisterActionForSync(construtionPart.GetId(), action_id);
2882
2883 //synchronize
2885
2886 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2887
2888 UpdateNavmesh();
2889
2890 //update visuals
2891 UpdateVisuals();
2892
2893 //reset action sync data
2894 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2895 }
2896
2897 void OnPartBuiltClient(string part_name, int action_id)
2898 {
2899 //play sound
2900 SoundBuildStart( part_name );
2901 }
2902
2903 //Dismantle
2904 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2905 {
2906 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2907 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2908
2909 //register constructed parts for synchronization
2910 UnregisterPartForSync(construtionPart.GetId());
2911
2912 //register action that was performed on part
2913 RegisterActionForSync(construtionPart.GetId(), action_id);
2914
2915 //synchronize
2917
2918 // server part of sync, client will be synced from SetPartsFromSyncData
2919 SetPartFromSyncData(construtionPart);
2920
2921 UpdateNavmesh();
2922
2923 //update visuals
2924 UpdateVisuals();
2925
2926 //reset action sync data
2927 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2928
2929 //check base state
2930 if (construtionPart.IsBase())
2931 {
2932 //Destroy construction
2933 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2934 }
2935 }
2936
2937 void OnPartDismantledClient( string part_name, int action_id )
2938 {
2939 //play sound
2940 SoundDismantleStart( part_name );
2941 }
2942
2943 //Destroy
2944 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2945 {
2946 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2947 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2948
2949 //register constructed parts for synchronization
2950 UnregisterPartForSync(construtionPart.GetId());
2951
2952 //register action that was performed on part
2953 RegisterActionForSync(construtionPart.GetId(), action_id);
2954
2955 //synchronize
2957
2958 // server part of sync, client will be synced from SetPartsFromSyncData
2959 SetPartFromSyncData(construtionPart);
2960
2961 UpdateNavmesh();
2962
2963 //update visuals
2964 UpdateVisuals();
2965
2966 //reset action sync data
2967 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2968
2969 //check base state
2970 if (construtionPart.IsBase())
2971 {
2972 //Destroy construction
2973 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2974 }
2975 }
2976
2977 void OnPartDestroyedClient( string part_name, int action_id )
2978 {
2979 //play sound
2980 SoundDestroyStart( part_name );
2981 }
2982
2983 // --- UPDATE
2984 void InitBaseState()
2985 {
2986 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2987
2988 InitVisuals();
2989 UpdateNavmesh(); //regenerate navmesh
2990 }
2991
2992 void InitVisuals()
2993 {
2994 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2995 //check base
2996 if ( !HasBase() )
2997 {
2998 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2999 }
3000 else
3001 {
3002 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3003 }
3004
3005 GetConstruction().InitVisuals();
3006 }
3007
3008 void UpdateVisuals()
3009 {
3010 array<string> attachmentSlots = new array<string>;
3011
3012 GetAttachmentSlots(this, attachmentSlots);
3013 foreach (string slotName : attachmentSlots)
3014 {
3016 }
3017
3018 //check base
3019 if (!HasBase())
3020 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3021 else
3022 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3023
3024 GetConstruction().UpdateVisuals();
3025 }
3026
3027 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3028 {
3029 string slotNameMounted = slot_name + "_Mounted";
3030 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3031
3032 if (attachment)
3033 {
3034 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3035 if (barbedWire && barbedWire.IsMounted())
3036 CreateAreaDamage(slotNameMounted);
3037 else
3038 DestroyAreaDamage(slotNameMounted);
3039
3040 if (is_locked)
3041 {
3042 SetAnimationPhase(slotNameMounted, 0);
3043 SetAnimationPhase(slot_name, 1);
3044 }
3045 else
3046 {
3047 SetAnimationPhase(slotNameMounted, 1);
3048 SetAnimationPhase(slot_name, 0);
3049 }
3050 }
3051 else
3052 {
3053 SetAnimationPhase(slotNameMounted, 1);
3054 SetAnimationPhase(slot_name, 1);
3055
3056 DestroyAreaDamage(slotNameMounted);
3057 }
3058 }
3059
3060 // avoid calling this function on frequent occasions, it's a massive performance hit
3061 void UpdatePhysics()
3062 {
3064 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3065
3066 array<string> attachmentSlots = new array<string>;
3067 GetAttachmentSlots(this, attachmentSlots);
3068
3070 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3071
3072 foreach (string slotName : attachmentSlots)
3073 {
3075 }
3076
3077 //check base
3078 if (!HasBase())
3079 {
3081 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3082
3083 AddProxyPhysics(ANIMATION_DEPLOYED);
3084 }
3085 else
3086 {
3088 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3089
3090 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3091 }
3092
3093 GetConstruction().UpdatePhysics();
3094 UpdateNavmesh();
3095 }
3096
3097 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3098 {
3099 //checks for invalid appends; hotfix
3100 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3101 return;
3102 //----------------------------------
3103 string slot_name_mounted = slot_name + "_Mounted";
3104 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3105
3106 //remove proxy physics
3107 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3108 RemoveProxyPhysics( slot_name_mounted );
3109 RemoveProxyPhysics( slot_name );
3110
3111 if ( attachment )
3112 {
3113 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3114 if ( is_locked )
3115 {
3116 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3117 AddProxyPhysics( slot_name_mounted );
3118 }
3119 else
3120 {
3121 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3122 AddProxyPhysics( slot_name );
3123 }
3124 }
3125 }
3126
3127 protected void UpdateNavmesh()
3128 {
3129 SetAffectPathgraph( true, false );
3130 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3131 }
3132
3133 override bool CanUseConstruction()
3134 {
3135 return true;
3136 }
3137
3138 override bool CanUseConstructionBuild()
3139 {
3140 return true;
3141 }
3142
3143 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3144 {
3145 if ( attachment )
3146 {
3147 InventoryLocation inventory_location = new InventoryLocation;
3148 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3149
3150 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3151 }
3152
3153 return false;
3154 }
3155
3156 protected bool IsAttachmentSlotLocked( string slot_name )
3157 {
3158 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3159 }
3160
3161 //--- ATTACHMENT SLOTS
3162 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3163 {
3164 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3165 if ( g_Game.ConfigIsExisting( config_path ) )
3166 {
3167 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3168 }
3169 }
3170
3171 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3172 {
3173 return true;
3174 }
3175
3176 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3177 {
3178 return true;
3179 }
3180
3181 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3182 {
3183 return true;
3184 }
3185
3186 // --- INIT
3188 {
3189 m_Construction = new Construction(this);
3190 return m_Construction;
3191 }
3192
3194 {
3195 return m_Construction;
3196 }
3197
3199 {
3200 return Construction.Cast(m_Construction);
3201 }
3202
3204 {
3205 int attachment_count = GetInventory().AttachmentCount();
3206 if ( attachment_count > 0 )
3207 {
3208 if ( HasBase() && attachment_count == 1 )
3209 {
3210 return false;
3211 }
3212
3213 return true;
3214 }
3215
3216 return false;
3217 }
3218
3219 override bool ShowZonesHealth()
3220 {
3221 return true;
3222 }
3223
3224 override bool IsTakeable()
3225 {
3226 return false;
3227 }
3228
3229 //this into/outo parent.Cargo
3230 override bool CanPutInCargo( EntityAI parent )
3231 {
3232 return false;
3233 }
3234
3235 override bool CanRemoveFromCargo( EntityAI parent )
3236 {
3237 return false;
3238 }
3239
3240 //hands
3241 override bool CanPutIntoHands( EntityAI parent )
3242 {
3243 return false;
3244 }
3245
3246 //--- ACTION CONDITIONS
3247 //direction
3248 override bool IsFacingPlayer( PlayerBase player, string selection )
3249 {
3250 return true;
3251 }
3252
3253 override bool IsPlayerInside( PlayerBase player, string selection )
3254 {
3255 return true;
3256 }
3257
3260 {
3261 return false;
3262 }
3263
3264 //roof check
3265 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3266 {
3267 return false;
3268 }
3269
3270 //selection->player distance check
3271 bool HasProperDistance( string selection, PlayerBase player )
3272 {
3273 return true;
3274 }
3275
3276 //folding
3278 {
3279 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3280 {
3281 return false;
3282 }
3283
3284 return true;
3285 }
3286
3288 {
3291
3292 return item;
3293 }
3294
3295 //Damage triggers (barbed wire)
3296 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3297 {
3298 if ( g_Game && g_Game.IsServer() )
3299 {
3300 //destroy area damage if some already exists
3301 DestroyAreaDamage( slot_name );
3302
3303 //create new area damage
3305 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3306
3307 vector min_max[2];
3308 if ( MemoryPointExists( slot_name + "_min" ) )
3309 {
3310 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3311 }
3312 if ( MemoryPointExists( slot_name + "_max" ) )
3313 {
3314 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3315 }
3316
3317 //get proper trigger extents (min<max)
3318 vector extents[2];
3319 GetConstruction().GetTriggerExtents( min_max, extents );
3320
3321 //get box center
3322 vector center;
3323 center = GetConstruction().GetBoxCenter( min_max );
3324 center = ModelToWorld( center );
3325
3326 //rotate center if needed
3328 CalcDamageAreaRotation( rotation_angle, center, orientation );
3329
3330 areaDamage.SetExtents( extents[0], extents[1] );
3331 areaDamage.SetAreaPosition( center );
3332 areaDamage.SetAreaOrientation( orientation );
3333 areaDamage.SetLoopInterval( 1.0 );
3334 areaDamage.SetDeferDuration( 0.2 );
3335 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3336 areaDamage.SetAmmoName( "BarbedWireHit" );
3337 areaDamage.Spawn();
3338
3339 m_DamageTriggers.Insert( slot_name, areaDamage );
3340 }
3341 }
3342
3343 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3344 {
3345 if ( angle_deg != 0 )
3346 {
3347 //orientation
3348 orientation[0] = orientation[0] - angle_deg;
3349
3350 //center
3351 vector rotate_axis;
3352 if ( MemoryPointExists( "rotate_axis" ) )
3353 {
3354 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3355 }
3356 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];
3357 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];
3358 center[0] = r_center_x;
3359 center[2] = r_center_z;
3360 }
3361 }
3362
3363 void DestroyAreaDamage( string slot_name )
3364 {
3365 if (g_Game && g_Game.IsServer())
3366 {
3368 if (m_DamageTriggers.Find(slot_name, areaDamage))
3369 {
3370 if (areaDamage)
3371 {
3372 areaDamage.Destroy();
3373 }
3374
3375 m_DamageTriggers.Remove( slot_name );
3376 }
3377 }
3378 }
3379
3380 override bool IsIgnoredByConstruction()
3381 {
3382 return true;
3383 }
3384
3385 //================================================================
3386 // SOUNDS
3387 //================================================================
3388 protected void SoundBuildStart( string part_name )
3389 {
3390 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3391 }
3392
3393 protected void SoundDismantleStart( string part_name )
3394 {
3395 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3396 }
3397
3398 protected void SoundDestroyStart( string part_name )
3399 {
3400 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3401 }
3402
3403 protected string GetBuildSoundByMaterial( string part_name )
3404 {
3405 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3406
3407 switch ( material_type )
3408 {
3409 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3410 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3411 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3412 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3413 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3414 }
3415
3416 return "";
3417 }
3418
3419 protected string GetDismantleSoundByMaterial( string part_name )
3420 {
3421 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3422
3423 switch ( material_type )
3424 {
3425 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3426 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3427 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3428 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3429 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3430 }
3431
3432 return "";
3433 }
3434
3435 //misc
3436 void CheckForHybridAttachments( EntityAI item, string slot_name )
3437 {
3438 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3439 {
3440 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3441 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3442 {
3443 SetHealth(slot_name,"Health",item.GetHealth());
3444 }
3445 }
3446 }
3447
3448 override int GetDamageSystemVersionChange()
3449 {
3450 return 111;
3451 }
3452
3453 override void SetActions()
3454 {
3455 super.SetActions();
3456
3460 }
3461
3462 protected void DestroyConstructedParts()
3463 {
3464 Construction construction = GetConstruction();
3465 if (!construction)
3466 return;
3467
3468 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3469 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3470 {
3471 ConstructionPart part = constructionParts.GetElement(i);
3472 if (part && part.IsBuilt() && !part.IsUtilityPart())
3473 {
3474 construction.DestroyPartServer(null, part.GetPartName(), -1);
3475 }
3476 }
3477 }
3478
3479 protected void HandleFallingForConstructedParts()
3480 {
3481 Construction construction = GetConstruction();
3482 if (!construction)
3483 return;
3484
3485 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3486 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3487 {
3488 ConstructionPart part = constructionParts.GetElement(i);
3489 if (part && part.IsBuilt() && !part.IsUtilityPart())
3490 {
3491 construction.HandleEntityFalling(part.GetPartName());
3492 }
3493 }
3494 }
3495
3497 override void OnItemFallRebuilding()
3498 {
3499 if (!g_Game.IsServer())
3500 return;
3501
3504
3505 if (DestroyOnFall())
3506 {
3508 {
3510 }
3511 else
3512 {
3514 {
3516 }
3517 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3518 }
3519 }
3520 }
3521
3523 {
3524 if (HasAnyAttachmentsOrCargo())
3525 {
3527 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3528 }
3529 }
3530
3531 //================================================================
3532 // DEBUG
3533 //================================================================
3534
3537 {
3538 return null;
3539 }
3540
3541 override void OnDebugSpawn()
3542 {
3543 FullyBuild();
3544 }
3545
3546 void FullyBuild()
3547 {
3549 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3550
3551 Man p;
3552
3553 #ifdef SERVER
3554 array<Man> players = new array<Man>;
3555 g_Game.GetWorld().GetPlayerList(players);
3556 if (players.Count())
3557 p = players[0];
3558 #else
3559 p = g_Game.GetPlayer();
3560 #endif
3561
3562 foreach (ConstructionPart part : parts)
3563 {
3564 bool excluded = false;
3565 string partName = part.GetPartName();
3566 if (excludes)
3567 {
3568 foreach (string exclude : excludes)
3569 {
3570 if (partName.Contains(exclude))
3571 {
3572 excluded = true;
3573 break;
3574 }
3575 }
3576 }
3577
3578 if (!excluded)
3579 {
3580 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3581 }
3582 }
3583
3584 GetConstruction().UpdateVisuals();
3585 }
3586
3588 //Deprecated code playpen//
3590 [Obsolete("handled in the Construction component directly")]
3591 protected void HandleItemFalling(ConstructionPart part)
3592 {
3593 }
3594
3595 [Obsolete("handled in the Construction component directly")]
3596 protected void ItemFall(vector min, vector max)
3597 {
3598 }
3599
3600 [Obsolete("obsolete debug method")]
3601 protected void DebugCustomState()
3602 {
3603 }
3604}
3605
3606void bsbDebugPrint (string s)
3607{
3608#ifdef BSB_DEBUG
3609 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3610#else
3611 //Print("" + s); // comment/uncomment to hide/see debug logs
3612#endif
3613}
3614void bsbDebugSpam (string s)
3615{
3616#ifdef BSB_DEBUG_SPAM
3617 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3618#else
3619 //Print("" + s); // comment/uncomment to hide/see debug logs
3620#endif
3621}
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::CreateAreaDamage().