DayZ 1.30
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◆ CanObstruct()

override bool bsbDebugPrint::CanObstruct ( )
protected

См. определение в файле BaseBuildingBase.c строка 1361

1363{
1364 const string ANIMATION_DEPLOYED = "Deployed";
1365
1366 float m_ConstructionKitHealth; //stored health value for used construction kit
1367
1368 bool m_HasBase;
1369 //variables for synchronization of base building parts (2x31 is the current limit)
1370 int m_SyncParts01; //synchronization for already built parts (31 parts)
1371 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1372 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1373 int m_InteractedPartId; //construction part id that an action was performed on
1374 int m_PerformedActionId; //action id that was performed on a construction part
1375 protected ref ConstructionBasic m_Construction;
1376
1377 //Sounds
1378 //build
1379 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1380 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1381 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1382 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1383 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1384 //dismantle
1385 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1386 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1387 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1388 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1389 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1390
1391 protected EffectSound m_Sound;
1392
1396
1397 // Constructor
1398 void BaseBuildingBase()
1399 {
1401
1402 //synchronized variables
1403 RegisterNetSyncVariableInt( "m_SyncParts01" );
1404 RegisterNetSyncVariableInt( "m_SyncParts02" );
1405 RegisterNetSyncVariableInt( "m_SyncParts03" );
1406 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1407 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1408 RegisterNetSyncVariableBool( "m_HasBase" );
1409
1410 //Construction init
1411 ConstructionInit();
1412
1413 if (ConfigIsExisting("hybridAttachments"))
1414 {
1416 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1417 }
1418 if (ConfigIsExisting("mountables"))
1419 {
1421 ConfigGetTextArray("mountables", m_Mountables);
1422 }
1423
1424 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1425 SetAllowDamage(true);
1426 }
1427
1428 override string GetInvulnerabilityTypeString()
1429 {
1430 return "disableBaseDamage";
1431 }
1432
1433 override bool CanObstruct()
1434 {
1435 return true;
1436 }
1437
1438 override int GetHideIconMask()
1439 {
1440 return EInventoryIconVisibility.HIDE_VICINITY;
1441 }
1442
1443 override void InitItemSounds()
1444 {
1445 super.InitItemSounds();
1446
1448 SoundParameters params = new SoundParameters();
1449 params.m_Loop = true;
1450
1451 if (GetFoldSoundset() != string.Empty)
1452 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1453 if (GetLoopFoldSoundset() != string.Empty)
1454 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1455 }
1456
1457 override string GetFoldSoundset()
1458 {
1459 return "putDown_FenceKit_SoundSet";
1460 }
1461
1462 override string GetLoopFoldSoundset()
1463 {
1464 return "Shelter_Site_Build_Loop_SoundSet";
1465 }
1466
1467 // --- SYNCHRONIZATION
1469 {
1470 if ( g_Game.IsServer() )
1471 {
1472 SetSynchDirty();
1473 }
1474 }
1475
1476 override void OnVariablesSynchronized()
1477 {
1478 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1479 super.OnVariablesSynchronized();
1480
1481 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1482 }
1483
1484 protected void OnSynchronizedClient()
1485 {
1486 //update parts
1488
1489 //update action on part
1491
1492 //update visuals (client)
1493 UpdateVisuals();
1494 }
1495
1496 //parts synchronization
1497 void RegisterPartForSync( int part_id )
1498 {
1499 //part_id must starts from index = 1
1500 int offset;
1501 int mask;
1502
1503 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1504 {
1505 offset = part_id - 1;
1506 mask = 1 << offset;
1507
1508 m_SyncParts01 = m_SyncParts01 | mask;
1509 }
1510 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1511 {
1512 offset = ( part_id % 32 );
1513 mask = 1 << offset;
1514
1515 m_SyncParts02 = m_SyncParts02 | mask;
1516 }
1517 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1518 {
1519 offset = ( part_id % 63 );
1520 mask = 1 << offset;
1521
1522 m_SyncParts03 = m_SyncParts03 | mask;
1523 }
1524 }
1525
1526 void UnregisterPartForSync( int part_id )
1527 {
1528 //part_id must starts from index = 1
1529 int offset;
1530 int mask;
1531
1532 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1533 {
1534 offset = part_id - 1;
1535 mask = 1 << offset;
1536
1537 m_SyncParts01 = m_SyncParts01 & ~mask;
1538 }
1539 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1540 {
1541 offset = ( part_id % 32 );
1542 mask = 1 << offset;
1543
1544 m_SyncParts02 = m_SyncParts02 & ~mask;
1545 }
1546 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1547 {
1548 offset = ( part_id % 63 );
1549 mask = 1 << offset;
1550
1551 m_SyncParts03 = m_SyncParts03 & ~mask;
1552 }
1553 }
1554
1555 bool IsPartBuildInSyncData( int part_id )
1556 {
1557 //part_id must starts from index = 1
1558 int offset;
1559 int mask;
1560
1561 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1562 {
1563 offset = part_id - 1;
1564 mask = 1 << offset;
1565
1566 if ( ( m_SyncParts01 & mask ) > 0 )
1567 {
1568 return true;
1569 }
1570 }
1571 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1572 {
1573 offset = ( part_id % 32 );
1574 mask = 1 << offset;
1575
1576 if ( ( m_SyncParts02 & mask ) > 0 )
1577 {
1578 return true;
1579 }
1580 }
1581 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1582 {
1583 offset = ( part_id % 63 );
1584 mask = 1 << offset;
1585
1586 if ( ( m_SyncParts03 & mask ) > 0 )
1587 {
1588 return true;
1589 }
1590 }
1591
1592 return false;
1593 }
1594
1595 protected void RegisterActionForSync( int part_id, int action_id )
1596 {
1597 m_InteractedPartId = part_id;
1598 m_PerformedActionId = action_id;
1599 }
1600
1601 protected void ResetActionSyncData()
1602 {
1603 //reset data
1604 m_InteractedPartId = -1;
1606 }
1607
1608 protected void SetActionFromSyncData()
1609 {
1610 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1611 {
1613 int build_action_id = m_PerformedActionId;
1614
1615 switch( build_action_id )
1616 {
1617 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1618 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1619 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1620 }
1621 }
1622 }
1623 //------
1624
1626 {
1627 string key = part.GetPartName();
1628 bool is_base = part.IsBase();
1629 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1630 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1631 if ( is_part_built_sync )
1632 {
1633 if ( !part.IsBuilt() )
1634 {
1635 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1636 GetConstruction().AddToConstructedParts( key );
1637 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1638
1639 if (is_base)
1640 {
1642 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1643 }
1644 }
1645 }
1646 else
1647 {
1648 if ( part.IsBuilt() )
1649 {
1650 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1651 GetConstruction().RemoveFromConstructedParts( key );
1652 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1653
1654 if (is_base)
1655 {
1657 AddProxyPhysics( ANIMATION_DEPLOYED );
1658 }
1659 }
1660 }
1661
1662 //check slot lock for material attachments
1663 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1664 }
1665
1666 //set construction parts based on synchronized data
1668 {
1669 Construction construction = GetConstruction();
1670 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1671
1672 for ( int i = 0; i < construction_parts.Count(); ++i )
1673 {
1674 string key = construction_parts.GetKey( i );
1675 ConstructionPart value = construction_parts.Get( key );
1676 SetPartFromSyncData(value);
1677 }
1678
1679 //regenerate navmesh
1680 UpdateNavmesh();
1681 }
1682
1683 protected ConstructionPart GetConstructionPartById( int id )
1684 {
1685 Construction construction = GetConstruction();
1686 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1687
1688 for ( int i = 0; i < construction_parts.Count(); ++i )
1689 {
1690 string key = construction_parts.GetKey( i );
1691 ConstructionPart value = construction_parts.Get( key );
1692
1693 if ( value.GetId() == id )
1694 {
1695 return value;
1696 }
1697 }
1698
1699 return NULL;
1700 }
1701 //
1702
1703 //Base
1704 bool HasBase()
1705 {
1706 return m_HasBase;
1707 }
1708
1709 void SetBaseState( bool has_base )
1710 {
1711 m_HasBase = has_base;
1712 }
1713
1714 override bool IsDeployable()
1715 {
1716 return true;
1717 }
1718
1719 bool IsOpened()
1720 {
1721 return false;
1722 }
1723
1724 //--- CONSTRUCTION KIT
1726 {
1727 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1728 if ( m_ConstructionKitHealth > 0 )
1729 {
1730 construction_kit.SetHealth( m_ConstructionKitHealth );
1731 }
1732
1733 return construction_kit;
1734 }
1735
1736 void CreateConstructionKitInHands(notnull PlayerBase player)
1737 {
1738 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1739 if ( m_ConstructionKitHealth > 0 )
1740 {
1741 construction_kit.SetHealth( m_ConstructionKitHealth );
1742 }
1743 }
1744
1745 protected vector GetKitSpawnPosition()
1746 {
1747 return GetPosition();
1748 }
1749
1750 protected string GetConstructionKitType()
1751 {
1752 return "";
1753 }
1754
1755 void DestroyConstructionKit( ItemBase construction_kit )
1756 {
1757 m_ConstructionKitHealth = construction_kit.GetHealth();
1758 g_Game.ObjectDelete( construction_kit );
1759 }
1760
1761 //--- CONSTRUCTION
1762 void DestroyConstruction()
1763 {
1764 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1765 g_Game.ObjectDelete( this );
1766 }
1767
1768 // --- EVENTS
1769 override void EEDelete(EntityAI parent)
1770 {
1771 super.EEDelete(parent);
1772
1773 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1774 {
1775 areaDamage.Destroy();
1776 }
1777
1778 }
1779
1780 override void OnStoreSave( ParamsWriteContext ctx )
1781 {
1782 super.OnStoreSave( ctx );
1783
1784 //sync parts 01
1785 ctx.Write( m_SyncParts01 );
1786 ctx.Write( m_SyncParts02 );
1787 ctx.Write( m_SyncParts03 );
1788
1789 ctx.Write( m_HasBase );
1790 }
1791
1792 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1793 {
1794 if ( !super.OnStoreLoad( ctx, version ) )
1795 return false;
1796
1797 //--- Base building data ---
1798 //Restore synced parts data
1799 if ( !ctx.Read( m_SyncParts01 ) )
1800 {
1801 m_SyncParts01 = 0; //set default
1802 return false;
1803 }
1804 if ( !ctx.Read( m_SyncParts02 ) )
1805 {
1806 m_SyncParts02 = 0; //set default
1807 return false;
1808 }
1809 if ( !ctx.Read( m_SyncParts03 ) )
1810 {
1811 m_SyncParts03 = 0; //set default
1812 return false;
1813 }
1814
1815 //has base
1816 if ( !ctx.Read( m_HasBase ) )
1817 {
1818 m_HasBase = false;
1819 return false;
1820 }
1821 //---
1822
1823 return true;
1824 }
1825
1826 override void AfterStoreLoad()
1827 {
1828 super.AfterStoreLoad();
1829
1831 {
1833 }
1834 }
1835
1837 {
1838 //update server data
1840
1841 //set base state
1842 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1843 SetBaseState( part.IsBuilt() ) ;
1844
1845 //synchronize after load
1847 }
1848
1849 override void OnCreatePhysics()
1850 {
1851 super.OnCreatePhysics();
1852
1853 ConstructionInit();
1855 }
1856
1857 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1858 {
1860 return;
1861
1862 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1863 }
1864
1865 override void EEOnAfterLoad()
1866 {
1868 {
1869 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1870 }
1871
1872 super.EEOnAfterLoad();
1873 }
1874
1875 override void EEItemAttached( EntityAI item, string slot_name )
1876 {
1877 super.EEItemAttached( item, slot_name );
1878
1879 CheckForHybridAttachments( item, slot_name );
1880 UpdateVisuals();
1881 UpdateAttachmentPhysics( slot_name, false );
1882 }
1883
1884 override void EEItemDetached( EntityAI item, string slot_name )
1885 {
1886 super.EEItemDetached( item, slot_name );
1887
1888 UpdateVisuals();
1889 UpdateAttachmentPhysics( slot_name, false );
1890 }
1891
1892 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1893 {
1894 string slot_name = InventorySlots.GetSlotName( slotId );
1895 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1896
1897 UpdateAttachmentVisuals( slot_name, locked );
1898 UpdateAttachmentPhysics( slot_name, locked );
1899 }
1900
1901 //ignore out of reach condition
1902 override bool IgnoreOutOfReachCondition()
1903 {
1904 return true;
1905 }
1906
1907 //CONSTRUCTION EVENTS
1908 //Build
1909 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1910 {
1911 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1912
1913 //check base state
1914 if (construtionPart.IsBase())
1915 {
1916 SetBaseState(true);
1917
1918 //spawn kit
1920 }
1921
1922 //register constructed parts for synchronization
1923 RegisterPartForSync(construtionPart.GetId());
1924
1925 //register action that was performed on part
1926 RegisterActionForSync(construtionPart.GetId(), action_id);
1927
1928 //synchronize
1930
1931 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1932
1933 UpdateNavmesh();
1934
1935 //update visuals
1936 UpdateVisuals();
1937
1938 //reset action sync data
1939 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1940 }
1941
1942 void OnPartBuiltClient(string part_name, int action_id)
1943 {
1944 //play sound
1945 SoundBuildStart( part_name );
1946 }
1947
1948 //Dismantle
1949 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1950 {
1951 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1952 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1953
1954 //register constructed parts for synchronization
1955 UnregisterPartForSync(construtionPart.GetId());
1956
1957 //register action that was performed on part
1958 RegisterActionForSync(construtionPart.GetId(), action_id);
1959
1960 //synchronize
1962
1963 // server part of sync, client will be synced from SetPartsFromSyncData
1964 SetPartFromSyncData(construtionPart);
1965
1966 UpdateNavmesh();
1967
1968 //update visuals
1969 UpdateVisuals();
1970
1971 //reset action sync data
1972 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1973
1974 //check base state
1975 if (construtionPart.IsBase())
1976 {
1977 //Destroy construction
1978 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
1979 }
1980 }
1981
1982 void OnPartDismantledClient( string part_name, int action_id )
1983 {
1984 //play sound
1985 SoundDismantleStart( part_name );
1986 }
1987
1988 //Destroy
1989 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
1990 {
1991 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
1992 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1993
1994 //register constructed parts for synchronization
1995 UnregisterPartForSync(construtionPart.GetId());
1996
1997 //register action that was performed on part
1998 RegisterActionForSync(construtionPart.GetId(), action_id);
1999
2000 //synchronize
2002
2003 // server part of sync, client will be synced from SetPartsFromSyncData
2004 SetPartFromSyncData(construtionPart);
2005
2006 UpdateNavmesh();
2007
2008 //update visuals
2009 UpdateVisuals();
2010
2011 //reset action sync data
2012 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2013
2014 //check base state
2015 if (construtionPart.IsBase())
2016 {
2017 //Destroy construction
2018 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2019 }
2020 }
2021
2022 void OnPartDestroyedClient( string part_name, int action_id )
2023 {
2024 //play sound
2025 SoundDestroyStart( part_name );
2026 }
2027
2028 // --- UPDATE
2029 void InitBaseState()
2030 {
2031 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2032
2033 InitVisuals();
2034 UpdateNavmesh(); //regenerate navmesh
2035 }
2036
2037 void InitVisuals()
2038 {
2039 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2040 //check base
2041 if ( !HasBase() )
2042 {
2043 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2044 }
2045 else
2046 {
2047 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2048 }
2049
2050 GetConstruction().InitVisuals();
2051 }
2052
2053 void UpdateVisuals()
2054 {
2055 array<string> attachmentSlots = new array<string>;
2056
2057 GetAttachmentSlots(this, attachmentSlots);
2058 foreach (string slotName : attachmentSlots)
2059 {
2061 }
2062
2063 //check base
2064 if (!HasBase())
2065 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2066 else
2067 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2068
2069 GetConstruction().UpdateVisuals();
2070 }
2071
2072 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2073 {
2074 string slotNameMounted = slot_name + "_Mounted";
2075 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2076
2077 if (attachment)
2078 {
2079 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2080 if (barbedWire && barbedWire.IsMounted())
2081 CreateAreaDamage(slotNameMounted);
2082 else
2083 DestroyAreaDamage(slotNameMounted);
2084
2085 if (is_locked)
2086 {
2087 SetAnimationPhase(slotNameMounted, 0);
2088 SetAnimationPhase(slot_name, 1);
2089 }
2090 else
2091 {
2092 SetAnimationPhase(slotNameMounted, 1);
2093 SetAnimationPhase(slot_name, 0);
2094 }
2095 }
2096 else
2097 {
2098 SetAnimationPhase(slotNameMounted, 1);
2099 SetAnimationPhase(slot_name, 1);
2100
2101 DestroyAreaDamage(slotNameMounted);
2102 }
2103 }
2104
2105 // avoid calling this function on frequent occasions, it's a massive performance hit
2106 void UpdatePhysics()
2107 {
2109 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2110
2111 array<string> attachmentSlots = new array<string>;
2112 GetAttachmentSlots(this, attachmentSlots);
2113
2115 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2116
2117 foreach (string slotName : attachmentSlots)
2118 {
2120 }
2121
2122 //check base
2123 if (!HasBase())
2124 {
2126 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2127
2128 AddProxyPhysics(ANIMATION_DEPLOYED);
2129 }
2130 else
2131 {
2133 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2134
2135 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2136 }
2137
2138 GetConstruction().UpdatePhysics();
2139 UpdateNavmesh();
2140 }
2141
2142 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2143 {
2144 //checks for invalid appends; hotfix
2145 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2146 return;
2147 //----------------------------------
2148 string slot_name_mounted = slot_name + "_Mounted";
2149 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2150
2151 //remove proxy physics
2152 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2153 RemoveProxyPhysics( slot_name_mounted );
2154 RemoveProxyPhysics( slot_name );
2155
2156 if ( attachment )
2157 {
2158 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2159 if ( is_locked )
2160 {
2161 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2162 AddProxyPhysics( slot_name_mounted );
2163 }
2164 else
2165 {
2166 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2167 AddProxyPhysics( slot_name );
2168 }
2169 }
2170 }
2171
2172 protected void UpdateNavmesh()
2173 {
2174 SetAffectPathgraph( true, false );
2175 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2176 }
2177
2178 override bool CanUseConstruction()
2179 {
2180 return true;
2181 }
2182
2183 override bool CanUseConstructionBuild()
2184 {
2185 return true;
2186 }
2187
2188 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2189 {
2190 if ( attachment )
2191 {
2192 InventoryLocation inventory_location = new InventoryLocation;
2193 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2194
2195 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2196 }
2197
2198 return false;
2199 }
2200
2201 protected bool IsAttachmentSlotLocked( string slot_name )
2202 {
2203 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2204 }
2205
2206 //--- ATTACHMENT SLOTS
2207 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2208 {
2209 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2210 if ( g_Game.ConfigIsExisting( config_path ) )
2211 {
2212 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2213 }
2214 }
2215
2216 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2217 {
2218 return true;
2219 }
2220
2221 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2222 {
2223 return true;
2224 }
2225
2226 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2227 {
2228 return true;
2229 }
2230
2231 // --- INIT
2233 {
2234 m_Construction = new Construction(this);
2235 return m_Construction;
2236 }
2237
2239 {
2240 return m_Construction;
2241 }
2242
2244 {
2245 return Construction.Cast(m_Construction);
2246 }
2247
2249 {
2250 int attachment_count = GetInventory().AttachmentCount();
2251 if ( attachment_count > 0 )
2252 {
2253 if ( HasBase() && attachment_count == 1 )
2254 {
2255 return false;
2256 }
2257
2258 return true;
2259 }
2260
2261 return false;
2262 }
2263
2264 override bool ShowZonesHealth()
2265 {
2266 return true;
2267 }
2268
2269 override bool IsTakeable()
2270 {
2271 return false;
2272 }
2273
2274 //this into/outo parent.Cargo
2275 override bool CanPutInCargo( EntityAI parent )
2276 {
2277 return false;
2278 }
2279
2280 override bool CanRemoveFromCargo( EntityAI parent )
2281 {
2282 return false;
2283 }
2284
2285 //hands
2286 override bool CanPutIntoHands( EntityAI parent )
2287 {
2288 return false;
2289 }
2290
2291 //--- ACTION CONDITIONS
2292 //direction
2293 override bool IsFacingPlayer( PlayerBase player, string selection )
2294 {
2295 return true;
2296 }
2297
2298 override bool IsPlayerInside( PlayerBase player, string selection )
2299 {
2300 return true;
2301 }
2302
2305 {
2306 return false;
2307 }
2308
2309 //roof check
2310 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2311 {
2312 return false;
2313 }
2314
2315 //selection->player distance check
2316 bool HasProperDistance( string selection, PlayerBase player )
2317 {
2318 return true;
2319 }
2320
2321 //folding
2323 {
2324 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2325 {
2326 return false;
2327 }
2328
2329 return true;
2330 }
2331
2333 {
2336
2337 return item;
2338 }
2339
2340 //Damage triggers (barbed wire)
2341 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2342 {
2343 if ( g_Game && g_Game.IsServer() )
2344 {
2345 //destroy area damage if some already exists
2346 DestroyAreaDamage( slot_name );
2347
2348 //create new area damage
2350 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2351
2352 vector min_max[2];
2353 if ( MemoryPointExists( slot_name + "_min" ) )
2354 {
2355 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2356 }
2357 if ( MemoryPointExists( slot_name + "_max" ) )
2358 {
2359 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2360 }
2361
2362 //get proper trigger extents (min<max)
2363 vector extents[2];
2364 GetConstruction().GetTriggerExtents( min_max, extents );
2365
2366 //get box center
2367 vector center;
2368 center = GetConstruction().GetBoxCenter( min_max );
2369 center = ModelToWorld( center );
2370
2371 //rotate center if needed
2373 CalcDamageAreaRotation( rotation_angle, center, orientation );
2374
2375 areaDamage.SetExtents( extents[0], extents[1] );
2376 areaDamage.SetAreaPosition( center );
2377 areaDamage.SetAreaOrientation( orientation );
2378 areaDamage.SetLoopInterval( 1.0 );
2379 areaDamage.SetDeferDuration( 0.2 );
2380 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2381 areaDamage.SetAmmoName( "BarbedWireHit" );
2382 areaDamage.Spawn();
2383
2384 m_DamageTriggers.Insert( slot_name, areaDamage );
2385 }
2386 }
2387
2388 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2389 {
2390 if ( angle_deg != 0 )
2391 {
2392 //orientation
2393 orientation[0] = orientation[0] - angle_deg;
2394
2395 //center
2396 vector rotate_axis;
2397 if ( MemoryPointExists( "rotate_axis" ) )
2398 {
2399 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2400 }
2401 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];
2402 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];
2403 center[0] = r_center_x;
2404 center[2] = r_center_z;
2405 }
2406 }
2407
2408 void DestroyAreaDamage( string slot_name )
2409 {
2410 if (g_Game && g_Game.IsServer())
2411 {
2413 if (m_DamageTriggers.Find(slot_name, areaDamage))
2414 {
2415 if (areaDamage)
2416 {
2417 areaDamage.Destroy();
2418 }
2419
2420 m_DamageTriggers.Remove( slot_name );
2421 }
2422 }
2423 }
2424
2425 override bool IsIgnoredByConstruction()
2426 {
2427 return true;
2428 }
2429
2430 //================================================================
2431 // SOUNDS
2432 //================================================================
2433 protected void SoundBuildStart( string part_name )
2434 {
2435 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2436 }
2437
2438 protected void SoundDismantleStart( string part_name )
2439 {
2440 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2441 }
2442
2443 protected void SoundDestroyStart( string part_name )
2444 {
2445 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2446 }
2447
2448 protected string GetBuildSoundByMaterial( string part_name )
2449 {
2450 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2451
2452 switch ( material_type )
2453 {
2454 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2455 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2456 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2457 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2458 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2459 }
2460
2461 return "";
2462 }
2463
2464 protected string GetDismantleSoundByMaterial( string part_name )
2465 {
2466 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2467
2468 switch ( material_type )
2469 {
2470 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2471 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2472 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2473 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2474 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2475 }
2476
2477 return "";
2478 }
2479
2480 //misc
2481 void CheckForHybridAttachments( EntityAI item, string slot_name )
2482 {
2483 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2484 {
2485 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2486 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2487 {
2488 SetHealth(slot_name,"Health",item.GetHealth());
2489 }
2490 }
2491 }
2492
2493 override int GetDamageSystemVersionChange()
2494 {
2495 return 111;
2496 }
2497
2498 override void SetActions()
2499 {
2500 super.SetActions();
2501
2505 }
2506
2507 protected void DestroyConstructedParts()
2508 {
2509 Construction construction = GetConstruction();
2510 if (!construction)
2511 return;
2512
2513 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2514 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2515 {
2516 ConstructionPart part = constructionParts.GetElement(i);
2517 if (part && part.IsBuilt() && !part.IsUtilityPart())
2518 {
2519 construction.DestroyPartServer(null, part.GetPartName(), -1);
2520 }
2521 }
2522 }
2523
2524 protected void HandleFallingForConstructedParts()
2525 {
2526 Construction construction = GetConstruction();
2527 if (!construction)
2528 return;
2529
2530 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2531 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2532 {
2533 ConstructionPart part = constructionParts.GetElement(i);
2534 if (part && part.IsBuilt() && !part.IsUtilityPart())
2535 {
2536 construction.HandleEntityFalling(part.GetPartName());
2537 }
2538 }
2539 }
2540
2542 override void OnItemFallRebuilding()
2543 {
2544 if (!g_Game.IsServer())
2545 return;
2546
2549
2550 if (DestroyOnFall())
2551 {
2553 {
2555 }
2556 else
2557 {
2559 {
2561 }
2562 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2563 }
2564 }
2565 }
2566
2568 {
2569 if (HasAnyAttachmentsOrCargo())
2570 {
2572 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2573 }
2574 }
2575
2576 //================================================================
2577 // DEBUG
2578 //================================================================
2579
2582 {
2583 return null;
2584 }
2585
2586 override void OnDebugSpawn()
2587 {
2588 FullyBuild();
2589 }
2590
2591 void FullyBuild()
2592 {
2594 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2595
2596 Man p;
2597
2598 #ifdef SERVER
2599 array<Man> players = new array<Man>;
2600 g_Game.GetWorld().GetPlayerList(players);
2601 if (players.Count())
2602 p = players[0];
2603 #else
2604 p = g_Game.GetPlayer();
2605 #endif
2606
2607 foreach (ConstructionPart part : parts)
2608 {
2609 bool excluded = false;
2610 string partName = part.GetPartName();
2611 if (excludes)
2612 {
2613 foreach (string exclude : excludes)
2614 {
2615 if (partName.Contains(exclude))
2616 {
2617 excluded = true;
2618 break;
2619 }
2620 }
2621 }
2622
2623 if (!excluded)
2624 {
2625 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2626 }
2627 }
2628
2629 GetConstruction().UpdateVisuals();
2630 }
2631
2633 //Deprecated code playpen//
2635 [Obsolete("handled in the Construction component directly")]
2636 protected void HandleItemFalling(ConstructionPart part)
2637 {
2638 }
2639
2640 [Obsolete("handled in the Construction component directly")]
2641 protected void ItemFall(vector min, vector max)
2642 {
2643 }
2644
2645 [Obsolete("obsolete debug method")]
2646 protected void DebugCustomState()
2647 {
2648 }
2649}
2650
2651void bsbDebugPrint (string s)
2652{
2653#ifdef BSB_DEBUG
2654 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2655#else
2656 //Print("" + s); // comment/uncomment to hide/see debug logs
2657#endif
2658}
2659void bsbDebugSpam (string s)
2660{
2661#ifdef BSB_DEBUG_SPAM
2662 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2663#else
2664 //Print("" + s); // comment/uncomment to hide/see debug logs
2665#endif
2666}
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