DayZ 1.30
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◆ HasAttachmentsBesidesBase()

bool bsbDebugPrint::HasAttachmentsBesidesBase ( )
protected

См. определение в файле BaseBuildingBase.c строка 2176

2178{
2179 const string ANIMATION_DEPLOYED = "Deployed";
2180
2181 float m_ConstructionKitHealth; //stored health value for used construction kit
2182
2183 bool m_HasBase;
2184 //variables for synchronization of base building parts (2x31 is the current limit)
2185 int m_SyncParts01; //synchronization for already built parts (31 parts)
2186 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2187 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2188 int m_InteractedPartId; //construction part id that an action was performed on
2189 int m_PerformedActionId; //action id that was performed on a construction part
2190 protected ref ConstructionBasic m_Construction;
2191
2192 //Sounds
2193 //build
2194 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2195 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2196 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2197 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2198 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2199 //dismantle
2200 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2201 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2202 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2203 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2204 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2205
2206 protected EffectSound m_Sound;
2207
2211
2212 // Constructor
2213 void BaseBuildingBase()
2214 {
2216
2217 //synchronized variables
2218 RegisterNetSyncVariableInt( "m_SyncParts01" );
2219 RegisterNetSyncVariableInt( "m_SyncParts02" );
2220 RegisterNetSyncVariableInt( "m_SyncParts03" );
2221 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2222 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2223 RegisterNetSyncVariableBool( "m_HasBase" );
2224
2225 //Construction init
2226 ConstructionInit();
2227
2228 if (ConfigIsExisting("hybridAttachments"))
2229 {
2231 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2232 }
2233 if (ConfigIsExisting("mountables"))
2234 {
2236 ConfigGetTextArray("mountables", m_Mountables);
2237 }
2238
2239 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2240 SetAllowDamage(true);
2241 }
2242
2243 override string GetInvulnerabilityTypeString()
2244 {
2245 return "disableBaseDamage";
2246 }
2247
2248 override bool CanObstruct()
2249 {
2250 return true;
2251 }
2252
2253 override int GetHideIconMask()
2254 {
2255 return EInventoryIconVisibility.HIDE_VICINITY;
2256 }
2257
2258 override void InitItemSounds()
2259 {
2260 super.InitItemSounds();
2261
2263 SoundParameters params = new SoundParameters();
2264 params.m_Loop = true;
2265
2266 if (GetFoldSoundset() != string.Empty)
2267 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2268 if (GetLoopFoldSoundset() != string.Empty)
2269 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2270 }
2271
2272 override string GetFoldSoundset()
2273 {
2274 return "putDown_FenceKit_SoundSet";
2275 }
2276
2277 override string GetLoopFoldSoundset()
2278 {
2279 return "Shelter_Site_Build_Loop_SoundSet";
2280 }
2281
2282 // --- SYNCHRONIZATION
2284 {
2285 if ( g_Game.IsServer() )
2286 {
2287 SetSynchDirty();
2288 }
2289 }
2290
2291 override void OnVariablesSynchronized()
2292 {
2293 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2294 super.OnVariablesSynchronized();
2295
2296 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2297 }
2298
2299 protected void OnSynchronizedClient()
2300 {
2301 //update parts
2303
2304 //update action on part
2306
2307 //update visuals (client)
2308 UpdateVisuals();
2309 }
2310
2311 //parts synchronization
2312 void RegisterPartForSync( int part_id )
2313 {
2314 //part_id must starts from index = 1
2315 int offset;
2316 int mask;
2317
2318 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2319 {
2320 offset = part_id - 1;
2321 mask = 1 << offset;
2322
2323 m_SyncParts01 = m_SyncParts01 | mask;
2324 }
2325 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2326 {
2327 offset = ( part_id % 32 );
2328 mask = 1 << offset;
2329
2330 m_SyncParts02 = m_SyncParts02 | mask;
2331 }
2332 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2333 {
2334 offset = ( part_id % 63 );
2335 mask = 1 << offset;
2336
2337 m_SyncParts03 = m_SyncParts03 | mask;
2338 }
2339 }
2340
2341 void UnregisterPartForSync( int part_id )
2342 {
2343 //part_id must starts from index = 1
2344 int offset;
2345 int mask;
2346
2347 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2348 {
2349 offset = part_id - 1;
2350 mask = 1 << offset;
2351
2352 m_SyncParts01 = m_SyncParts01 & ~mask;
2353 }
2354 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2355 {
2356 offset = ( part_id % 32 );
2357 mask = 1 << offset;
2358
2359 m_SyncParts02 = m_SyncParts02 & ~mask;
2360 }
2361 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2362 {
2363 offset = ( part_id % 63 );
2364 mask = 1 << offset;
2365
2366 m_SyncParts03 = m_SyncParts03 & ~mask;
2367 }
2368 }
2369
2370 bool IsPartBuildInSyncData( int part_id )
2371 {
2372 //part_id must starts from index = 1
2373 int offset;
2374 int mask;
2375
2376 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2377 {
2378 offset = part_id - 1;
2379 mask = 1 << offset;
2380
2381 if ( ( m_SyncParts01 & mask ) > 0 )
2382 {
2383 return true;
2384 }
2385 }
2386 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2387 {
2388 offset = ( part_id % 32 );
2389 mask = 1 << offset;
2390
2391 if ( ( m_SyncParts02 & mask ) > 0 )
2392 {
2393 return true;
2394 }
2395 }
2396 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2397 {
2398 offset = ( part_id % 63 );
2399 mask = 1 << offset;
2400
2401 if ( ( m_SyncParts03 & mask ) > 0 )
2402 {
2403 return true;
2404 }
2405 }
2406
2407 return false;
2408 }
2409
2410 protected void RegisterActionForSync( int part_id, int action_id )
2411 {
2412 m_InteractedPartId = part_id;
2413 m_PerformedActionId = action_id;
2414 }
2415
2416 protected void ResetActionSyncData()
2417 {
2418 //reset data
2419 m_InteractedPartId = -1;
2421 }
2422
2423 protected void SetActionFromSyncData()
2424 {
2425 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2426 {
2428 int build_action_id = m_PerformedActionId;
2429
2430 switch( build_action_id )
2431 {
2432 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2433 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2434 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2435 }
2436 }
2437 }
2438 //------
2439
2441 {
2442 string key = part.GetPartName();
2443 bool is_base = part.IsBase();
2444 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2445 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2446 if ( is_part_built_sync )
2447 {
2448 if ( !part.IsBuilt() )
2449 {
2450 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2451 GetConstruction().AddToConstructedParts( key );
2452 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2453
2454 if (is_base)
2455 {
2457 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2458 }
2459 }
2460 }
2461 else
2462 {
2463 if ( part.IsBuilt() )
2464 {
2465 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2466 GetConstruction().RemoveFromConstructedParts( key );
2467 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2468
2469 if (is_base)
2470 {
2472 AddProxyPhysics( ANIMATION_DEPLOYED );
2473 }
2474 }
2475 }
2476
2477 //check slot lock for material attachments
2478 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2479 }
2480
2481 //set construction parts based on synchronized data
2483 {
2484 Construction construction = GetConstruction();
2485 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2486
2487 for ( int i = 0; i < construction_parts.Count(); ++i )
2488 {
2489 string key = construction_parts.GetKey( i );
2490 ConstructionPart value = construction_parts.Get( key );
2491 SetPartFromSyncData(value);
2492 }
2493
2494 //regenerate navmesh
2495 UpdateNavmesh();
2496 }
2497
2498 protected ConstructionPart GetConstructionPartById( int id )
2499 {
2500 Construction construction = GetConstruction();
2501 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2502
2503 for ( int i = 0; i < construction_parts.Count(); ++i )
2504 {
2505 string key = construction_parts.GetKey( i );
2506 ConstructionPart value = construction_parts.Get( key );
2507
2508 if ( value.GetId() == id )
2509 {
2510 return value;
2511 }
2512 }
2513
2514 return NULL;
2515 }
2516 //
2517
2518 //Base
2519 bool HasBase()
2520 {
2521 return m_HasBase;
2522 }
2523
2524 void SetBaseState( bool has_base )
2525 {
2526 m_HasBase = has_base;
2527 }
2528
2529 override bool IsDeployable()
2530 {
2531 return true;
2532 }
2533
2534 bool IsOpened()
2535 {
2536 return false;
2537 }
2538
2539 //--- CONSTRUCTION KIT
2541 {
2542 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2543 if ( m_ConstructionKitHealth > 0 )
2544 {
2545 construction_kit.SetHealth( m_ConstructionKitHealth );
2546 }
2547
2548 return construction_kit;
2549 }
2550
2551 void CreateConstructionKitInHands(notnull PlayerBase player)
2552 {
2553 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2554 if ( m_ConstructionKitHealth > 0 )
2555 {
2556 construction_kit.SetHealth( m_ConstructionKitHealth );
2557 }
2558 }
2559
2560 protected vector GetKitSpawnPosition()
2561 {
2562 return GetPosition();
2563 }
2564
2565 protected string GetConstructionKitType()
2566 {
2567 return "";
2568 }
2569
2570 void DestroyConstructionKit( ItemBase construction_kit )
2571 {
2572 m_ConstructionKitHealth = construction_kit.GetHealth();
2573 g_Game.ObjectDelete( construction_kit );
2574 }
2575
2576 //--- CONSTRUCTION
2577 void DestroyConstruction()
2578 {
2579 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2580 g_Game.ObjectDelete( this );
2581 }
2582
2583 // --- EVENTS
2584 override void EEDelete(EntityAI parent)
2585 {
2586 super.EEDelete(parent);
2587
2588 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2589 {
2590 areaDamage.Destroy();
2591 }
2592
2593 }
2594
2595 override void OnStoreSave( ParamsWriteContext ctx )
2596 {
2597 super.OnStoreSave( ctx );
2598
2599 //sync parts 01
2600 ctx.Write( m_SyncParts01 );
2601 ctx.Write( m_SyncParts02 );
2602 ctx.Write( m_SyncParts03 );
2603
2604 ctx.Write( m_HasBase );
2605 }
2606
2607 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2608 {
2609 if ( !super.OnStoreLoad( ctx, version ) )
2610 return false;
2611
2612 //--- Base building data ---
2613 //Restore synced parts data
2614 if ( !ctx.Read( m_SyncParts01 ) )
2615 {
2616 m_SyncParts01 = 0; //set default
2617 return false;
2618 }
2619 if ( !ctx.Read( m_SyncParts02 ) )
2620 {
2621 m_SyncParts02 = 0; //set default
2622 return false;
2623 }
2624 if ( !ctx.Read( m_SyncParts03 ) )
2625 {
2626 m_SyncParts03 = 0; //set default
2627 return false;
2628 }
2629
2630 //has base
2631 if ( !ctx.Read( m_HasBase ) )
2632 {
2633 m_HasBase = false;
2634 return false;
2635 }
2636 //---
2637
2638 return true;
2639 }
2640
2641 override void AfterStoreLoad()
2642 {
2643 super.AfterStoreLoad();
2644
2646 {
2648 }
2649 }
2650
2652 {
2653 //update server data
2655
2656 //set base state
2657 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2658 SetBaseState( part.IsBuilt() ) ;
2659
2660 //synchronize after load
2662 }
2663
2664 override void OnCreatePhysics()
2665 {
2666 super.OnCreatePhysics();
2667
2668 ConstructionInit();
2670 }
2671
2672 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2673 {
2675 return;
2676
2677 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2678 }
2679
2680 override void EEOnAfterLoad()
2681 {
2683 {
2684 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2685 }
2686
2687 super.EEOnAfterLoad();
2688 }
2689
2690 override void EEItemAttached( EntityAI item, string slot_name )
2691 {
2692 super.EEItemAttached( item, slot_name );
2693
2694 CheckForHybridAttachments( item, slot_name );
2695 UpdateVisuals();
2696 UpdateAttachmentPhysics( slot_name, false );
2697 }
2698
2699 override void EEItemDetached( EntityAI item, string slot_name )
2700 {
2701 super.EEItemDetached( item, slot_name );
2702
2703 UpdateVisuals();
2704 UpdateAttachmentPhysics( slot_name, false );
2705 }
2706
2707 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2708 {
2709 string slot_name = InventorySlots.GetSlotName( slotId );
2710 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2711
2712 UpdateAttachmentVisuals( slot_name, locked );
2713 UpdateAttachmentPhysics( slot_name, locked );
2714 }
2715
2716 //ignore out of reach condition
2717 override bool IgnoreOutOfReachCondition()
2718 {
2719 return true;
2720 }
2721
2722 //CONSTRUCTION EVENTS
2723 //Build
2724 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2725 {
2726 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2727
2728 //check base state
2729 if (construtionPart.IsBase())
2730 {
2731 SetBaseState(true);
2732
2733 //spawn kit
2735 }
2736
2737 //register constructed parts for synchronization
2738 RegisterPartForSync(construtionPart.GetId());
2739
2740 //register action that was performed on part
2741 RegisterActionForSync(construtionPart.GetId(), action_id);
2742
2743 //synchronize
2745
2746 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2747
2748 UpdateNavmesh();
2749
2750 //update visuals
2751 UpdateVisuals();
2752
2753 //reset action sync data
2754 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2755 }
2756
2757 void OnPartBuiltClient(string part_name, int action_id)
2758 {
2759 //play sound
2760 SoundBuildStart( part_name );
2761 }
2762
2763 //Dismantle
2764 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2765 {
2766 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2767 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2768
2769 //register constructed parts for synchronization
2770 UnregisterPartForSync(construtionPart.GetId());
2771
2772 //register action that was performed on part
2773 RegisterActionForSync(construtionPart.GetId(), action_id);
2774
2775 //synchronize
2777
2778 // server part of sync, client will be synced from SetPartsFromSyncData
2779 SetPartFromSyncData(construtionPart);
2780
2781 UpdateNavmesh();
2782
2783 //update visuals
2784 UpdateVisuals();
2785
2786 //reset action sync data
2787 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2788
2789 //check base state
2790 if (construtionPart.IsBase())
2791 {
2792 //Destroy construction
2793 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2794 }
2795 }
2796
2797 void OnPartDismantledClient( string part_name, int action_id )
2798 {
2799 //play sound
2800 SoundDismantleStart( part_name );
2801 }
2802
2803 //Destroy
2804 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2805 {
2806 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2807 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2808
2809 //register constructed parts for synchronization
2810 UnregisterPartForSync(construtionPart.GetId());
2811
2812 //register action that was performed on part
2813 RegisterActionForSync(construtionPart.GetId(), action_id);
2814
2815 //synchronize
2817
2818 // server part of sync, client will be synced from SetPartsFromSyncData
2819 SetPartFromSyncData(construtionPart);
2820
2821 UpdateNavmesh();
2822
2823 //update visuals
2824 UpdateVisuals();
2825
2826 //reset action sync data
2827 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2828
2829 //check base state
2830 if (construtionPart.IsBase())
2831 {
2832 //Destroy construction
2833 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2834 }
2835 }
2836
2837 void OnPartDestroyedClient( string part_name, int action_id )
2838 {
2839 //play sound
2840 SoundDestroyStart( part_name );
2841 }
2842
2843 // --- UPDATE
2844 void InitBaseState()
2845 {
2846 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2847
2848 InitVisuals();
2849 UpdateNavmesh(); //regenerate navmesh
2850 }
2851
2852 void InitVisuals()
2853 {
2854 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2855 //check base
2856 if ( !HasBase() )
2857 {
2858 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2859 }
2860 else
2861 {
2862 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2863 }
2864
2865 GetConstruction().InitVisuals();
2866 }
2867
2868 void UpdateVisuals()
2869 {
2870 array<string> attachmentSlots = new array<string>;
2871
2872 GetAttachmentSlots(this, attachmentSlots);
2873 foreach (string slotName : attachmentSlots)
2874 {
2876 }
2877
2878 //check base
2879 if (!HasBase())
2880 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2881 else
2882 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2883
2884 GetConstruction().UpdateVisuals();
2885 }
2886
2887 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2888 {
2889 string slotNameMounted = slot_name + "_Mounted";
2890 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2891
2892 if (attachment)
2893 {
2894 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2895 if (barbedWire && barbedWire.IsMounted())
2896 CreateAreaDamage(slotNameMounted);
2897 else
2898 DestroyAreaDamage(slotNameMounted);
2899
2900 if (is_locked)
2901 {
2902 SetAnimationPhase(slotNameMounted, 0);
2903 SetAnimationPhase(slot_name, 1);
2904 }
2905 else
2906 {
2907 SetAnimationPhase(slotNameMounted, 1);
2908 SetAnimationPhase(slot_name, 0);
2909 }
2910 }
2911 else
2912 {
2913 SetAnimationPhase(slotNameMounted, 1);
2914 SetAnimationPhase(slot_name, 1);
2915
2916 DestroyAreaDamage(slotNameMounted);
2917 }
2918 }
2919
2920 // avoid calling this function on frequent occasions, it's a massive performance hit
2921 void UpdatePhysics()
2922 {
2924 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2925
2926 array<string> attachmentSlots = new array<string>;
2927 GetAttachmentSlots(this, attachmentSlots);
2928
2930 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2931
2932 foreach (string slotName : attachmentSlots)
2933 {
2935 }
2936
2937 //check base
2938 if (!HasBase())
2939 {
2941 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2942
2943 AddProxyPhysics(ANIMATION_DEPLOYED);
2944 }
2945 else
2946 {
2948 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2949
2950 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2951 }
2952
2953 GetConstruction().UpdatePhysics();
2954 UpdateNavmesh();
2955 }
2956
2957 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2958 {
2959 //checks for invalid appends; hotfix
2960 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2961 return;
2962 //----------------------------------
2963 string slot_name_mounted = slot_name + "_Mounted";
2964 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2965
2966 //remove proxy physics
2967 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2968 RemoveProxyPhysics( slot_name_mounted );
2969 RemoveProxyPhysics( slot_name );
2970
2971 if ( attachment )
2972 {
2973 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2974 if ( is_locked )
2975 {
2976 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2977 AddProxyPhysics( slot_name_mounted );
2978 }
2979 else
2980 {
2981 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2982 AddProxyPhysics( slot_name );
2983 }
2984 }
2985 }
2986
2987 protected void UpdateNavmesh()
2988 {
2989 SetAffectPathgraph( true, false );
2990 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2991 }
2992
2993 override bool CanUseConstruction()
2994 {
2995 return true;
2996 }
2997
2998 override bool CanUseConstructionBuild()
2999 {
3000 return true;
3001 }
3002
3003 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3004 {
3005 if ( attachment )
3006 {
3007 InventoryLocation inventory_location = new InventoryLocation;
3008 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3009
3010 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3011 }
3012
3013 return false;
3014 }
3015
3016 protected bool IsAttachmentSlotLocked( string slot_name )
3017 {
3018 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3019 }
3020
3021 //--- ATTACHMENT SLOTS
3022 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3023 {
3024 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3025 if ( g_Game.ConfigIsExisting( config_path ) )
3026 {
3027 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3028 }
3029 }
3030
3031 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3032 {
3033 return true;
3034 }
3035
3036 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3037 {
3038 return true;
3039 }
3040
3041 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3042 {
3043 return true;
3044 }
3045
3046 // --- INIT
3048 {
3049 m_Construction = new Construction(this);
3050 return m_Construction;
3051 }
3052
3054 {
3055 return m_Construction;
3056 }
3057
3059 {
3060 return Construction.Cast(m_Construction);
3061 }
3062
3064 {
3065 int attachment_count = GetInventory().AttachmentCount();
3066 if ( attachment_count > 0 )
3067 {
3068 if ( HasBase() && attachment_count == 1 )
3069 {
3070 return false;
3071 }
3072
3073 return true;
3074 }
3075
3076 return false;
3077 }
3078
3079 override bool ShowZonesHealth()
3080 {
3081 return true;
3082 }
3083
3084 override bool IsTakeable()
3085 {
3086 return false;
3087 }
3088
3089 //this into/outo parent.Cargo
3090 override bool CanPutInCargo( EntityAI parent )
3091 {
3092 return false;
3093 }
3094
3095 override bool CanRemoveFromCargo( EntityAI parent )
3096 {
3097 return false;
3098 }
3099
3100 //hands
3101 override bool CanPutIntoHands( EntityAI parent )
3102 {
3103 return false;
3104 }
3105
3106 //--- ACTION CONDITIONS
3107 //direction
3108 override bool IsFacingPlayer( PlayerBase player, string selection )
3109 {
3110 return true;
3111 }
3112
3113 override bool IsPlayerInside( PlayerBase player, string selection )
3114 {
3115 return true;
3116 }
3117
3120 {
3121 return false;
3122 }
3123
3124 //roof check
3125 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3126 {
3127 return false;
3128 }
3129
3130 //selection->player distance check
3131 bool HasProperDistance( string selection, PlayerBase player )
3132 {
3133 return true;
3134 }
3135
3136 //folding
3138 {
3139 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3140 {
3141 return false;
3142 }
3143
3144 return true;
3145 }
3146
3148 {
3151
3152 return item;
3153 }
3154
3155 //Damage triggers (barbed wire)
3156 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3157 {
3158 if ( g_Game && g_Game.IsServer() )
3159 {
3160 //destroy area damage if some already exists
3161 DestroyAreaDamage( slot_name );
3162
3163 //create new area damage
3165 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3166
3167 vector min_max[2];
3168 if ( MemoryPointExists( slot_name + "_min" ) )
3169 {
3170 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3171 }
3172 if ( MemoryPointExists( slot_name + "_max" ) )
3173 {
3174 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3175 }
3176
3177 //get proper trigger extents (min<max)
3178 vector extents[2];
3179 GetConstruction().GetTriggerExtents( min_max, extents );
3180
3181 //get box center
3182 vector center;
3183 center = GetConstruction().GetBoxCenter( min_max );
3184 center = ModelToWorld( center );
3185
3186 //rotate center if needed
3188 CalcDamageAreaRotation( rotation_angle, center, orientation );
3189
3190 areaDamage.SetExtents( extents[0], extents[1] );
3191 areaDamage.SetAreaPosition( center );
3192 areaDamage.SetAreaOrientation( orientation );
3193 areaDamage.SetLoopInterval( 1.0 );
3194 areaDamage.SetDeferDuration( 0.2 );
3195 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3196 areaDamage.SetAmmoName( "BarbedWireHit" );
3197 areaDamage.Spawn();
3198
3199 m_DamageTriggers.Insert( slot_name, areaDamage );
3200 }
3201 }
3202
3203 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3204 {
3205 if ( angle_deg != 0 )
3206 {
3207 //orientation
3208 orientation[0] = orientation[0] - angle_deg;
3209
3210 //center
3211 vector rotate_axis;
3212 if ( MemoryPointExists( "rotate_axis" ) )
3213 {
3214 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3215 }
3216 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];
3217 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];
3218 center[0] = r_center_x;
3219 center[2] = r_center_z;
3220 }
3221 }
3222
3223 void DestroyAreaDamage( string slot_name )
3224 {
3225 if (g_Game && g_Game.IsServer())
3226 {
3228 if (m_DamageTriggers.Find(slot_name, areaDamage))
3229 {
3230 if (areaDamage)
3231 {
3232 areaDamage.Destroy();
3233 }
3234
3235 m_DamageTriggers.Remove( slot_name );
3236 }
3237 }
3238 }
3239
3240 override bool IsIgnoredByConstruction()
3241 {
3242 return true;
3243 }
3244
3245 //================================================================
3246 // SOUNDS
3247 //================================================================
3248 protected void SoundBuildStart( string part_name )
3249 {
3250 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3251 }
3252
3253 protected void SoundDismantleStart( string part_name )
3254 {
3255 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3256 }
3257
3258 protected void SoundDestroyStart( string part_name )
3259 {
3260 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3261 }
3262
3263 protected string GetBuildSoundByMaterial( string part_name )
3264 {
3265 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3266
3267 switch ( material_type )
3268 {
3269 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3270 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3271 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3272 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3273 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3274 }
3275
3276 return "";
3277 }
3278
3279 protected string GetDismantleSoundByMaterial( string part_name )
3280 {
3281 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3282
3283 switch ( material_type )
3284 {
3285 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3286 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3287 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3288 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3289 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3290 }
3291
3292 return "";
3293 }
3294
3295 //misc
3296 void CheckForHybridAttachments( EntityAI item, string slot_name )
3297 {
3298 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3299 {
3300 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3301 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3302 {
3303 SetHealth(slot_name,"Health",item.GetHealth());
3304 }
3305 }
3306 }
3307
3308 override int GetDamageSystemVersionChange()
3309 {
3310 return 111;
3311 }
3312
3313 override void SetActions()
3314 {
3315 super.SetActions();
3316
3320 }
3321
3322 protected void DestroyConstructedParts()
3323 {
3324 Construction construction = GetConstruction();
3325 if (!construction)
3326 return;
3327
3328 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3329 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3330 {
3331 ConstructionPart part = constructionParts.GetElement(i);
3332 if (part && part.IsBuilt() && !part.IsUtilityPart())
3333 {
3334 construction.DestroyPartServer(null, part.GetPartName(), -1);
3335 }
3336 }
3337 }
3338
3339 protected void HandleFallingForConstructedParts()
3340 {
3341 Construction construction = GetConstruction();
3342 if (!construction)
3343 return;
3344
3345 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3346 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3347 {
3348 ConstructionPart part = constructionParts.GetElement(i);
3349 if (part && part.IsBuilt() && !part.IsUtilityPart())
3350 {
3351 construction.HandleEntityFalling(part.GetPartName());
3352 }
3353 }
3354 }
3355
3357 override void OnItemFallRebuilding()
3358 {
3359 if (!g_Game.IsServer())
3360 return;
3361
3364
3365 if (DestroyOnFall())
3366 {
3368 {
3370 }
3371 else
3372 {
3374 {
3376 }
3377 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3378 }
3379 }
3380 }
3381
3383 {
3384 if (HasAnyAttachmentsOrCargo())
3385 {
3387 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3388 }
3389 }
3390
3391 //================================================================
3392 // DEBUG
3393 //================================================================
3394
3397 {
3398 return null;
3399 }
3400
3401 override void OnDebugSpawn()
3402 {
3403 FullyBuild();
3404 }
3405
3406 void FullyBuild()
3407 {
3409 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3410
3411 Man p;
3412
3413 #ifdef SERVER
3414 array<Man> players = new array<Man>;
3415 g_Game.GetWorld().GetPlayerList(players);
3416 if (players.Count())
3417 p = players[0];
3418 #else
3419 p = g_Game.GetPlayer();
3420 #endif
3421
3422 foreach (ConstructionPart part : parts)
3423 {
3424 bool excluded = false;
3425 string partName = part.GetPartName();
3426 if (excludes)
3427 {
3428 foreach (string exclude : excludes)
3429 {
3430 if (partName.Contains(exclude))
3431 {
3432 excluded = true;
3433 break;
3434 }
3435 }
3436 }
3437
3438 if (!excluded)
3439 {
3440 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3441 }
3442 }
3443
3444 GetConstruction().UpdateVisuals();
3445 }
3446
3448 //Deprecated code playpen//
3450 [Obsolete("handled in the Construction component directly")]
3451 protected void HandleItemFalling(ConstructionPart part)
3452 {
3453 }
3454
3455 [Obsolete("handled in the Construction component directly")]
3456 protected void ItemFall(vector min, vector max)
3457 {
3458 }
3459
3460 [Obsolete("obsolete debug method")]
3461 protected void DebugCustomState()
3462 {
3463 }
3464}
3465
3466void bsbDebugPrint (string s)
3467{
3468#ifdef BSB_DEBUG
3469 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3470#else
3471 //Print("" + s); // comment/uncomment to hide/see debug logs
3472#endif
3473}
3474void bsbDebugSpam (string s)
3475{
3476#ifdef BSB_DEBUG_SPAM
3477 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3478#else
3479 //Print("" + s); // comment/uncomment to hide/see debug logs
3480#endif
3481}
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