DayZ 1.30
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◆ InitItemSounds()

override void bsbDebugPrint::InitItemSounds ( )
protected

См. определение в файле BaseBuildingBase.c строка 1371

1373{
1374 const string ANIMATION_DEPLOYED = "Deployed";
1375
1376 float m_ConstructionKitHealth; //stored health value for used construction kit
1377
1378 bool m_HasBase;
1379 //variables for synchronization of base building parts (2x31 is the current limit)
1380 int m_SyncParts01; //synchronization for already built parts (31 parts)
1381 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1382 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1383 int m_InteractedPartId; //construction part id that an action was performed on
1384 int m_PerformedActionId; //action id that was performed on a construction part
1385 protected ref ConstructionBasic m_Construction;
1386
1387 //Sounds
1388 //build
1389 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1390 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1391 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1392 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1393 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1394 //dismantle
1395 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1396 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1397 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1398 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1399 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1400
1401 protected EffectSound m_Sound;
1402
1406
1407 // Constructor
1408 void BaseBuildingBase()
1409 {
1411
1412 //synchronized variables
1413 RegisterNetSyncVariableInt( "m_SyncParts01" );
1414 RegisterNetSyncVariableInt( "m_SyncParts02" );
1415 RegisterNetSyncVariableInt( "m_SyncParts03" );
1416 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1417 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1418 RegisterNetSyncVariableBool( "m_HasBase" );
1419
1420 //Construction init
1421 ConstructionInit();
1422
1423 if (ConfigIsExisting("hybridAttachments"))
1424 {
1426 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1427 }
1428 if (ConfigIsExisting("mountables"))
1429 {
1431 ConfigGetTextArray("mountables", m_Mountables);
1432 }
1433
1434 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1435 SetAllowDamage(true);
1436 }
1437
1438 override string GetInvulnerabilityTypeString()
1439 {
1440 return "disableBaseDamage";
1441 }
1442
1443 override bool CanObstruct()
1444 {
1445 return true;
1446 }
1447
1448 override int GetHideIconMask()
1449 {
1450 return EInventoryIconVisibility.HIDE_VICINITY;
1451 }
1452
1453 override void InitItemSounds()
1454 {
1455 super.InitItemSounds();
1456
1458 SoundParameters params = new SoundParameters();
1459 params.m_Loop = true;
1460
1461 if (GetFoldSoundset() != string.Empty)
1462 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1463 if (GetLoopFoldSoundset() != string.Empty)
1464 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1465 }
1466
1467 override string GetFoldSoundset()
1468 {
1469 return "putDown_FenceKit_SoundSet";
1470 }
1471
1472 override string GetLoopFoldSoundset()
1473 {
1474 return "Shelter_Site_Build_Loop_SoundSet";
1475 }
1476
1477 // --- SYNCHRONIZATION
1479 {
1480 if ( g_Game.IsServer() )
1481 {
1482 SetSynchDirty();
1483 }
1484 }
1485
1486 override void OnVariablesSynchronized()
1487 {
1488 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1489 super.OnVariablesSynchronized();
1490
1491 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1492 }
1493
1494 protected void OnSynchronizedClient()
1495 {
1496 //update parts
1498
1499 //update action on part
1501
1502 //update visuals (client)
1503 UpdateVisuals();
1504 }
1505
1506 //parts synchronization
1507 void RegisterPartForSync( int part_id )
1508 {
1509 //part_id must starts from index = 1
1510 int offset;
1511 int mask;
1512
1513 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1514 {
1515 offset = part_id - 1;
1516 mask = 1 << offset;
1517
1518 m_SyncParts01 = m_SyncParts01 | mask;
1519 }
1520 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1521 {
1522 offset = ( part_id % 32 );
1523 mask = 1 << offset;
1524
1525 m_SyncParts02 = m_SyncParts02 | mask;
1526 }
1527 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1528 {
1529 offset = ( part_id % 63 );
1530 mask = 1 << offset;
1531
1532 m_SyncParts03 = m_SyncParts03 | mask;
1533 }
1534 }
1535
1536 void UnregisterPartForSync( int part_id )
1537 {
1538 //part_id must starts from index = 1
1539 int offset;
1540 int mask;
1541
1542 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1543 {
1544 offset = part_id - 1;
1545 mask = 1 << offset;
1546
1547 m_SyncParts01 = m_SyncParts01 & ~mask;
1548 }
1549 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1550 {
1551 offset = ( part_id % 32 );
1552 mask = 1 << offset;
1553
1554 m_SyncParts02 = m_SyncParts02 & ~mask;
1555 }
1556 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1557 {
1558 offset = ( part_id % 63 );
1559 mask = 1 << offset;
1560
1561 m_SyncParts03 = m_SyncParts03 & ~mask;
1562 }
1563 }
1564
1565 bool IsPartBuildInSyncData( int part_id )
1566 {
1567 //part_id must starts from index = 1
1568 int offset;
1569 int mask;
1570
1571 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1572 {
1573 offset = part_id - 1;
1574 mask = 1 << offset;
1575
1576 if ( ( m_SyncParts01 & mask ) > 0 )
1577 {
1578 return true;
1579 }
1580 }
1581 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1582 {
1583 offset = ( part_id % 32 );
1584 mask = 1 << offset;
1585
1586 if ( ( m_SyncParts02 & mask ) > 0 )
1587 {
1588 return true;
1589 }
1590 }
1591 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1592 {
1593 offset = ( part_id % 63 );
1594 mask = 1 << offset;
1595
1596 if ( ( m_SyncParts03 & mask ) > 0 )
1597 {
1598 return true;
1599 }
1600 }
1601
1602 return false;
1603 }
1604
1605 protected void RegisterActionForSync( int part_id, int action_id )
1606 {
1607 m_InteractedPartId = part_id;
1608 m_PerformedActionId = action_id;
1609 }
1610
1611 protected void ResetActionSyncData()
1612 {
1613 //reset data
1614 m_InteractedPartId = -1;
1616 }
1617
1618 protected void SetActionFromSyncData()
1619 {
1620 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1621 {
1623 int build_action_id = m_PerformedActionId;
1624
1625 switch( build_action_id )
1626 {
1627 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1628 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1629 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1630 }
1631 }
1632 }
1633 //------
1634
1636 {
1637 string key = part.GetPartName();
1638 bool is_base = part.IsBase();
1639 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1640 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1641 if ( is_part_built_sync )
1642 {
1643 if ( !part.IsBuilt() )
1644 {
1645 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1646 GetConstruction().AddToConstructedParts( key );
1647 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1648
1649 if (is_base)
1650 {
1652 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1653 }
1654 }
1655 }
1656 else
1657 {
1658 if ( part.IsBuilt() )
1659 {
1660 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1661 GetConstruction().RemoveFromConstructedParts( key );
1662 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1663
1664 if (is_base)
1665 {
1667 AddProxyPhysics( ANIMATION_DEPLOYED );
1668 }
1669 }
1670 }
1671
1672 //check slot lock for material attachments
1673 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1674 }
1675
1676 //set construction parts based on synchronized data
1678 {
1679 Construction construction = GetConstruction();
1680 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1681
1682 for ( int i = 0; i < construction_parts.Count(); ++i )
1683 {
1684 string key = construction_parts.GetKey( i );
1685 ConstructionPart value = construction_parts.Get( key );
1686 SetPartFromSyncData(value);
1687 }
1688
1689 //regenerate navmesh
1690 UpdateNavmesh();
1691 }
1692
1693 protected ConstructionPart GetConstructionPartById( int id )
1694 {
1695 Construction construction = GetConstruction();
1696 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1697
1698 for ( int i = 0; i < construction_parts.Count(); ++i )
1699 {
1700 string key = construction_parts.GetKey( i );
1701 ConstructionPart value = construction_parts.Get( key );
1702
1703 if ( value.GetId() == id )
1704 {
1705 return value;
1706 }
1707 }
1708
1709 return NULL;
1710 }
1711 //
1712
1713 //Base
1714 bool HasBase()
1715 {
1716 return m_HasBase;
1717 }
1718
1719 void SetBaseState( bool has_base )
1720 {
1721 m_HasBase = has_base;
1722 }
1723
1724 override bool IsDeployable()
1725 {
1726 return true;
1727 }
1728
1729 bool IsOpened()
1730 {
1731 return false;
1732 }
1733
1734 //--- CONSTRUCTION KIT
1736 {
1737 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1738 if ( m_ConstructionKitHealth > 0 )
1739 {
1740 construction_kit.SetHealth( m_ConstructionKitHealth );
1741 }
1742
1743 return construction_kit;
1744 }
1745
1746 void CreateConstructionKitInHands(notnull PlayerBase player)
1747 {
1748 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1749 if ( m_ConstructionKitHealth > 0 )
1750 {
1751 construction_kit.SetHealth( m_ConstructionKitHealth );
1752 }
1753 }
1754
1755 protected vector GetKitSpawnPosition()
1756 {
1757 return GetPosition();
1758 }
1759
1760 protected string GetConstructionKitType()
1761 {
1762 return "";
1763 }
1764
1765 void DestroyConstructionKit( ItemBase construction_kit )
1766 {
1767 m_ConstructionKitHealth = construction_kit.GetHealth();
1768 g_Game.ObjectDelete( construction_kit );
1769 }
1770
1771 //--- CONSTRUCTION
1772 void DestroyConstruction()
1773 {
1774 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1775 g_Game.ObjectDelete( this );
1776 }
1777
1778 // --- EVENTS
1779 override void EEDelete(EntityAI parent)
1780 {
1781 super.EEDelete(parent);
1782
1783 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1784 {
1785 areaDamage.Destroy();
1786 }
1787
1788 }
1789
1790 override void OnStoreSave( ParamsWriteContext ctx )
1791 {
1792 super.OnStoreSave( ctx );
1793
1794 //sync parts 01
1795 ctx.Write( m_SyncParts01 );
1796 ctx.Write( m_SyncParts02 );
1797 ctx.Write( m_SyncParts03 );
1798
1799 ctx.Write( m_HasBase );
1800 }
1801
1802 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1803 {
1804 if ( !super.OnStoreLoad( ctx, version ) )
1805 return false;
1806
1807 //--- Base building data ---
1808 //Restore synced parts data
1809 if ( !ctx.Read( m_SyncParts01 ) )
1810 {
1811 m_SyncParts01 = 0; //set default
1812 return false;
1813 }
1814 if ( !ctx.Read( m_SyncParts02 ) )
1815 {
1816 m_SyncParts02 = 0; //set default
1817 return false;
1818 }
1819 if ( !ctx.Read( m_SyncParts03 ) )
1820 {
1821 m_SyncParts03 = 0; //set default
1822 return false;
1823 }
1824
1825 //has base
1826 if ( !ctx.Read( m_HasBase ) )
1827 {
1828 m_HasBase = false;
1829 return false;
1830 }
1831 //---
1832
1833 return true;
1834 }
1835
1836 override void AfterStoreLoad()
1837 {
1838 super.AfterStoreLoad();
1839
1841 {
1843 }
1844 }
1845
1847 {
1848 //update server data
1850
1851 //set base state
1852 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1853 SetBaseState( part.IsBuilt() ) ;
1854
1855 //synchronize after load
1857 }
1858
1859 override void OnCreatePhysics()
1860 {
1861 super.OnCreatePhysics();
1862
1863 ConstructionInit();
1865 }
1866
1867 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1868 {
1870 return;
1871
1872 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1873 }
1874
1875 override void EEOnAfterLoad()
1876 {
1878 {
1879 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1880 }
1881
1882 super.EEOnAfterLoad();
1883 }
1884
1885 override void EEItemAttached( EntityAI item, string slot_name )
1886 {
1887 super.EEItemAttached( item, slot_name );
1888
1889 CheckForHybridAttachments( item, slot_name );
1890 UpdateVisuals();
1891 UpdateAttachmentPhysics( slot_name, false );
1892 }
1893
1894 override void EEItemDetached( EntityAI item, string slot_name )
1895 {
1896 super.EEItemDetached( item, slot_name );
1897
1898 UpdateVisuals();
1899 UpdateAttachmentPhysics( slot_name, false );
1900 }
1901
1902 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1903 {
1904 string slot_name = InventorySlots.GetSlotName( slotId );
1905 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1906
1907 UpdateAttachmentVisuals( slot_name, locked );
1908 UpdateAttachmentPhysics( slot_name, locked );
1909 }
1910
1911 //ignore out of reach condition
1912 override bool IgnoreOutOfReachCondition()
1913 {
1914 return true;
1915 }
1916
1917 //CONSTRUCTION EVENTS
1918 //Build
1919 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1920 {
1921 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1922
1923 //check base state
1924 if (construtionPart.IsBase())
1925 {
1926 SetBaseState(true);
1927
1928 //spawn kit
1930 }
1931
1932 //register constructed parts for synchronization
1933 RegisterPartForSync(construtionPart.GetId());
1934
1935 //register action that was performed on part
1936 RegisterActionForSync(construtionPart.GetId(), action_id);
1937
1938 //synchronize
1940
1941 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1942
1943 UpdateNavmesh();
1944
1945 //update visuals
1946 UpdateVisuals();
1947
1948 //reset action sync data
1949 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1950 }
1951
1952 void OnPartBuiltClient(string part_name, int action_id)
1953 {
1954 //play sound
1955 SoundBuildStart( part_name );
1956 }
1957
1958 //Dismantle
1959 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1960 {
1961 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1962 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1963
1964 //register constructed parts for synchronization
1965 UnregisterPartForSync(construtionPart.GetId());
1966
1967 //register action that was performed on part
1968 RegisterActionForSync(construtionPart.GetId(), action_id);
1969
1970 //synchronize
1972
1973 // server part of sync, client will be synced from SetPartsFromSyncData
1974 SetPartFromSyncData(construtionPart);
1975
1976 UpdateNavmesh();
1977
1978 //update visuals
1979 UpdateVisuals();
1980
1981 //reset action sync data
1982 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1983
1984 //check base state
1985 if (construtionPart.IsBase())
1986 {
1987 //Destroy construction
1988 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
1989 }
1990 }
1991
1992 void OnPartDismantledClient( string part_name, int action_id )
1993 {
1994 //play sound
1995 SoundDismantleStart( part_name );
1996 }
1997
1998 //Destroy
1999 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2000 {
2001 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2002 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2003
2004 //register constructed parts for synchronization
2005 UnregisterPartForSync(construtionPart.GetId());
2006
2007 //register action that was performed on part
2008 RegisterActionForSync(construtionPart.GetId(), action_id);
2009
2010 //synchronize
2012
2013 // server part of sync, client will be synced from SetPartsFromSyncData
2014 SetPartFromSyncData(construtionPart);
2015
2016 UpdateNavmesh();
2017
2018 //update visuals
2019 UpdateVisuals();
2020
2021 //reset action sync data
2022 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2023
2024 //check base state
2025 if (construtionPart.IsBase())
2026 {
2027 //Destroy construction
2028 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2029 }
2030 }
2031
2032 void OnPartDestroyedClient( string part_name, int action_id )
2033 {
2034 //play sound
2035 SoundDestroyStart( part_name );
2036 }
2037
2038 // --- UPDATE
2039 void InitBaseState()
2040 {
2041 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2042
2043 InitVisuals();
2044 UpdateNavmesh(); //regenerate navmesh
2045 }
2046
2047 void InitVisuals()
2048 {
2049 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2050 //check base
2051 if ( !HasBase() )
2052 {
2053 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2054 }
2055 else
2056 {
2057 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2058 }
2059
2060 GetConstruction().InitVisuals();
2061 }
2062
2063 void UpdateVisuals()
2064 {
2065 array<string> attachmentSlots = new array<string>;
2066
2067 GetAttachmentSlots(this, attachmentSlots);
2068 foreach (string slotName : attachmentSlots)
2069 {
2071 }
2072
2073 //check base
2074 if (!HasBase())
2075 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2076 else
2077 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2078
2079 GetConstruction().UpdateVisuals();
2080 }
2081
2082 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2083 {
2084 string slotNameMounted = slot_name + "_Mounted";
2085 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2086
2087 if (attachment)
2088 {
2089 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2090 if (barbedWire && barbedWire.IsMounted())
2091 CreateAreaDamage(slotNameMounted);
2092 else
2093 DestroyAreaDamage(slotNameMounted);
2094
2095 if (is_locked)
2096 {
2097 SetAnimationPhase(slotNameMounted, 0);
2098 SetAnimationPhase(slot_name, 1);
2099 }
2100 else
2101 {
2102 SetAnimationPhase(slotNameMounted, 1);
2103 SetAnimationPhase(slot_name, 0);
2104 }
2105 }
2106 else
2107 {
2108 SetAnimationPhase(slotNameMounted, 1);
2109 SetAnimationPhase(slot_name, 1);
2110
2111 DestroyAreaDamage(slotNameMounted);
2112 }
2113 }
2114
2115 // avoid calling this function on frequent occasions, it's a massive performance hit
2116 void UpdatePhysics()
2117 {
2119 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2120
2121 array<string> attachmentSlots = new array<string>;
2122 GetAttachmentSlots(this, attachmentSlots);
2123
2125 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2126
2127 foreach (string slotName : attachmentSlots)
2128 {
2130 }
2131
2132 //check base
2133 if (!HasBase())
2134 {
2136 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2137
2138 AddProxyPhysics(ANIMATION_DEPLOYED);
2139 }
2140 else
2141 {
2143 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2144
2145 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2146 }
2147
2148 GetConstruction().UpdatePhysics();
2149 UpdateNavmesh();
2150 }
2151
2152 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2153 {
2154 //checks for invalid appends; hotfix
2155 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2156 return;
2157 //----------------------------------
2158 string slot_name_mounted = slot_name + "_Mounted";
2159 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2160
2161 //remove proxy physics
2162 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2163 RemoveProxyPhysics( slot_name_mounted );
2164 RemoveProxyPhysics( slot_name );
2165
2166 if ( attachment )
2167 {
2168 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2169 if ( is_locked )
2170 {
2171 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2172 AddProxyPhysics( slot_name_mounted );
2173 }
2174 else
2175 {
2176 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2177 AddProxyPhysics( slot_name );
2178 }
2179 }
2180 }
2181
2182 protected void UpdateNavmesh()
2183 {
2184 SetAffectPathgraph( true, false );
2185 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2186 }
2187
2188 override bool CanUseConstruction()
2189 {
2190 return true;
2191 }
2192
2193 override bool CanUseConstructionBuild()
2194 {
2195 return true;
2196 }
2197
2198 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2199 {
2200 if ( attachment )
2201 {
2202 InventoryLocation inventory_location = new InventoryLocation;
2203 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2204
2205 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2206 }
2207
2208 return false;
2209 }
2210
2211 protected bool IsAttachmentSlotLocked( string slot_name )
2212 {
2213 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2214 }
2215
2216 //--- ATTACHMENT SLOTS
2217 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2218 {
2219 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2220 if ( g_Game.ConfigIsExisting( config_path ) )
2221 {
2222 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2223 }
2224 }
2225
2226 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2227 {
2228 return true;
2229 }
2230
2231 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2232 {
2233 return true;
2234 }
2235
2236 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2237 {
2238 return true;
2239 }
2240
2241 // --- INIT
2243 {
2244 m_Construction = new Construction(this);
2245 return m_Construction;
2246 }
2247
2249 {
2250 return m_Construction;
2251 }
2252
2254 {
2255 return Construction.Cast(m_Construction);
2256 }
2257
2259 {
2260 int attachment_count = GetInventory().AttachmentCount();
2261 if ( attachment_count > 0 )
2262 {
2263 if ( HasBase() && attachment_count == 1 )
2264 {
2265 return false;
2266 }
2267
2268 return true;
2269 }
2270
2271 return false;
2272 }
2273
2274 override bool ShowZonesHealth()
2275 {
2276 return true;
2277 }
2278
2279 override bool IsTakeable()
2280 {
2281 return false;
2282 }
2283
2284 //this into/outo parent.Cargo
2285 override bool CanPutInCargo( EntityAI parent )
2286 {
2287 return false;
2288 }
2289
2290 override bool CanRemoveFromCargo( EntityAI parent )
2291 {
2292 return false;
2293 }
2294
2295 //hands
2296 override bool CanPutIntoHands( EntityAI parent )
2297 {
2298 return false;
2299 }
2300
2301 //--- ACTION CONDITIONS
2302 //direction
2303 override bool IsFacingPlayer( PlayerBase player, string selection )
2304 {
2305 return true;
2306 }
2307
2308 override bool IsPlayerInside( PlayerBase player, string selection )
2309 {
2310 return true;
2311 }
2312
2315 {
2316 return false;
2317 }
2318
2319 //roof check
2320 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2321 {
2322 return false;
2323 }
2324
2325 //selection->player distance check
2326 bool HasProperDistance( string selection, PlayerBase player )
2327 {
2328 return true;
2329 }
2330
2331 //folding
2333 {
2334 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2335 {
2336 return false;
2337 }
2338
2339 return true;
2340 }
2341
2343 {
2346
2347 return item;
2348 }
2349
2350 //Damage triggers (barbed wire)
2351 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2352 {
2353 if ( g_Game && g_Game.IsServer() )
2354 {
2355 //destroy area damage if some already exists
2356 DestroyAreaDamage( slot_name );
2357
2358 //create new area damage
2360 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2361
2362 vector min_max[2];
2363 if ( MemoryPointExists( slot_name + "_min" ) )
2364 {
2365 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2366 }
2367 if ( MemoryPointExists( slot_name + "_max" ) )
2368 {
2369 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2370 }
2371
2372 //get proper trigger extents (min<max)
2373 vector extents[2];
2374 GetConstruction().GetTriggerExtents( min_max, extents );
2375
2376 //get box center
2377 vector center;
2378 center = GetConstruction().GetBoxCenter( min_max );
2379 center = ModelToWorld( center );
2380
2381 //rotate center if needed
2383 CalcDamageAreaRotation( rotation_angle, center, orientation );
2384
2385 areaDamage.SetExtents( extents[0], extents[1] );
2386 areaDamage.SetAreaPosition( center );
2387 areaDamage.SetAreaOrientation( orientation );
2388 areaDamage.SetLoopInterval( 1.0 );
2389 areaDamage.SetDeferDuration( 0.2 );
2390 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2391 areaDamage.SetAmmoName( "BarbedWireHit" );
2392 areaDamage.Spawn();
2393
2394 m_DamageTriggers.Insert( slot_name, areaDamage );
2395 }
2396 }
2397
2398 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2399 {
2400 if ( angle_deg != 0 )
2401 {
2402 //orientation
2403 orientation[0] = orientation[0] - angle_deg;
2404
2405 //center
2406 vector rotate_axis;
2407 if ( MemoryPointExists( "rotate_axis" ) )
2408 {
2409 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2410 }
2411 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];
2412 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];
2413 center[0] = r_center_x;
2414 center[2] = r_center_z;
2415 }
2416 }
2417
2418 void DestroyAreaDamage( string slot_name )
2419 {
2420 if (g_Game && g_Game.IsServer())
2421 {
2423 if (m_DamageTriggers.Find(slot_name, areaDamage))
2424 {
2425 if (areaDamage)
2426 {
2427 areaDamage.Destroy();
2428 }
2429
2430 m_DamageTriggers.Remove( slot_name );
2431 }
2432 }
2433 }
2434
2435 override bool IsIgnoredByConstruction()
2436 {
2437 return true;
2438 }
2439
2440 //================================================================
2441 // SOUNDS
2442 //================================================================
2443 protected void SoundBuildStart( string part_name )
2444 {
2445 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2446 }
2447
2448 protected void SoundDismantleStart( string part_name )
2449 {
2450 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2451 }
2452
2453 protected void SoundDestroyStart( string part_name )
2454 {
2455 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2456 }
2457
2458 protected string GetBuildSoundByMaterial( string part_name )
2459 {
2460 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2461
2462 switch ( material_type )
2463 {
2464 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2465 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2466 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2467 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2468 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2469 }
2470
2471 return "";
2472 }
2473
2474 protected string GetDismantleSoundByMaterial( string part_name )
2475 {
2476 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2477
2478 switch ( material_type )
2479 {
2480 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2481 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2482 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2483 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2484 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2485 }
2486
2487 return "";
2488 }
2489
2490 //misc
2491 void CheckForHybridAttachments( EntityAI item, string slot_name )
2492 {
2493 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2494 {
2495 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2496 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2497 {
2498 SetHealth(slot_name,"Health",item.GetHealth());
2499 }
2500 }
2501 }
2502
2503 override int GetDamageSystemVersionChange()
2504 {
2505 return 111;
2506 }
2507
2508 override void SetActions()
2509 {
2510 super.SetActions();
2511
2515 }
2516
2517 protected void DestroyConstructedParts()
2518 {
2519 Construction construction = GetConstruction();
2520 if (!construction)
2521 return;
2522
2523 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2524 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2525 {
2526 ConstructionPart part = constructionParts.GetElement(i);
2527 if (part && part.IsBuilt() && !part.IsUtilityPart())
2528 {
2529 construction.DestroyPartServer(null, part.GetPartName(), -1);
2530 }
2531 }
2532 }
2533
2534 protected void HandleFallingForConstructedParts()
2535 {
2536 Construction construction = GetConstruction();
2537 if (!construction)
2538 return;
2539
2540 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2541 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2542 {
2543 ConstructionPart part = constructionParts.GetElement(i);
2544 if (part && part.IsBuilt() && !part.IsUtilityPart())
2545 {
2546 construction.HandleEntityFalling(part.GetPartName());
2547 }
2548 }
2549 }
2550
2552 override void OnItemFallRebuilding()
2553 {
2554 if (!g_Game.IsServer())
2555 return;
2556
2559
2560 if (DestroyOnFall())
2561 {
2563 {
2565 }
2566 else
2567 {
2569 {
2571 }
2572 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2573 }
2574 }
2575 }
2576
2578 {
2579 if (HasAnyAttachmentsOrCargo())
2580 {
2582 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2583 }
2584 }
2585
2586 //================================================================
2587 // DEBUG
2588 //================================================================
2589
2592 {
2593 return null;
2594 }
2595
2596 override void OnDebugSpawn()
2597 {
2598 FullyBuild();
2599 }
2600
2601 void FullyBuild()
2602 {
2604 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2605
2606 Man p;
2607
2608 #ifdef SERVER
2609 array<Man> players = new array<Man>;
2610 g_Game.GetWorld().GetPlayerList(players);
2611 if (players.Count())
2612 p = players[0];
2613 #else
2614 p = g_Game.GetPlayer();
2615 #endif
2616
2617 foreach (ConstructionPart part : parts)
2618 {
2619 bool excluded = false;
2620 string partName = part.GetPartName();
2621 if (excludes)
2622 {
2623 foreach (string exclude : excludes)
2624 {
2625 if (partName.Contains(exclude))
2626 {
2627 excluded = true;
2628 break;
2629 }
2630 }
2631 }
2632
2633 if (!excluded)
2634 {
2635 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2636 }
2637 }
2638
2639 GetConstruction().UpdateVisuals();
2640 }
2641
2643 //Deprecated code playpen//
2645 [Obsolete("handled in the Construction component directly")]
2646 protected void HandleItemFalling(ConstructionPart part)
2647 {
2648 }
2649
2650 [Obsolete("handled in the Construction component directly")]
2651 protected void ItemFall(vector min, vector max)
2652 {
2653 }
2654
2655 [Obsolete("obsolete debug method")]
2656 protected void DebugCustomState()
2657 {
2658 }
2659}
2660
2661void bsbDebugPrint (string s)
2662{
2663#ifdef BSB_DEBUG
2664 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2665#else
2666 //Print("" + s); // comment/uncomment to hide/see debug logs
2667#endif
2668}
2669void bsbDebugSpam (string s)
2670{
2671#ifdef BSB_DEBUG_SPAM
2672 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2673#else
2674 //Print("" + s); // comment/uncomment to hide/see debug logs
2675#endif
2676}
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