DayZ 1.30
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◆ RegisterPartForSync()

void bsbDebugPrint::RegisterPartForSync ( int part_id)
protected

См. определение в файле BaseBuildingBase.c строка 1425

1427{
1428 const string ANIMATION_DEPLOYED = "Deployed";
1429
1430 float m_ConstructionKitHealth; //stored health value for used construction kit
1431
1432 bool m_HasBase;
1433 //variables for synchronization of base building parts (2x31 is the current limit)
1434 int m_SyncParts01; //synchronization for already built parts (31 parts)
1435 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1436 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1437 int m_InteractedPartId; //construction part id that an action was performed on
1438 int m_PerformedActionId; //action id that was performed on a construction part
1439 protected ref ConstructionBasic m_Construction;
1440
1441 //Sounds
1442 //build
1443 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1444 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1445 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1446 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1447 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1448 //dismantle
1449 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1450 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1451 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1452 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1453 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1454
1455 protected EffectSound m_Sound;
1456
1460
1461 // Constructor
1462 void BaseBuildingBase()
1463 {
1465
1466 //synchronized variables
1467 RegisterNetSyncVariableInt( "m_SyncParts01" );
1468 RegisterNetSyncVariableInt( "m_SyncParts02" );
1469 RegisterNetSyncVariableInt( "m_SyncParts03" );
1470 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1471 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1472 RegisterNetSyncVariableBool( "m_HasBase" );
1473
1474 //Construction init
1475 ConstructionInit();
1476
1477 if (ConfigIsExisting("hybridAttachments"))
1478 {
1480 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1481 }
1482 if (ConfigIsExisting("mountables"))
1483 {
1485 ConfigGetTextArray("mountables", m_Mountables);
1486 }
1487
1488 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1489 SetAllowDamage(true);
1490 }
1491
1492 override string GetInvulnerabilityTypeString()
1493 {
1494 return "disableBaseDamage";
1495 }
1496
1497 override bool CanObstruct()
1498 {
1499 return true;
1500 }
1501
1502 override int GetHideIconMask()
1503 {
1504 return EInventoryIconVisibility.HIDE_VICINITY;
1505 }
1506
1507 override void InitItemSounds()
1508 {
1509 super.InitItemSounds();
1510
1512 SoundParameters params = new SoundParameters();
1513 params.m_Loop = true;
1514
1515 if (GetFoldSoundset() != string.Empty)
1516 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1517 if (GetLoopFoldSoundset() != string.Empty)
1518 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1519 }
1520
1521 override string GetFoldSoundset()
1522 {
1523 return "putDown_FenceKit_SoundSet";
1524 }
1525
1526 override string GetLoopFoldSoundset()
1527 {
1528 return "Shelter_Site_Build_Loop_SoundSet";
1529 }
1530
1531 // --- SYNCHRONIZATION
1533 {
1534 if ( g_Game.IsServer() )
1535 {
1536 SetSynchDirty();
1537 }
1538 }
1539
1540 override void OnVariablesSynchronized()
1541 {
1542 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1543 super.OnVariablesSynchronized();
1544
1545 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1546 }
1547
1548 protected void OnSynchronizedClient()
1549 {
1550 //update parts
1552
1553 //update action on part
1555
1556 //update visuals (client)
1557 UpdateVisuals();
1558 }
1559
1560 //parts synchronization
1561 void RegisterPartForSync( int part_id )
1562 {
1563 //part_id must starts from index = 1
1564 int offset;
1565 int mask;
1566
1567 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1568 {
1569 offset = part_id - 1;
1570 mask = 1 << offset;
1571
1572 m_SyncParts01 = m_SyncParts01 | mask;
1573 }
1574 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1575 {
1576 offset = ( part_id % 32 );
1577 mask = 1 << offset;
1578
1579 m_SyncParts02 = m_SyncParts02 | mask;
1580 }
1581 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1582 {
1583 offset = ( part_id % 63 );
1584 mask = 1 << offset;
1585
1586 m_SyncParts03 = m_SyncParts03 | mask;
1587 }
1588 }
1589
1590 void UnregisterPartForSync( int part_id )
1591 {
1592 //part_id must starts from index = 1
1593 int offset;
1594 int mask;
1595
1596 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1597 {
1598 offset = part_id - 1;
1599 mask = 1 << offset;
1600
1601 m_SyncParts01 = m_SyncParts01 & ~mask;
1602 }
1603 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1604 {
1605 offset = ( part_id % 32 );
1606 mask = 1 << offset;
1607
1608 m_SyncParts02 = m_SyncParts02 & ~mask;
1609 }
1610 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1611 {
1612 offset = ( part_id % 63 );
1613 mask = 1 << offset;
1614
1615 m_SyncParts03 = m_SyncParts03 & ~mask;
1616 }
1617 }
1618
1619 bool IsPartBuildInSyncData( int part_id )
1620 {
1621 //part_id must starts from index = 1
1622 int offset;
1623 int mask;
1624
1625 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1626 {
1627 offset = part_id - 1;
1628 mask = 1 << offset;
1629
1630 if ( ( m_SyncParts01 & mask ) > 0 )
1631 {
1632 return true;
1633 }
1634 }
1635 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1636 {
1637 offset = ( part_id % 32 );
1638 mask = 1 << offset;
1639
1640 if ( ( m_SyncParts02 & mask ) > 0 )
1641 {
1642 return true;
1643 }
1644 }
1645 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1646 {
1647 offset = ( part_id % 63 );
1648 mask = 1 << offset;
1649
1650 if ( ( m_SyncParts03 & mask ) > 0 )
1651 {
1652 return true;
1653 }
1654 }
1655
1656 return false;
1657 }
1658
1659 protected void RegisterActionForSync( int part_id, int action_id )
1660 {
1661 m_InteractedPartId = part_id;
1662 m_PerformedActionId = action_id;
1663 }
1664
1665 protected void ResetActionSyncData()
1666 {
1667 //reset data
1668 m_InteractedPartId = -1;
1670 }
1671
1672 protected void SetActionFromSyncData()
1673 {
1674 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1675 {
1677 int build_action_id = m_PerformedActionId;
1678
1679 switch( build_action_id )
1680 {
1681 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1682 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1683 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1684 }
1685 }
1686 }
1687 //------
1688
1690 {
1691 string key = part.GetPartName();
1692 bool is_base = part.IsBase();
1693 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1694 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1695 if ( is_part_built_sync )
1696 {
1697 if ( !part.IsBuilt() )
1698 {
1699 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1700 GetConstruction().AddToConstructedParts( key );
1701 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1702
1703 if (is_base)
1704 {
1706 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1707 }
1708 }
1709 }
1710 else
1711 {
1712 if ( part.IsBuilt() )
1713 {
1714 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1715 GetConstruction().RemoveFromConstructedParts( key );
1716 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1717
1718 if (is_base)
1719 {
1721 AddProxyPhysics( ANIMATION_DEPLOYED );
1722 }
1723 }
1724 }
1725
1726 //check slot lock for material attachments
1727 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1728 }
1729
1730 //set construction parts based on synchronized data
1732 {
1733 Construction construction = GetConstruction();
1734 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1735
1736 for ( int i = 0; i < construction_parts.Count(); ++i )
1737 {
1738 string key = construction_parts.GetKey( i );
1739 ConstructionPart value = construction_parts.Get( key );
1740 SetPartFromSyncData(value);
1741 }
1742
1743 //regenerate navmesh
1744 UpdateNavmesh();
1745 }
1746
1747 protected ConstructionPart GetConstructionPartById( int id )
1748 {
1749 Construction construction = GetConstruction();
1750 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1751
1752 for ( int i = 0; i < construction_parts.Count(); ++i )
1753 {
1754 string key = construction_parts.GetKey( i );
1755 ConstructionPart value = construction_parts.Get( key );
1756
1757 if ( value.GetId() == id )
1758 {
1759 return value;
1760 }
1761 }
1762
1763 return NULL;
1764 }
1765 //
1766
1767 //Base
1768 bool HasBase()
1769 {
1770 return m_HasBase;
1771 }
1772
1773 void SetBaseState( bool has_base )
1774 {
1775 m_HasBase = has_base;
1776 }
1777
1778 override bool IsDeployable()
1779 {
1780 return true;
1781 }
1782
1783 bool IsOpened()
1784 {
1785 return false;
1786 }
1787
1788 //--- CONSTRUCTION KIT
1790 {
1791 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1792 if ( m_ConstructionKitHealth > 0 )
1793 {
1794 construction_kit.SetHealth( m_ConstructionKitHealth );
1795 }
1796
1797 return construction_kit;
1798 }
1799
1800 void CreateConstructionKitInHands(notnull PlayerBase player)
1801 {
1802 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1803 if ( m_ConstructionKitHealth > 0 )
1804 {
1805 construction_kit.SetHealth( m_ConstructionKitHealth );
1806 }
1807 }
1808
1809 protected vector GetKitSpawnPosition()
1810 {
1811 return GetPosition();
1812 }
1813
1814 protected string GetConstructionKitType()
1815 {
1816 return "";
1817 }
1818
1819 void DestroyConstructionKit( ItemBase construction_kit )
1820 {
1821 m_ConstructionKitHealth = construction_kit.GetHealth();
1822 g_Game.ObjectDelete( construction_kit );
1823 }
1824
1825 //--- CONSTRUCTION
1826 void DestroyConstruction()
1827 {
1828 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1829 g_Game.ObjectDelete( this );
1830 }
1831
1832 // --- EVENTS
1833 override void EEDelete(EntityAI parent)
1834 {
1835 super.EEDelete(parent);
1836
1837 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1838 {
1839 areaDamage.Destroy();
1840 }
1841
1842 }
1843
1844 override void OnStoreSave( ParamsWriteContext ctx )
1845 {
1846 super.OnStoreSave( ctx );
1847
1848 //sync parts 01
1849 ctx.Write( m_SyncParts01 );
1850 ctx.Write( m_SyncParts02 );
1851 ctx.Write( m_SyncParts03 );
1852
1853 ctx.Write( m_HasBase );
1854 }
1855
1856 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1857 {
1858 if ( !super.OnStoreLoad( ctx, version ) )
1859 return false;
1860
1861 //--- Base building data ---
1862 //Restore synced parts data
1863 if ( !ctx.Read( m_SyncParts01 ) )
1864 {
1865 m_SyncParts01 = 0; //set default
1866 return false;
1867 }
1868 if ( !ctx.Read( m_SyncParts02 ) )
1869 {
1870 m_SyncParts02 = 0; //set default
1871 return false;
1872 }
1873 if ( !ctx.Read( m_SyncParts03 ) )
1874 {
1875 m_SyncParts03 = 0; //set default
1876 return false;
1877 }
1878
1879 //has base
1880 if ( !ctx.Read( m_HasBase ) )
1881 {
1882 m_HasBase = false;
1883 return false;
1884 }
1885 //---
1886
1887 return true;
1888 }
1889
1890 override void AfterStoreLoad()
1891 {
1892 super.AfterStoreLoad();
1893
1895 {
1897 }
1898 }
1899
1901 {
1902 //update server data
1904
1905 //set base state
1906 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1907 SetBaseState( part.IsBuilt() ) ;
1908
1909 //synchronize after load
1911 }
1912
1913 override void OnCreatePhysics()
1914 {
1915 super.OnCreatePhysics();
1916
1917 ConstructionInit();
1919 }
1920
1921 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1922 {
1924 return;
1925
1926 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1927 }
1928
1929 override void EEOnAfterLoad()
1930 {
1932 {
1933 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1934 }
1935
1936 super.EEOnAfterLoad();
1937 }
1938
1939 override void EEItemAttached( EntityAI item, string slot_name )
1940 {
1941 super.EEItemAttached( item, slot_name );
1942
1943 CheckForHybridAttachments( item, slot_name );
1944 UpdateVisuals();
1945 UpdateAttachmentPhysics( slot_name, false );
1946 }
1947
1948 override void EEItemDetached( EntityAI item, string slot_name )
1949 {
1950 super.EEItemDetached( item, slot_name );
1951
1952 UpdateVisuals();
1953 UpdateAttachmentPhysics( slot_name, false );
1954 }
1955
1956 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1957 {
1958 string slot_name = InventorySlots.GetSlotName( slotId );
1959 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1960
1961 UpdateAttachmentVisuals( slot_name, locked );
1962 UpdateAttachmentPhysics( slot_name, locked );
1963 }
1964
1965 //ignore out of reach condition
1966 override bool IgnoreOutOfReachCondition()
1967 {
1968 return true;
1969 }
1970
1971 //CONSTRUCTION EVENTS
1972 //Build
1973 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1974 {
1975 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1976
1977 //check base state
1978 if (construtionPart.IsBase())
1979 {
1980 SetBaseState(true);
1981
1982 //spawn kit
1984 }
1985
1986 //register constructed parts for synchronization
1987 RegisterPartForSync(construtionPart.GetId());
1988
1989 //register action that was performed on part
1990 RegisterActionForSync(construtionPart.GetId(), action_id);
1991
1992 //synchronize
1994
1995 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1996
1997 UpdateNavmesh();
1998
1999 //update visuals
2000 UpdateVisuals();
2001
2002 //reset action sync data
2003 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2004 }
2005
2006 void OnPartBuiltClient(string part_name, int action_id)
2007 {
2008 //play sound
2009 SoundBuildStart( part_name );
2010 }
2011
2012 //Dismantle
2013 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2014 {
2015 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2016 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2017
2018 //register constructed parts for synchronization
2019 UnregisterPartForSync(construtionPart.GetId());
2020
2021 //register action that was performed on part
2022 RegisterActionForSync(construtionPart.GetId(), action_id);
2023
2024 //synchronize
2026
2027 // server part of sync, client will be synced from SetPartsFromSyncData
2028 SetPartFromSyncData(construtionPart);
2029
2030 UpdateNavmesh();
2031
2032 //update visuals
2033 UpdateVisuals();
2034
2035 //reset action sync data
2036 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2037
2038 //check base state
2039 if (construtionPart.IsBase())
2040 {
2041 //Destroy construction
2042 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2043 }
2044 }
2045
2046 void OnPartDismantledClient( string part_name, int action_id )
2047 {
2048 //play sound
2049 SoundDismantleStart( part_name );
2050 }
2051
2052 //Destroy
2053 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2054 {
2055 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2056 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2057
2058 //register constructed parts for synchronization
2059 UnregisterPartForSync(construtionPart.GetId());
2060
2061 //register action that was performed on part
2062 RegisterActionForSync(construtionPart.GetId(), action_id);
2063
2064 //synchronize
2066
2067 // server part of sync, client will be synced from SetPartsFromSyncData
2068 SetPartFromSyncData(construtionPart);
2069
2070 UpdateNavmesh();
2071
2072 //update visuals
2073 UpdateVisuals();
2074
2075 //reset action sync data
2076 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2077
2078 //check base state
2079 if (construtionPart.IsBase())
2080 {
2081 //Destroy construction
2082 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2083 }
2084 }
2085
2086 void OnPartDestroyedClient( string part_name, int action_id )
2087 {
2088 //play sound
2089 SoundDestroyStart( part_name );
2090 }
2091
2092 // --- UPDATE
2093 void InitBaseState()
2094 {
2095 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2096
2097 InitVisuals();
2098 UpdateNavmesh(); //regenerate navmesh
2099 }
2100
2101 void InitVisuals()
2102 {
2103 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2104 //check base
2105 if ( !HasBase() )
2106 {
2107 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2108 }
2109 else
2110 {
2111 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2112 }
2113
2114 GetConstruction().InitVisuals();
2115 }
2116
2117 void UpdateVisuals()
2118 {
2119 array<string> attachmentSlots = new array<string>;
2120
2121 GetAttachmentSlots(this, attachmentSlots);
2122 foreach (string slotName : attachmentSlots)
2123 {
2125 }
2126
2127 //check base
2128 if (!HasBase())
2129 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2130 else
2131 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2132
2133 GetConstruction().UpdateVisuals();
2134 }
2135
2136 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2137 {
2138 string slotNameMounted = slot_name + "_Mounted";
2139 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2140
2141 if (attachment)
2142 {
2143 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2144 if (barbedWire && barbedWire.IsMounted())
2145 CreateAreaDamage(slotNameMounted);
2146 else
2147 DestroyAreaDamage(slotNameMounted);
2148
2149 if (is_locked)
2150 {
2151 SetAnimationPhase(slotNameMounted, 0);
2152 SetAnimationPhase(slot_name, 1);
2153 }
2154 else
2155 {
2156 SetAnimationPhase(slotNameMounted, 1);
2157 SetAnimationPhase(slot_name, 0);
2158 }
2159 }
2160 else
2161 {
2162 SetAnimationPhase(slotNameMounted, 1);
2163 SetAnimationPhase(slot_name, 1);
2164
2165 DestroyAreaDamage(slotNameMounted);
2166 }
2167 }
2168
2169 // avoid calling this function on frequent occasions, it's a massive performance hit
2170 void UpdatePhysics()
2171 {
2173 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2174
2175 array<string> attachmentSlots = new array<string>;
2176 GetAttachmentSlots(this, attachmentSlots);
2177
2179 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2180
2181 foreach (string slotName : attachmentSlots)
2182 {
2184 }
2185
2186 //check base
2187 if (!HasBase())
2188 {
2190 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2191
2192 AddProxyPhysics(ANIMATION_DEPLOYED);
2193 }
2194 else
2195 {
2197 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2198
2199 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2200 }
2201
2202 GetConstruction().UpdatePhysics();
2203 UpdateNavmesh();
2204 }
2205
2206 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2207 {
2208 //checks for invalid appends; hotfix
2209 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2210 return;
2211 //----------------------------------
2212 string slot_name_mounted = slot_name + "_Mounted";
2213 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2214
2215 //remove proxy physics
2216 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2217 RemoveProxyPhysics( slot_name_mounted );
2218 RemoveProxyPhysics( slot_name );
2219
2220 if ( attachment )
2221 {
2222 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2223 if ( is_locked )
2224 {
2225 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2226 AddProxyPhysics( slot_name_mounted );
2227 }
2228 else
2229 {
2230 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2231 AddProxyPhysics( slot_name );
2232 }
2233 }
2234 }
2235
2236 protected void UpdateNavmesh()
2237 {
2238 SetAffectPathgraph( true, false );
2239 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2240 }
2241
2242 override bool CanUseConstruction()
2243 {
2244 return true;
2245 }
2246
2247 override bool CanUseConstructionBuild()
2248 {
2249 return true;
2250 }
2251
2252 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2253 {
2254 if ( attachment )
2255 {
2256 InventoryLocation inventory_location = new InventoryLocation;
2257 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2258
2259 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2260 }
2261
2262 return false;
2263 }
2264
2265 protected bool IsAttachmentSlotLocked( string slot_name )
2266 {
2267 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2268 }
2269
2270 //--- ATTACHMENT SLOTS
2271 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2272 {
2273 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2274 if ( g_Game.ConfigIsExisting( config_path ) )
2275 {
2276 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2277 }
2278 }
2279
2280 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2281 {
2282 return true;
2283 }
2284
2285 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2286 {
2287 return true;
2288 }
2289
2290 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2291 {
2292 return true;
2293 }
2294
2295 // --- INIT
2297 {
2298 m_Construction = new Construction(this);
2299 return m_Construction;
2300 }
2301
2303 {
2304 return m_Construction;
2305 }
2306
2308 {
2309 return Construction.Cast(m_Construction);
2310 }
2311
2313 {
2314 int attachment_count = GetInventory().AttachmentCount();
2315 if ( attachment_count > 0 )
2316 {
2317 if ( HasBase() && attachment_count == 1 )
2318 {
2319 return false;
2320 }
2321
2322 return true;
2323 }
2324
2325 return false;
2326 }
2327
2328 override bool ShowZonesHealth()
2329 {
2330 return true;
2331 }
2332
2333 override bool IsTakeable()
2334 {
2335 return false;
2336 }
2337
2338 //this into/outo parent.Cargo
2339 override bool CanPutInCargo( EntityAI parent )
2340 {
2341 return false;
2342 }
2343
2344 override bool CanRemoveFromCargo( EntityAI parent )
2345 {
2346 return false;
2347 }
2348
2349 //hands
2350 override bool CanPutIntoHands( EntityAI parent )
2351 {
2352 return false;
2353 }
2354
2355 //--- ACTION CONDITIONS
2356 //direction
2357 override bool IsFacingPlayer( PlayerBase player, string selection )
2358 {
2359 return true;
2360 }
2361
2362 override bool IsPlayerInside( PlayerBase player, string selection )
2363 {
2364 return true;
2365 }
2366
2369 {
2370 return false;
2371 }
2372
2373 //roof check
2374 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2375 {
2376 return false;
2377 }
2378
2379 //selection->player distance check
2380 bool HasProperDistance( string selection, PlayerBase player )
2381 {
2382 return true;
2383 }
2384
2385 //folding
2387 {
2388 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2389 {
2390 return false;
2391 }
2392
2393 return true;
2394 }
2395
2397 {
2400
2401 return item;
2402 }
2403
2404 //Damage triggers (barbed wire)
2405 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2406 {
2407 if ( g_Game && g_Game.IsServer() )
2408 {
2409 //destroy area damage if some already exists
2410 DestroyAreaDamage( slot_name );
2411
2412 //create new area damage
2414 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2415
2416 vector min_max[2];
2417 if ( MemoryPointExists( slot_name + "_min" ) )
2418 {
2419 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2420 }
2421 if ( MemoryPointExists( slot_name + "_max" ) )
2422 {
2423 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2424 }
2425
2426 //get proper trigger extents (min<max)
2427 vector extents[2];
2428 GetConstruction().GetTriggerExtents( min_max, extents );
2429
2430 //get box center
2431 vector center;
2432 center = GetConstruction().GetBoxCenter( min_max );
2433 center = ModelToWorld( center );
2434
2435 //rotate center if needed
2437 CalcDamageAreaRotation( rotation_angle, center, orientation );
2438
2439 areaDamage.SetExtents( extents[0], extents[1] );
2440 areaDamage.SetAreaPosition( center );
2441 areaDamage.SetAreaOrientation( orientation );
2442 areaDamage.SetLoopInterval( 1.0 );
2443 areaDamage.SetDeferDuration( 0.2 );
2444 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2445 areaDamage.SetAmmoName( "BarbedWireHit" );
2446 areaDamage.Spawn();
2447
2448 m_DamageTriggers.Insert( slot_name, areaDamage );
2449 }
2450 }
2451
2452 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2453 {
2454 if ( angle_deg != 0 )
2455 {
2456 //orientation
2457 orientation[0] = orientation[0] - angle_deg;
2458
2459 //center
2460 vector rotate_axis;
2461 if ( MemoryPointExists( "rotate_axis" ) )
2462 {
2463 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2464 }
2465 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];
2466 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];
2467 center[0] = r_center_x;
2468 center[2] = r_center_z;
2469 }
2470 }
2471
2472 void DestroyAreaDamage( string slot_name )
2473 {
2474 if (g_Game && g_Game.IsServer())
2475 {
2477 if (m_DamageTriggers.Find(slot_name, areaDamage))
2478 {
2479 if (areaDamage)
2480 {
2481 areaDamage.Destroy();
2482 }
2483
2484 m_DamageTriggers.Remove( slot_name );
2485 }
2486 }
2487 }
2488
2489 override bool IsIgnoredByConstruction()
2490 {
2491 return true;
2492 }
2493
2494 //================================================================
2495 // SOUNDS
2496 //================================================================
2497 protected void SoundBuildStart( string part_name )
2498 {
2499 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2500 }
2501
2502 protected void SoundDismantleStart( string part_name )
2503 {
2504 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2505 }
2506
2507 protected void SoundDestroyStart( string part_name )
2508 {
2509 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2510 }
2511
2512 protected string GetBuildSoundByMaterial( string part_name )
2513 {
2514 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2515
2516 switch ( material_type )
2517 {
2518 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2519 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2520 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2521 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2522 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2523 }
2524
2525 return "";
2526 }
2527
2528 protected string GetDismantleSoundByMaterial( string part_name )
2529 {
2530 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2531
2532 switch ( material_type )
2533 {
2534 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2535 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2536 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2537 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2538 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2539 }
2540
2541 return "";
2542 }
2543
2544 //misc
2545 void CheckForHybridAttachments( EntityAI item, string slot_name )
2546 {
2547 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2548 {
2549 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2550 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2551 {
2552 SetHealth(slot_name,"Health",item.GetHealth());
2553 }
2554 }
2555 }
2556
2557 override int GetDamageSystemVersionChange()
2558 {
2559 return 111;
2560 }
2561
2562 override void SetActions()
2563 {
2564 super.SetActions();
2565
2569 }
2570
2571 protected void DestroyConstructedParts()
2572 {
2573 Construction construction = GetConstruction();
2574 if (!construction)
2575 return;
2576
2577 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2578 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2579 {
2580 ConstructionPart part = constructionParts.GetElement(i);
2581 if (part && part.IsBuilt() && !part.IsUtilityPart())
2582 {
2583 construction.DestroyPartServer(null, part.GetPartName(), -1);
2584 }
2585 }
2586 }
2587
2588 protected void HandleFallingForConstructedParts()
2589 {
2590 Construction construction = GetConstruction();
2591 if (!construction)
2592 return;
2593
2594 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2595 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2596 {
2597 ConstructionPart part = constructionParts.GetElement(i);
2598 if (part && part.IsBuilt() && !part.IsUtilityPart())
2599 {
2600 construction.HandleEntityFalling(part.GetPartName());
2601 }
2602 }
2603 }
2604
2606 override void OnItemFallRebuilding()
2607 {
2608 if (!g_Game.IsServer())
2609 return;
2610
2613
2614 if (DestroyOnFall())
2615 {
2617 {
2619 }
2620 else
2621 {
2623 {
2625 }
2626 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2627 }
2628 }
2629 }
2630
2632 {
2633 if (HasAnyAttachmentsOrCargo())
2634 {
2636 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2637 }
2638 }
2639
2640 //================================================================
2641 // DEBUG
2642 //================================================================
2643
2646 {
2647 return null;
2648 }
2649
2650 override void OnDebugSpawn()
2651 {
2652 FullyBuild();
2653 }
2654
2655 void FullyBuild()
2656 {
2658 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2659
2660 Man p;
2661
2662 #ifdef SERVER
2663 array<Man> players = new array<Man>;
2664 g_Game.GetWorld().GetPlayerList(players);
2665 if (players.Count())
2666 p = players[0];
2667 #else
2668 p = g_Game.GetPlayer();
2669 #endif
2670
2671 foreach (ConstructionPart part : parts)
2672 {
2673 bool excluded = false;
2674 string partName = part.GetPartName();
2675 if (excludes)
2676 {
2677 foreach (string exclude : excludes)
2678 {
2679 if (partName.Contains(exclude))
2680 {
2681 excluded = true;
2682 break;
2683 }
2684 }
2685 }
2686
2687 if (!excluded)
2688 {
2689 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2690 }
2691 }
2692
2693 GetConstruction().UpdateVisuals();
2694 }
2695
2697 //Deprecated code playpen//
2699 [Obsolete("handled in the Construction component directly")]
2700 protected void HandleItemFalling(ConstructionPart part)
2701 {
2702 }
2703
2704 [Obsolete("handled in the Construction component directly")]
2705 protected void ItemFall(vector min, vector max)
2706 {
2707 }
2708
2709 [Obsolete("obsolete debug method")]
2710 protected void DebugCustomState()
2711 {
2712 }
2713}
2714
2715void bsbDebugPrint (string s)
2716{
2717#ifdef BSB_DEBUG
2718 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2719#else
2720 //Print("" + s); // comment/uncomment to hide/see debug logs
2721#endif
2722}
2723void bsbDebugSpam (string s)
2724{
2725#ifdef BSB_DEBUG_SPAM
2726 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2727#else
2728 //Print("" + s); // comment/uncomment to hide/see debug logs
2729#endif
2730}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в TerritoryFlag::FullyBuild() и ItemBase::OnPartBuiltServer().