DayZ 1.30
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◆ InitBaseState()

void bsbDebugPrint::InitBaseState ( )
protected

См. определение в файле BaseBuildingBase.c строка 1957

1959{
1960 const string ANIMATION_DEPLOYED = "Deployed";
1961
1962 float m_ConstructionKitHealth; //stored health value for used construction kit
1963
1964 bool m_HasBase;
1965 //variables for synchronization of base building parts (2x31 is the current limit)
1966 int m_SyncParts01; //synchronization for already built parts (31 parts)
1967 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1968 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1969 int m_InteractedPartId; //construction part id that an action was performed on
1970 int m_PerformedActionId; //action id that was performed on a construction part
1971 protected ref ConstructionBasic m_Construction;
1972
1973 //Sounds
1974 //build
1975 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1976 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1977 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1978 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1979 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1980 //dismantle
1981 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1982 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1983 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1984 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1985 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1986
1987 protected EffectSound m_Sound;
1988
1992
1993 // Constructor
1994 void BaseBuildingBase()
1995 {
1997
1998 //synchronized variables
1999 RegisterNetSyncVariableInt( "m_SyncParts01" );
2000 RegisterNetSyncVariableInt( "m_SyncParts02" );
2001 RegisterNetSyncVariableInt( "m_SyncParts03" );
2002 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2003 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2004 RegisterNetSyncVariableBool( "m_HasBase" );
2005
2006 //Construction init
2007 ConstructionInit();
2008
2009 if (ConfigIsExisting("hybridAttachments"))
2010 {
2012 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2013 }
2014 if (ConfigIsExisting("mountables"))
2015 {
2017 ConfigGetTextArray("mountables", m_Mountables);
2018 }
2019
2020 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2021 SetAllowDamage(true);
2022 }
2023
2024 override string GetInvulnerabilityTypeString()
2025 {
2026 return "disableBaseDamage";
2027 }
2028
2029 override bool CanObstruct()
2030 {
2031 return true;
2032 }
2033
2034 override int GetHideIconMask()
2035 {
2036 return EInventoryIconVisibility.HIDE_VICINITY;
2037 }
2038
2039 override void InitItemSounds()
2040 {
2041 super.InitItemSounds();
2042
2044 SoundParameters params = new SoundParameters();
2045 params.m_Loop = true;
2046
2047 if (GetFoldSoundset() != string.Empty)
2048 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2049 if (GetLoopFoldSoundset() != string.Empty)
2050 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2051 }
2052
2053 override string GetFoldSoundset()
2054 {
2055 return "putDown_FenceKit_SoundSet";
2056 }
2057
2058 override string GetLoopFoldSoundset()
2059 {
2060 return "Shelter_Site_Build_Loop_SoundSet";
2061 }
2062
2063 // --- SYNCHRONIZATION
2065 {
2066 if ( g_Game.IsServer() )
2067 {
2068 SetSynchDirty();
2069 }
2070 }
2071
2072 override void OnVariablesSynchronized()
2073 {
2074 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2075 super.OnVariablesSynchronized();
2076
2077 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2078 }
2079
2080 protected void OnSynchronizedClient()
2081 {
2082 //update parts
2084
2085 //update action on part
2087
2088 //update visuals (client)
2089 UpdateVisuals();
2090 }
2091
2092 //parts synchronization
2093 void RegisterPartForSync( int part_id )
2094 {
2095 //part_id must starts from index = 1
2096 int offset;
2097 int mask;
2098
2099 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2100 {
2101 offset = part_id - 1;
2102 mask = 1 << offset;
2103
2104 m_SyncParts01 = m_SyncParts01 | mask;
2105 }
2106 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2107 {
2108 offset = ( part_id % 32 );
2109 mask = 1 << offset;
2110
2111 m_SyncParts02 = m_SyncParts02 | mask;
2112 }
2113 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2114 {
2115 offset = ( part_id % 63 );
2116 mask = 1 << offset;
2117
2118 m_SyncParts03 = m_SyncParts03 | mask;
2119 }
2120 }
2121
2122 void UnregisterPartForSync( int part_id )
2123 {
2124 //part_id must starts from index = 1
2125 int offset;
2126 int mask;
2127
2128 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2129 {
2130 offset = part_id - 1;
2131 mask = 1 << offset;
2132
2133 m_SyncParts01 = m_SyncParts01 & ~mask;
2134 }
2135 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2136 {
2137 offset = ( part_id % 32 );
2138 mask = 1 << offset;
2139
2140 m_SyncParts02 = m_SyncParts02 & ~mask;
2141 }
2142 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2143 {
2144 offset = ( part_id % 63 );
2145 mask = 1 << offset;
2146
2147 m_SyncParts03 = m_SyncParts03 & ~mask;
2148 }
2149 }
2150
2151 bool IsPartBuildInSyncData( int part_id )
2152 {
2153 //part_id must starts from index = 1
2154 int offset;
2155 int mask;
2156
2157 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2158 {
2159 offset = part_id - 1;
2160 mask = 1 << offset;
2161
2162 if ( ( m_SyncParts01 & mask ) > 0 )
2163 {
2164 return true;
2165 }
2166 }
2167 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2168 {
2169 offset = ( part_id % 32 );
2170 mask = 1 << offset;
2171
2172 if ( ( m_SyncParts02 & mask ) > 0 )
2173 {
2174 return true;
2175 }
2176 }
2177 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2178 {
2179 offset = ( part_id % 63 );
2180 mask = 1 << offset;
2181
2182 if ( ( m_SyncParts03 & mask ) > 0 )
2183 {
2184 return true;
2185 }
2186 }
2187
2188 return false;
2189 }
2190
2191 protected void RegisterActionForSync( int part_id, int action_id )
2192 {
2193 m_InteractedPartId = part_id;
2194 m_PerformedActionId = action_id;
2195 }
2196
2197 protected void ResetActionSyncData()
2198 {
2199 //reset data
2200 m_InteractedPartId = -1;
2202 }
2203
2204 protected void SetActionFromSyncData()
2205 {
2206 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2207 {
2209 int build_action_id = m_PerformedActionId;
2210
2211 switch( build_action_id )
2212 {
2213 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2214 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2215 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2216 }
2217 }
2218 }
2219 //------
2220
2222 {
2223 string key = part.GetPartName();
2224 bool is_base = part.IsBase();
2225 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2226 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2227 if ( is_part_built_sync )
2228 {
2229 if ( !part.IsBuilt() )
2230 {
2231 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2232 GetConstruction().AddToConstructedParts( key );
2233 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2234
2235 if (is_base)
2236 {
2238 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2239 }
2240 }
2241 }
2242 else
2243 {
2244 if ( part.IsBuilt() )
2245 {
2246 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2247 GetConstruction().RemoveFromConstructedParts( key );
2248 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2249
2250 if (is_base)
2251 {
2253 AddProxyPhysics( ANIMATION_DEPLOYED );
2254 }
2255 }
2256 }
2257
2258 //check slot lock for material attachments
2259 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2260 }
2261
2262 //set construction parts based on synchronized data
2264 {
2265 Construction construction = GetConstruction();
2266 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2267
2268 for ( int i = 0; i < construction_parts.Count(); ++i )
2269 {
2270 string key = construction_parts.GetKey( i );
2271 ConstructionPart value = construction_parts.Get( key );
2272 SetPartFromSyncData(value);
2273 }
2274
2275 //regenerate navmesh
2276 UpdateNavmesh();
2277 }
2278
2279 protected ConstructionPart GetConstructionPartById( int id )
2280 {
2281 Construction construction = GetConstruction();
2282 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2283
2284 for ( int i = 0; i < construction_parts.Count(); ++i )
2285 {
2286 string key = construction_parts.GetKey( i );
2287 ConstructionPart value = construction_parts.Get( key );
2288
2289 if ( value.GetId() == id )
2290 {
2291 return value;
2292 }
2293 }
2294
2295 return NULL;
2296 }
2297 //
2298
2299 //Base
2300 bool HasBase()
2301 {
2302 return m_HasBase;
2303 }
2304
2305 void SetBaseState( bool has_base )
2306 {
2307 m_HasBase = has_base;
2308 }
2309
2310 override bool IsDeployable()
2311 {
2312 return true;
2313 }
2314
2315 bool IsOpened()
2316 {
2317 return false;
2318 }
2319
2320 //--- CONSTRUCTION KIT
2322 {
2323 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2324 if ( m_ConstructionKitHealth > 0 )
2325 {
2326 construction_kit.SetHealth( m_ConstructionKitHealth );
2327 }
2328
2329 return construction_kit;
2330 }
2331
2332 void CreateConstructionKitInHands(notnull PlayerBase player)
2333 {
2334 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2335 if ( m_ConstructionKitHealth > 0 )
2336 {
2337 construction_kit.SetHealth( m_ConstructionKitHealth );
2338 }
2339 }
2340
2341 protected vector GetKitSpawnPosition()
2342 {
2343 return GetPosition();
2344 }
2345
2346 protected string GetConstructionKitType()
2347 {
2348 return "";
2349 }
2350
2351 void DestroyConstructionKit( ItemBase construction_kit )
2352 {
2353 m_ConstructionKitHealth = construction_kit.GetHealth();
2354 g_Game.ObjectDelete( construction_kit );
2355 }
2356
2357 //--- CONSTRUCTION
2358 void DestroyConstruction()
2359 {
2360 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2361 g_Game.ObjectDelete( this );
2362 }
2363
2364 // --- EVENTS
2365 override void EEDelete(EntityAI parent)
2366 {
2367 super.EEDelete(parent);
2368
2369 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2370 {
2371 areaDamage.Destroy();
2372 }
2373
2374 }
2375
2376 override void OnStoreSave( ParamsWriteContext ctx )
2377 {
2378 super.OnStoreSave( ctx );
2379
2380 //sync parts 01
2381 ctx.Write( m_SyncParts01 );
2382 ctx.Write( m_SyncParts02 );
2383 ctx.Write( m_SyncParts03 );
2384
2385 ctx.Write( m_HasBase );
2386 }
2387
2388 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2389 {
2390 if ( !super.OnStoreLoad( ctx, version ) )
2391 return false;
2392
2393 //--- Base building data ---
2394 //Restore synced parts data
2395 if ( !ctx.Read( m_SyncParts01 ) )
2396 {
2397 m_SyncParts01 = 0; //set default
2398 return false;
2399 }
2400 if ( !ctx.Read( m_SyncParts02 ) )
2401 {
2402 m_SyncParts02 = 0; //set default
2403 return false;
2404 }
2405 if ( !ctx.Read( m_SyncParts03 ) )
2406 {
2407 m_SyncParts03 = 0; //set default
2408 return false;
2409 }
2410
2411 //has base
2412 if ( !ctx.Read( m_HasBase ) )
2413 {
2414 m_HasBase = false;
2415 return false;
2416 }
2417 //---
2418
2419 return true;
2420 }
2421
2422 override void AfterStoreLoad()
2423 {
2424 super.AfterStoreLoad();
2425
2427 {
2429 }
2430 }
2431
2433 {
2434 //update server data
2436
2437 //set base state
2438 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2439 SetBaseState( part.IsBuilt() ) ;
2440
2441 //synchronize after load
2443 }
2444
2445 override void OnCreatePhysics()
2446 {
2447 super.OnCreatePhysics();
2448
2449 ConstructionInit();
2451 }
2452
2453 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2454 {
2456 return;
2457
2458 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2459 }
2460
2461 override void EEOnAfterLoad()
2462 {
2464 {
2465 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2466 }
2467
2468 super.EEOnAfterLoad();
2469 }
2470
2471 override void EEItemAttached( EntityAI item, string slot_name )
2472 {
2473 super.EEItemAttached( item, slot_name );
2474
2475 CheckForHybridAttachments( item, slot_name );
2476 UpdateVisuals();
2477 UpdateAttachmentPhysics( slot_name, false );
2478 }
2479
2480 override void EEItemDetached( EntityAI item, string slot_name )
2481 {
2482 super.EEItemDetached( item, slot_name );
2483
2484 UpdateVisuals();
2485 UpdateAttachmentPhysics( slot_name, false );
2486 }
2487
2488 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2489 {
2490 string slot_name = InventorySlots.GetSlotName( slotId );
2491 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2492
2493 UpdateAttachmentVisuals( slot_name, locked );
2494 UpdateAttachmentPhysics( slot_name, locked );
2495 }
2496
2497 //ignore out of reach condition
2498 override bool IgnoreOutOfReachCondition()
2499 {
2500 return true;
2501 }
2502
2503 //CONSTRUCTION EVENTS
2504 //Build
2505 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2506 {
2507 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2508
2509 //check base state
2510 if (construtionPart.IsBase())
2511 {
2512 SetBaseState(true);
2513
2514 //spawn kit
2516 }
2517
2518 //register constructed parts for synchronization
2519 RegisterPartForSync(construtionPart.GetId());
2520
2521 //register action that was performed on part
2522 RegisterActionForSync(construtionPart.GetId(), action_id);
2523
2524 //synchronize
2526
2527 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2528
2529 UpdateNavmesh();
2530
2531 //update visuals
2532 UpdateVisuals();
2533
2534 //reset action sync data
2535 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2536 }
2537
2538 void OnPartBuiltClient(string part_name, int action_id)
2539 {
2540 //play sound
2541 SoundBuildStart( part_name );
2542 }
2543
2544 //Dismantle
2545 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2546 {
2547 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2548 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2549
2550 //register constructed parts for synchronization
2551 UnregisterPartForSync(construtionPart.GetId());
2552
2553 //register action that was performed on part
2554 RegisterActionForSync(construtionPart.GetId(), action_id);
2555
2556 //synchronize
2558
2559 // server part of sync, client will be synced from SetPartsFromSyncData
2560 SetPartFromSyncData(construtionPart);
2561
2562 UpdateNavmesh();
2563
2564 //update visuals
2565 UpdateVisuals();
2566
2567 //reset action sync data
2568 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2569
2570 //check base state
2571 if (construtionPart.IsBase())
2572 {
2573 //Destroy construction
2574 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2575 }
2576 }
2577
2578 void OnPartDismantledClient( string part_name, int action_id )
2579 {
2580 //play sound
2581 SoundDismantleStart( part_name );
2582 }
2583
2584 //Destroy
2585 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2586 {
2587 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2588 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2589
2590 //register constructed parts for synchronization
2591 UnregisterPartForSync(construtionPart.GetId());
2592
2593 //register action that was performed on part
2594 RegisterActionForSync(construtionPart.GetId(), action_id);
2595
2596 //synchronize
2598
2599 // server part of sync, client will be synced from SetPartsFromSyncData
2600 SetPartFromSyncData(construtionPart);
2601
2602 UpdateNavmesh();
2603
2604 //update visuals
2605 UpdateVisuals();
2606
2607 //reset action sync data
2608 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2609
2610 //check base state
2611 if (construtionPart.IsBase())
2612 {
2613 //Destroy construction
2614 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2615 }
2616 }
2617
2618 void OnPartDestroyedClient( string part_name, int action_id )
2619 {
2620 //play sound
2621 SoundDestroyStart( part_name );
2622 }
2623
2624 // --- UPDATE
2625 void InitBaseState()
2626 {
2627 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2628
2629 InitVisuals();
2630 UpdateNavmesh(); //regenerate navmesh
2631 }
2632
2633 void InitVisuals()
2634 {
2635 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2636 //check base
2637 if ( !HasBase() )
2638 {
2639 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2640 }
2641 else
2642 {
2643 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2644 }
2645
2646 GetConstruction().InitVisuals();
2647 }
2648
2649 void UpdateVisuals()
2650 {
2651 array<string> attachmentSlots = new array<string>;
2652
2653 GetAttachmentSlots(this, attachmentSlots);
2654 foreach (string slotName : attachmentSlots)
2655 {
2657 }
2658
2659 //check base
2660 if (!HasBase())
2661 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2662 else
2663 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2664
2665 GetConstruction().UpdateVisuals();
2666 }
2667
2668 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2669 {
2670 string slotNameMounted = slot_name + "_Mounted";
2671 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2672
2673 if (attachment)
2674 {
2675 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2676 if (barbedWire && barbedWire.IsMounted())
2677 CreateAreaDamage(slotNameMounted);
2678 else
2679 DestroyAreaDamage(slotNameMounted);
2680
2681 if (is_locked)
2682 {
2683 SetAnimationPhase(slotNameMounted, 0);
2684 SetAnimationPhase(slot_name, 1);
2685 }
2686 else
2687 {
2688 SetAnimationPhase(slotNameMounted, 1);
2689 SetAnimationPhase(slot_name, 0);
2690 }
2691 }
2692 else
2693 {
2694 SetAnimationPhase(slotNameMounted, 1);
2695 SetAnimationPhase(slot_name, 1);
2696
2697 DestroyAreaDamage(slotNameMounted);
2698 }
2699 }
2700
2701 // avoid calling this function on frequent occasions, it's a massive performance hit
2702 void UpdatePhysics()
2703 {
2705 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2706
2707 array<string> attachmentSlots = new array<string>;
2708 GetAttachmentSlots(this, attachmentSlots);
2709
2711 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2712
2713 foreach (string slotName : attachmentSlots)
2714 {
2716 }
2717
2718 //check base
2719 if (!HasBase())
2720 {
2722 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2723
2724 AddProxyPhysics(ANIMATION_DEPLOYED);
2725 }
2726 else
2727 {
2729 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2730
2731 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2732 }
2733
2734 GetConstruction().UpdatePhysics();
2735 UpdateNavmesh();
2736 }
2737
2738 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2739 {
2740 //checks for invalid appends; hotfix
2741 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2742 return;
2743 //----------------------------------
2744 string slot_name_mounted = slot_name + "_Mounted";
2745 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2746
2747 //remove proxy physics
2748 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2749 RemoveProxyPhysics( slot_name_mounted );
2750 RemoveProxyPhysics( slot_name );
2751
2752 if ( attachment )
2753 {
2754 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2755 if ( is_locked )
2756 {
2757 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2758 AddProxyPhysics( slot_name_mounted );
2759 }
2760 else
2761 {
2762 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2763 AddProxyPhysics( slot_name );
2764 }
2765 }
2766 }
2767
2768 protected void UpdateNavmesh()
2769 {
2770 SetAffectPathgraph( true, false );
2771 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2772 }
2773
2774 override bool CanUseConstruction()
2775 {
2776 return true;
2777 }
2778
2779 override bool CanUseConstructionBuild()
2780 {
2781 return true;
2782 }
2783
2784 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2785 {
2786 if ( attachment )
2787 {
2788 InventoryLocation inventory_location = new InventoryLocation;
2789 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2790
2791 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2792 }
2793
2794 return false;
2795 }
2796
2797 protected bool IsAttachmentSlotLocked( string slot_name )
2798 {
2799 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2800 }
2801
2802 //--- ATTACHMENT SLOTS
2803 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2804 {
2805 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2806 if ( g_Game.ConfigIsExisting( config_path ) )
2807 {
2808 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2809 }
2810 }
2811
2812 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2813 {
2814 return true;
2815 }
2816
2817 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2818 {
2819 return true;
2820 }
2821
2822 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2823 {
2824 return true;
2825 }
2826
2827 // --- INIT
2829 {
2830 m_Construction = new Construction(this);
2831 return m_Construction;
2832 }
2833
2835 {
2836 return m_Construction;
2837 }
2838
2840 {
2841 return Construction.Cast(m_Construction);
2842 }
2843
2845 {
2846 int attachment_count = GetInventory().AttachmentCount();
2847 if ( attachment_count > 0 )
2848 {
2849 if ( HasBase() && attachment_count == 1 )
2850 {
2851 return false;
2852 }
2853
2854 return true;
2855 }
2856
2857 return false;
2858 }
2859
2860 override bool ShowZonesHealth()
2861 {
2862 return true;
2863 }
2864
2865 override bool IsTakeable()
2866 {
2867 return false;
2868 }
2869
2870 //this into/outo parent.Cargo
2871 override bool CanPutInCargo( EntityAI parent )
2872 {
2873 return false;
2874 }
2875
2876 override bool CanRemoveFromCargo( EntityAI parent )
2877 {
2878 return false;
2879 }
2880
2881 //hands
2882 override bool CanPutIntoHands( EntityAI parent )
2883 {
2884 return false;
2885 }
2886
2887 //--- ACTION CONDITIONS
2888 //direction
2889 override bool IsFacingPlayer( PlayerBase player, string selection )
2890 {
2891 return true;
2892 }
2893
2894 override bool IsPlayerInside( PlayerBase player, string selection )
2895 {
2896 return true;
2897 }
2898
2901 {
2902 return false;
2903 }
2904
2905 //roof check
2906 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2907 {
2908 return false;
2909 }
2910
2911 //selection->player distance check
2912 bool HasProperDistance( string selection, PlayerBase player )
2913 {
2914 return true;
2915 }
2916
2917 //folding
2919 {
2920 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2921 {
2922 return false;
2923 }
2924
2925 return true;
2926 }
2927
2929 {
2932
2933 return item;
2934 }
2935
2936 //Damage triggers (barbed wire)
2937 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2938 {
2939 if ( g_Game && g_Game.IsServer() )
2940 {
2941 //destroy area damage if some already exists
2942 DestroyAreaDamage( slot_name );
2943
2944 //create new area damage
2946 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2947
2948 vector min_max[2];
2949 if ( MemoryPointExists( slot_name + "_min" ) )
2950 {
2951 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2952 }
2953 if ( MemoryPointExists( slot_name + "_max" ) )
2954 {
2955 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2956 }
2957
2958 //get proper trigger extents (min<max)
2959 vector extents[2];
2960 GetConstruction().GetTriggerExtents( min_max, extents );
2961
2962 //get box center
2963 vector center;
2964 center = GetConstruction().GetBoxCenter( min_max );
2965 center = ModelToWorld( center );
2966
2967 //rotate center if needed
2969 CalcDamageAreaRotation( rotation_angle, center, orientation );
2970
2971 areaDamage.SetExtents( extents[0], extents[1] );
2972 areaDamage.SetAreaPosition( center );
2973 areaDamage.SetAreaOrientation( orientation );
2974 areaDamage.SetLoopInterval( 1.0 );
2975 areaDamage.SetDeferDuration( 0.2 );
2976 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2977 areaDamage.SetAmmoName( "BarbedWireHit" );
2978 areaDamage.Spawn();
2979
2980 m_DamageTriggers.Insert( slot_name, areaDamage );
2981 }
2982 }
2983
2984 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2985 {
2986 if ( angle_deg != 0 )
2987 {
2988 //orientation
2989 orientation[0] = orientation[0] - angle_deg;
2990
2991 //center
2992 vector rotate_axis;
2993 if ( MemoryPointExists( "rotate_axis" ) )
2994 {
2995 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2996 }
2997 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];
2998 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];
2999 center[0] = r_center_x;
3000 center[2] = r_center_z;
3001 }
3002 }
3003
3004 void DestroyAreaDamage( string slot_name )
3005 {
3006 if (g_Game && g_Game.IsServer())
3007 {
3009 if (m_DamageTriggers.Find(slot_name, areaDamage))
3010 {
3011 if (areaDamage)
3012 {
3013 areaDamage.Destroy();
3014 }
3015
3016 m_DamageTriggers.Remove( slot_name );
3017 }
3018 }
3019 }
3020
3021 override bool IsIgnoredByConstruction()
3022 {
3023 return true;
3024 }
3025
3026 //================================================================
3027 // SOUNDS
3028 //================================================================
3029 protected void SoundBuildStart( string part_name )
3030 {
3031 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3032 }
3033
3034 protected void SoundDismantleStart( string part_name )
3035 {
3036 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3037 }
3038
3039 protected void SoundDestroyStart( string part_name )
3040 {
3041 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3042 }
3043
3044 protected string GetBuildSoundByMaterial( string part_name )
3045 {
3046 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3047
3048 switch ( material_type )
3049 {
3050 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3051 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3052 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3053 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3054 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3055 }
3056
3057 return "";
3058 }
3059
3060 protected string GetDismantleSoundByMaterial( string part_name )
3061 {
3062 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3063
3064 switch ( material_type )
3065 {
3066 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3067 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3068 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3069 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3070 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3071 }
3072
3073 return "";
3074 }
3075
3076 //misc
3077 void CheckForHybridAttachments( EntityAI item, string slot_name )
3078 {
3079 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3080 {
3081 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3082 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3083 {
3084 SetHealth(slot_name,"Health",item.GetHealth());
3085 }
3086 }
3087 }
3088
3089 override int GetDamageSystemVersionChange()
3090 {
3091 return 111;
3092 }
3093
3094 override void SetActions()
3095 {
3096 super.SetActions();
3097
3101 }
3102
3103 protected void DestroyConstructedParts()
3104 {
3105 Construction construction = GetConstruction();
3106 if (!construction)
3107 return;
3108
3109 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3110 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3111 {
3112 ConstructionPart part = constructionParts.GetElement(i);
3113 if (part && part.IsBuilt() && !part.IsUtilityPart())
3114 {
3115 construction.DestroyPartServer(null, part.GetPartName(), -1);
3116 }
3117 }
3118 }
3119
3120 protected void HandleFallingForConstructedParts()
3121 {
3122 Construction construction = GetConstruction();
3123 if (!construction)
3124 return;
3125
3126 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3127 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3128 {
3129 ConstructionPart part = constructionParts.GetElement(i);
3130 if (part && part.IsBuilt() && !part.IsUtilityPart())
3131 {
3132 construction.HandleEntityFalling(part.GetPartName());
3133 }
3134 }
3135 }
3136
3138 override void OnItemFallRebuilding()
3139 {
3140 if (!g_Game.IsServer())
3141 return;
3142
3145
3146 if (DestroyOnFall())
3147 {
3149 {
3151 }
3152 else
3153 {
3155 {
3157 }
3158 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3159 }
3160 }
3161 }
3162
3164 {
3165 if (HasAnyAttachmentsOrCargo())
3166 {
3168 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3169 }
3170 }
3171
3172 //================================================================
3173 // DEBUG
3174 //================================================================
3175
3178 {
3179 return null;
3180 }
3181
3182 override void OnDebugSpawn()
3183 {
3184 FullyBuild();
3185 }
3186
3187 void FullyBuild()
3188 {
3190 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3191
3192 Man p;
3193
3194 #ifdef SERVER
3195 array<Man> players = new array<Man>;
3196 g_Game.GetWorld().GetPlayerList(players);
3197 if (players.Count())
3198 p = players[0];
3199 #else
3200 p = g_Game.GetPlayer();
3201 #endif
3202
3203 foreach (ConstructionPart part : parts)
3204 {
3205 bool excluded = false;
3206 string partName = part.GetPartName();
3207 if (excludes)
3208 {
3209 foreach (string exclude : excludes)
3210 {
3211 if (partName.Contains(exclude))
3212 {
3213 excluded = true;
3214 break;
3215 }
3216 }
3217 }
3218
3219 if (!excluded)
3220 {
3221 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3222 }
3223 }
3224
3225 GetConstruction().UpdateVisuals();
3226 }
3227
3229 //Deprecated code playpen//
3231 [Obsolete("handled in the Construction component directly")]
3232 protected void HandleItemFalling(ConstructionPart part)
3233 {
3234 }
3235
3236 [Obsolete("handled in the Construction component directly")]
3237 protected void ItemFall(vector min, vector max)
3238 {
3239 }
3240
3241 [Obsolete("obsolete debug method")]
3242 protected void DebugCustomState()
3243 {
3244 }
3245}
3246
3247void bsbDebugPrint (string s)
3248{
3249#ifdef BSB_DEBUG
3250 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3251#else
3252 //Print("" + s); // comment/uncomment to hide/see debug logs
3253#endif
3254}
3255void bsbDebugSpam (string s)
3256{
3257#ifdef BSB_DEBUG_SPAM
3258 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3259#else
3260 //Print("" + s); // comment/uncomment to hide/see debug logs
3261#endif
3262}
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