DayZ 1.30
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◆ BaseBuildingBase()

void bsbDebugPrint::BaseBuildingBase ( )
protected

См. определение в файле BaseBuildingBase.c строка 1326

1328{
1329 const string ANIMATION_DEPLOYED = "Deployed";
1330
1331 float m_ConstructionKitHealth; //stored health value for used construction kit
1332
1333 bool m_HasBase;
1334 //variables for synchronization of base building parts (2x31 is the current limit)
1335 int m_SyncParts01; //synchronization for already built parts (31 parts)
1336 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1337 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1338 int m_InteractedPartId; //construction part id that an action was performed on
1339 int m_PerformedActionId; //action id that was performed on a construction part
1340 protected ref ConstructionBasic m_Construction;
1341
1342 //Sounds
1343 //build
1344 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1345 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1346 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1347 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1348 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1349 //dismantle
1350 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1351 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1352 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1353 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1354 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1355
1356 protected EffectSound m_Sound;
1357
1361
1362 // Constructor
1363 void BaseBuildingBase()
1364 {
1366
1367 //synchronized variables
1368 RegisterNetSyncVariableInt( "m_SyncParts01" );
1369 RegisterNetSyncVariableInt( "m_SyncParts02" );
1370 RegisterNetSyncVariableInt( "m_SyncParts03" );
1371 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1372 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1373 RegisterNetSyncVariableBool( "m_HasBase" );
1374
1375 //Construction init
1376 ConstructionInit();
1377
1378 if (ConfigIsExisting("hybridAttachments"))
1379 {
1381 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1382 }
1383 if (ConfigIsExisting("mountables"))
1384 {
1386 ConfigGetTextArray("mountables", m_Mountables);
1387 }
1388
1389 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1390 SetAllowDamage(true);
1391 }
1392
1393 override string GetInvulnerabilityTypeString()
1394 {
1395 return "disableBaseDamage";
1396 }
1397
1398 override bool CanObstruct()
1399 {
1400 return true;
1401 }
1402
1403 override int GetHideIconMask()
1404 {
1405 return EInventoryIconVisibility.HIDE_VICINITY;
1406 }
1407
1408 override void InitItemSounds()
1409 {
1410 super.InitItemSounds();
1411
1413 SoundParameters params = new SoundParameters();
1414 params.m_Loop = true;
1415
1416 if (GetFoldSoundset() != string.Empty)
1417 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1418 if (GetLoopFoldSoundset() != string.Empty)
1419 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1420 }
1421
1422 override string GetFoldSoundset()
1423 {
1424 return "putDown_FenceKit_SoundSet";
1425 }
1426
1427 override string GetLoopFoldSoundset()
1428 {
1429 return "Shelter_Site_Build_Loop_SoundSet";
1430 }
1431
1432 // --- SYNCHRONIZATION
1434 {
1435 if ( g_Game.IsServer() )
1436 {
1437 SetSynchDirty();
1438 }
1439 }
1440
1441 override void OnVariablesSynchronized()
1442 {
1443 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1444 super.OnVariablesSynchronized();
1445
1446 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1447 }
1448
1449 protected void OnSynchronizedClient()
1450 {
1451 //update parts
1453
1454 //update action on part
1456
1457 //update visuals (client)
1458 UpdateVisuals();
1459 }
1460
1461 //parts synchronization
1462 void RegisterPartForSync( int part_id )
1463 {
1464 //part_id must starts from index = 1
1465 int offset;
1466 int mask;
1467
1468 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1469 {
1470 offset = part_id - 1;
1471 mask = 1 << offset;
1472
1473 m_SyncParts01 = m_SyncParts01 | mask;
1474 }
1475 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1476 {
1477 offset = ( part_id % 32 );
1478 mask = 1 << offset;
1479
1480 m_SyncParts02 = m_SyncParts02 | mask;
1481 }
1482 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1483 {
1484 offset = ( part_id % 63 );
1485 mask = 1 << offset;
1486
1487 m_SyncParts03 = m_SyncParts03 | mask;
1488 }
1489 }
1490
1491 void UnregisterPartForSync( int part_id )
1492 {
1493 //part_id must starts from index = 1
1494 int offset;
1495 int mask;
1496
1497 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1498 {
1499 offset = part_id - 1;
1500 mask = 1 << offset;
1501
1502 m_SyncParts01 = m_SyncParts01 & ~mask;
1503 }
1504 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1505 {
1506 offset = ( part_id % 32 );
1507 mask = 1 << offset;
1508
1509 m_SyncParts02 = m_SyncParts02 & ~mask;
1510 }
1511 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1512 {
1513 offset = ( part_id % 63 );
1514 mask = 1 << offset;
1515
1516 m_SyncParts03 = m_SyncParts03 & ~mask;
1517 }
1518 }
1519
1520 bool IsPartBuildInSyncData( int part_id )
1521 {
1522 //part_id must starts from index = 1
1523 int offset;
1524 int mask;
1525
1526 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1527 {
1528 offset = part_id - 1;
1529 mask = 1 << offset;
1530
1531 if ( ( m_SyncParts01 & mask ) > 0 )
1532 {
1533 return true;
1534 }
1535 }
1536 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1537 {
1538 offset = ( part_id % 32 );
1539 mask = 1 << offset;
1540
1541 if ( ( m_SyncParts02 & mask ) > 0 )
1542 {
1543 return true;
1544 }
1545 }
1546 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1547 {
1548 offset = ( part_id % 63 );
1549 mask = 1 << offset;
1550
1551 if ( ( m_SyncParts03 & mask ) > 0 )
1552 {
1553 return true;
1554 }
1555 }
1556
1557 return false;
1558 }
1559
1560 protected void RegisterActionForSync( int part_id, int action_id )
1561 {
1562 m_InteractedPartId = part_id;
1563 m_PerformedActionId = action_id;
1564 }
1565
1566 protected void ResetActionSyncData()
1567 {
1568 //reset data
1569 m_InteractedPartId = -1;
1571 }
1572
1573 protected void SetActionFromSyncData()
1574 {
1575 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1576 {
1578 int build_action_id = m_PerformedActionId;
1579
1580 switch( build_action_id )
1581 {
1582 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1583 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1584 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1585 }
1586 }
1587 }
1588 //------
1589
1591 {
1592 string key = part.GetPartName();
1593 bool is_base = part.IsBase();
1594 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1595 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1596 if ( is_part_built_sync )
1597 {
1598 if ( !part.IsBuilt() )
1599 {
1600 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1601 GetConstruction().AddToConstructedParts( key );
1602 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1603
1604 if (is_base)
1605 {
1607 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1608 }
1609 }
1610 }
1611 else
1612 {
1613 if ( part.IsBuilt() )
1614 {
1615 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1616 GetConstruction().RemoveFromConstructedParts( key );
1617 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1618
1619 if (is_base)
1620 {
1622 AddProxyPhysics( ANIMATION_DEPLOYED );
1623 }
1624 }
1625 }
1626
1627 //check slot lock for material attachments
1628 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1629 }
1630
1631 //set construction parts based on synchronized data
1633 {
1634 Construction construction = GetConstruction();
1635 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1636
1637 for ( int i = 0; i < construction_parts.Count(); ++i )
1638 {
1639 string key = construction_parts.GetKey( i );
1640 ConstructionPart value = construction_parts.Get( key );
1641 SetPartFromSyncData(value);
1642 }
1643
1644 //regenerate navmesh
1645 UpdateNavmesh();
1646 }
1647
1648 protected ConstructionPart GetConstructionPartById( int id )
1649 {
1650 Construction construction = GetConstruction();
1651 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1652
1653 for ( int i = 0; i < construction_parts.Count(); ++i )
1654 {
1655 string key = construction_parts.GetKey( i );
1656 ConstructionPart value = construction_parts.Get( key );
1657
1658 if ( value.GetId() == id )
1659 {
1660 return value;
1661 }
1662 }
1663
1664 return NULL;
1665 }
1666 //
1667
1668 //Base
1669 bool HasBase()
1670 {
1671 return m_HasBase;
1672 }
1673
1674 void SetBaseState( bool has_base )
1675 {
1676 m_HasBase = has_base;
1677 }
1678
1679 override bool IsDeployable()
1680 {
1681 return true;
1682 }
1683
1684 bool IsOpened()
1685 {
1686 return false;
1687 }
1688
1689 //--- CONSTRUCTION KIT
1691 {
1692 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1693 if ( m_ConstructionKitHealth > 0 )
1694 {
1695 construction_kit.SetHealth( m_ConstructionKitHealth );
1696 }
1697
1698 return construction_kit;
1699 }
1700
1701 void CreateConstructionKitInHands(notnull PlayerBase player)
1702 {
1703 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1704 if ( m_ConstructionKitHealth > 0 )
1705 {
1706 construction_kit.SetHealth( m_ConstructionKitHealth );
1707 }
1708 }
1709
1710 protected vector GetKitSpawnPosition()
1711 {
1712 return GetPosition();
1713 }
1714
1715 protected string GetConstructionKitType()
1716 {
1717 return "";
1718 }
1719
1720 void DestroyConstructionKit( ItemBase construction_kit )
1721 {
1722 m_ConstructionKitHealth = construction_kit.GetHealth();
1723 g_Game.ObjectDelete( construction_kit );
1724 }
1725
1726 //--- CONSTRUCTION
1727 void DestroyConstruction()
1728 {
1729 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1730 g_Game.ObjectDelete( this );
1731 }
1732
1733 // --- EVENTS
1734 override void EEDelete(EntityAI parent)
1735 {
1736 super.EEDelete(parent);
1737
1738 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1739 {
1740 areaDamage.Destroy();
1741 }
1742
1743 }
1744
1745 override void OnStoreSave( ParamsWriteContext ctx )
1746 {
1747 super.OnStoreSave( ctx );
1748
1749 //sync parts 01
1750 ctx.Write( m_SyncParts01 );
1751 ctx.Write( m_SyncParts02 );
1752 ctx.Write( m_SyncParts03 );
1753
1754 ctx.Write( m_HasBase );
1755 }
1756
1757 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1758 {
1759 if ( !super.OnStoreLoad( ctx, version ) )
1760 return false;
1761
1762 //--- Base building data ---
1763 //Restore synced parts data
1764 if ( !ctx.Read( m_SyncParts01 ) )
1765 {
1766 m_SyncParts01 = 0; //set default
1767 return false;
1768 }
1769 if ( !ctx.Read( m_SyncParts02 ) )
1770 {
1771 m_SyncParts02 = 0; //set default
1772 return false;
1773 }
1774 if ( !ctx.Read( m_SyncParts03 ) )
1775 {
1776 m_SyncParts03 = 0; //set default
1777 return false;
1778 }
1779
1780 //has base
1781 if ( !ctx.Read( m_HasBase ) )
1782 {
1783 m_HasBase = false;
1784 return false;
1785 }
1786 //---
1787
1788 return true;
1789 }
1790
1791 override void AfterStoreLoad()
1792 {
1793 super.AfterStoreLoad();
1794
1796 {
1798 }
1799 }
1800
1802 {
1803 //update server data
1805
1806 //set base state
1807 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1808 SetBaseState( part.IsBuilt() ) ;
1809
1810 //synchronize after load
1812 }
1813
1814 override void OnCreatePhysics()
1815 {
1816 super.OnCreatePhysics();
1817
1818 ConstructionInit();
1820 }
1821
1822 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1823 {
1825 return;
1826
1827 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1828 }
1829
1830 override void EEOnAfterLoad()
1831 {
1833 {
1834 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1835 }
1836
1837 super.EEOnAfterLoad();
1838 }
1839
1840 override void EEItemAttached( EntityAI item, string slot_name )
1841 {
1842 super.EEItemAttached( item, slot_name );
1843
1844 CheckForHybridAttachments( item, slot_name );
1845 UpdateVisuals();
1846 UpdateAttachmentPhysics( slot_name, false );
1847 }
1848
1849 override void EEItemDetached( EntityAI item, string slot_name )
1850 {
1851 super.EEItemDetached( item, slot_name );
1852
1853 UpdateVisuals();
1854 UpdateAttachmentPhysics( slot_name, false );
1855 }
1856
1857 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1858 {
1859 string slot_name = InventorySlots.GetSlotName( slotId );
1860 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1861
1862 UpdateAttachmentVisuals( slot_name, locked );
1863 UpdateAttachmentPhysics( slot_name, locked );
1864 }
1865
1866 //ignore out of reach condition
1867 override bool IgnoreOutOfReachCondition()
1868 {
1869 return true;
1870 }
1871
1872 //CONSTRUCTION EVENTS
1873 //Build
1874 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1875 {
1876 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1877
1878 //check base state
1879 if (construtionPart.IsBase())
1880 {
1881 SetBaseState(true);
1882
1883 //spawn kit
1885 }
1886
1887 //register constructed parts for synchronization
1888 RegisterPartForSync(construtionPart.GetId());
1889
1890 //register action that was performed on part
1891 RegisterActionForSync(construtionPart.GetId(), action_id);
1892
1893 //synchronize
1895
1896 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1897
1898 UpdateNavmesh();
1899
1900 //update visuals
1901 UpdateVisuals();
1902
1903 //reset action sync data
1904 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1905 }
1906
1907 void OnPartBuiltClient(string part_name, int action_id)
1908 {
1909 //play sound
1910 SoundBuildStart( part_name );
1911 }
1912
1913 //Dismantle
1914 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1915 {
1916 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1917 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1918
1919 //register constructed parts for synchronization
1920 UnregisterPartForSync(construtionPart.GetId());
1921
1922 //register action that was performed on part
1923 RegisterActionForSync(construtionPart.GetId(), action_id);
1924
1925 //synchronize
1927
1928 // server part of sync, client will be synced from SetPartsFromSyncData
1929 SetPartFromSyncData(construtionPart);
1930
1931 UpdateNavmesh();
1932
1933 //update visuals
1934 UpdateVisuals();
1935
1936 //reset action sync data
1937 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1938
1939 //check base state
1940 if (construtionPart.IsBase())
1941 {
1942 //Destroy construction
1943 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
1944 }
1945 }
1946
1947 void OnPartDismantledClient( string part_name, int action_id )
1948 {
1949 //play sound
1950 SoundDismantleStart( part_name );
1951 }
1952
1953 //Destroy
1954 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
1955 {
1956 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
1957 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1958
1959 //register constructed parts for synchronization
1960 UnregisterPartForSync(construtionPart.GetId());
1961
1962 //register action that was performed on part
1963 RegisterActionForSync(construtionPart.GetId(), action_id);
1964
1965 //synchronize
1967
1968 // server part of sync, client will be synced from SetPartsFromSyncData
1969 SetPartFromSyncData(construtionPart);
1970
1971 UpdateNavmesh();
1972
1973 //update visuals
1974 UpdateVisuals();
1975
1976 //reset action sync data
1977 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1978
1979 //check base state
1980 if (construtionPart.IsBase())
1981 {
1982 //Destroy construction
1983 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
1984 }
1985 }
1986
1987 void OnPartDestroyedClient( string part_name, int action_id )
1988 {
1989 //play sound
1990 SoundDestroyStart( part_name );
1991 }
1992
1993 // --- UPDATE
1994 void InitBaseState()
1995 {
1996 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
1997
1998 InitVisuals();
1999 UpdateNavmesh(); //regenerate navmesh
2000 }
2001
2002 void InitVisuals()
2003 {
2004 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2005 //check base
2006 if ( !HasBase() )
2007 {
2008 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2009 }
2010 else
2011 {
2012 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2013 }
2014
2015 GetConstruction().InitVisuals();
2016 }
2017
2018 void UpdateVisuals()
2019 {
2020 array<string> attachmentSlots = new array<string>;
2021
2022 GetAttachmentSlots(this, attachmentSlots);
2023 foreach (string slotName : attachmentSlots)
2024 {
2026 }
2027
2028 //check base
2029 if (!HasBase())
2030 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2031 else
2032 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2033
2034 GetConstruction().UpdateVisuals();
2035 }
2036
2037 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2038 {
2039 string slotNameMounted = slot_name + "_Mounted";
2040 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2041
2042 if (attachment)
2043 {
2044 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2045 if (barbedWire && barbedWire.IsMounted())
2046 CreateAreaDamage(slotNameMounted);
2047 else
2048 DestroyAreaDamage(slotNameMounted);
2049
2050 if (is_locked)
2051 {
2052 SetAnimationPhase(slotNameMounted, 0);
2053 SetAnimationPhase(slot_name, 1);
2054 }
2055 else
2056 {
2057 SetAnimationPhase(slotNameMounted, 1);
2058 SetAnimationPhase(slot_name, 0);
2059 }
2060 }
2061 else
2062 {
2063 SetAnimationPhase(slotNameMounted, 1);
2064 SetAnimationPhase(slot_name, 1);
2065
2066 DestroyAreaDamage(slotNameMounted);
2067 }
2068 }
2069
2070 // avoid calling this function on frequent occasions, it's a massive performance hit
2071 void UpdatePhysics()
2072 {
2074 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2075
2076 array<string> attachmentSlots = new array<string>;
2077 GetAttachmentSlots(this, attachmentSlots);
2078
2080 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2081
2082 foreach (string slotName : attachmentSlots)
2083 {
2085 }
2086
2087 //check base
2088 if (!HasBase())
2089 {
2091 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2092
2093 AddProxyPhysics(ANIMATION_DEPLOYED);
2094 }
2095 else
2096 {
2098 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2099
2100 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2101 }
2102
2103 GetConstruction().UpdatePhysics();
2104 UpdateNavmesh();
2105 }
2106
2107 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2108 {
2109 //checks for invalid appends; hotfix
2110 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2111 return;
2112 //----------------------------------
2113 string slot_name_mounted = slot_name + "_Mounted";
2114 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2115
2116 //remove proxy physics
2117 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2118 RemoveProxyPhysics( slot_name_mounted );
2119 RemoveProxyPhysics( slot_name );
2120
2121 if ( attachment )
2122 {
2123 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2124 if ( is_locked )
2125 {
2126 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2127 AddProxyPhysics( slot_name_mounted );
2128 }
2129 else
2130 {
2131 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2132 AddProxyPhysics( slot_name );
2133 }
2134 }
2135 }
2136
2137 protected void UpdateNavmesh()
2138 {
2139 SetAffectPathgraph( true, false );
2140 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2141 }
2142
2143 override bool CanUseConstruction()
2144 {
2145 return true;
2146 }
2147
2148 override bool CanUseConstructionBuild()
2149 {
2150 return true;
2151 }
2152
2153 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2154 {
2155 if ( attachment )
2156 {
2157 InventoryLocation inventory_location = new InventoryLocation;
2158 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2159
2160 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2161 }
2162
2163 return false;
2164 }
2165
2166 protected bool IsAttachmentSlotLocked( string slot_name )
2167 {
2168 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2169 }
2170
2171 //--- ATTACHMENT SLOTS
2172 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2173 {
2174 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2175 if ( g_Game.ConfigIsExisting( config_path ) )
2176 {
2177 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2178 }
2179 }
2180
2181 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2182 {
2183 return true;
2184 }
2185
2186 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2187 {
2188 return true;
2189 }
2190
2191 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2192 {
2193 return true;
2194 }
2195
2196 // --- INIT
2198 {
2199 m_Construction = new Construction(this);
2200 return m_Construction;
2201 }
2202
2204 {
2205 return m_Construction;
2206 }
2207
2209 {
2210 return Construction.Cast(m_Construction);
2211 }
2212
2214 {
2215 int attachment_count = GetInventory().AttachmentCount();
2216 if ( attachment_count > 0 )
2217 {
2218 if ( HasBase() && attachment_count == 1 )
2219 {
2220 return false;
2221 }
2222
2223 return true;
2224 }
2225
2226 return false;
2227 }
2228
2229 override bool ShowZonesHealth()
2230 {
2231 return true;
2232 }
2233
2234 override bool IsTakeable()
2235 {
2236 return false;
2237 }
2238
2239 //this into/outo parent.Cargo
2240 override bool CanPutInCargo( EntityAI parent )
2241 {
2242 return false;
2243 }
2244
2245 override bool CanRemoveFromCargo( EntityAI parent )
2246 {
2247 return false;
2248 }
2249
2250 //hands
2251 override bool CanPutIntoHands( EntityAI parent )
2252 {
2253 return false;
2254 }
2255
2256 //--- ACTION CONDITIONS
2257 //direction
2258 override bool IsFacingPlayer( PlayerBase player, string selection )
2259 {
2260 return true;
2261 }
2262
2263 override bool IsPlayerInside( PlayerBase player, string selection )
2264 {
2265 return true;
2266 }
2267
2270 {
2271 return false;
2272 }
2273
2274 //roof check
2275 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2276 {
2277 return false;
2278 }
2279
2280 //selection->player distance check
2281 bool HasProperDistance( string selection, PlayerBase player )
2282 {
2283 return true;
2284 }
2285
2286 //folding
2288 {
2289 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2290 {
2291 return false;
2292 }
2293
2294 return true;
2295 }
2296
2298 {
2301
2302 return item;
2303 }
2304
2305 //Damage triggers (barbed wire)
2306 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2307 {
2308 if ( g_Game && g_Game.IsServer() )
2309 {
2310 //destroy area damage if some already exists
2311 DestroyAreaDamage( slot_name );
2312
2313 //create new area damage
2315 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2316
2317 vector min_max[2];
2318 if ( MemoryPointExists( slot_name + "_min" ) )
2319 {
2320 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2321 }
2322 if ( MemoryPointExists( slot_name + "_max" ) )
2323 {
2324 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2325 }
2326
2327 //get proper trigger extents (min<max)
2328 vector extents[2];
2329 GetConstruction().GetTriggerExtents( min_max, extents );
2330
2331 //get box center
2332 vector center;
2333 center = GetConstruction().GetBoxCenter( min_max );
2334 center = ModelToWorld( center );
2335
2336 //rotate center if needed
2338 CalcDamageAreaRotation( rotation_angle, center, orientation );
2339
2340 areaDamage.SetExtents( extents[0], extents[1] );
2341 areaDamage.SetAreaPosition( center );
2342 areaDamage.SetAreaOrientation( orientation );
2343 areaDamage.SetLoopInterval( 1.0 );
2344 areaDamage.SetDeferDuration( 0.2 );
2345 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2346 areaDamage.SetAmmoName( "BarbedWireHit" );
2347 areaDamage.Spawn();
2348
2349 m_DamageTriggers.Insert( slot_name, areaDamage );
2350 }
2351 }
2352
2353 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2354 {
2355 if ( angle_deg != 0 )
2356 {
2357 //orientation
2358 orientation[0] = orientation[0] - angle_deg;
2359
2360 //center
2361 vector rotate_axis;
2362 if ( MemoryPointExists( "rotate_axis" ) )
2363 {
2364 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2365 }
2366 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];
2367 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];
2368 center[0] = r_center_x;
2369 center[2] = r_center_z;
2370 }
2371 }
2372
2373 void DestroyAreaDamage( string slot_name )
2374 {
2375 if (g_Game && g_Game.IsServer())
2376 {
2378 if (m_DamageTriggers.Find(slot_name, areaDamage))
2379 {
2380 if (areaDamage)
2381 {
2382 areaDamage.Destroy();
2383 }
2384
2385 m_DamageTriggers.Remove( slot_name );
2386 }
2387 }
2388 }
2389
2390 override bool IsIgnoredByConstruction()
2391 {
2392 return true;
2393 }
2394
2395 //================================================================
2396 // SOUNDS
2397 //================================================================
2398 protected void SoundBuildStart( string part_name )
2399 {
2400 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2401 }
2402
2403 protected void SoundDismantleStart( string part_name )
2404 {
2405 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2406 }
2407
2408 protected void SoundDestroyStart( string part_name )
2409 {
2410 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2411 }
2412
2413 protected string GetBuildSoundByMaterial( string part_name )
2414 {
2415 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2416
2417 switch ( material_type )
2418 {
2419 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2420 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2421 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2422 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2423 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2424 }
2425
2426 return "";
2427 }
2428
2429 protected string GetDismantleSoundByMaterial( string part_name )
2430 {
2431 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2432
2433 switch ( material_type )
2434 {
2435 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2436 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2437 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2438 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2439 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2440 }
2441
2442 return "";
2443 }
2444
2445 //misc
2446 void CheckForHybridAttachments( EntityAI item, string slot_name )
2447 {
2448 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2449 {
2450 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2451 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2452 {
2453 SetHealth(slot_name,"Health",item.GetHealth());
2454 }
2455 }
2456 }
2457
2458 override int GetDamageSystemVersionChange()
2459 {
2460 return 111;
2461 }
2462
2463 override void SetActions()
2464 {
2465 super.SetActions();
2466
2470 }
2471
2472 protected void DestroyConstructedParts()
2473 {
2474 Construction construction = GetConstruction();
2475 if (!construction)
2476 return;
2477
2478 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2479 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2480 {
2481 ConstructionPart part = constructionParts.GetElement(i);
2482 if (part && part.IsBuilt() && !part.IsUtilityPart())
2483 {
2484 construction.DestroyPartServer(null, part.GetPartName(), -1);
2485 }
2486 }
2487 }
2488
2489 protected void HandleFallingForConstructedParts()
2490 {
2491 Construction construction = GetConstruction();
2492 if (!construction)
2493 return;
2494
2495 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2496 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2497 {
2498 ConstructionPart part = constructionParts.GetElement(i);
2499 if (part && part.IsBuilt() && !part.IsUtilityPart())
2500 {
2501 construction.HandleEntityFalling(part.GetPartName());
2502 }
2503 }
2504 }
2505
2507 override void OnItemFallRebuilding()
2508 {
2509 if (!g_Game.IsServer())
2510 return;
2511
2514
2515 if (DestroyOnFall())
2516 {
2518 {
2520 }
2521 else
2522 {
2524 {
2526 }
2527 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2528 }
2529 }
2530 }
2531
2533 {
2534 if (HasAnyAttachmentsOrCargo())
2535 {
2537 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2538 }
2539 }
2540
2541 //================================================================
2542 // DEBUG
2543 //================================================================
2544
2547 {
2548 return null;
2549 }
2550
2551 override void OnDebugSpawn()
2552 {
2553 FullyBuild();
2554 }
2555
2556 void FullyBuild()
2557 {
2559 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2560
2561 Man p;
2562
2563 #ifdef SERVER
2564 array<Man> players = new array<Man>;
2565 g_Game.GetWorld().GetPlayerList(players);
2566 if (players.Count())
2567 p = players[0];
2568 #else
2569 p = g_Game.GetPlayer();
2570 #endif
2571
2572 foreach (ConstructionPart part : parts)
2573 {
2574 bool excluded = false;
2575 string partName = part.GetPartName();
2576 if (excludes)
2577 {
2578 foreach (string exclude : excludes)
2579 {
2580 if (partName.Contains(exclude))
2581 {
2582 excluded = true;
2583 break;
2584 }
2585 }
2586 }
2587
2588 if (!excluded)
2589 {
2590 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2591 }
2592 }
2593
2594 GetConstruction().UpdateVisuals();
2595 }
2596
2598 //Deprecated code playpen//
2600 [Obsolete("handled in the Construction component directly")]
2601 protected void HandleItemFalling(ConstructionPart part)
2602 {
2603 }
2604
2605 [Obsolete("handled in the Construction component directly")]
2606 protected void ItemFall(vector min, vector max)
2607 {
2608 }
2609
2610 [Obsolete("obsolete debug method")]
2611 protected void DebugCustomState()
2612 {
2613 }
2614}
2615
2616void bsbDebugPrint (string s)
2617{
2618#ifdef BSB_DEBUG
2619 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2620#else
2621 //Print("" + s); // comment/uncomment to hide/see debug logs
2622#endif
2623}
2624void bsbDebugSpam (string s)
2625{
2626#ifdef BSB_DEBUG_SPAM
2627 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2628#else
2629 //Print("" + s); // comment/uncomment to hide/see debug logs
2630#endif
2631}
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