DayZ 1.30
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◆ SetPartsAfterStoreLoad()

void bsbDebugPrint::SetPartsAfterStoreLoad ( )
protected

См. определение в файле BaseBuildingBase.c строка 1764

1766{
1767 const string ANIMATION_DEPLOYED = "Deployed";
1768
1769 float m_ConstructionKitHealth; //stored health value for used construction kit
1770
1771 bool m_HasBase;
1772 //variables for synchronization of base building parts (2x31 is the current limit)
1773 int m_SyncParts01; //synchronization for already built parts (31 parts)
1774 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1775 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1776 int m_InteractedPartId; //construction part id that an action was performed on
1777 int m_PerformedActionId; //action id that was performed on a construction part
1778 protected ref ConstructionBasic m_Construction;
1779
1780 //Sounds
1781 //build
1782 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1783 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1784 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1785 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1786 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1787 //dismantle
1788 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1789 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1790 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1791 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1792 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1793
1794 protected EffectSound m_Sound;
1795
1799
1800 // Constructor
1801 void BaseBuildingBase()
1802 {
1804
1805 //synchronized variables
1806 RegisterNetSyncVariableInt( "m_SyncParts01" );
1807 RegisterNetSyncVariableInt( "m_SyncParts02" );
1808 RegisterNetSyncVariableInt( "m_SyncParts03" );
1809 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1810 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1811 RegisterNetSyncVariableBool( "m_HasBase" );
1812
1813 //Construction init
1814 ConstructionInit();
1815
1816 if (ConfigIsExisting("hybridAttachments"))
1817 {
1819 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1820 }
1821 if (ConfigIsExisting("mountables"))
1822 {
1824 ConfigGetTextArray("mountables", m_Mountables);
1825 }
1826
1827 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1828 SetAllowDamage(true);
1829 }
1830
1831 override string GetInvulnerabilityTypeString()
1832 {
1833 return "disableBaseDamage";
1834 }
1835
1836 override bool CanObstruct()
1837 {
1838 return true;
1839 }
1840
1841 override int GetHideIconMask()
1842 {
1843 return EInventoryIconVisibility.HIDE_VICINITY;
1844 }
1845
1846 override void InitItemSounds()
1847 {
1848 super.InitItemSounds();
1849
1851 SoundParameters params = new SoundParameters();
1852 params.m_Loop = true;
1853
1854 if (GetFoldSoundset() != string.Empty)
1855 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1856 if (GetLoopFoldSoundset() != string.Empty)
1857 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1858 }
1859
1860 override string GetFoldSoundset()
1861 {
1862 return "putDown_FenceKit_SoundSet";
1863 }
1864
1865 override string GetLoopFoldSoundset()
1866 {
1867 return "Shelter_Site_Build_Loop_SoundSet";
1868 }
1869
1870 // --- SYNCHRONIZATION
1872 {
1873 if ( g_Game.IsServer() )
1874 {
1875 SetSynchDirty();
1876 }
1877 }
1878
1879 override void OnVariablesSynchronized()
1880 {
1881 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1882 super.OnVariablesSynchronized();
1883
1884 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1885 }
1886
1887 protected void OnSynchronizedClient()
1888 {
1889 //update parts
1891
1892 //update action on part
1894
1895 //update visuals (client)
1896 UpdateVisuals();
1897 }
1898
1899 //parts synchronization
1900 void RegisterPartForSync( int part_id )
1901 {
1902 //part_id must starts from index = 1
1903 int offset;
1904 int mask;
1905
1906 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1907 {
1908 offset = part_id - 1;
1909 mask = 1 << offset;
1910
1911 m_SyncParts01 = m_SyncParts01 | mask;
1912 }
1913 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1914 {
1915 offset = ( part_id % 32 );
1916 mask = 1 << offset;
1917
1918 m_SyncParts02 = m_SyncParts02 | mask;
1919 }
1920 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1921 {
1922 offset = ( part_id % 63 );
1923 mask = 1 << offset;
1924
1925 m_SyncParts03 = m_SyncParts03 | mask;
1926 }
1927 }
1928
1929 void UnregisterPartForSync( int part_id )
1930 {
1931 //part_id must starts from index = 1
1932 int offset;
1933 int mask;
1934
1935 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1936 {
1937 offset = part_id - 1;
1938 mask = 1 << offset;
1939
1940 m_SyncParts01 = m_SyncParts01 & ~mask;
1941 }
1942 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1943 {
1944 offset = ( part_id % 32 );
1945 mask = 1 << offset;
1946
1947 m_SyncParts02 = m_SyncParts02 & ~mask;
1948 }
1949 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1950 {
1951 offset = ( part_id % 63 );
1952 mask = 1 << offset;
1953
1954 m_SyncParts03 = m_SyncParts03 & ~mask;
1955 }
1956 }
1957
1958 bool IsPartBuildInSyncData( int part_id )
1959 {
1960 //part_id must starts from index = 1
1961 int offset;
1962 int mask;
1963
1964 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1965 {
1966 offset = part_id - 1;
1967 mask = 1 << offset;
1968
1969 if ( ( m_SyncParts01 & mask ) > 0 )
1970 {
1971 return true;
1972 }
1973 }
1974 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1975 {
1976 offset = ( part_id % 32 );
1977 mask = 1 << offset;
1978
1979 if ( ( m_SyncParts02 & mask ) > 0 )
1980 {
1981 return true;
1982 }
1983 }
1984 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1985 {
1986 offset = ( part_id % 63 );
1987 mask = 1 << offset;
1988
1989 if ( ( m_SyncParts03 & mask ) > 0 )
1990 {
1991 return true;
1992 }
1993 }
1994
1995 return false;
1996 }
1997
1998 protected void RegisterActionForSync( int part_id, int action_id )
1999 {
2000 m_InteractedPartId = part_id;
2001 m_PerformedActionId = action_id;
2002 }
2003
2004 protected void ResetActionSyncData()
2005 {
2006 //reset data
2007 m_InteractedPartId = -1;
2009 }
2010
2011 protected void SetActionFromSyncData()
2012 {
2013 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2014 {
2016 int build_action_id = m_PerformedActionId;
2017
2018 switch( build_action_id )
2019 {
2020 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2021 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2022 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2023 }
2024 }
2025 }
2026 //------
2027
2029 {
2030 string key = part.GetPartName();
2031 bool is_base = part.IsBase();
2032 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2033 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2034 if ( is_part_built_sync )
2035 {
2036 if ( !part.IsBuilt() )
2037 {
2038 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2039 GetConstruction().AddToConstructedParts( key );
2040 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2041
2042 if (is_base)
2043 {
2045 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2046 }
2047 }
2048 }
2049 else
2050 {
2051 if ( part.IsBuilt() )
2052 {
2053 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2054 GetConstruction().RemoveFromConstructedParts( key );
2055 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2056
2057 if (is_base)
2058 {
2060 AddProxyPhysics( ANIMATION_DEPLOYED );
2061 }
2062 }
2063 }
2064
2065 //check slot lock for material attachments
2066 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2067 }
2068
2069 //set construction parts based on synchronized data
2071 {
2072 Construction construction = GetConstruction();
2073 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2074
2075 for ( int i = 0; i < construction_parts.Count(); ++i )
2076 {
2077 string key = construction_parts.GetKey( i );
2078 ConstructionPart value = construction_parts.Get( key );
2079 SetPartFromSyncData(value);
2080 }
2081
2082 //regenerate navmesh
2083 UpdateNavmesh();
2084 }
2085
2086 protected ConstructionPart GetConstructionPartById( int id )
2087 {
2088 Construction construction = GetConstruction();
2089 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2090
2091 for ( int i = 0; i < construction_parts.Count(); ++i )
2092 {
2093 string key = construction_parts.GetKey( i );
2094 ConstructionPart value = construction_parts.Get( key );
2095
2096 if ( value.GetId() == id )
2097 {
2098 return value;
2099 }
2100 }
2101
2102 return NULL;
2103 }
2104 //
2105
2106 //Base
2107 bool HasBase()
2108 {
2109 return m_HasBase;
2110 }
2111
2112 void SetBaseState( bool has_base )
2113 {
2114 m_HasBase = has_base;
2115 }
2116
2117 override bool IsDeployable()
2118 {
2119 return true;
2120 }
2121
2122 bool IsOpened()
2123 {
2124 return false;
2125 }
2126
2127 //--- CONSTRUCTION KIT
2129 {
2130 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2131 if ( m_ConstructionKitHealth > 0 )
2132 {
2133 construction_kit.SetHealth( m_ConstructionKitHealth );
2134 }
2135
2136 return construction_kit;
2137 }
2138
2139 void CreateConstructionKitInHands(notnull PlayerBase player)
2140 {
2141 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2142 if ( m_ConstructionKitHealth > 0 )
2143 {
2144 construction_kit.SetHealth( m_ConstructionKitHealth );
2145 }
2146 }
2147
2148 protected vector GetKitSpawnPosition()
2149 {
2150 return GetPosition();
2151 }
2152
2153 protected string GetConstructionKitType()
2154 {
2155 return "";
2156 }
2157
2158 void DestroyConstructionKit( ItemBase construction_kit )
2159 {
2160 m_ConstructionKitHealth = construction_kit.GetHealth();
2161 g_Game.ObjectDelete( construction_kit );
2162 }
2163
2164 //--- CONSTRUCTION
2165 void DestroyConstruction()
2166 {
2167 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2168 g_Game.ObjectDelete( this );
2169 }
2170
2171 // --- EVENTS
2172 override void EEDelete(EntityAI parent)
2173 {
2174 super.EEDelete(parent);
2175
2176 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2177 {
2178 areaDamage.Destroy();
2179 }
2180
2181 }
2182
2183 override void OnStoreSave( ParamsWriteContext ctx )
2184 {
2185 super.OnStoreSave( ctx );
2186
2187 //sync parts 01
2188 ctx.Write( m_SyncParts01 );
2189 ctx.Write( m_SyncParts02 );
2190 ctx.Write( m_SyncParts03 );
2191
2192 ctx.Write( m_HasBase );
2193 }
2194
2195 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2196 {
2197 if ( !super.OnStoreLoad( ctx, version ) )
2198 return false;
2199
2200 //--- Base building data ---
2201 //Restore synced parts data
2202 if ( !ctx.Read( m_SyncParts01 ) )
2203 {
2204 m_SyncParts01 = 0; //set default
2205 return false;
2206 }
2207 if ( !ctx.Read( m_SyncParts02 ) )
2208 {
2209 m_SyncParts02 = 0; //set default
2210 return false;
2211 }
2212 if ( !ctx.Read( m_SyncParts03 ) )
2213 {
2214 m_SyncParts03 = 0; //set default
2215 return false;
2216 }
2217
2218 //has base
2219 if ( !ctx.Read( m_HasBase ) )
2220 {
2221 m_HasBase = false;
2222 return false;
2223 }
2224 //---
2225
2226 return true;
2227 }
2228
2229 override void AfterStoreLoad()
2230 {
2231 super.AfterStoreLoad();
2232
2234 {
2236 }
2237 }
2238
2240 {
2241 //update server data
2243
2244 //set base state
2245 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2246 SetBaseState( part.IsBuilt() ) ;
2247
2248 //synchronize after load
2250 }
2251
2252 override void OnCreatePhysics()
2253 {
2254 super.OnCreatePhysics();
2255
2256 ConstructionInit();
2258 }
2259
2260 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2261 {
2263 return;
2264
2265 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2266 }
2267
2268 override void EEOnAfterLoad()
2269 {
2271 {
2272 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2273 }
2274
2275 super.EEOnAfterLoad();
2276 }
2277
2278 override void EEItemAttached( EntityAI item, string slot_name )
2279 {
2280 super.EEItemAttached( item, slot_name );
2281
2282 CheckForHybridAttachments( item, slot_name );
2283 UpdateVisuals();
2284 UpdateAttachmentPhysics( slot_name, false );
2285 }
2286
2287 override void EEItemDetached( EntityAI item, string slot_name )
2288 {
2289 super.EEItemDetached( item, slot_name );
2290
2291 UpdateVisuals();
2292 UpdateAttachmentPhysics( slot_name, false );
2293 }
2294
2295 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2296 {
2297 string slot_name = InventorySlots.GetSlotName( slotId );
2298 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2299
2300 UpdateAttachmentVisuals( slot_name, locked );
2301 UpdateAttachmentPhysics( slot_name, locked );
2302 }
2303
2304 //ignore out of reach condition
2305 override bool IgnoreOutOfReachCondition()
2306 {
2307 return true;
2308 }
2309
2310 //CONSTRUCTION EVENTS
2311 //Build
2312 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2313 {
2314 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2315
2316 //check base state
2317 if (construtionPart.IsBase())
2318 {
2319 SetBaseState(true);
2320
2321 //spawn kit
2323 }
2324
2325 //register constructed parts for synchronization
2326 RegisterPartForSync(construtionPart.GetId());
2327
2328 //register action that was performed on part
2329 RegisterActionForSync(construtionPart.GetId(), action_id);
2330
2331 //synchronize
2333
2334 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2335
2336 UpdateNavmesh();
2337
2338 //update visuals
2339 UpdateVisuals();
2340
2341 //reset action sync data
2342 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2343 }
2344
2345 void OnPartBuiltClient(string part_name, int action_id)
2346 {
2347 //play sound
2348 SoundBuildStart( part_name );
2349 }
2350
2351 //Dismantle
2352 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2353 {
2354 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2355 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2356
2357 //register constructed parts for synchronization
2358 UnregisterPartForSync(construtionPart.GetId());
2359
2360 //register action that was performed on part
2361 RegisterActionForSync(construtionPart.GetId(), action_id);
2362
2363 //synchronize
2365
2366 // server part of sync, client will be synced from SetPartsFromSyncData
2367 SetPartFromSyncData(construtionPart);
2368
2369 UpdateNavmesh();
2370
2371 //update visuals
2372 UpdateVisuals();
2373
2374 //reset action sync data
2375 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2376
2377 //check base state
2378 if (construtionPart.IsBase())
2379 {
2380 //Destroy construction
2381 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2382 }
2383 }
2384
2385 void OnPartDismantledClient( string part_name, int action_id )
2386 {
2387 //play sound
2388 SoundDismantleStart( part_name );
2389 }
2390
2391 //Destroy
2392 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2393 {
2394 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2395 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2396
2397 //register constructed parts for synchronization
2398 UnregisterPartForSync(construtionPart.GetId());
2399
2400 //register action that was performed on part
2401 RegisterActionForSync(construtionPart.GetId(), action_id);
2402
2403 //synchronize
2405
2406 // server part of sync, client will be synced from SetPartsFromSyncData
2407 SetPartFromSyncData(construtionPart);
2408
2409 UpdateNavmesh();
2410
2411 //update visuals
2412 UpdateVisuals();
2413
2414 //reset action sync data
2415 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2416
2417 //check base state
2418 if (construtionPart.IsBase())
2419 {
2420 //Destroy construction
2421 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2422 }
2423 }
2424
2425 void OnPartDestroyedClient( string part_name, int action_id )
2426 {
2427 //play sound
2428 SoundDestroyStart( part_name );
2429 }
2430
2431 // --- UPDATE
2432 void InitBaseState()
2433 {
2434 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2435
2436 InitVisuals();
2437 UpdateNavmesh(); //regenerate navmesh
2438 }
2439
2440 void InitVisuals()
2441 {
2442 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2443 //check base
2444 if ( !HasBase() )
2445 {
2446 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2447 }
2448 else
2449 {
2450 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2451 }
2452
2453 GetConstruction().InitVisuals();
2454 }
2455
2456 void UpdateVisuals()
2457 {
2458 array<string> attachmentSlots = new array<string>;
2459
2460 GetAttachmentSlots(this, attachmentSlots);
2461 foreach (string slotName : attachmentSlots)
2462 {
2464 }
2465
2466 //check base
2467 if (!HasBase())
2468 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2469 else
2470 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2471
2472 GetConstruction().UpdateVisuals();
2473 }
2474
2475 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2476 {
2477 string slotNameMounted = slot_name + "_Mounted";
2478 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2479
2480 if (attachment)
2481 {
2482 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2483 if (barbedWire && barbedWire.IsMounted())
2484 CreateAreaDamage(slotNameMounted);
2485 else
2486 DestroyAreaDamage(slotNameMounted);
2487
2488 if (is_locked)
2489 {
2490 SetAnimationPhase(slotNameMounted, 0);
2491 SetAnimationPhase(slot_name, 1);
2492 }
2493 else
2494 {
2495 SetAnimationPhase(slotNameMounted, 1);
2496 SetAnimationPhase(slot_name, 0);
2497 }
2498 }
2499 else
2500 {
2501 SetAnimationPhase(slotNameMounted, 1);
2502 SetAnimationPhase(slot_name, 1);
2503
2504 DestroyAreaDamage(slotNameMounted);
2505 }
2506 }
2507
2508 // avoid calling this function on frequent occasions, it's a massive performance hit
2509 void UpdatePhysics()
2510 {
2512 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2513
2514 array<string> attachmentSlots = new array<string>;
2515 GetAttachmentSlots(this, attachmentSlots);
2516
2518 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2519
2520 foreach (string slotName : attachmentSlots)
2521 {
2523 }
2524
2525 //check base
2526 if (!HasBase())
2527 {
2529 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2530
2531 AddProxyPhysics(ANIMATION_DEPLOYED);
2532 }
2533 else
2534 {
2536 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2537
2538 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2539 }
2540
2541 GetConstruction().UpdatePhysics();
2542 UpdateNavmesh();
2543 }
2544
2545 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2546 {
2547 //checks for invalid appends; hotfix
2548 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2549 return;
2550 //----------------------------------
2551 string slot_name_mounted = slot_name + "_Mounted";
2552 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2553
2554 //remove proxy physics
2555 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2556 RemoveProxyPhysics( slot_name_mounted );
2557 RemoveProxyPhysics( slot_name );
2558
2559 if ( attachment )
2560 {
2561 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2562 if ( is_locked )
2563 {
2564 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2565 AddProxyPhysics( slot_name_mounted );
2566 }
2567 else
2568 {
2569 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2570 AddProxyPhysics( slot_name );
2571 }
2572 }
2573 }
2574
2575 protected void UpdateNavmesh()
2576 {
2577 SetAffectPathgraph( true, false );
2578 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2579 }
2580
2581 override bool CanUseConstruction()
2582 {
2583 return true;
2584 }
2585
2586 override bool CanUseConstructionBuild()
2587 {
2588 return true;
2589 }
2590
2591 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2592 {
2593 if ( attachment )
2594 {
2595 InventoryLocation inventory_location = new InventoryLocation;
2596 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2597
2598 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2599 }
2600
2601 return false;
2602 }
2603
2604 protected bool IsAttachmentSlotLocked( string slot_name )
2605 {
2606 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2607 }
2608
2609 //--- ATTACHMENT SLOTS
2610 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2611 {
2612 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2613 if ( g_Game.ConfigIsExisting( config_path ) )
2614 {
2615 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2616 }
2617 }
2618
2619 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2620 {
2621 return true;
2622 }
2623
2624 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2625 {
2626 return true;
2627 }
2628
2629 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2630 {
2631 return true;
2632 }
2633
2634 // --- INIT
2636 {
2637 m_Construction = new Construction(this);
2638 return m_Construction;
2639 }
2640
2642 {
2643 return m_Construction;
2644 }
2645
2647 {
2648 return Construction.Cast(m_Construction);
2649 }
2650
2652 {
2653 int attachment_count = GetInventory().AttachmentCount();
2654 if ( attachment_count > 0 )
2655 {
2656 if ( HasBase() && attachment_count == 1 )
2657 {
2658 return false;
2659 }
2660
2661 return true;
2662 }
2663
2664 return false;
2665 }
2666
2667 override bool ShowZonesHealth()
2668 {
2669 return true;
2670 }
2671
2672 override bool IsTakeable()
2673 {
2674 return false;
2675 }
2676
2677 //this into/outo parent.Cargo
2678 override bool CanPutInCargo( EntityAI parent )
2679 {
2680 return false;
2681 }
2682
2683 override bool CanRemoveFromCargo( EntityAI parent )
2684 {
2685 return false;
2686 }
2687
2688 //hands
2689 override bool CanPutIntoHands( EntityAI parent )
2690 {
2691 return false;
2692 }
2693
2694 //--- ACTION CONDITIONS
2695 //direction
2696 override bool IsFacingPlayer( PlayerBase player, string selection )
2697 {
2698 return true;
2699 }
2700
2701 override bool IsPlayerInside( PlayerBase player, string selection )
2702 {
2703 return true;
2704 }
2705
2708 {
2709 return false;
2710 }
2711
2712 //roof check
2713 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2714 {
2715 return false;
2716 }
2717
2718 //selection->player distance check
2719 bool HasProperDistance( string selection, PlayerBase player )
2720 {
2721 return true;
2722 }
2723
2724 //folding
2726 {
2727 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2728 {
2729 return false;
2730 }
2731
2732 return true;
2733 }
2734
2736 {
2739
2740 return item;
2741 }
2742
2743 //Damage triggers (barbed wire)
2744 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2745 {
2746 if ( g_Game && g_Game.IsServer() )
2747 {
2748 //destroy area damage if some already exists
2749 DestroyAreaDamage( slot_name );
2750
2751 //create new area damage
2753 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2754
2755 vector min_max[2];
2756 if ( MemoryPointExists( slot_name + "_min" ) )
2757 {
2758 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2759 }
2760 if ( MemoryPointExists( slot_name + "_max" ) )
2761 {
2762 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2763 }
2764
2765 //get proper trigger extents (min<max)
2766 vector extents[2];
2767 GetConstruction().GetTriggerExtents( min_max, extents );
2768
2769 //get box center
2770 vector center;
2771 center = GetConstruction().GetBoxCenter( min_max );
2772 center = ModelToWorld( center );
2773
2774 //rotate center if needed
2776 CalcDamageAreaRotation( rotation_angle, center, orientation );
2777
2778 areaDamage.SetExtents( extents[0], extents[1] );
2779 areaDamage.SetAreaPosition( center );
2780 areaDamage.SetAreaOrientation( orientation );
2781 areaDamage.SetLoopInterval( 1.0 );
2782 areaDamage.SetDeferDuration( 0.2 );
2783 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2784 areaDamage.SetAmmoName( "BarbedWireHit" );
2785 areaDamage.Spawn();
2786
2787 m_DamageTriggers.Insert( slot_name, areaDamage );
2788 }
2789 }
2790
2791 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2792 {
2793 if ( angle_deg != 0 )
2794 {
2795 //orientation
2796 orientation[0] = orientation[0] - angle_deg;
2797
2798 //center
2799 vector rotate_axis;
2800 if ( MemoryPointExists( "rotate_axis" ) )
2801 {
2802 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2803 }
2804 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];
2805 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];
2806 center[0] = r_center_x;
2807 center[2] = r_center_z;
2808 }
2809 }
2810
2811 void DestroyAreaDamage( string slot_name )
2812 {
2813 if (g_Game && g_Game.IsServer())
2814 {
2816 if (m_DamageTriggers.Find(slot_name, areaDamage))
2817 {
2818 if (areaDamage)
2819 {
2820 areaDamage.Destroy();
2821 }
2822
2823 m_DamageTriggers.Remove( slot_name );
2824 }
2825 }
2826 }
2827
2828 override bool IsIgnoredByConstruction()
2829 {
2830 return true;
2831 }
2832
2833 //================================================================
2834 // SOUNDS
2835 //================================================================
2836 protected void SoundBuildStart( string part_name )
2837 {
2838 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2839 }
2840
2841 protected void SoundDismantleStart( string part_name )
2842 {
2843 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2844 }
2845
2846 protected void SoundDestroyStart( string part_name )
2847 {
2848 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2849 }
2850
2851 protected string GetBuildSoundByMaterial( string part_name )
2852 {
2853 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2854
2855 switch ( material_type )
2856 {
2857 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2858 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2859 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2860 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2861 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2862 }
2863
2864 return "";
2865 }
2866
2867 protected string GetDismantleSoundByMaterial( string part_name )
2868 {
2869 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2870
2871 switch ( material_type )
2872 {
2873 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2874 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2875 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2876 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2877 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2878 }
2879
2880 return "";
2881 }
2882
2883 //misc
2884 void CheckForHybridAttachments( EntityAI item, string slot_name )
2885 {
2886 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2887 {
2888 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2889 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2890 {
2891 SetHealth(slot_name,"Health",item.GetHealth());
2892 }
2893 }
2894 }
2895
2896 override int GetDamageSystemVersionChange()
2897 {
2898 return 111;
2899 }
2900
2901 override void SetActions()
2902 {
2903 super.SetActions();
2904
2908 }
2909
2910 protected void DestroyConstructedParts()
2911 {
2912 Construction construction = GetConstruction();
2913 if (!construction)
2914 return;
2915
2916 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2917 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2918 {
2919 ConstructionPart part = constructionParts.GetElement(i);
2920 if (part && part.IsBuilt() && !part.IsUtilityPart())
2921 {
2922 construction.DestroyPartServer(null, part.GetPartName(), -1);
2923 }
2924 }
2925 }
2926
2927 protected void HandleFallingForConstructedParts()
2928 {
2929 Construction construction = GetConstruction();
2930 if (!construction)
2931 return;
2932
2933 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2934 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2935 {
2936 ConstructionPart part = constructionParts.GetElement(i);
2937 if (part && part.IsBuilt() && !part.IsUtilityPart())
2938 {
2939 construction.HandleEntityFalling(part.GetPartName());
2940 }
2941 }
2942 }
2943
2945 override void OnItemFallRebuilding()
2946 {
2947 if (!g_Game.IsServer())
2948 return;
2949
2952
2953 if (DestroyOnFall())
2954 {
2956 {
2958 }
2959 else
2960 {
2962 {
2964 }
2965 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2966 }
2967 }
2968 }
2969
2971 {
2972 if (HasAnyAttachmentsOrCargo())
2973 {
2975 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2976 }
2977 }
2978
2979 //================================================================
2980 // DEBUG
2981 //================================================================
2982
2985 {
2986 return null;
2987 }
2988
2989 override void OnDebugSpawn()
2990 {
2991 FullyBuild();
2992 }
2993
2994 void FullyBuild()
2995 {
2997 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2998
2999 Man p;
3000
3001 #ifdef SERVER
3002 array<Man> players = new array<Man>;
3003 g_Game.GetWorld().GetPlayerList(players);
3004 if (players.Count())
3005 p = players[0];
3006 #else
3007 p = g_Game.GetPlayer();
3008 #endif
3009
3010 foreach (ConstructionPart part : parts)
3011 {
3012 bool excluded = false;
3013 string partName = part.GetPartName();
3014 if (excludes)
3015 {
3016 foreach (string exclude : excludes)
3017 {
3018 if (partName.Contains(exclude))
3019 {
3020 excluded = true;
3021 break;
3022 }
3023 }
3024 }
3025
3026 if (!excluded)
3027 {
3028 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3029 }
3030 }
3031
3032 GetConstruction().UpdateVisuals();
3033 }
3034
3036 //Deprecated code playpen//
3038 [Obsolete("handled in the Construction component directly")]
3039 protected void HandleItemFalling(ConstructionPart part)
3040 {
3041 }
3042
3043 [Obsolete("handled in the Construction component directly")]
3044 protected void ItemFall(vector min, vector max)
3045 {
3046 }
3047
3048 [Obsolete("obsolete debug method")]
3049 protected void DebugCustomState()
3050 {
3051 }
3052}
3053
3054void bsbDebugPrint (string s)
3055{
3056#ifdef BSB_DEBUG
3057 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3058#else
3059 //Print("" + s); // comment/uncomment to hide/see debug logs
3060#endif
3061}
3062void bsbDebugSpam (string s)
3063{
3064#ifdef BSB_DEBUG_SPAM
3065 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3066#else
3067 //Print("" + s); // comment/uncomment to hide/see debug logs
3068#endif
3069}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в ItemBase::AfterStoreLoad() и ItemBase::OnCreatePhysics().