DayZ 1.30
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◆ DestroyConstruction()

void bsbDebugPrint::DestroyConstruction ( )
protected

См. определение в файле BaseBuildingBase.c строка 1690

1692{
1693 const string ANIMATION_DEPLOYED = "Deployed";
1694
1695 float m_ConstructionKitHealth; //stored health value for used construction kit
1696
1697 bool m_HasBase;
1698 //variables for synchronization of base building parts (2x31 is the current limit)
1699 int m_SyncParts01; //synchronization for already built parts (31 parts)
1700 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1701 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1702 int m_InteractedPartId; //construction part id that an action was performed on
1703 int m_PerformedActionId; //action id that was performed on a construction part
1704 protected ref ConstructionBasic m_Construction;
1705
1706 //Sounds
1707 //build
1708 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1709 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1710 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1711 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1712 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1713 //dismantle
1714 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1715 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1716 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1717 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1718 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1719
1720 protected EffectSound m_Sound;
1721
1725
1726 // Constructor
1727 void BaseBuildingBase()
1728 {
1730
1731 //synchronized variables
1732 RegisterNetSyncVariableInt( "m_SyncParts01" );
1733 RegisterNetSyncVariableInt( "m_SyncParts02" );
1734 RegisterNetSyncVariableInt( "m_SyncParts03" );
1735 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1736 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1737 RegisterNetSyncVariableBool( "m_HasBase" );
1738
1739 //Construction init
1740 ConstructionInit();
1741
1742 if (ConfigIsExisting("hybridAttachments"))
1743 {
1745 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1746 }
1747 if (ConfigIsExisting("mountables"))
1748 {
1750 ConfigGetTextArray("mountables", m_Mountables);
1751 }
1752
1753 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1754 SetAllowDamage(true);
1755 }
1756
1757 override string GetInvulnerabilityTypeString()
1758 {
1759 return "disableBaseDamage";
1760 }
1761
1762 override bool CanObstruct()
1763 {
1764 return true;
1765 }
1766
1767 override int GetHideIconMask()
1768 {
1769 return EInventoryIconVisibility.HIDE_VICINITY;
1770 }
1771
1772 override void InitItemSounds()
1773 {
1774 super.InitItemSounds();
1775
1777 SoundParameters params = new SoundParameters();
1778 params.m_Loop = true;
1779
1780 if (GetFoldSoundset() != string.Empty)
1781 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1782 if (GetLoopFoldSoundset() != string.Empty)
1783 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1784 }
1785
1786 override string GetFoldSoundset()
1787 {
1788 return "putDown_FenceKit_SoundSet";
1789 }
1790
1791 override string GetLoopFoldSoundset()
1792 {
1793 return "Shelter_Site_Build_Loop_SoundSet";
1794 }
1795
1796 // --- SYNCHRONIZATION
1798 {
1799 if ( g_Game.IsServer() )
1800 {
1801 SetSynchDirty();
1802 }
1803 }
1804
1805 override void OnVariablesSynchronized()
1806 {
1807 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1808 super.OnVariablesSynchronized();
1809
1810 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1811 }
1812
1813 protected void OnSynchronizedClient()
1814 {
1815 //update parts
1817
1818 //update action on part
1820
1821 //update visuals (client)
1822 UpdateVisuals();
1823 }
1824
1825 //parts synchronization
1826 void RegisterPartForSync( int part_id )
1827 {
1828 //part_id must starts from index = 1
1829 int offset;
1830 int mask;
1831
1832 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1833 {
1834 offset = part_id - 1;
1835 mask = 1 << offset;
1836
1837 m_SyncParts01 = m_SyncParts01 | mask;
1838 }
1839 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1840 {
1841 offset = ( part_id % 32 );
1842 mask = 1 << offset;
1843
1844 m_SyncParts02 = m_SyncParts02 | mask;
1845 }
1846 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1847 {
1848 offset = ( part_id % 63 );
1849 mask = 1 << offset;
1850
1851 m_SyncParts03 = m_SyncParts03 | mask;
1852 }
1853 }
1854
1855 void UnregisterPartForSync( int part_id )
1856 {
1857 //part_id must starts from index = 1
1858 int offset;
1859 int mask;
1860
1861 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1862 {
1863 offset = part_id - 1;
1864 mask = 1 << offset;
1865
1866 m_SyncParts01 = m_SyncParts01 & ~mask;
1867 }
1868 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1869 {
1870 offset = ( part_id % 32 );
1871 mask = 1 << offset;
1872
1873 m_SyncParts02 = m_SyncParts02 & ~mask;
1874 }
1875 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1876 {
1877 offset = ( part_id % 63 );
1878 mask = 1 << offset;
1879
1880 m_SyncParts03 = m_SyncParts03 & ~mask;
1881 }
1882 }
1883
1884 bool IsPartBuildInSyncData( int part_id )
1885 {
1886 //part_id must starts from index = 1
1887 int offset;
1888 int mask;
1889
1890 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1891 {
1892 offset = part_id - 1;
1893 mask = 1 << offset;
1894
1895 if ( ( m_SyncParts01 & mask ) > 0 )
1896 {
1897 return true;
1898 }
1899 }
1900 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1901 {
1902 offset = ( part_id % 32 );
1903 mask = 1 << offset;
1904
1905 if ( ( m_SyncParts02 & mask ) > 0 )
1906 {
1907 return true;
1908 }
1909 }
1910 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1911 {
1912 offset = ( part_id % 63 );
1913 mask = 1 << offset;
1914
1915 if ( ( m_SyncParts03 & mask ) > 0 )
1916 {
1917 return true;
1918 }
1919 }
1920
1921 return false;
1922 }
1923
1924 protected void RegisterActionForSync( int part_id, int action_id )
1925 {
1926 m_InteractedPartId = part_id;
1927 m_PerformedActionId = action_id;
1928 }
1929
1930 protected void ResetActionSyncData()
1931 {
1932 //reset data
1933 m_InteractedPartId = -1;
1935 }
1936
1937 protected void SetActionFromSyncData()
1938 {
1939 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1940 {
1942 int build_action_id = m_PerformedActionId;
1943
1944 switch( build_action_id )
1945 {
1946 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1947 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1948 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1949 }
1950 }
1951 }
1952 //------
1953
1955 {
1956 string key = part.GetPartName();
1957 bool is_base = part.IsBase();
1958 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1959 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1960 if ( is_part_built_sync )
1961 {
1962 if ( !part.IsBuilt() )
1963 {
1964 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1965 GetConstruction().AddToConstructedParts( key );
1966 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1967
1968 if (is_base)
1969 {
1971 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1972 }
1973 }
1974 }
1975 else
1976 {
1977 if ( part.IsBuilt() )
1978 {
1979 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1980 GetConstruction().RemoveFromConstructedParts( key );
1981 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1982
1983 if (is_base)
1984 {
1986 AddProxyPhysics( ANIMATION_DEPLOYED );
1987 }
1988 }
1989 }
1990
1991 //check slot lock for material attachments
1992 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1993 }
1994
1995 //set construction parts based on synchronized data
1997 {
1998 Construction construction = GetConstruction();
1999 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2000
2001 for ( int i = 0; i < construction_parts.Count(); ++i )
2002 {
2003 string key = construction_parts.GetKey( i );
2004 ConstructionPart value = construction_parts.Get( key );
2005 SetPartFromSyncData(value);
2006 }
2007
2008 //regenerate navmesh
2009 UpdateNavmesh();
2010 }
2011
2012 protected ConstructionPart GetConstructionPartById( int id )
2013 {
2014 Construction construction = GetConstruction();
2015 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2016
2017 for ( int i = 0; i < construction_parts.Count(); ++i )
2018 {
2019 string key = construction_parts.GetKey( i );
2020 ConstructionPart value = construction_parts.Get( key );
2021
2022 if ( value.GetId() == id )
2023 {
2024 return value;
2025 }
2026 }
2027
2028 return NULL;
2029 }
2030 //
2031
2032 //Base
2033 bool HasBase()
2034 {
2035 return m_HasBase;
2036 }
2037
2038 void SetBaseState( bool has_base )
2039 {
2040 m_HasBase = has_base;
2041 }
2042
2043 override bool IsDeployable()
2044 {
2045 return true;
2046 }
2047
2048 bool IsOpened()
2049 {
2050 return false;
2051 }
2052
2053 //--- CONSTRUCTION KIT
2055 {
2056 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2057 if ( m_ConstructionKitHealth > 0 )
2058 {
2059 construction_kit.SetHealth( m_ConstructionKitHealth );
2060 }
2061
2062 return construction_kit;
2063 }
2064
2065 void CreateConstructionKitInHands(notnull PlayerBase player)
2066 {
2067 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2068 if ( m_ConstructionKitHealth > 0 )
2069 {
2070 construction_kit.SetHealth( m_ConstructionKitHealth );
2071 }
2072 }
2073
2074 protected vector GetKitSpawnPosition()
2075 {
2076 return GetPosition();
2077 }
2078
2079 protected string GetConstructionKitType()
2080 {
2081 return "";
2082 }
2083
2084 void DestroyConstructionKit( ItemBase construction_kit )
2085 {
2086 m_ConstructionKitHealth = construction_kit.GetHealth();
2087 g_Game.ObjectDelete( construction_kit );
2088 }
2089
2090 //--- CONSTRUCTION
2091 void DestroyConstruction()
2092 {
2093 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2094 g_Game.ObjectDelete( this );
2095 }
2096
2097 // --- EVENTS
2098 override void EEDelete(EntityAI parent)
2099 {
2100 super.EEDelete(parent);
2101
2102 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2103 {
2104 areaDamage.Destroy();
2105 }
2106
2107 }
2108
2109 override void OnStoreSave( ParamsWriteContext ctx )
2110 {
2111 super.OnStoreSave( ctx );
2112
2113 //sync parts 01
2114 ctx.Write( m_SyncParts01 );
2115 ctx.Write( m_SyncParts02 );
2116 ctx.Write( m_SyncParts03 );
2117
2118 ctx.Write( m_HasBase );
2119 }
2120
2121 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2122 {
2123 if ( !super.OnStoreLoad( ctx, version ) )
2124 return false;
2125
2126 //--- Base building data ---
2127 //Restore synced parts data
2128 if ( !ctx.Read( m_SyncParts01 ) )
2129 {
2130 m_SyncParts01 = 0; //set default
2131 return false;
2132 }
2133 if ( !ctx.Read( m_SyncParts02 ) )
2134 {
2135 m_SyncParts02 = 0; //set default
2136 return false;
2137 }
2138 if ( !ctx.Read( m_SyncParts03 ) )
2139 {
2140 m_SyncParts03 = 0; //set default
2141 return false;
2142 }
2143
2144 //has base
2145 if ( !ctx.Read( m_HasBase ) )
2146 {
2147 m_HasBase = false;
2148 return false;
2149 }
2150 //---
2151
2152 return true;
2153 }
2154
2155 override void AfterStoreLoad()
2156 {
2157 super.AfterStoreLoad();
2158
2160 {
2162 }
2163 }
2164
2166 {
2167 //update server data
2169
2170 //set base state
2171 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2172 SetBaseState( part.IsBuilt() ) ;
2173
2174 //synchronize after load
2176 }
2177
2178 override void OnCreatePhysics()
2179 {
2180 super.OnCreatePhysics();
2181
2182 ConstructionInit();
2184 }
2185
2186 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2187 {
2189 return;
2190
2191 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2192 }
2193
2194 override void EEOnAfterLoad()
2195 {
2197 {
2198 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2199 }
2200
2201 super.EEOnAfterLoad();
2202 }
2203
2204 override void EEItemAttached( EntityAI item, string slot_name )
2205 {
2206 super.EEItemAttached( item, slot_name );
2207
2208 CheckForHybridAttachments( item, slot_name );
2209 UpdateVisuals();
2210 UpdateAttachmentPhysics( slot_name, false );
2211 }
2212
2213 override void EEItemDetached( EntityAI item, string slot_name )
2214 {
2215 super.EEItemDetached( item, slot_name );
2216
2217 UpdateVisuals();
2218 UpdateAttachmentPhysics( slot_name, false );
2219 }
2220
2221 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2222 {
2223 string slot_name = InventorySlots.GetSlotName( slotId );
2224 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2225
2226 UpdateAttachmentVisuals( slot_name, locked );
2227 UpdateAttachmentPhysics( slot_name, locked );
2228 }
2229
2230 //ignore out of reach condition
2231 override bool IgnoreOutOfReachCondition()
2232 {
2233 return true;
2234 }
2235
2236 //CONSTRUCTION EVENTS
2237 //Build
2238 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2239 {
2240 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2241
2242 //check base state
2243 if (construtionPart.IsBase())
2244 {
2245 SetBaseState(true);
2246
2247 //spawn kit
2249 }
2250
2251 //register constructed parts for synchronization
2252 RegisterPartForSync(construtionPart.GetId());
2253
2254 //register action that was performed on part
2255 RegisterActionForSync(construtionPart.GetId(), action_id);
2256
2257 //synchronize
2259
2260 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2261
2262 UpdateNavmesh();
2263
2264 //update visuals
2265 UpdateVisuals();
2266
2267 //reset action sync data
2268 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2269 }
2270
2271 void OnPartBuiltClient(string part_name, int action_id)
2272 {
2273 //play sound
2274 SoundBuildStart( part_name );
2275 }
2276
2277 //Dismantle
2278 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2279 {
2280 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2281 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2282
2283 //register constructed parts for synchronization
2284 UnregisterPartForSync(construtionPart.GetId());
2285
2286 //register action that was performed on part
2287 RegisterActionForSync(construtionPart.GetId(), action_id);
2288
2289 //synchronize
2291
2292 // server part of sync, client will be synced from SetPartsFromSyncData
2293 SetPartFromSyncData(construtionPart);
2294
2295 UpdateNavmesh();
2296
2297 //update visuals
2298 UpdateVisuals();
2299
2300 //reset action sync data
2301 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2302
2303 //check base state
2304 if (construtionPart.IsBase())
2305 {
2306 //Destroy construction
2307 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2308 }
2309 }
2310
2311 void OnPartDismantledClient( string part_name, int action_id )
2312 {
2313 //play sound
2314 SoundDismantleStart( part_name );
2315 }
2316
2317 //Destroy
2318 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2319 {
2320 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2321 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2322
2323 //register constructed parts for synchronization
2324 UnregisterPartForSync(construtionPart.GetId());
2325
2326 //register action that was performed on part
2327 RegisterActionForSync(construtionPart.GetId(), action_id);
2328
2329 //synchronize
2331
2332 // server part of sync, client will be synced from SetPartsFromSyncData
2333 SetPartFromSyncData(construtionPart);
2334
2335 UpdateNavmesh();
2336
2337 //update visuals
2338 UpdateVisuals();
2339
2340 //reset action sync data
2341 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2342
2343 //check base state
2344 if (construtionPart.IsBase())
2345 {
2346 //Destroy construction
2347 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2348 }
2349 }
2350
2351 void OnPartDestroyedClient( string part_name, int action_id )
2352 {
2353 //play sound
2354 SoundDestroyStart( part_name );
2355 }
2356
2357 // --- UPDATE
2358 void InitBaseState()
2359 {
2360 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2361
2362 InitVisuals();
2363 UpdateNavmesh(); //regenerate navmesh
2364 }
2365
2366 void InitVisuals()
2367 {
2368 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2369 //check base
2370 if ( !HasBase() )
2371 {
2372 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2373 }
2374 else
2375 {
2376 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2377 }
2378
2379 GetConstruction().InitVisuals();
2380 }
2381
2382 void UpdateVisuals()
2383 {
2384 array<string> attachmentSlots = new array<string>;
2385
2386 GetAttachmentSlots(this, attachmentSlots);
2387 foreach (string slotName : attachmentSlots)
2388 {
2390 }
2391
2392 //check base
2393 if (!HasBase())
2394 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2395 else
2396 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2397
2398 GetConstruction().UpdateVisuals();
2399 }
2400
2401 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2402 {
2403 string slotNameMounted = slot_name + "_Mounted";
2404 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2405
2406 if (attachment)
2407 {
2408 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2409 if (barbedWire && barbedWire.IsMounted())
2410 CreateAreaDamage(slotNameMounted);
2411 else
2412 DestroyAreaDamage(slotNameMounted);
2413
2414 if (is_locked)
2415 {
2416 SetAnimationPhase(slotNameMounted, 0);
2417 SetAnimationPhase(slot_name, 1);
2418 }
2419 else
2420 {
2421 SetAnimationPhase(slotNameMounted, 1);
2422 SetAnimationPhase(slot_name, 0);
2423 }
2424 }
2425 else
2426 {
2427 SetAnimationPhase(slotNameMounted, 1);
2428 SetAnimationPhase(slot_name, 1);
2429
2430 DestroyAreaDamage(slotNameMounted);
2431 }
2432 }
2433
2434 // avoid calling this function on frequent occasions, it's a massive performance hit
2435 void UpdatePhysics()
2436 {
2438 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2439
2440 array<string> attachmentSlots = new array<string>;
2441 GetAttachmentSlots(this, attachmentSlots);
2442
2444 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2445
2446 foreach (string slotName : attachmentSlots)
2447 {
2449 }
2450
2451 //check base
2452 if (!HasBase())
2453 {
2455 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2456
2457 AddProxyPhysics(ANIMATION_DEPLOYED);
2458 }
2459 else
2460 {
2462 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2463
2464 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2465 }
2466
2467 GetConstruction().UpdatePhysics();
2468 UpdateNavmesh();
2469 }
2470
2471 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2472 {
2473 //checks for invalid appends; hotfix
2474 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2475 return;
2476 //----------------------------------
2477 string slot_name_mounted = slot_name + "_Mounted";
2478 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2479
2480 //remove proxy physics
2481 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2482 RemoveProxyPhysics( slot_name_mounted );
2483 RemoveProxyPhysics( slot_name );
2484
2485 if ( attachment )
2486 {
2487 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2488 if ( is_locked )
2489 {
2490 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2491 AddProxyPhysics( slot_name_mounted );
2492 }
2493 else
2494 {
2495 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2496 AddProxyPhysics( slot_name );
2497 }
2498 }
2499 }
2500
2501 protected void UpdateNavmesh()
2502 {
2503 SetAffectPathgraph( true, false );
2504 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2505 }
2506
2507 override bool CanUseConstruction()
2508 {
2509 return true;
2510 }
2511
2512 override bool CanUseConstructionBuild()
2513 {
2514 return true;
2515 }
2516
2517 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2518 {
2519 if ( attachment )
2520 {
2521 InventoryLocation inventory_location = new InventoryLocation;
2522 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2523
2524 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2525 }
2526
2527 return false;
2528 }
2529
2530 protected bool IsAttachmentSlotLocked( string slot_name )
2531 {
2532 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2533 }
2534
2535 //--- ATTACHMENT SLOTS
2536 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2537 {
2538 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2539 if ( g_Game.ConfigIsExisting( config_path ) )
2540 {
2541 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2542 }
2543 }
2544
2545 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2546 {
2547 return true;
2548 }
2549
2550 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2551 {
2552 return true;
2553 }
2554
2555 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2556 {
2557 return true;
2558 }
2559
2560 // --- INIT
2562 {
2563 m_Construction = new Construction(this);
2564 return m_Construction;
2565 }
2566
2568 {
2569 return m_Construction;
2570 }
2571
2573 {
2574 return Construction.Cast(m_Construction);
2575 }
2576
2578 {
2579 int attachment_count = GetInventory().AttachmentCount();
2580 if ( attachment_count > 0 )
2581 {
2582 if ( HasBase() && attachment_count == 1 )
2583 {
2584 return false;
2585 }
2586
2587 return true;
2588 }
2589
2590 return false;
2591 }
2592
2593 override bool ShowZonesHealth()
2594 {
2595 return true;
2596 }
2597
2598 override bool IsTakeable()
2599 {
2600 return false;
2601 }
2602
2603 //this into/outo parent.Cargo
2604 override bool CanPutInCargo( EntityAI parent )
2605 {
2606 return false;
2607 }
2608
2609 override bool CanRemoveFromCargo( EntityAI parent )
2610 {
2611 return false;
2612 }
2613
2614 //hands
2615 override bool CanPutIntoHands( EntityAI parent )
2616 {
2617 return false;
2618 }
2619
2620 //--- ACTION CONDITIONS
2621 //direction
2622 override bool IsFacingPlayer( PlayerBase player, string selection )
2623 {
2624 return true;
2625 }
2626
2627 override bool IsPlayerInside( PlayerBase player, string selection )
2628 {
2629 return true;
2630 }
2631
2634 {
2635 return false;
2636 }
2637
2638 //roof check
2639 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2640 {
2641 return false;
2642 }
2643
2644 //selection->player distance check
2645 bool HasProperDistance( string selection, PlayerBase player )
2646 {
2647 return true;
2648 }
2649
2650 //folding
2652 {
2653 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2654 {
2655 return false;
2656 }
2657
2658 return true;
2659 }
2660
2662 {
2665
2666 return item;
2667 }
2668
2669 //Damage triggers (barbed wire)
2670 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2671 {
2672 if ( g_Game && g_Game.IsServer() )
2673 {
2674 //destroy area damage if some already exists
2675 DestroyAreaDamage( slot_name );
2676
2677 //create new area damage
2679 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2680
2681 vector min_max[2];
2682 if ( MemoryPointExists( slot_name + "_min" ) )
2683 {
2684 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2685 }
2686 if ( MemoryPointExists( slot_name + "_max" ) )
2687 {
2688 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2689 }
2690
2691 //get proper trigger extents (min<max)
2692 vector extents[2];
2693 GetConstruction().GetTriggerExtents( min_max, extents );
2694
2695 //get box center
2696 vector center;
2697 center = GetConstruction().GetBoxCenter( min_max );
2698 center = ModelToWorld( center );
2699
2700 //rotate center if needed
2702 CalcDamageAreaRotation( rotation_angle, center, orientation );
2703
2704 areaDamage.SetExtents( extents[0], extents[1] );
2705 areaDamage.SetAreaPosition( center );
2706 areaDamage.SetAreaOrientation( orientation );
2707 areaDamage.SetLoopInterval( 1.0 );
2708 areaDamage.SetDeferDuration( 0.2 );
2709 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2710 areaDamage.SetAmmoName( "BarbedWireHit" );
2711 areaDamage.Spawn();
2712
2713 m_DamageTriggers.Insert( slot_name, areaDamage );
2714 }
2715 }
2716
2717 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2718 {
2719 if ( angle_deg != 0 )
2720 {
2721 //orientation
2722 orientation[0] = orientation[0] - angle_deg;
2723
2724 //center
2725 vector rotate_axis;
2726 if ( MemoryPointExists( "rotate_axis" ) )
2727 {
2728 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2729 }
2730 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];
2731 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];
2732 center[0] = r_center_x;
2733 center[2] = r_center_z;
2734 }
2735 }
2736
2737 void DestroyAreaDamage( string slot_name )
2738 {
2739 if (g_Game && g_Game.IsServer())
2740 {
2742 if (m_DamageTriggers.Find(slot_name, areaDamage))
2743 {
2744 if (areaDamage)
2745 {
2746 areaDamage.Destroy();
2747 }
2748
2749 m_DamageTriggers.Remove( slot_name );
2750 }
2751 }
2752 }
2753
2754 override bool IsIgnoredByConstruction()
2755 {
2756 return true;
2757 }
2758
2759 //================================================================
2760 // SOUNDS
2761 //================================================================
2762 protected void SoundBuildStart( string part_name )
2763 {
2764 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2765 }
2766
2767 protected void SoundDismantleStart( string part_name )
2768 {
2769 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2770 }
2771
2772 protected void SoundDestroyStart( string part_name )
2773 {
2774 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2775 }
2776
2777 protected string GetBuildSoundByMaterial( string part_name )
2778 {
2779 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2780
2781 switch ( material_type )
2782 {
2783 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2784 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2785 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2786 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2787 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2788 }
2789
2790 return "";
2791 }
2792
2793 protected string GetDismantleSoundByMaterial( string part_name )
2794 {
2795 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2796
2797 switch ( material_type )
2798 {
2799 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2800 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2801 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2802 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2803 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2804 }
2805
2806 return "";
2807 }
2808
2809 //misc
2810 void CheckForHybridAttachments( EntityAI item, string slot_name )
2811 {
2812 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2813 {
2814 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2815 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2816 {
2817 SetHealth(slot_name,"Health",item.GetHealth());
2818 }
2819 }
2820 }
2821
2822 override int GetDamageSystemVersionChange()
2823 {
2824 return 111;
2825 }
2826
2827 override void SetActions()
2828 {
2829 super.SetActions();
2830
2834 }
2835
2836 protected void DestroyConstructedParts()
2837 {
2838 Construction construction = GetConstruction();
2839 if (!construction)
2840 return;
2841
2842 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2843 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2844 {
2845 ConstructionPart part = constructionParts.GetElement(i);
2846 if (part && part.IsBuilt() && !part.IsUtilityPart())
2847 {
2848 construction.DestroyPartServer(null, part.GetPartName(), -1);
2849 }
2850 }
2851 }
2852
2853 protected void HandleFallingForConstructedParts()
2854 {
2855 Construction construction = GetConstruction();
2856 if (!construction)
2857 return;
2858
2859 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2860 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2861 {
2862 ConstructionPart part = constructionParts.GetElement(i);
2863 if (part && part.IsBuilt() && !part.IsUtilityPart())
2864 {
2865 construction.HandleEntityFalling(part.GetPartName());
2866 }
2867 }
2868 }
2869
2871 override void OnItemFallRebuilding()
2872 {
2873 if (!g_Game.IsServer())
2874 return;
2875
2878
2879 if (DestroyOnFall())
2880 {
2882 {
2884 }
2885 else
2886 {
2888 {
2890 }
2891 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2892 }
2893 }
2894 }
2895
2897 {
2898 if (HasAnyAttachmentsOrCargo())
2899 {
2901 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2902 }
2903 }
2904
2905 //================================================================
2906 // DEBUG
2907 //================================================================
2908
2911 {
2912 return null;
2913 }
2914
2915 override void OnDebugSpawn()
2916 {
2917 FullyBuild();
2918 }
2919
2920 void FullyBuild()
2921 {
2923 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2924
2925 Man p;
2926
2927 #ifdef SERVER
2928 array<Man> players = new array<Man>;
2929 g_Game.GetWorld().GetPlayerList(players);
2930 if (players.Count())
2931 p = players[0];
2932 #else
2933 p = g_Game.GetPlayer();
2934 #endif
2935
2936 foreach (ConstructionPart part : parts)
2937 {
2938 bool excluded = false;
2939 string partName = part.GetPartName();
2940 if (excludes)
2941 {
2942 foreach (string exclude : excludes)
2943 {
2944 if (partName.Contains(exclude))
2945 {
2946 excluded = true;
2947 break;
2948 }
2949 }
2950 }
2951
2952 if (!excluded)
2953 {
2954 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2955 }
2956 }
2957
2958 GetConstruction().UpdateVisuals();
2959 }
2960
2962 //Deprecated code playpen//
2964 [Obsolete("handled in the Construction component directly")]
2965 protected void HandleItemFalling(ConstructionPart part)
2966 {
2967 }
2968
2969 [Obsolete("handled in the Construction component directly")]
2970 protected void ItemFall(vector min, vector max)
2971 {
2972 }
2973
2974 [Obsolete("obsolete debug method")]
2975 protected void DebugCustomState()
2976 {
2977 }
2978}
2979
2980void bsbDebugPrint (string s)
2981{
2982#ifdef BSB_DEBUG
2983 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2984#else
2985 //Print("" + s); // comment/uncomment to hide/see debug logs
2986#endif
2987}
2988void bsbDebugSpam (string s)
2989{
2990#ifdef BSB_DEBUG_SPAM
2991 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2992#else
2993 //Print("" + s); // comment/uncomment to hide/see debug logs
2994#endif
2995}
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::FoldBaseBuildingObject().