DayZ 1.30
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ GetDismantleSoundByMaterial()

string bsbDebugPrint::GetDismantleSoundByMaterial ( string part_name)
protected

См. определение в файле BaseBuildingBase.c строка 2392

2394{
2395 const string ANIMATION_DEPLOYED = "Deployed";
2396
2397 float m_ConstructionKitHealth; //stored health value for used construction kit
2398
2399 bool m_HasBase;
2400 //variables for synchronization of base building parts (2x31 is the current limit)
2401 int m_SyncParts01; //synchronization for already built parts (31 parts)
2402 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2403 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2404 int m_InteractedPartId; //construction part id that an action was performed on
2405 int m_PerformedActionId; //action id that was performed on a construction part
2406 protected ref ConstructionBasic m_Construction;
2407
2408 //Sounds
2409 //build
2410 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2411 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2412 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2413 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2414 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2415 //dismantle
2416 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2417 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2418 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2419 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2420 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2421
2422 protected EffectSound m_Sound;
2423
2427
2428 // Constructor
2429 void BaseBuildingBase()
2430 {
2432
2433 //synchronized variables
2434 RegisterNetSyncVariableInt( "m_SyncParts01" );
2435 RegisterNetSyncVariableInt( "m_SyncParts02" );
2436 RegisterNetSyncVariableInt( "m_SyncParts03" );
2437 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2438 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2439 RegisterNetSyncVariableBool( "m_HasBase" );
2440
2441 //Construction init
2442 ConstructionInit();
2443
2444 if (ConfigIsExisting("hybridAttachments"))
2445 {
2447 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2448 }
2449 if (ConfigIsExisting("mountables"))
2450 {
2452 ConfigGetTextArray("mountables", m_Mountables);
2453 }
2454
2455 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2456 SetAllowDamage(true);
2457 }
2458
2459 override string GetInvulnerabilityTypeString()
2460 {
2461 return "disableBaseDamage";
2462 }
2463
2464 override bool CanObstruct()
2465 {
2466 return true;
2467 }
2468
2469 override int GetHideIconMask()
2470 {
2471 return EInventoryIconVisibility.HIDE_VICINITY;
2472 }
2473
2474 override void InitItemSounds()
2475 {
2476 super.InitItemSounds();
2477
2479 SoundParameters params = new SoundParameters();
2480 params.m_Loop = true;
2481
2482 if (GetFoldSoundset() != string.Empty)
2483 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2484 if (GetLoopFoldSoundset() != string.Empty)
2485 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2486 }
2487
2488 override string GetFoldSoundset()
2489 {
2490 return "putDown_FenceKit_SoundSet";
2491 }
2492
2493 override string GetLoopFoldSoundset()
2494 {
2495 return "Shelter_Site_Build_Loop_SoundSet";
2496 }
2497
2498 // --- SYNCHRONIZATION
2500 {
2501 if ( g_Game.IsServer() )
2502 {
2503 SetSynchDirty();
2504 }
2505 }
2506
2507 override void OnVariablesSynchronized()
2508 {
2509 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2510 super.OnVariablesSynchronized();
2511
2512 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2513 }
2514
2515 protected void OnSynchronizedClient()
2516 {
2517 //update parts
2519
2520 //update action on part
2522
2523 //update visuals (client)
2524 UpdateVisuals();
2525 }
2526
2527 //parts synchronization
2528 void RegisterPartForSync( int part_id )
2529 {
2530 //part_id must starts from index = 1
2531 int offset;
2532 int mask;
2533
2534 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2535 {
2536 offset = part_id - 1;
2537 mask = 1 << offset;
2538
2539 m_SyncParts01 = m_SyncParts01 | mask;
2540 }
2541 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2542 {
2543 offset = ( part_id % 32 );
2544 mask = 1 << offset;
2545
2546 m_SyncParts02 = m_SyncParts02 | mask;
2547 }
2548 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2549 {
2550 offset = ( part_id % 63 );
2551 mask = 1 << offset;
2552
2553 m_SyncParts03 = m_SyncParts03 | mask;
2554 }
2555 }
2556
2557 void UnregisterPartForSync( int part_id )
2558 {
2559 //part_id must starts from index = 1
2560 int offset;
2561 int mask;
2562
2563 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2564 {
2565 offset = part_id - 1;
2566 mask = 1 << offset;
2567
2568 m_SyncParts01 = m_SyncParts01 & ~mask;
2569 }
2570 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2571 {
2572 offset = ( part_id % 32 );
2573 mask = 1 << offset;
2574
2575 m_SyncParts02 = m_SyncParts02 & ~mask;
2576 }
2577 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2578 {
2579 offset = ( part_id % 63 );
2580 mask = 1 << offset;
2581
2582 m_SyncParts03 = m_SyncParts03 & ~mask;
2583 }
2584 }
2585
2586 bool IsPartBuildInSyncData( int part_id )
2587 {
2588 //part_id must starts from index = 1
2589 int offset;
2590 int mask;
2591
2592 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2593 {
2594 offset = part_id - 1;
2595 mask = 1 << offset;
2596
2597 if ( ( m_SyncParts01 & mask ) > 0 )
2598 {
2599 return true;
2600 }
2601 }
2602 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2603 {
2604 offset = ( part_id % 32 );
2605 mask = 1 << offset;
2606
2607 if ( ( m_SyncParts02 & mask ) > 0 )
2608 {
2609 return true;
2610 }
2611 }
2612 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2613 {
2614 offset = ( part_id % 63 );
2615 mask = 1 << offset;
2616
2617 if ( ( m_SyncParts03 & mask ) > 0 )
2618 {
2619 return true;
2620 }
2621 }
2622
2623 return false;
2624 }
2625
2626 protected void RegisterActionForSync( int part_id, int action_id )
2627 {
2628 m_InteractedPartId = part_id;
2629 m_PerformedActionId = action_id;
2630 }
2631
2632 protected void ResetActionSyncData()
2633 {
2634 //reset data
2635 m_InteractedPartId = -1;
2637 }
2638
2639 protected void SetActionFromSyncData()
2640 {
2641 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2642 {
2644 int build_action_id = m_PerformedActionId;
2645
2646 switch( build_action_id )
2647 {
2648 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2649 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2650 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2651 }
2652 }
2653 }
2654 //------
2655
2657 {
2658 string key = part.GetPartName();
2659 bool is_base = part.IsBase();
2660 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2661 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2662 if ( is_part_built_sync )
2663 {
2664 if ( !part.IsBuilt() )
2665 {
2666 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2667 GetConstruction().AddToConstructedParts( key );
2668 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2669
2670 if (is_base)
2671 {
2673 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2674 }
2675 }
2676 }
2677 else
2678 {
2679 if ( part.IsBuilt() )
2680 {
2681 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2682 GetConstruction().RemoveFromConstructedParts( key );
2683 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2684
2685 if (is_base)
2686 {
2688 AddProxyPhysics( ANIMATION_DEPLOYED );
2689 }
2690 }
2691 }
2692
2693 //check slot lock for material attachments
2694 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2695 }
2696
2697 //set construction parts based on synchronized data
2699 {
2700 Construction construction = GetConstruction();
2701 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2702
2703 for ( int i = 0; i < construction_parts.Count(); ++i )
2704 {
2705 string key = construction_parts.GetKey( i );
2706 ConstructionPart value = construction_parts.Get( key );
2707 SetPartFromSyncData(value);
2708 }
2709
2710 //regenerate navmesh
2711 UpdateNavmesh();
2712 }
2713
2714 protected ConstructionPart GetConstructionPartById( int id )
2715 {
2716 Construction construction = GetConstruction();
2717 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2718
2719 for ( int i = 0; i < construction_parts.Count(); ++i )
2720 {
2721 string key = construction_parts.GetKey( i );
2722 ConstructionPart value = construction_parts.Get( key );
2723
2724 if ( value.GetId() == id )
2725 {
2726 return value;
2727 }
2728 }
2729
2730 return NULL;
2731 }
2732 //
2733
2734 //Base
2735 bool HasBase()
2736 {
2737 return m_HasBase;
2738 }
2739
2740 void SetBaseState( bool has_base )
2741 {
2742 m_HasBase = has_base;
2743 }
2744
2745 override bool IsDeployable()
2746 {
2747 return true;
2748 }
2749
2750 bool IsOpened()
2751 {
2752 return false;
2753 }
2754
2755 //--- CONSTRUCTION KIT
2757 {
2758 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2759 if ( m_ConstructionKitHealth > 0 )
2760 {
2761 construction_kit.SetHealth( m_ConstructionKitHealth );
2762 }
2763
2764 return construction_kit;
2765 }
2766
2767 void CreateConstructionKitInHands(notnull PlayerBase player)
2768 {
2769 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2770 if ( m_ConstructionKitHealth > 0 )
2771 {
2772 construction_kit.SetHealth( m_ConstructionKitHealth );
2773 }
2774 }
2775
2776 protected vector GetKitSpawnPosition()
2777 {
2778 return GetPosition();
2779 }
2780
2781 protected string GetConstructionKitType()
2782 {
2783 return "";
2784 }
2785
2786 void DestroyConstructionKit( ItemBase construction_kit )
2787 {
2788 m_ConstructionKitHealth = construction_kit.GetHealth();
2789 g_Game.ObjectDelete( construction_kit );
2790 }
2791
2792 //--- CONSTRUCTION
2793 void DestroyConstruction()
2794 {
2795 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2796 g_Game.ObjectDelete( this );
2797 }
2798
2799 // --- EVENTS
2800 override void EEDelete(EntityAI parent)
2801 {
2802 super.EEDelete(parent);
2803
2804 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2805 {
2806 areaDamage.Destroy();
2807 }
2808
2809 }
2810
2811 override void OnStoreSave( ParamsWriteContext ctx )
2812 {
2813 super.OnStoreSave( ctx );
2814
2815 //sync parts 01
2816 ctx.Write( m_SyncParts01 );
2817 ctx.Write( m_SyncParts02 );
2818 ctx.Write( m_SyncParts03 );
2819
2820 ctx.Write( m_HasBase );
2821 }
2822
2823 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2824 {
2825 if ( !super.OnStoreLoad( ctx, version ) )
2826 return false;
2827
2828 //--- Base building data ---
2829 //Restore synced parts data
2830 if ( !ctx.Read( m_SyncParts01 ) )
2831 {
2832 m_SyncParts01 = 0; //set default
2833 return false;
2834 }
2835 if ( !ctx.Read( m_SyncParts02 ) )
2836 {
2837 m_SyncParts02 = 0; //set default
2838 return false;
2839 }
2840 if ( !ctx.Read( m_SyncParts03 ) )
2841 {
2842 m_SyncParts03 = 0; //set default
2843 return false;
2844 }
2845
2846 //has base
2847 if ( !ctx.Read( m_HasBase ) )
2848 {
2849 m_HasBase = false;
2850 return false;
2851 }
2852 //---
2853
2854 return true;
2855 }
2856
2857 override void AfterStoreLoad()
2858 {
2859 super.AfterStoreLoad();
2860
2862 {
2864 }
2865 }
2866
2868 {
2869 //update server data
2871
2872 //set base state
2873 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2874 SetBaseState( part.IsBuilt() ) ;
2875
2876 //synchronize after load
2878 }
2879
2880 override void OnCreatePhysics()
2881 {
2882 super.OnCreatePhysics();
2883
2884 ConstructionInit();
2886 }
2887
2888 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2889 {
2891 return;
2892
2893 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2894 }
2895
2896 override void EEOnAfterLoad()
2897 {
2899 {
2900 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2901 }
2902
2903 super.EEOnAfterLoad();
2904 }
2905
2906 override void EEItemAttached( EntityAI item, string slot_name )
2907 {
2908 super.EEItemAttached( item, slot_name );
2909
2910 CheckForHybridAttachments( item, slot_name );
2911 UpdateVisuals();
2912 UpdateAttachmentPhysics( slot_name, false );
2913 }
2914
2915 override void EEItemDetached( EntityAI item, string slot_name )
2916 {
2917 super.EEItemDetached( item, slot_name );
2918
2919 UpdateVisuals();
2920 UpdateAttachmentPhysics( slot_name, false );
2921 }
2922
2923 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2924 {
2925 string slot_name = InventorySlots.GetSlotName( slotId );
2926 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2927
2928 UpdateAttachmentVisuals( slot_name, locked );
2929 UpdateAttachmentPhysics( slot_name, locked );
2930 }
2931
2932 //ignore out of reach condition
2933 override bool IgnoreOutOfReachCondition()
2934 {
2935 return true;
2936 }
2937
2938 //CONSTRUCTION EVENTS
2939 //Build
2940 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2941 {
2942 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2943
2944 //check base state
2945 if (construtionPart.IsBase())
2946 {
2947 SetBaseState(true);
2948
2949 //spawn kit
2951 }
2952
2953 //register constructed parts for synchronization
2954 RegisterPartForSync(construtionPart.GetId());
2955
2956 //register action that was performed on part
2957 RegisterActionForSync(construtionPart.GetId(), action_id);
2958
2959 //synchronize
2961
2962 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2963
2964 UpdateNavmesh();
2965
2966 //update visuals
2967 UpdateVisuals();
2968
2969 //reset action sync data
2970 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2971 }
2972
2973 void OnPartBuiltClient(string part_name, int action_id)
2974 {
2975 //play sound
2976 SoundBuildStart( part_name );
2977 }
2978
2979 //Dismantle
2980 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2981 {
2982 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2983 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2984
2985 //register constructed parts for synchronization
2986 UnregisterPartForSync(construtionPart.GetId());
2987
2988 //register action that was performed on part
2989 RegisterActionForSync(construtionPart.GetId(), action_id);
2990
2991 //synchronize
2993
2994 // server part of sync, client will be synced from SetPartsFromSyncData
2995 SetPartFromSyncData(construtionPart);
2996
2997 UpdateNavmesh();
2998
2999 //update visuals
3000 UpdateVisuals();
3001
3002 //reset action sync data
3003 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3004
3005 //check base state
3006 if (construtionPart.IsBase())
3007 {
3008 //Destroy construction
3009 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3010 }
3011 }
3012
3013 void OnPartDismantledClient( string part_name, int action_id )
3014 {
3015 //play sound
3016 SoundDismantleStart( part_name );
3017 }
3018
3019 //Destroy
3020 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3021 {
3022 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3023 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3024
3025 //register constructed parts for synchronization
3026 UnregisterPartForSync(construtionPart.GetId());
3027
3028 //register action that was performed on part
3029 RegisterActionForSync(construtionPart.GetId(), action_id);
3030
3031 //synchronize
3033
3034 // server part of sync, client will be synced from SetPartsFromSyncData
3035 SetPartFromSyncData(construtionPart);
3036
3037 UpdateNavmesh();
3038
3039 //update visuals
3040 UpdateVisuals();
3041
3042 //reset action sync data
3043 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3044
3045 //check base state
3046 if (construtionPart.IsBase())
3047 {
3048 //Destroy construction
3049 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3050 }
3051 }
3052
3053 void OnPartDestroyedClient( string part_name, int action_id )
3054 {
3055 //play sound
3056 SoundDestroyStart( part_name );
3057 }
3058
3059 // --- UPDATE
3060 void InitBaseState()
3061 {
3062 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3063
3064 InitVisuals();
3065 UpdateNavmesh(); //regenerate navmesh
3066 }
3067
3068 void InitVisuals()
3069 {
3070 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3071 //check base
3072 if ( !HasBase() )
3073 {
3074 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3075 }
3076 else
3077 {
3078 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3079 }
3080
3081 GetConstruction().InitVisuals();
3082 }
3083
3084 void UpdateVisuals()
3085 {
3086 array<string> attachmentSlots = new array<string>;
3087
3088 GetAttachmentSlots(this, attachmentSlots);
3089 foreach (string slotName : attachmentSlots)
3090 {
3092 }
3093
3094 //check base
3095 if (!HasBase())
3096 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3097 else
3098 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3099
3100 GetConstruction().UpdateVisuals();
3101 }
3102
3103 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3104 {
3105 string slotNameMounted = slot_name + "_Mounted";
3106 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3107
3108 if (attachment)
3109 {
3110 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3111 if (barbedWire && barbedWire.IsMounted())
3112 CreateAreaDamage(slotNameMounted);
3113 else
3114 DestroyAreaDamage(slotNameMounted);
3115
3116 if (is_locked)
3117 {
3118 SetAnimationPhase(slotNameMounted, 0);
3119 SetAnimationPhase(slot_name, 1);
3120 }
3121 else
3122 {
3123 SetAnimationPhase(slotNameMounted, 1);
3124 SetAnimationPhase(slot_name, 0);
3125 }
3126 }
3127 else
3128 {
3129 SetAnimationPhase(slotNameMounted, 1);
3130 SetAnimationPhase(slot_name, 1);
3131
3132 DestroyAreaDamage(slotNameMounted);
3133 }
3134 }
3135
3136 // avoid calling this function on frequent occasions, it's a massive performance hit
3137 void UpdatePhysics()
3138 {
3140 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3141
3142 array<string> attachmentSlots = new array<string>;
3143 GetAttachmentSlots(this, attachmentSlots);
3144
3146 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3147
3148 foreach (string slotName : attachmentSlots)
3149 {
3151 }
3152
3153 //check base
3154 if (!HasBase())
3155 {
3157 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3158
3159 AddProxyPhysics(ANIMATION_DEPLOYED);
3160 }
3161 else
3162 {
3164 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3165
3166 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3167 }
3168
3169 GetConstruction().UpdatePhysics();
3170 UpdateNavmesh();
3171 }
3172
3173 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3174 {
3175 //checks for invalid appends; hotfix
3176 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3177 return;
3178 //----------------------------------
3179 string slot_name_mounted = slot_name + "_Mounted";
3180 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3181
3182 //remove proxy physics
3183 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3184 RemoveProxyPhysics( slot_name_mounted );
3185 RemoveProxyPhysics( slot_name );
3186
3187 if ( attachment )
3188 {
3189 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3190 if ( is_locked )
3191 {
3192 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3193 AddProxyPhysics( slot_name_mounted );
3194 }
3195 else
3196 {
3197 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3198 AddProxyPhysics( slot_name );
3199 }
3200 }
3201 }
3202
3203 protected void UpdateNavmesh()
3204 {
3205 SetAffectPathgraph( true, false );
3206 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3207 }
3208
3209 override bool CanUseConstruction()
3210 {
3211 return true;
3212 }
3213
3214 override bool CanUseConstructionBuild()
3215 {
3216 return true;
3217 }
3218
3219 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3220 {
3221 if ( attachment )
3222 {
3223 InventoryLocation inventory_location = new InventoryLocation;
3224 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3225
3226 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3227 }
3228
3229 return false;
3230 }
3231
3232 protected bool IsAttachmentSlotLocked( string slot_name )
3233 {
3234 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3235 }
3236
3237 //--- ATTACHMENT SLOTS
3238 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3239 {
3240 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3241 if ( g_Game.ConfigIsExisting( config_path ) )
3242 {
3243 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3244 }
3245 }
3246
3247 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3248 {
3249 return true;
3250 }
3251
3252 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3253 {
3254 return true;
3255 }
3256
3257 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3258 {
3259 return true;
3260 }
3261
3262 // --- INIT
3264 {
3265 m_Construction = new Construction(this);
3266 return m_Construction;
3267 }
3268
3270 {
3271 return m_Construction;
3272 }
3273
3275 {
3276 return Construction.Cast(m_Construction);
3277 }
3278
3280 {
3281 int attachment_count = GetInventory().AttachmentCount();
3282 if ( attachment_count > 0 )
3283 {
3284 if ( HasBase() && attachment_count == 1 )
3285 {
3286 return false;
3287 }
3288
3289 return true;
3290 }
3291
3292 return false;
3293 }
3294
3295 override bool ShowZonesHealth()
3296 {
3297 return true;
3298 }
3299
3300 override bool IsTakeable()
3301 {
3302 return false;
3303 }
3304
3305 //this into/outo parent.Cargo
3306 override bool CanPutInCargo( EntityAI parent )
3307 {
3308 return false;
3309 }
3310
3311 override bool CanRemoveFromCargo( EntityAI parent )
3312 {
3313 return false;
3314 }
3315
3316 //hands
3317 override bool CanPutIntoHands( EntityAI parent )
3318 {
3319 return false;
3320 }
3321
3322 //--- ACTION CONDITIONS
3323 //direction
3324 override bool IsFacingPlayer( PlayerBase player, string selection )
3325 {
3326 return true;
3327 }
3328
3329 override bool IsPlayerInside( PlayerBase player, string selection )
3330 {
3331 return true;
3332 }
3333
3336 {
3337 return false;
3338 }
3339
3340 //roof check
3341 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3342 {
3343 return false;
3344 }
3345
3346 //selection->player distance check
3347 bool HasProperDistance( string selection, PlayerBase player )
3348 {
3349 return true;
3350 }
3351
3352 //folding
3354 {
3355 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3356 {
3357 return false;
3358 }
3359
3360 return true;
3361 }
3362
3364 {
3367
3368 return item;
3369 }
3370
3371 //Damage triggers (barbed wire)
3372 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3373 {
3374 if ( g_Game && g_Game.IsServer() )
3375 {
3376 //destroy area damage if some already exists
3377 DestroyAreaDamage( slot_name );
3378
3379 //create new area damage
3381 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3382
3383 vector min_max[2];
3384 if ( MemoryPointExists( slot_name + "_min" ) )
3385 {
3386 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3387 }
3388 if ( MemoryPointExists( slot_name + "_max" ) )
3389 {
3390 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3391 }
3392
3393 //get proper trigger extents (min<max)
3394 vector extents[2];
3395 GetConstruction().GetTriggerExtents( min_max, extents );
3396
3397 //get box center
3398 vector center;
3399 center = GetConstruction().GetBoxCenter( min_max );
3400 center = ModelToWorld( center );
3401
3402 //rotate center if needed
3404 CalcDamageAreaRotation( rotation_angle, center, orientation );
3405
3406 areaDamage.SetExtents( extents[0], extents[1] );
3407 areaDamage.SetAreaPosition( center );
3408 areaDamage.SetAreaOrientation( orientation );
3409 areaDamage.SetLoopInterval( 1.0 );
3410 areaDamage.SetDeferDuration( 0.2 );
3411 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3412 areaDamage.SetAmmoName( "BarbedWireHit" );
3413 areaDamage.Spawn();
3414
3415 m_DamageTriggers.Insert( slot_name, areaDamage );
3416 }
3417 }
3418
3419 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3420 {
3421 if ( angle_deg != 0 )
3422 {
3423 //orientation
3424 orientation[0] = orientation[0] - angle_deg;
3425
3426 //center
3427 vector rotate_axis;
3428 if ( MemoryPointExists( "rotate_axis" ) )
3429 {
3430 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3431 }
3432 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];
3433 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];
3434 center[0] = r_center_x;
3435 center[2] = r_center_z;
3436 }
3437 }
3438
3439 void DestroyAreaDamage( string slot_name )
3440 {
3441 if (g_Game && g_Game.IsServer())
3442 {
3444 if (m_DamageTriggers.Find(slot_name, areaDamage))
3445 {
3446 if (areaDamage)
3447 {
3448 areaDamage.Destroy();
3449 }
3450
3451 m_DamageTriggers.Remove( slot_name );
3452 }
3453 }
3454 }
3455
3456 override bool IsIgnoredByConstruction()
3457 {
3458 return true;
3459 }
3460
3461 //================================================================
3462 // SOUNDS
3463 //================================================================
3464 protected void SoundBuildStart( string part_name )
3465 {
3466 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3467 }
3468
3469 protected void SoundDismantleStart( string part_name )
3470 {
3471 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3472 }
3473
3474 protected void SoundDestroyStart( string part_name )
3475 {
3476 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3477 }
3478
3479 protected string GetBuildSoundByMaterial( string part_name )
3480 {
3481 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3482
3483 switch ( material_type )
3484 {
3485 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3486 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3487 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3488 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3489 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3490 }
3491
3492 return "";
3493 }
3494
3495 protected string GetDismantleSoundByMaterial( string part_name )
3496 {
3497 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3498
3499 switch ( material_type )
3500 {
3501 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3502 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3503 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3504 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3505 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3506 }
3507
3508 return "";
3509 }
3510
3511 //misc
3512 void CheckForHybridAttachments( EntityAI item, string slot_name )
3513 {
3514 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3515 {
3516 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3517 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3518 {
3519 SetHealth(slot_name,"Health",item.GetHealth());
3520 }
3521 }
3522 }
3523
3524 override int GetDamageSystemVersionChange()
3525 {
3526 return 111;
3527 }
3528
3529 override void SetActions()
3530 {
3531 super.SetActions();
3532
3536 }
3537
3538 protected void DestroyConstructedParts()
3539 {
3540 Construction construction = GetConstruction();
3541 if (!construction)
3542 return;
3543
3544 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3545 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3546 {
3547 ConstructionPart part = constructionParts.GetElement(i);
3548 if (part && part.IsBuilt() && !part.IsUtilityPart())
3549 {
3550 construction.DestroyPartServer(null, part.GetPartName(), -1);
3551 }
3552 }
3553 }
3554
3555 protected void HandleFallingForConstructedParts()
3556 {
3557 Construction construction = GetConstruction();
3558 if (!construction)
3559 return;
3560
3561 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3562 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3563 {
3564 ConstructionPart part = constructionParts.GetElement(i);
3565 if (part && part.IsBuilt() && !part.IsUtilityPart())
3566 {
3567 construction.HandleEntityFalling(part.GetPartName());
3568 }
3569 }
3570 }
3571
3573 override void OnItemFallRebuilding()
3574 {
3575 if (!g_Game.IsServer())
3576 return;
3577
3580
3581 if (DestroyOnFall())
3582 {
3584 {
3586 }
3587 else
3588 {
3590 {
3592 }
3593 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3594 }
3595 }
3596 }
3597
3599 {
3600 if (HasAnyAttachmentsOrCargo())
3601 {
3603 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3604 }
3605 }
3606
3607 //================================================================
3608 // DEBUG
3609 //================================================================
3610
3613 {
3614 return null;
3615 }
3616
3617 override void OnDebugSpawn()
3618 {
3619 FullyBuild();
3620 }
3621
3622 void FullyBuild()
3623 {
3625 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3626
3627 Man p;
3628
3629 #ifdef SERVER
3630 array<Man> players = new array<Man>;
3631 g_Game.GetWorld().GetPlayerList(players);
3632 if (players.Count())
3633 p = players[0];
3634 #else
3635 p = g_Game.GetPlayer();
3636 #endif
3637
3638 foreach (ConstructionPart part : parts)
3639 {
3640 bool excluded = false;
3641 string partName = part.GetPartName();
3642 if (excludes)
3643 {
3644 foreach (string exclude : excludes)
3645 {
3646 if (partName.Contains(exclude))
3647 {
3648 excluded = true;
3649 break;
3650 }
3651 }
3652 }
3653
3654 if (!excluded)
3655 {
3656 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3657 }
3658 }
3659
3660 GetConstruction().UpdateVisuals();
3661 }
3662
3664 //Deprecated code playpen//
3666 [Obsolete("handled in the Construction component directly")]
3667 protected void HandleItemFalling(ConstructionPart part)
3668 {
3669 }
3670
3671 [Obsolete("handled in the Construction component directly")]
3672 protected void ItemFall(vector min, vector max)
3673 {
3674 }
3675
3676 [Obsolete("obsolete debug method")]
3677 protected void DebugCustomState()
3678 {
3679 }
3680}
3681
3682void bsbDebugPrint (string s)
3683{
3684#ifdef BSB_DEBUG
3685 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3686#else
3687 //Print("" + s); // comment/uncomment to hide/see debug logs
3688#endif
3689}
3690void bsbDebugSpam (string s)
3691{
3692#ifdef BSB_DEBUG_SPAM
3693 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3694#else
3695 //Print("" + s); // comment/uncomment to hide/see debug logs
3696#endif
3697}
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::SoundDestroyStart() и ItemBase::SoundDismantleStart().