DayZ 1.30
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◆ IsAttachmentSlotLocked() [1/2]

bool bsbDebugPrint::IsAttachmentSlotLocked ( EntityAI attachment)
protected

См. определение в файле BaseBuildingBase.c строка 2116

2118{
2119 const string ANIMATION_DEPLOYED = "Deployed";
2120
2121 float m_ConstructionKitHealth; //stored health value for used construction kit
2122
2123 bool m_HasBase;
2124 //variables for synchronization of base building parts (2x31 is the current limit)
2125 int m_SyncParts01; //synchronization for already built parts (31 parts)
2126 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2127 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2128 int m_InteractedPartId; //construction part id that an action was performed on
2129 int m_PerformedActionId; //action id that was performed on a construction part
2130 protected ref ConstructionBasic m_Construction;
2131
2132 //Sounds
2133 //build
2134 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2135 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2136 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2137 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2138 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2139 //dismantle
2140 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2141 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2142 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2143 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2144 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2145
2146 protected EffectSound m_Sound;
2147
2151
2152 // Constructor
2153 void BaseBuildingBase()
2154 {
2156
2157 //synchronized variables
2158 RegisterNetSyncVariableInt( "m_SyncParts01" );
2159 RegisterNetSyncVariableInt( "m_SyncParts02" );
2160 RegisterNetSyncVariableInt( "m_SyncParts03" );
2161 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2162 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2163 RegisterNetSyncVariableBool( "m_HasBase" );
2164
2165 //Construction init
2166 ConstructionInit();
2167
2168 if (ConfigIsExisting("hybridAttachments"))
2169 {
2171 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2172 }
2173 if (ConfigIsExisting("mountables"))
2174 {
2176 ConfigGetTextArray("mountables", m_Mountables);
2177 }
2178
2179 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2180 SetAllowDamage(true);
2181 }
2182
2183 override string GetInvulnerabilityTypeString()
2184 {
2185 return "disableBaseDamage";
2186 }
2187
2188 override bool CanObstruct()
2189 {
2190 return true;
2191 }
2192
2193 override int GetHideIconMask()
2194 {
2195 return EInventoryIconVisibility.HIDE_VICINITY;
2196 }
2197
2198 override void InitItemSounds()
2199 {
2200 super.InitItemSounds();
2201
2203 SoundParameters params = new SoundParameters();
2204 params.m_Loop = true;
2205
2206 if (GetFoldSoundset() != string.Empty)
2207 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2208 if (GetLoopFoldSoundset() != string.Empty)
2209 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2210 }
2211
2212 override string GetFoldSoundset()
2213 {
2214 return "putDown_FenceKit_SoundSet";
2215 }
2216
2217 override string GetLoopFoldSoundset()
2218 {
2219 return "Shelter_Site_Build_Loop_SoundSet";
2220 }
2221
2222 // --- SYNCHRONIZATION
2224 {
2225 if ( g_Game.IsServer() )
2226 {
2227 SetSynchDirty();
2228 }
2229 }
2230
2231 override void OnVariablesSynchronized()
2232 {
2233 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2234 super.OnVariablesSynchronized();
2235
2236 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2237 }
2238
2239 protected void OnSynchronizedClient()
2240 {
2241 //update parts
2243
2244 //update action on part
2246
2247 //update visuals (client)
2248 UpdateVisuals();
2249 }
2250
2251 //parts synchronization
2252 void RegisterPartForSync( int part_id )
2253 {
2254 //part_id must starts from index = 1
2255 int offset;
2256 int mask;
2257
2258 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2259 {
2260 offset = part_id - 1;
2261 mask = 1 << offset;
2262
2263 m_SyncParts01 = m_SyncParts01 | mask;
2264 }
2265 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2266 {
2267 offset = ( part_id % 32 );
2268 mask = 1 << offset;
2269
2270 m_SyncParts02 = m_SyncParts02 | mask;
2271 }
2272 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2273 {
2274 offset = ( part_id % 63 );
2275 mask = 1 << offset;
2276
2277 m_SyncParts03 = m_SyncParts03 | mask;
2278 }
2279 }
2280
2281 void UnregisterPartForSync( int part_id )
2282 {
2283 //part_id must starts from index = 1
2284 int offset;
2285 int mask;
2286
2287 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2288 {
2289 offset = part_id - 1;
2290 mask = 1 << offset;
2291
2292 m_SyncParts01 = m_SyncParts01 & ~mask;
2293 }
2294 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2295 {
2296 offset = ( part_id % 32 );
2297 mask = 1 << offset;
2298
2299 m_SyncParts02 = m_SyncParts02 & ~mask;
2300 }
2301 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2302 {
2303 offset = ( part_id % 63 );
2304 mask = 1 << offset;
2305
2306 m_SyncParts03 = m_SyncParts03 & ~mask;
2307 }
2308 }
2309
2310 bool IsPartBuildInSyncData( int part_id )
2311 {
2312 //part_id must starts from index = 1
2313 int offset;
2314 int mask;
2315
2316 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2317 {
2318 offset = part_id - 1;
2319 mask = 1 << offset;
2320
2321 if ( ( m_SyncParts01 & mask ) > 0 )
2322 {
2323 return true;
2324 }
2325 }
2326 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2327 {
2328 offset = ( part_id % 32 );
2329 mask = 1 << offset;
2330
2331 if ( ( m_SyncParts02 & mask ) > 0 )
2332 {
2333 return true;
2334 }
2335 }
2336 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2337 {
2338 offset = ( part_id % 63 );
2339 mask = 1 << offset;
2340
2341 if ( ( m_SyncParts03 & mask ) > 0 )
2342 {
2343 return true;
2344 }
2345 }
2346
2347 return false;
2348 }
2349
2350 protected void RegisterActionForSync( int part_id, int action_id )
2351 {
2352 m_InteractedPartId = part_id;
2353 m_PerformedActionId = action_id;
2354 }
2355
2356 protected void ResetActionSyncData()
2357 {
2358 //reset data
2359 m_InteractedPartId = -1;
2361 }
2362
2363 protected void SetActionFromSyncData()
2364 {
2365 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2366 {
2368 int build_action_id = m_PerformedActionId;
2369
2370 switch( build_action_id )
2371 {
2372 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2373 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2374 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2375 }
2376 }
2377 }
2378 //------
2379
2381 {
2382 string key = part.GetPartName();
2383 bool is_base = part.IsBase();
2384 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2385 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2386 if ( is_part_built_sync )
2387 {
2388 if ( !part.IsBuilt() )
2389 {
2390 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2391 GetConstruction().AddToConstructedParts( key );
2392 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2393
2394 if (is_base)
2395 {
2397 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2398 }
2399 }
2400 }
2401 else
2402 {
2403 if ( part.IsBuilt() )
2404 {
2405 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2406 GetConstruction().RemoveFromConstructedParts( key );
2407 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2408
2409 if (is_base)
2410 {
2412 AddProxyPhysics( ANIMATION_DEPLOYED );
2413 }
2414 }
2415 }
2416
2417 //check slot lock for material attachments
2418 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2419 }
2420
2421 //set construction parts based on synchronized data
2423 {
2424 Construction construction = GetConstruction();
2425 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2426
2427 for ( int i = 0; i < construction_parts.Count(); ++i )
2428 {
2429 string key = construction_parts.GetKey( i );
2430 ConstructionPart value = construction_parts.Get( key );
2431 SetPartFromSyncData(value);
2432 }
2433
2434 //regenerate navmesh
2435 UpdateNavmesh();
2436 }
2437
2438 protected ConstructionPart GetConstructionPartById( int id )
2439 {
2440 Construction construction = GetConstruction();
2441 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2442
2443 for ( int i = 0; i < construction_parts.Count(); ++i )
2444 {
2445 string key = construction_parts.GetKey( i );
2446 ConstructionPart value = construction_parts.Get( key );
2447
2448 if ( value.GetId() == id )
2449 {
2450 return value;
2451 }
2452 }
2453
2454 return NULL;
2455 }
2456 //
2457
2458 //Base
2459 bool HasBase()
2460 {
2461 return m_HasBase;
2462 }
2463
2464 void SetBaseState( bool has_base )
2465 {
2466 m_HasBase = has_base;
2467 }
2468
2469 override bool IsDeployable()
2470 {
2471 return true;
2472 }
2473
2474 bool IsOpened()
2475 {
2476 return false;
2477 }
2478
2479 //--- CONSTRUCTION KIT
2481 {
2482 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2483 if ( m_ConstructionKitHealth > 0 )
2484 {
2485 construction_kit.SetHealth( m_ConstructionKitHealth );
2486 }
2487
2488 return construction_kit;
2489 }
2490
2491 void CreateConstructionKitInHands(notnull PlayerBase player)
2492 {
2493 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2494 if ( m_ConstructionKitHealth > 0 )
2495 {
2496 construction_kit.SetHealth( m_ConstructionKitHealth );
2497 }
2498 }
2499
2500 protected vector GetKitSpawnPosition()
2501 {
2502 return GetPosition();
2503 }
2504
2505 protected string GetConstructionKitType()
2506 {
2507 return "";
2508 }
2509
2510 void DestroyConstructionKit( ItemBase construction_kit )
2511 {
2512 m_ConstructionKitHealth = construction_kit.GetHealth();
2513 g_Game.ObjectDelete( construction_kit );
2514 }
2515
2516 //--- CONSTRUCTION
2517 void DestroyConstruction()
2518 {
2519 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2520 g_Game.ObjectDelete( this );
2521 }
2522
2523 // --- EVENTS
2524 override void EEDelete(EntityAI parent)
2525 {
2526 super.EEDelete(parent);
2527
2528 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2529 {
2530 areaDamage.Destroy();
2531 }
2532
2533 }
2534
2535 override void OnStoreSave( ParamsWriteContext ctx )
2536 {
2537 super.OnStoreSave( ctx );
2538
2539 //sync parts 01
2540 ctx.Write( m_SyncParts01 );
2541 ctx.Write( m_SyncParts02 );
2542 ctx.Write( m_SyncParts03 );
2543
2544 ctx.Write( m_HasBase );
2545 }
2546
2547 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2548 {
2549 if ( !super.OnStoreLoad( ctx, version ) )
2550 return false;
2551
2552 //--- Base building data ---
2553 //Restore synced parts data
2554 if ( !ctx.Read( m_SyncParts01 ) )
2555 {
2556 m_SyncParts01 = 0; //set default
2557 return false;
2558 }
2559 if ( !ctx.Read( m_SyncParts02 ) )
2560 {
2561 m_SyncParts02 = 0; //set default
2562 return false;
2563 }
2564 if ( !ctx.Read( m_SyncParts03 ) )
2565 {
2566 m_SyncParts03 = 0; //set default
2567 return false;
2568 }
2569
2570 //has base
2571 if ( !ctx.Read( m_HasBase ) )
2572 {
2573 m_HasBase = false;
2574 return false;
2575 }
2576 //---
2577
2578 return true;
2579 }
2580
2581 override void AfterStoreLoad()
2582 {
2583 super.AfterStoreLoad();
2584
2586 {
2588 }
2589 }
2590
2592 {
2593 //update server data
2595
2596 //set base state
2597 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2598 SetBaseState( part.IsBuilt() ) ;
2599
2600 //synchronize after load
2602 }
2603
2604 override void OnCreatePhysics()
2605 {
2606 super.OnCreatePhysics();
2607
2608 ConstructionInit();
2610 }
2611
2612 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2613 {
2615 return;
2616
2617 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2618 }
2619
2620 override void EEOnAfterLoad()
2621 {
2623 {
2624 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2625 }
2626
2627 super.EEOnAfterLoad();
2628 }
2629
2630 override void EEItemAttached( EntityAI item, string slot_name )
2631 {
2632 super.EEItemAttached( item, slot_name );
2633
2634 CheckForHybridAttachments( item, slot_name );
2635 UpdateVisuals();
2636 UpdateAttachmentPhysics( slot_name, false );
2637 }
2638
2639 override void EEItemDetached( EntityAI item, string slot_name )
2640 {
2641 super.EEItemDetached( item, slot_name );
2642
2643 UpdateVisuals();
2644 UpdateAttachmentPhysics( slot_name, false );
2645 }
2646
2647 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2648 {
2649 string slot_name = InventorySlots.GetSlotName( slotId );
2650 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2651
2652 UpdateAttachmentVisuals( slot_name, locked );
2653 UpdateAttachmentPhysics( slot_name, locked );
2654 }
2655
2656 //ignore out of reach condition
2657 override bool IgnoreOutOfReachCondition()
2658 {
2659 return true;
2660 }
2661
2662 //CONSTRUCTION EVENTS
2663 //Build
2664 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2665 {
2666 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2667
2668 //check base state
2669 if (construtionPart.IsBase())
2670 {
2671 SetBaseState(true);
2672
2673 //spawn kit
2675 }
2676
2677 //register constructed parts for synchronization
2678 RegisterPartForSync(construtionPart.GetId());
2679
2680 //register action that was performed on part
2681 RegisterActionForSync(construtionPart.GetId(), action_id);
2682
2683 //synchronize
2685
2686 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2687
2688 UpdateNavmesh();
2689
2690 //update visuals
2691 UpdateVisuals();
2692
2693 //reset action sync data
2694 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2695 }
2696
2697 void OnPartBuiltClient(string part_name, int action_id)
2698 {
2699 //play sound
2700 SoundBuildStart( part_name );
2701 }
2702
2703 //Dismantle
2704 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2705 {
2706 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2707 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2708
2709 //register constructed parts for synchronization
2710 UnregisterPartForSync(construtionPart.GetId());
2711
2712 //register action that was performed on part
2713 RegisterActionForSync(construtionPart.GetId(), action_id);
2714
2715 //synchronize
2717
2718 // server part of sync, client will be synced from SetPartsFromSyncData
2719 SetPartFromSyncData(construtionPart);
2720
2721 UpdateNavmesh();
2722
2723 //update visuals
2724 UpdateVisuals();
2725
2726 //reset action sync data
2727 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2728
2729 //check base state
2730 if (construtionPart.IsBase())
2731 {
2732 //Destroy construction
2733 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2734 }
2735 }
2736
2737 void OnPartDismantledClient( string part_name, int action_id )
2738 {
2739 //play sound
2740 SoundDismantleStart( part_name );
2741 }
2742
2743 //Destroy
2744 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2745 {
2746 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2747 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2748
2749 //register constructed parts for synchronization
2750 UnregisterPartForSync(construtionPart.GetId());
2751
2752 //register action that was performed on part
2753 RegisterActionForSync(construtionPart.GetId(), action_id);
2754
2755 //synchronize
2757
2758 // server part of sync, client will be synced from SetPartsFromSyncData
2759 SetPartFromSyncData(construtionPart);
2760
2761 UpdateNavmesh();
2762
2763 //update visuals
2764 UpdateVisuals();
2765
2766 //reset action sync data
2767 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2768
2769 //check base state
2770 if (construtionPart.IsBase())
2771 {
2772 //Destroy construction
2773 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2774 }
2775 }
2776
2777 void OnPartDestroyedClient( string part_name, int action_id )
2778 {
2779 //play sound
2780 SoundDestroyStart( part_name );
2781 }
2782
2783 // --- UPDATE
2784 void InitBaseState()
2785 {
2786 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2787
2788 InitVisuals();
2789 UpdateNavmesh(); //regenerate navmesh
2790 }
2791
2792 void InitVisuals()
2793 {
2794 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2795 //check base
2796 if ( !HasBase() )
2797 {
2798 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2799 }
2800 else
2801 {
2802 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2803 }
2804
2805 GetConstruction().InitVisuals();
2806 }
2807
2808 void UpdateVisuals()
2809 {
2810 array<string> attachmentSlots = new array<string>;
2811
2812 GetAttachmentSlots(this, attachmentSlots);
2813 foreach (string slotName : attachmentSlots)
2814 {
2816 }
2817
2818 //check base
2819 if (!HasBase())
2820 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2821 else
2822 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2823
2824 GetConstruction().UpdateVisuals();
2825 }
2826
2827 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2828 {
2829 string slotNameMounted = slot_name + "_Mounted";
2830 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2831
2832 if (attachment)
2833 {
2834 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2835 if (barbedWire && barbedWire.IsMounted())
2836 CreateAreaDamage(slotNameMounted);
2837 else
2838 DestroyAreaDamage(slotNameMounted);
2839
2840 if (is_locked)
2841 {
2842 SetAnimationPhase(slotNameMounted, 0);
2843 SetAnimationPhase(slot_name, 1);
2844 }
2845 else
2846 {
2847 SetAnimationPhase(slotNameMounted, 1);
2848 SetAnimationPhase(slot_name, 0);
2849 }
2850 }
2851 else
2852 {
2853 SetAnimationPhase(slotNameMounted, 1);
2854 SetAnimationPhase(slot_name, 1);
2855
2856 DestroyAreaDamage(slotNameMounted);
2857 }
2858 }
2859
2860 // avoid calling this function on frequent occasions, it's a massive performance hit
2861 void UpdatePhysics()
2862 {
2864 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2865
2866 array<string> attachmentSlots = new array<string>;
2867 GetAttachmentSlots(this, attachmentSlots);
2868
2870 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2871
2872 foreach (string slotName : attachmentSlots)
2873 {
2875 }
2876
2877 //check base
2878 if (!HasBase())
2879 {
2881 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2882
2883 AddProxyPhysics(ANIMATION_DEPLOYED);
2884 }
2885 else
2886 {
2888 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2889
2890 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2891 }
2892
2893 GetConstruction().UpdatePhysics();
2894 UpdateNavmesh();
2895 }
2896
2897 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2898 {
2899 //checks for invalid appends; hotfix
2900 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2901 return;
2902 //----------------------------------
2903 string slot_name_mounted = slot_name + "_Mounted";
2904 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2905
2906 //remove proxy physics
2907 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2908 RemoveProxyPhysics( slot_name_mounted );
2909 RemoveProxyPhysics( slot_name );
2910
2911 if ( attachment )
2912 {
2913 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2914 if ( is_locked )
2915 {
2916 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2917 AddProxyPhysics( slot_name_mounted );
2918 }
2919 else
2920 {
2921 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2922 AddProxyPhysics( slot_name );
2923 }
2924 }
2925 }
2926
2927 protected void UpdateNavmesh()
2928 {
2929 SetAffectPathgraph( true, false );
2930 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2931 }
2932
2933 override bool CanUseConstruction()
2934 {
2935 return true;
2936 }
2937
2938 override bool CanUseConstructionBuild()
2939 {
2940 return true;
2941 }
2942
2943 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2944 {
2945 if ( attachment )
2946 {
2947 InventoryLocation inventory_location = new InventoryLocation;
2948 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2949
2950 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2951 }
2952
2953 return false;
2954 }
2955
2956 protected bool IsAttachmentSlotLocked( string slot_name )
2957 {
2958 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2959 }
2960
2961 //--- ATTACHMENT SLOTS
2962 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2963 {
2964 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2965 if ( g_Game.ConfigIsExisting( config_path ) )
2966 {
2967 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2968 }
2969 }
2970
2971 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2972 {
2973 return true;
2974 }
2975
2976 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2977 {
2978 return true;
2979 }
2980
2981 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2982 {
2983 return true;
2984 }
2985
2986 // --- INIT
2988 {
2989 m_Construction = new Construction(this);
2990 return m_Construction;
2991 }
2992
2994 {
2995 return m_Construction;
2996 }
2997
2999 {
3000 return Construction.Cast(m_Construction);
3001 }
3002
3004 {
3005 int attachment_count = GetInventory().AttachmentCount();
3006 if ( attachment_count > 0 )
3007 {
3008 if ( HasBase() && attachment_count == 1 )
3009 {
3010 return false;
3011 }
3012
3013 return true;
3014 }
3015
3016 return false;
3017 }
3018
3019 override bool ShowZonesHealth()
3020 {
3021 return true;
3022 }
3023
3024 override bool IsTakeable()
3025 {
3026 return false;
3027 }
3028
3029 //this into/outo parent.Cargo
3030 override bool CanPutInCargo( EntityAI parent )
3031 {
3032 return false;
3033 }
3034
3035 override bool CanRemoveFromCargo( EntityAI parent )
3036 {
3037 return false;
3038 }
3039
3040 //hands
3041 override bool CanPutIntoHands( EntityAI parent )
3042 {
3043 return false;
3044 }
3045
3046 //--- ACTION CONDITIONS
3047 //direction
3048 override bool IsFacingPlayer( PlayerBase player, string selection )
3049 {
3050 return true;
3051 }
3052
3053 override bool IsPlayerInside( PlayerBase player, string selection )
3054 {
3055 return true;
3056 }
3057
3060 {
3061 return false;
3062 }
3063
3064 //roof check
3065 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3066 {
3067 return false;
3068 }
3069
3070 //selection->player distance check
3071 bool HasProperDistance( string selection, PlayerBase player )
3072 {
3073 return true;
3074 }
3075
3076 //folding
3078 {
3079 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3080 {
3081 return false;
3082 }
3083
3084 return true;
3085 }
3086
3088 {
3091
3092 return item;
3093 }
3094
3095 //Damage triggers (barbed wire)
3096 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3097 {
3098 if ( g_Game && g_Game.IsServer() )
3099 {
3100 //destroy area damage if some already exists
3101 DestroyAreaDamage( slot_name );
3102
3103 //create new area damage
3105 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3106
3107 vector min_max[2];
3108 if ( MemoryPointExists( slot_name + "_min" ) )
3109 {
3110 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3111 }
3112 if ( MemoryPointExists( slot_name + "_max" ) )
3113 {
3114 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3115 }
3116
3117 //get proper trigger extents (min<max)
3118 vector extents[2];
3119 GetConstruction().GetTriggerExtents( min_max, extents );
3120
3121 //get box center
3122 vector center;
3123 center = GetConstruction().GetBoxCenter( min_max );
3124 center = ModelToWorld( center );
3125
3126 //rotate center if needed
3128 CalcDamageAreaRotation( rotation_angle, center, orientation );
3129
3130 areaDamage.SetExtents( extents[0], extents[1] );
3131 areaDamage.SetAreaPosition( center );
3132 areaDamage.SetAreaOrientation( orientation );
3133 areaDamage.SetLoopInterval( 1.0 );
3134 areaDamage.SetDeferDuration( 0.2 );
3135 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3136 areaDamage.SetAmmoName( "BarbedWireHit" );
3137 areaDamage.Spawn();
3138
3139 m_DamageTriggers.Insert( slot_name, areaDamage );
3140 }
3141 }
3142
3143 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3144 {
3145 if ( angle_deg != 0 )
3146 {
3147 //orientation
3148 orientation[0] = orientation[0] - angle_deg;
3149
3150 //center
3151 vector rotate_axis;
3152 if ( MemoryPointExists( "rotate_axis" ) )
3153 {
3154 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3155 }
3156 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];
3157 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];
3158 center[0] = r_center_x;
3159 center[2] = r_center_z;
3160 }
3161 }
3162
3163 void DestroyAreaDamage( string slot_name )
3164 {
3165 if (g_Game && g_Game.IsServer())
3166 {
3168 if (m_DamageTriggers.Find(slot_name, areaDamage))
3169 {
3170 if (areaDamage)
3171 {
3172 areaDamage.Destroy();
3173 }
3174
3175 m_DamageTriggers.Remove( slot_name );
3176 }
3177 }
3178 }
3179
3180 override bool IsIgnoredByConstruction()
3181 {
3182 return true;
3183 }
3184
3185 //================================================================
3186 // SOUNDS
3187 //================================================================
3188 protected void SoundBuildStart( string part_name )
3189 {
3190 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3191 }
3192
3193 protected void SoundDismantleStart( string part_name )
3194 {
3195 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3196 }
3197
3198 protected void SoundDestroyStart( string part_name )
3199 {
3200 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3201 }
3202
3203 protected string GetBuildSoundByMaterial( string part_name )
3204 {
3205 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3206
3207 switch ( material_type )
3208 {
3209 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3210 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3211 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3212 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3213 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3214 }
3215
3216 return "";
3217 }
3218
3219 protected string GetDismantleSoundByMaterial( string part_name )
3220 {
3221 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3222
3223 switch ( material_type )
3224 {
3225 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3226 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3227 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3228 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3229 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3230 }
3231
3232 return "";
3233 }
3234
3235 //misc
3236 void CheckForHybridAttachments( EntityAI item, string slot_name )
3237 {
3238 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3239 {
3240 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3241 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3242 {
3243 SetHealth(slot_name,"Health",item.GetHealth());
3244 }
3245 }
3246 }
3247
3248 override int GetDamageSystemVersionChange()
3249 {
3250 return 111;
3251 }
3252
3253 override void SetActions()
3254 {
3255 super.SetActions();
3256
3260 }
3261
3262 protected void DestroyConstructedParts()
3263 {
3264 Construction construction = GetConstruction();
3265 if (!construction)
3266 return;
3267
3268 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3269 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3270 {
3271 ConstructionPart part = constructionParts.GetElement(i);
3272 if (part && part.IsBuilt() && !part.IsUtilityPart())
3273 {
3274 construction.DestroyPartServer(null, part.GetPartName(), -1);
3275 }
3276 }
3277 }
3278
3279 protected void HandleFallingForConstructedParts()
3280 {
3281 Construction construction = GetConstruction();
3282 if (!construction)
3283 return;
3284
3285 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3286 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3287 {
3288 ConstructionPart part = constructionParts.GetElement(i);
3289 if (part && part.IsBuilt() && !part.IsUtilityPart())
3290 {
3291 construction.HandleEntityFalling(part.GetPartName());
3292 }
3293 }
3294 }
3295
3297 override void OnItemFallRebuilding()
3298 {
3299 if (!g_Game.IsServer())
3300 return;
3301
3304
3305 if (DestroyOnFall())
3306 {
3308 {
3310 }
3311 else
3312 {
3314 {
3316 }
3317 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3318 }
3319 }
3320 }
3321
3323 {
3324 if (HasAnyAttachmentsOrCargo())
3325 {
3327 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3328 }
3329 }
3330
3331 //================================================================
3332 // DEBUG
3333 //================================================================
3334
3337 {
3338 return null;
3339 }
3340
3341 override void OnDebugSpawn()
3342 {
3343 FullyBuild();
3344 }
3345
3346 void FullyBuild()
3347 {
3349 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3350
3351 Man p;
3352
3353 #ifdef SERVER
3354 array<Man> players = new array<Man>;
3355 g_Game.GetWorld().GetPlayerList(players);
3356 if (players.Count())
3357 p = players[0];
3358 #else
3359 p = g_Game.GetPlayer();
3360 #endif
3361
3362 foreach (ConstructionPart part : parts)
3363 {
3364 bool excluded = false;
3365 string partName = part.GetPartName();
3366 if (excludes)
3367 {
3368 foreach (string exclude : excludes)
3369 {
3370 if (partName.Contains(exclude))
3371 {
3372 excluded = true;
3373 break;
3374 }
3375 }
3376 }
3377
3378 if (!excluded)
3379 {
3380 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3381 }
3382 }
3383
3384 GetConstruction().UpdateVisuals();
3385 }
3386
3388 //Deprecated code playpen//
3390 [Obsolete("handled in the Construction component directly")]
3391 protected void HandleItemFalling(ConstructionPart part)
3392 {
3393 }
3394
3395 [Obsolete("handled in the Construction component directly")]
3396 protected void ItemFall(vector min, vector max)
3397 {
3398 }
3399
3400 [Obsolete("obsolete debug method")]
3401 protected void DebugCustomState()
3402 {
3403 }
3404}
3405
3406void bsbDebugPrint (string s)
3407{
3408#ifdef BSB_DEBUG
3409 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3410#else
3411 //Print("" + s); // comment/uncomment to hide/see debug logs
3412#endif
3413}
3414void bsbDebugSpam (string s)
3415{
3416#ifdef BSB_DEBUG_SPAM
3417 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3418#else
3419 //Print("" + s); // comment/uncomment to hide/see debug logs
3420#endif
3421}
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::UpdatePhysics() и ItemBase::UpdateVisuals().