DayZ 1.30
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◆ UpdatePhysics()

void bsbDebugPrint::UpdatePhysics ( )
protected

См. определение в файле BaseBuildingBase.c строка 2034

2036{
2037 const string ANIMATION_DEPLOYED = "Deployed";
2038
2039 float m_ConstructionKitHealth; //stored health value for used construction kit
2040
2041 bool m_HasBase;
2042 //variables for synchronization of base building parts (2x31 is the current limit)
2043 int m_SyncParts01; //synchronization for already built parts (31 parts)
2044 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2045 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2046 int m_InteractedPartId; //construction part id that an action was performed on
2047 int m_PerformedActionId; //action id that was performed on a construction part
2048 protected ref ConstructionBasic m_Construction;
2049
2050 //Sounds
2051 //build
2052 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2053 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2054 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2055 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2056 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2057 //dismantle
2058 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2059 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2060 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2061 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2062 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2063
2064 protected EffectSound m_Sound;
2065
2069
2070 // Constructor
2071 void BaseBuildingBase()
2072 {
2074
2075 //synchronized variables
2076 RegisterNetSyncVariableInt( "m_SyncParts01" );
2077 RegisterNetSyncVariableInt( "m_SyncParts02" );
2078 RegisterNetSyncVariableInt( "m_SyncParts03" );
2079 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2080 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2081 RegisterNetSyncVariableBool( "m_HasBase" );
2082
2083 //Construction init
2084 ConstructionInit();
2085
2086 if (ConfigIsExisting("hybridAttachments"))
2087 {
2089 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2090 }
2091 if (ConfigIsExisting("mountables"))
2092 {
2094 ConfigGetTextArray("mountables", m_Mountables);
2095 }
2096
2097 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2098 SetAllowDamage(true);
2099 }
2100
2101 override string GetInvulnerabilityTypeString()
2102 {
2103 return "disableBaseDamage";
2104 }
2105
2106 override bool CanObstruct()
2107 {
2108 return true;
2109 }
2110
2111 override int GetHideIconMask()
2112 {
2113 return EInventoryIconVisibility.HIDE_VICINITY;
2114 }
2115
2116 override void InitItemSounds()
2117 {
2118 super.InitItemSounds();
2119
2121 SoundParameters params = new SoundParameters();
2122 params.m_Loop = true;
2123
2124 if (GetFoldSoundset() != string.Empty)
2125 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2126 if (GetLoopFoldSoundset() != string.Empty)
2127 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2128 }
2129
2130 override string GetFoldSoundset()
2131 {
2132 return "putDown_FenceKit_SoundSet";
2133 }
2134
2135 override string GetLoopFoldSoundset()
2136 {
2137 return "Shelter_Site_Build_Loop_SoundSet";
2138 }
2139
2140 // --- SYNCHRONIZATION
2142 {
2143 if ( g_Game.IsServer() )
2144 {
2145 SetSynchDirty();
2146 }
2147 }
2148
2149 override void OnVariablesSynchronized()
2150 {
2151 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2152 super.OnVariablesSynchronized();
2153
2154 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2155 }
2156
2157 protected void OnSynchronizedClient()
2158 {
2159 //update parts
2161
2162 //update action on part
2164
2165 //update visuals (client)
2166 UpdateVisuals();
2167 }
2168
2169 //parts synchronization
2170 void RegisterPartForSync( int part_id )
2171 {
2172 //part_id must starts from index = 1
2173 int offset;
2174 int mask;
2175
2176 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2177 {
2178 offset = part_id - 1;
2179 mask = 1 << offset;
2180
2181 m_SyncParts01 = m_SyncParts01 | mask;
2182 }
2183 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2184 {
2185 offset = ( part_id % 32 );
2186 mask = 1 << offset;
2187
2188 m_SyncParts02 = m_SyncParts02 | mask;
2189 }
2190 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2191 {
2192 offset = ( part_id % 63 );
2193 mask = 1 << offset;
2194
2195 m_SyncParts03 = m_SyncParts03 | mask;
2196 }
2197 }
2198
2199 void UnregisterPartForSync( int part_id )
2200 {
2201 //part_id must starts from index = 1
2202 int offset;
2203 int mask;
2204
2205 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2206 {
2207 offset = part_id - 1;
2208 mask = 1 << offset;
2209
2210 m_SyncParts01 = m_SyncParts01 & ~mask;
2211 }
2212 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2213 {
2214 offset = ( part_id % 32 );
2215 mask = 1 << offset;
2216
2217 m_SyncParts02 = m_SyncParts02 & ~mask;
2218 }
2219 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2220 {
2221 offset = ( part_id % 63 );
2222 mask = 1 << offset;
2223
2224 m_SyncParts03 = m_SyncParts03 & ~mask;
2225 }
2226 }
2227
2228 bool IsPartBuildInSyncData( int part_id )
2229 {
2230 //part_id must starts from index = 1
2231 int offset;
2232 int mask;
2233
2234 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2235 {
2236 offset = part_id - 1;
2237 mask = 1 << offset;
2238
2239 if ( ( m_SyncParts01 & mask ) > 0 )
2240 {
2241 return true;
2242 }
2243 }
2244 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2245 {
2246 offset = ( part_id % 32 );
2247 mask = 1 << offset;
2248
2249 if ( ( m_SyncParts02 & mask ) > 0 )
2250 {
2251 return true;
2252 }
2253 }
2254 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2255 {
2256 offset = ( part_id % 63 );
2257 mask = 1 << offset;
2258
2259 if ( ( m_SyncParts03 & mask ) > 0 )
2260 {
2261 return true;
2262 }
2263 }
2264
2265 return false;
2266 }
2267
2268 protected void RegisterActionForSync( int part_id, int action_id )
2269 {
2270 m_InteractedPartId = part_id;
2271 m_PerformedActionId = action_id;
2272 }
2273
2274 protected void ResetActionSyncData()
2275 {
2276 //reset data
2277 m_InteractedPartId = -1;
2279 }
2280
2281 protected void SetActionFromSyncData()
2282 {
2283 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2284 {
2286 int build_action_id = m_PerformedActionId;
2287
2288 switch( build_action_id )
2289 {
2290 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2291 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2292 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2293 }
2294 }
2295 }
2296 //------
2297
2299 {
2300 string key = part.GetPartName();
2301 bool is_base = part.IsBase();
2302 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2303 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2304 if ( is_part_built_sync )
2305 {
2306 if ( !part.IsBuilt() )
2307 {
2308 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2309 GetConstruction().AddToConstructedParts( key );
2310 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2311
2312 if (is_base)
2313 {
2315 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2316 }
2317 }
2318 }
2319 else
2320 {
2321 if ( part.IsBuilt() )
2322 {
2323 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2324 GetConstruction().RemoveFromConstructedParts( key );
2325 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2326
2327 if (is_base)
2328 {
2330 AddProxyPhysics( ANIMATION_DEPLOYED );
2331 }
2332 }
2333 }
2334
2335 //check slot lock for material attachments
2336 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2337 }
2338
2339 //set construction parts based on synchronized data
2341 {
2342 Construction construction = GetConstruction();
2343 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2344
2345 for ( int i = 0; i < construction_parts.Count(); ++i )
2346 {
2347 string key = construction_parts.GetKey( i );
2348 ConstructionPart value = construction_parts.Get( key );
2349 SetPartFromSyncData(value);
2350 }
2351
2352 //regenerate navmesh
2353 UpdateNavmesh();
2354 }
2355
2356 protected ConstructionPart GetConstructionPartById( int id )
2357 {
2358 Construction construction = GetConstruction();
2359 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2360
2361 for ( int i = 0; i < construction_parts.Count(); ++i )
2362 {
2363 string key = construction_parts.GetKey( i );
2364 ConstructionPart value = construction_parts.Get( key );
2365
2366 if ( value.GetId() == id )
2367 {
2368 return value;
2369 }
2370 }
2371
2372 return NULL;
2373 }
2374 //
2375
2376 //Base
2377 bool HasBase()
2378 {
2379 return m_HasBase;
2380 }
2381
2382 void SetBaseState( bool has_base )
2383 {
2384 m_HasBase = has_base;
2385 }
2386
2387 override bool IsDeployable()
2388 {
2389 return true;
2390 }
2391
2392 bool IsOpened()
2393 {
2394 return false;
2395 }
2396
2397 //--- CONSTRUCTION KIT
2399 {
2400 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2401 if ( m_ConstructionKitHealth > 0 )
2402 {
2403 construction_kit.SetHealth( m_ConstructionKitHealth );
2404 }
2405
2406 return construction_kit;
2407 }
2408
2409 void CreateConstructionKitInHands(notnull PlayerBase player)
2410 {
2411 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2412 if ( m_ConstructionKitHealth > 0 )
2413 {
2414 construction_kit.SetHealth( m_ConstructionKitHealth );
2415 }
2416 }
2417
2418 protected vector GetKitSpawnPosition()
2419 {
2420 return GetPosition();
2421 }
2422
2423 protected string GetConstructionKitType()
2424 {
2425 return "";
2426 }
2427
2428 void DestroyConstructionKit( ItemBase construction_kit )
2429 {
2430 m_ConstructionKitHealth = construction_kit.GetHealth();
2431 g_Game.ObjectDelete( construction_kit );
2432 }
2433
2434 //--- CONSTRUCTION
2435 void DestroyConstruction()
2436 {
2437 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2438 g_Game.ObjectDelete( this );
2439 }
2440
2441 // --- EVENTS
2442 override void EEDelete(EntityAI parent)
2443 {
2444 super.EEDelete(parent);
2445
2446 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2447 {
2448 areaDamage.Destroy();
2449 }
2450
2451 }
2452
2453 override void OnStoreSave( ParamsWriteContext ctx )
2454 {
2455 super.OnStoreSave( ctx );
2456
2457 //sync parts 01
2458 ctx.Write( m_SyncParts01 );
2459 ctx.Write( m_SyncParts02 );
2460 ctx.Write( m_SyncParts03 );
2461
2462 ctx.Write( m_HasBase );
2463 }
2464
2465 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2466 {
2467 if ( !super.OnStoreLoad( ctx, version ) )
2468 return false;
2469
2470 //--- Base building data ---
2471 //Restore synced parts data
2472 if ( !ctx.Read( m_SyncParts01 ) )
2473 {
2474 m_SyncParts01 = 0; //set default
2475 return false;
2476 }
2477 if ( !ctx.Read( m_SyncParts02 ) )
2478 {
2479 m_SyncParts02 = 0; //set default
2480 return false;
2481 }
2482 if ( !ctx.Read( m_SyncParts03 ) )
2483 {
2484 m_SyncParts03 = 0; //set default
2485 return false;
2486 }
2487
2488 //has base
2489 if ( !ctx.Read( m_HasBase ) )
2490 {
2491 m_HasBase = false;
2492 return false;
2493 }
2494 //---
2495
2496 return true;
2497 }
2498
2499 override void AfterStoreLoad()
2500 {
2501 super.AfterStoreLoad();
2502
2504 {
2506 }
2507 }
2508
2510 {
2511 //update server data
2513
2514 //set base state
2515 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2516 SetBaseState( part.IsBuilt() ) ;
2517
2518 //synchronize after load
2520 }
2521
2522 override void OnCreatePhysics()
2523 {
2524 super.OnCreatePhysics();
2525
2526 ConstructionInit();
2528 }
2529
2530 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2531 {
2533 return;
2534
2535 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2536 }
2537
2538 override void EEOnAfterLoad()
2539 {
2541 {
2542 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2543 }
2544
2545 super.EEOnAfterLoad();
2546 }
2547
2548 override void EEItemAttached( EntityAI item, string slot_name )
2549 {
2550 super.EEItemAttached( item, slot_name );
2551
2552 CheckForHybridAttachments( item, slot_name );
2553 UpdateVisuals();
2554 UpdateAttachmentPhysics( slot_name, false );
2555 }
2556
2557 override void EEItemDetached( EntityAI item, string slot_name )
2558 {
2559 super.EEItemDetached( item, slot_name );
2560
2561 UpdateVisuals();
2562 UpdateAttachmentPhysics( slot_name, false );
2563 }
2564
2565 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2566 {
2567 string slot_name = InventorySlots.GetSlotName( slotId );
2568 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2569
2570 UpdateAttachmentVisuals( slot_name, locked );
2571 UpdateAttachmentPhysics( slot_name, locked );
2572 }
2573
2574 //ignore out of reach condition
2575 override bool IgnoreOutOfReachCondition()
2576 {
2577 return true;
2578 }
2579
2580 //CONSTRUCTION EVENTS
2581 //Build
2582 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2583 {
2584 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2585
2586 //check base state
2587 if (construtionPart.IsBase())
2588 {
2589 SetBaseState(true);
2590
2591 //spawn kit
2593 }
2594
2595 //register constructed parts for synchronization
2596 RegisterPartForSync(construtionPart.GetId());
2597
2598 //register action that was performed on part
2599 RegisterActionForSync(construtionPart.GetId(), action_id);
2600
2601 //synchronize
2603
2604 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2605
2606 UpdateNavmesh();
2607
2608 //update visuals
2609 UpdateVisuals();
2610
2611 //reset action sync data
2612 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2613 }
2614
2615 void OnPartBuiltClient(string part_name, int action_id)
2616 {
2617 //play sound
2618 SoundBuildStart( part_name );
2619 }
2620
2621 //Dismantle
2622 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2623 {
2624 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2625 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2626
2627 //register constructed parts for synchronization
2628 UnregisterPartForSync(construtionPart.GetId());
2629
2630 //register action that was performed on part
2631 RegisterActionForSync(construtionPart.GetId(), action_id);
2632
2633 //synchronize
2635
2636 // server part of sync, client will be synced from SetPartsFromSyncData
2637 SetPartFromSyncData(construtionPart);
2638
2639 UpdateNavmesh();
2640
2641 //update visuals
2642 UpdateVisuals();
2643
2644 //reset action sync data
2645 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2646
2647 //check base state
2648 if (construtionPart.IsBase())
2649 {
2650 //Destroy construction
2651 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2652 }
2653 }
2654
2655 void OnPartDismantledClient( string part_name, int action_id )
2656 {
2657 //play sound
2658 SoundDismantleStart( part_name );
2659 }
2660
2661 //Destroy
2662 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2663 {
2664 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2665 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2666
2667 //register constructed parts for synchronization
2668 UnregisterPartForSync(construtionPart.GetId());
2669
2670 //register action that was performed on part
2671 RegisterActionForSync(construtionPart.GetId(), action_id);
2672
2673 //synchronize
2675
2676 // server part of sync, client will be synced from SetPartsFromSyncData
2677 SetPartFromSyncData(construtionPart);
2678
2679 UpdateNavmesh();
2680
2681 //update visuals
2682 UpdateVisuals();
2683
2684 //reset action sync data
2685 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2686
2687 //check base state
2688 if (construtionPart.IsBase())
2689 {
2690 //Destroy construction
2691 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2692 }
2693 }
2694
2695 void OnPartDestroyedClient( string part_name, int action_id )
2696 {
2697 //play sound
2698 SoundDestroyStart( part_name );
2699 }
2700
2701 // --- UPDATE
2702 void InitBaseState()
2703 {
2704 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2705
2706 InitVisuals();
2707 UpdateNavmesh(); //regenerate navmesh
2708 }
2709
2710 void InitVisuals()
2711 {
2712 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2713 //check base
2714 if ( !HasBase() )
2715 {
2716 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2717 }
2718 else
2719 {
2720 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2721 }
2722
2723 GetConstruction().InitVisuals();
2724 }
2725
2726 void UpdateVisuals()
2727 {
2728 array<string> attachmentSlots = new array<string>;
2729
2730 GetAttachmentSlots(this, attachmentSlots);
2731 foreach (string slotName : attachmentSlots)
2732 {
2734 }
2735
2736 //check base
2737 if (!HasBase())
2738 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2739 else
2740 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2741
2742 GetConstruction().UpdateVisuals();
2743 }
2744
2745 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2746 {
2747 string slotNameMounted = slot_name + "_Mounted";
2748 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2749
2750 if (attachment)
2751 {
2752 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2753 if (barbedWire && barbedWire.IsMounted())
2754 CreateAreaDamage(slotNameMounted);
2755 else
2756 DestroyAreaDamage(slotNameMounted);
2757
2758 if (is_locked)
2759 {
2760 SetAnimationPhase(slotNameMounted, 0);
2761 SetAnimationPhase(slot_name, 1);
2762 }
2763 else
2764 {
2765 SetAnimationPhase(slotNameMounted, 1);
2766 SetAnimationPhase(slot_name, 0);
2767 }
2768 }
2769 else
2770 {
2771 SetAnimationPhase(slotNameMounted, 1);
2772 SetAnimationPhase(slot_name, 1);
2773
2774 DestroyAreaDamage(slotNameMounted);
2775 }
2776 }
2777
2778 // avoid calling this function on frequent occasions, it's a massive performance hit
2779 void UpdatePhysics()
2780 {
2782 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2783
2784 array<string> attachmentSlots = new array<string>;
2785 GetAttachmentSlots(this, attachmentSlots);
2786
2788 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2789
2790 foreach (string slotName : attachmentSlots)
2791 {
2793 }
2794
2795 //check base
2796 if (!HasBase())
2797 {
2799 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2800
2801 AddProxyPhysics(ANIMATION_DEPLOYED);
2802 }
2803 else
2804 {
2806 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2807
2808 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2809 }
2810
2811 GetConstruction().UpdatePhysics();
2812 UpdateNavmesh();
2813 }
2814
2815 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2816 {
2817 //checks for invalid appends; hotfix
2818 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2819 return;
2820 //----------------------------------
2821 string slot_name_mounted = slot_name + "_Mounted";
2822 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2823
2824 //remove proxy physics
2825 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2826 RemoveProxyPhysics( slot_name_mounted );
2827 RemoveProxyPhysics( slot_name );
2828
2829 if ( attachment )
2830 {
2831 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2832 if ( is_locked )
2833 {
2834 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2835 AddProxyPhysics( slot_name_mounted );
2836 }
2837 else
2838 {
2839 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2840 AddProxyPhysics( slot_name );
2841 }
2842 }
2843 }
2844
2845 protected void UpdateNavmesh()
2846 {
2847 SetAffectPathgraph( true, false );
2848 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2849 }
2850
2851 override bool CanUseConstruction()
2852 {
2853 return true;
2854 }
2855
2856 override bool CanUseConstructionBuild()
2857 {
2858 return true;
2859 }
2860
2861 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2862 {
2863 if ( attachment )
2864 {
2865 InventoryLocation inventory_location = new InventoryLocation;
2866 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2867
2868 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2869 }
2870
2871 return false;
2872 }
2873
2874 protected bool IsAttachmentSlotLocked( string slot_name )
2875 {
2876 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2877 }
2878
2879 //--- ATTACHMENT SLOTS
2880 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2881 {
2882 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2883 if ( g_Game.ConfigIsExisting( config_path ) )
2884 {
2885 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2886 }
2887 }
2888
2889 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2890 {
2891 return true;
2892 }
2893
2894 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2895 {
2896 return true;
2897 }
2898
2899 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2900 {
2901 return true;
2902 }
2903
2904 // --- INIT
2906 {
2907 m_Construction = new Construction(this);
2908 return m_Construction;
2909 }
2910
2912 {
2913 return m_Construction;
2914 }
2915
2917 {
2918 return Construction.Cast(m_Construction);
2919 }
2920
2922 {
2923 int attachment_count = GetInventory().AttachmentCount();
2924 if ( attachment_count > 0 )
2925 {
2926 if ( HasBase() && attachment_count == 1 )
2927 {
2928 return false;
2929 }
2930
2931 return true;
2932 }
2933
2934 return false;
2935 }
2936
2937 override bool ShowZonesHealth()
2938 {
2939 return true;
2940 }
2941
2942 override bool IsTakeable()
2943 {
2944 return false;
2945 }
2946
2947 //this into/outo parent.Cargo
2948 override bool CanPutInCargo( EntityAI parent )
2949 {
2950 return false;
2951 }
2952
2953 override bool CanRemoveFromCargo( EntityAI parent )
2954 {
2955 return false;
2956 }
2957
2958 //hands
2959 override bool CanPutIntoHands( EntityAI parent )
2960 {
2961 return false;
2962 }
2963
2964 //--- ACTION CONDITIONS
2965 //direction
2966 override bool IsFacingPlayer( PlayerBase player, string selection )
2967 {
2968 return true;
2969 }
2970
2971 override bool IsPlayerInside( PlayerBase player, string selection )
2972 {
2973 return true;
2974 }
2975
2978 {
2979 return false;
2980 }
2981
2982 //roof check
2983 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2984 {
2985 return false;
2986 }
2987
2988 //selection->player distance check
2989 bool HasProperDistance( string selection, PlayerBase player )
2990 {
2991 return true;
2992 }
2993
2994 //folding
2996 {
2997 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2998 {
2999 return false;
3000 }
3001
3002 return true;
3003 }
3004
3006 {
3009
3010 return item;
3011 }
3012
3013 //Damage triggers (barbed wire)
3014 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3015 {
3016 if ( g_Game && g_Game.IsServer() )
3017 {
3018 //destroy area damage if some already exists
3019 DestroyAreaDamage( slot_name );
3020
3021 //create new area damage
3023 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3024
3025 vector min_max[2];
3026 if ( MemoryPointExists( slot_name + "_min" ) )
3027 {
3028 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3029 }
3030 if ( MemoryPointExists( slot_name + "_max" ) )
3031 {
3032 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3033 }
3034
3035 //get proper trigger extents (min<max)
3036 vector extents[2];
3037 GetConstruction().GetTriggerExtents( min_max, extents );
3038
3039 //get box center
3040 vector center;
3041 center = GetConstruction().GetBoxCenter( min_max );
3042 center = ModelToWorld( center );
3043
3044 //rotate center if needed
3046 CalcDamageAreaRotation( rotation_angle, center, orientation );
3047
3048 areaDamage.SetExtents( extents[0], extents[1] );
3049 areaDamage.SetAreaPosition( center );
3050 areaDamage.SetAreaOrientation( orientation );
3051 areaDamage.SetLoopInterval( 1.0 );
3052 areaDamage.SetDeferDuration( 0.2 );
3053 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3054 areaDamage.SetAmmoName( "BarbedWireHit" );
3055 areaDamage.Spawn();
3056
3057 m_DamageTriggers.Insert( slot_name, areaDamage );
3058 }
3059 }
3060
3061 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3062 {
3063 if ( angle_deg != 0 )
3064 {
3065 //orientation
3066 orientation[0] = orientation[0] - angle_deg;
3067
3068 //center
3069 vector rotate_axis;
3070 if ( MemoryPointExists( "rotate_axis" ) )
3071 {
3072 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3073 }
3074 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];
3075 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];
3076 center[0] = r_center_x;
3077 center[2] = r_center_z;
3078 }
3079 }
3080
3081 void DestroyAreaDamage( string slot_name )
3082 {
3083 if (g_Game && g_Game.IsServer())
3084 {
3086 if (m_DamageTriggers.Find(slot_name, areaDamage))
3087 {
3088 if (areaDamage)
3089 {
3090 areaDamage.Destroy();
3091 }
3092
3093 m_DamageTriggers.Remove( slot_name );
3094 }
3095 }
3096 }
3097
3098 override bool IsIgnoredByConstruction()
3099 {
3100 return true;
3101 }
3102
3103 //================================================================
3104 // SOUNDS
3105 //================================================================
3106 protected void SoundBuildStart( string part_name )
3107 {
3108 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3109 }
3110
3111 protected void SoundDismantleStart( string part_name )
3112 {
3113 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3114 }
3115
3116 protected void SoundDestroyStart( string part_name )
3117 {
3118 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3119 }
3120
3121 protected string GetBuildSoundByMaterial( string part_name )
3122 {
3123 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3124
3125 switch ( material_type )
3126 {
3127 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3128 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3129 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3130 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3131 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3132 }
3133
3134 return "";
3135 }
3136
3137 protected string GetDismantleSoundByMaterial( string part_name )
3138 {
3139 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3140
3141 switch ( material_type )
3142 {
3143 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3144 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3145 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3146 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3147 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3148 }
3149
3150 return "";
3151 }
3152
3153 //misc
3154 void CheckForHybridAttachments( EntityAI item, string slot_name )
3155 {
3156 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3157 {
3158 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3159 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3160 {
3161 SetHealth(slot_name,"Health",item.GetHealth());
3162 }
3163 }
3164 }
3165
3166 override int GetDamageSystemVersionChange()
3167 {
3168 return 111;
3169 }
3170
3171 override void SetActions()
3172 {
3173 super.SetActions();
3174
3178 }
3179
3180 protected void DestroyConstructedParts()
3181 {
3182 Construction construction = GetConstruction();
3183 if (!construction)
3184 return;
3185
3186 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3187 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3188 {
3189 ConstructionPart part = constructionParts.GetElement(i);
3190 if (part && part.IsBuilt() && !part.IsUtilityPart())
3191 {
3192 construction.DestroyPartServer(null, part.GetPartName(), -1);
3193 }
3194 }
3195 }
3196
3197 protected void HandleFallingForConstructedParts()
3198 {
3199 Construction construction = GetConstruction();
3200 if (!construction)
3201 return;
3202
3203 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3204 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3205 {
3206 ConstructionPart part = constructionParts.GetElement(i);
3207 if (part && part.IsBuilt() && !part.IsUtilityPart())
3208 {
3209 construction.HandleEntityFalling(part.GetPartName());
3210 }
3211 }
3212 }
3213
3215 override void OnItemFallRebuilding()
3216 {
3217 if (!g_Game.IsServer())
3218 return;
3219
3222
3223 if (DestroyOnFall())
3224 {
3226 {
3228 }
3229 else
3230 {
3232 {
3234 }
3235 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3236 }
3237 }
3238 }
3239
3241 {
3242 if (HasAnyAttachmentsOrCargo())
3243 {
3245 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3246 }
3247 }
3248
3249 //================================================================
3250 // DEBUG
3251 //================================================================
3252
3255 {
3256 return null;
3257 }
3258
3259 override void OnDebugSpawn()
3260 {
3261 FullyBuild();
3262 }
3263
3264 void FullyBuild()
3265 {
3267 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3268
3269 Man p;
3270
3271 #ifdef SERVER
3272 array<Man> players = new array<Man>;
3273 g_Game.GetWorld().GetPlayerList(players);
3274 if (players.Count())
3275 p = players[0];
3276 #else
3277 p = g_Game.GetPlayer();
3278 #endif
3279
3280 foreach (ConstructionPart part : parts)
3281 {
3282 bool excluded = false;
3283 string partName = part.GetPartName();
3284 if (excludes)
3285 {
3286 foreach (string exclude : excludes)
3287 {
3288 if (partName.Contains(exclude))
3289 {
3290 excluded = true;
3291 break;
3292 }
3293 }
3294 }
3295
3296 if (!excluded)
3297 {
3298 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3299 }
3300 }
3301
3302 GetConstruction().UpdateVisuals();
3303 }
3304
3306 //Deprecated code playpen//
3308 [Obsolete("handled in the Construction component directly")]
3309 protected void HandleItemFalling(ConstructionPart part)
3310 {
3311 }
3312
3313 [Obsolete("handled in the Construction component directly")]
3314 protected void ItemFall(vector min, vector max)
3315 {
3316 }
3317
3318 [Obsolete("obsolete debug method")]
3319 protected void DebugCustomState()
3320 {
3321 }
3322}
3323
3324void bsbDebugPrint (string s)
3325{
3326#ifdef BSB_DEBUG
3327 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3328#else
3329 //Print("" + s); // comment/uncomment to hide/see debug logs
3330#endif
3331}
3332void bsbDebugSpam (string s)
3333{
3334#ifdef BSB_DEBUG_SPAM
3335 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3336#else
3337 //Print("" + s); // comment/uncomment to hide/see debug logs
3338#endif
3339}
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